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Feature Request: Missile Tracker FOV Attribute #10705

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VaelophisNyx opened this issue Oct 27, 2024 · 1 comment
Open

Feature Request: Missile Tracker FOV Attribute #10705

VaelophisNyx opened this issue Oct 27, 2024 · 1 comment
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enhancement Issues asking for or PRs making code changes that add new capabilities to the engine

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@VaelophisNyx
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VaelophisNyx commented Oct 27, 2024

Problem Description

Missiles currently either have omnidirectional vision, or a 180° FOV in front of them that they can see. I'd like to propose that (ir/radar/optical) tracker fov gets added, with a value range between 1 and 360 in degrees, so we can make missiles that have excellent tracking but very limited vision cones, or missiles which have not-quite omni-vision. Would add a bit more depth to missile design IMO

maybe also decoupling tracking quality levels from tracking itself would be a good idea, splitting it into a maneuverability stat, but, that's for a different time probably

Related Issue Links

Searched and found none.

Desired Solution

Addition of the following projectile attributes:

  • infrared tracker fov
  • optical tracker fov
  • radar tracker fov

Allowing for limiting a missile's vision to anywhere between 1° and 360°

Alternative Approaches

Unsure there is an alternative that isn't just "don't do it", which is valid, but would suck tbh

Additional Context

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@Quantumshark
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maybe also decoupling tracking quality levels from tracking itself would be a good idea, splitting it into a maneuverability stat

Currently, we have three distinct characteristics affecting a missile's overall ability to track.

Firstly, there's the tracking type and value - "infrared tracking" 0.65, for example. This governs the missile's chance to retain its lock on a given target. Depending on the type, that's affected by different factors.

Next, there's the homing - this can take one of four values, and essentially governs how smart the missile's AI is.
homing 1 is currently, as far as I'm aware, essentially a half-implementation of what you're suggesting, as it stops a missile seeing targets behind it.
homing 2 just causes the missile to continually thrust and always try to turn to point toward the target.
homing 3 is similar, but the missile will stop thrusting if the target is behind it, allowing it to turn around more quickly.
homing 4 causes the missile to calculate a lead point to aim for based on the target's speed and heading.

Finally, there's the maneuverability of the missile, which comes from its acceleration, drag and turn.
The missile's top speed, for example, is given by acceleration divided by drag. For the same top speed, making both numbers higher (for example, 5 acceleration and 1 drag, rather than 0.5 and 0.1) makes the missile reach its top speed faster, and also lets it change heading more quickly, because it accelerates faster. The turn is the simplest number, simply governing how quickly the missile can rotate. Note, though, that if the acceleration is low and the turning is high, the missile may well be able to turn to face the target quickly, but it will take a while to actually change its direction of motion, so for a while it'll be pointing at the target but drifting in the direction it was facing before.

@Quantumshark Quantumshark added the enhancement Issues asking for or PRs making code changes that add new capabilities to the engine label Oct 28, 2024
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