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Post by AdmiralObvious on Dec 27, 2016 20:31:09 GMT
I know exactly what Pure Pursuit (chase it directly till you either hit or miss, and turn around to point right at the target if you miss), and APN (adjust your course relative to the intended target's velocity) are, however, i've tried looking up Deviated Pursuit, and have yet to be able to find any reliable info on what it actually means, and due to my incompetence in setting the damping multiplier, i've just got rockets that spin out of control instead of point in the general direction of the target.
Any advice on how to handle Damping? As well does anyone know what exactly Deviated Pursuit does?
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khenderson
New Member
my god, it's full of missiles
Posts: 40
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Post by khenderson on Dec 28, 2016 1:47:07 GMT
I know exactly what Pure Pursuit (chase it directly till you either hit or miss, and turn around to point right at the target if you miss), and APN (adjust your course relative to the intended target's velocity) are, however, i've tried looking up Deviated Pursuit, and have yet to be able to find any reliable info on what it actually means, and due to my incompetence in setting the damping multiplier, i've just got rockets that spin out of control instead of point in the general direction of the target. Any advice on how to handle Damping? As well does anyone know what exactly Deviated Pursuit does? Deviated pursuit is supposed to be a variation on pure pursuit. Instead of aiming directly at the target, it aims in front of the target by a small, fixed angle. In practice it just causes my missiles to swing back and forth, apparently wishing they had been made into pendulums instead. As for damping, I don't know what to suggest, since that's going to depend on what you're trying to do.
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Post by AdmiralObvious on Dec 28, 2016 2:34:02 GMT
I know exactly what Pure Pursuit (chase it directly till you either hit or miss, and turn around to point right at the target if you miss), and APN (adjust your course relative to the intended target's velocity) are, however, i've tried looking up Deviated Pursuit, and have yet to be able to find any reliable info on what it actually means, and due to my incompetence in setting the damping multiplier, i've just got rockets that spin out of control instead of point in the general direction of the target. Any advice on how to handle Damping? As well does anyone know what exactly Deviated Pursuit does? Deviated pursuit is supposed to be a variation on pure pursuit. Instead of aiming directly at the target, it aims in front of the target by a small, fixed angle. In practice it just causes my missiles to swing back and forth, apparently wishing they had been madeĀ into pendulums instead. As for damping, I don't know what to suggest, since that's going to depend on what you're trying to do. That makes sense. Would be nice to be able to set that angle. As for Damping, can you give me an idea on what exactly it is supposed to do? I set ratios similar to the defaults, but using different types of navigation. First one being a high speed pure. Second stage being nothing, and final stage using APN. All I got were missiles wishing they were tops on the first stage. Second stage went as expected (nothing happened) and the final stage made sense, usually hitting center of mass, but not before a whole bunch of missiles collided with each other first.
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khenderson
New Member
my god, it's full of missiles
Posts: 40
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Post by khenderson on Dec 28, 2016 4:06:52 GMT
That makes sense. Would be nice to be able to set that angle. As for Damping, can you give me an idea on what exactly it is supposed to do? I set ratios similar to the defaults, but using different types of navigation. First one being a high speed pure. Second stage being nothing, and final stage using APN. All I got were missiles wishing they were tops on the first stage. Second stage went as expected (nothing happened) and the final stage made sense, usually hitting center of mass, but not before a whole bunch of missiles collided with each other first. Damping blends your chosen guidance rule with either pure pursuit (accelerate box checked), or no burn (unchecked). Here's one of my setups as an example.
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Post by AdmiralObvious on Dec 28, 2016 4:53:21 GMT
That makes some sense. So, the multiplier sets how quickly the missile swaps from pure to the navigation method? What I don't get is the difference between accelerated damping, and no burn damping. Does the missile still use deltaV when set to no burn?
Either way, i'll try out your ratios and see how they work for me.
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Post by dwwolf on Dec 28, 2016 8:45:07 GMT
No burn should use less dV since pursuit mode is wastefull.
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khenderson
New Member
my god, it's full of missiles
Posts: 40
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Post by khenderson on Dec 28, 2016 17:57:47 GMT
That makes some sense. So, the multiplier sets how quickly the missile swaps from pure to the navigation method? What I don't get is the difference between accelerated damping, and no burn damping. Does the missile still use deltaV when set to no burn? Either way, i'll try out your ratios and see how they work for me. I don't believe it swaps between the two guidance laws, but rather averages the two results. Admittedly, it can be hard to infer what is going on simply from observing a missile's maneuvers. The answer your second question depends on the guidance law chosen and the damping factor. The example I provided above will continue making short burns to correct for target movement, otherwise it will coast.
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Post by n2maniac on Dec 28, 2016 18:44:44 GMT
Something you may want to adjust is the gimbal range on the rocket engine until the turnabout time on the missile is something reasonable. I have found putting turnabout time as high as 1.0 second usually makes it stable. Dunno what the minimum is, ymmv.
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Post by AdmiralObvious on Dec 28, 2016 23:43:04 GMT
That makes some sense. So, the multiplier sets how quickly the missile swaps from pure to the navigation method? What I don't get is the difference between accelerated damping, and no burn damping. Does the missile still use deltaV when set to no burn? Either way, i'll try out your ratios and see how they work for me. I don't believe it swaps between the two guidance laws, but rather averages the two results. Admittedly, it can be hard to infer what is going on simply from observing a missile's maneuvers. The answer your second question depends on the guidance law chosen and the damping factor. The example I provided above will continue making short burns to correct for target movement, otherwise it will coast. That makes quite a lot more sense to me now. Technically if I set a damping factor to 0, it would be purely the navigation law. As for the second question, that also makes a lot more sense. Thanks for the help.
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Post by AdmiralObvious on Dec 28, 2016 23:44:35 GMT
Something you may want to adjust is the gimbal range on the rocket engine until the turnabout time on the missile is something reasonable. I have found putting turnabout time as high as 1.0 second usually makes it stable. Dunno what the minimum is, ymmv. I've got a few missiles with 5 G acceleration values and turnabout times usually under a second and a half. Sometimes they still just don't want to fly relatively straight. I guess it depends on how much power the engine provides. (Sorry for double posting.)
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