Improved Gun Laying Algorithms Jul 3, 2019 20:31:33 GMT
Post by AtomHeartDragon on Jul 3, 2019 20:31:33 GMT
It might be a very fine yardstick for the editor, but it does not work in combat at all. Also, this is not that much calculations, especially given that a lot of it could be precalculated when entering combat. Also multithreading, like cipherpunks said.
That's covered by subsequent points.
Time to target AND targets maximum acceleration. Assume targets that can randomly adjust course will do so to the best of their ability. Two targets of identical physical size but two different possible maximum acceleration rates have two different size of target area that must be saturated to guarantee a hit. Laserstars with only mpdt's can be effectively engaged from farther away then laserstars with ntr's.
True, but volume target might be found in is going to be larger if we assume that it has burned all the remass it could between firing the shot and actually hitting or missing.
Depends, varying the main engine throttle is also an effective means of dodging. Shot trajectories leading the target will go passed the target if it just stops. Typically I alternate between the scatter order and the nose forward order if the time to target on incoming fire is long enough that I don't need to do a full continous burn so I can conserve Delta V and my ability to dodge when I actually need it. A dodging ship still needs to be treated as an area target.
From my experience ships in combat tend to burn most of the time if they know what's good for them.
Depends. If the weapon is physically accurate enough but the time to target is too long intermittent shots can still force the target to expend at least some Delta V. This becomes an attrition fight, add time acceleration please and thanks.
Heating is only accounted for when the weapon has to stop firing to avoid meltdown, AFAIK.
Does the game model things like the barrel heating up causing pretension on the weapon and changing the barrel harmonics? I always assumed the guns as modeled in game where always as accurate as they could be. Having an option for intermittent fire to keep pressure on enemies that are dodging would be nice. Having an option to not shoot through the target at modules on the other side would be nice. Having an option to only engage a target module without outright destroying the target craft if possible would be nice.
And only shooting target modules was what I meant by switching off opportunistic fire. Not shooting through the hull at stuff on the other side would be a welcome addition.
That could be precalculated and you can calculate delta-v (whether imparted by engines or powered launch) and nuke splash for all the stages/components up until individual k-slugs for gunmines. That's pretty much exact math for range extension. It could also be used to calculate how much off target it is worthwhile to shoot missiles or payloads - "mortars" and rocketguns firing from behind cover anyone?
That's a nice goal to try and strive for, but I don't trust blanket catch all algorithms to be perfect every time.