Weapon Tracking/Manuever Limitations

Weapon Tracking/Manuever Limitations

Requests for features in the spring code.

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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Weapon Tracking/Manuever Limitations

Post by MadRat »

I'd like to figure out a way to limit the aimrate of the air unit's nose-boresight. I want the unit to hard manuever except when trying to fixate on a target. Would also like to see some kind of way to script a false signal to fire when trying to aim at a hard manuevering target, but this also seems like its not really possible without some overly complex cob scripting.

My goal is to overly simplify but still largely emulate missile guidance limitations of target tracking limited by both self and target manuevers. Any ideas?

Is aimrate still in effect with Spring? It doesn't seem to matter in the weapon tdf at least.
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Argh
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Post by Argh »

Aimrate didn't do anything in OTA, either- just Unit Viewer. As for your question... there are multiple ways to do this. For one thing, you can put limits on the tolerance of the missile weapon, so that it will not be fired unless within the specified target cone, then limit the turnrate of the Piece that is firing the weapon. Secondly, you can change the flight parameters so that missile weapons simply aren't maneuverable enough to guide on targets that leave their main arc. If you make missiles travel at scale speeds and distances, then you can achieve a fairly adequate simulation of their real-world behaviors. However, doing so requires using a very small scale for models, because of the CPU costs associated with longer LOS in Spring.
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MadRat
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Post by MadRat »

I don't want to use turretted weapons or have these factors affect the manueverability of the guided weapon. I just want the unit to one, have to fly less harsh manuevers to fire, and two, for the weapon to only be able to track a unit making manuevers the target can only be moving so fast across the seeker's azimuth at the least. If the target is within the parameters then launch, otherwise no launch possible. Once launched the guided weapon should manuever to its settings.

I want to simulate some real world missile limitations.
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Argh
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Post by Argh »

Then use a turret=0 weapon and set the Tolerance values low, and then adjust the missile's parameters. I should warn you, however, that that will impose some pretty severe restrictions on how often the aircraft will validate a target. It'd be better, in my opinion, to use a restricted-arc weapon that is a "turret", but just not bother with aiming code in the BOS, and make the weapon appear below the aircraft (like IRL, when they drop off the wings before the booster ignites) so that it can still validate targets normally but is restricted properly. That's very easy to do, and I've used it in my current project with good results.
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MadRat
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Post by MadRat »

So by not giving it the ability to aim it won't? That might be doable. I just want to avoid the restrictive arc. What might also work is to detect its turn (is turning rate readable?) and have it aim away from the turn so it cannot engage a target directly inline with its nose-boresight.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

You can read the turn through some hacks but you can't rotate the weapon's firearc.
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

I figured it was going to have to rely on tolerance, though. Tolerance still works as far as I've seen.
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