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.
Weapon Tracking/Manuever Limitations
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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.
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.
I want to simulate some real world missile limitations.
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.