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Post by captinjoehenry on Oct 9, 2016 18:56:27 GMT
Ok so I have made a multi megaton warhead. I have a coil gun that shoots 5 of them per second and many km/s. Turns out this is a great weapon! It can engage at more or less any range. The only issue is at 100 of km the enemy can dodge. Now then with this weapon I just want to tell it to shoot all around a target so that way even if only a few warheads would ever come close enough to detonate they would detonate as this weapon can just cover a huge area in a rain of multi megaton nukes. So a command to just shotgun all around an enemy would be great so it is a LOT harder to dodge all the rounds.
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Post by captinjoehenry on Oct 18, 2016 19:55:46 GMT
Just an update on this. I still have a megaton nuke post fix and this would still be quite useful. Not to mention it would also be useful for missile swarms as when you have a lot of missiles with nuke warheads you want them all around the target before blowing them up in order to take out the hostile radiators and engines.
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Post by bdcarrillo on Nov 2, 2016 23:42:49 GMT
A saturate, or similar command, would be useful for flak CIWS. Perhaps that could be included as a deliberate random aiming error expressed as a percentage.
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Post by captinjoehenry on Nov 3, 2016 0:15:52 GMT
A saturate, or similar command, would be useful for flak CIWS. Perhaps that could be included as a deliberate random aiming error expressed as a percentage. I was more thinking along the lines of a crude guess of where the enemy might be if they attempt to dodge. That would be a really nice feature but a bit costly performance wise. So yeah just being able to tell your guns to rotate to increase the firing cone would be quite nice.
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Post by lawson on Nov 3, 2016 15:13:57 GMT
A saturate, or similar command, would be useful for flak CIWS. Perhaps that could be included as a deliberate random aiming error expressed as a percentage. I was more thinking along the lines of a crude guess of where the enemy might be if they attempt to dodge. That would be a really nice feature but a bit costly performance wise. So yeah just being able to tell your guns to rotate to increase the firing cone would be quite nice. The enemy location estimate wouldn't have to be more than ~3x more complex than the current target leading code. From reading about RoboCode bots ages ago, in 2D a using a weighted average of the aim points figured using constant opponent velocity and figured using constant opponent acceleration gives up to 90% of the performance of the best learning bots. For 3D aiming I'd use the constant velocity and constant acceleration aim points to define an aim area and randomly fill that area based on some probability distribution. A flat-top or truncated Gaussian distribution would be easy and fast. An optimal distribution would probably be to use a histogram of aim points that hit as the aim point probability distribution. Though, the Gaussian would probably perform nearly as well as a histogram with far lower computational cost if it was carefully tuned.
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