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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: General Battuta on August 13, 2008, 12:58:13 am

Title: Feature requests regarding missiles
Post by: General Battuta on August 13, 2008, 12:58:13 am
I'm reluctant to make feature requests since I know they're often, while seemingly easy, actually prohibitively or impossibly difficult. So let me say right off that I'm really impressed by the work that the SCP crew does, and that these requests are just for cool factor -- I hardly think they're necessary or even worth spending time on.

1. Could we get a growl tone for heat-seeking missiles, similar to that produced by real-life heatseekers?

2. Would it be possible to correlate the volume of this tone with the missile's probability of a successful hit?

Just throwing it out there! No problem at all if it's impossible.
Title: Re: Feature requests regarding missiles
Post by: pecenipicek on August 13, 2008, 05:40:17 am
the growl tone you can set as a missile launch sound in weapons.tbl i think (you have to have the sound file for it, or make one for it), as for the #2.... umm.... i dont really think it would add anything usefull  to the whole experience...
Title: Re: Feature requests regarding missiles
Post by: General Battuta on August 13, 2008, 12:19:51 pm
No, it wouldn't...but as it is heatseekers don't provide much feedback.

I'm not suggesting a growl at launch; I'm suggesting a growl before launch akin to the 'beep beep' of aspect seekers.
Title: Re: Feature requests regarding missiles
Post by: lostllama on August 13, 2008, 01:28:35 pm

1. Could we get a growl tone for heat-seeking missiles, similar to that produced by real-life heatseekers?

2. Would it be possible to correlate the volume of this tone with the missile's probability of a successful hit?

I think I know the kind of effect you mean. The growl would become higher pitched once the missile has acquired its target (or with increasing probability of scoring a hit).

Thing is, afaik you don't need to actually have an enemy targeted in order for a rockeye to home in on one, at least I don't think you do. If you have say 3 enemy ships directly in front of you and you launch a rockeye it could go after any of them, most likely the closest, unless you have one of them targeted, in which case of course it would go after that one.

Anyway, I'm thinking maybe the growl could be linked to (1) the position of the aspect indicator that rotates around the central reticle, as well as (2) the range to the target, and maybe (3) how close the targeted ship is relative to the centre of the reticle or the missile's view cone. The pitch of the tone could be altered depending on these 3 factors (there could be more to consider though). But as I know nothing of the inner workings of FSO I can't say if it's doable.
Title: Re: Feature requests regarding missiles
Post by: chief1983 on August 13, 2008, 04:32:41 pm
Don't forget how long it's been in the reticle.  It should be dampened so that a ship suddenly flying across your line of sight doesn't throw up a short high pitch growl.  It should take a second to pick up the enemy's signature.  Which is realistic, you're more likely to hit something if it's staying in front of you for a longer time.
Title: Re: Feature requests regarding missiles
Post by: Galemp on August 13, 2008, 08:06:56 pm
Well, to make it function, first you'd need some way (scripting?) to output the tracking factor (time in reticle x distance from center of reticle per ship on screen, then take the largest) to a number. Then you'd need to dynamically link the number to the homing ability of that warhead launch. This would be pretty cool; an analog homing system, instead of the aspect seeking digital system.

This number could be rendered on screen as 'tracking strength' as either a number, or a gauge onscreen. Once you have feedback the SCP would have to work out dynamic pitch variation for sound effects (which could also lead to 3D doppler effects in the future) then apply that to the heat-seeking droning sound.

It's a lot of work, but every part of it would be neat.
Title: Re: Feature requests regarding missiles
Post by: chief1983 on August 13, 2008, 09:19:49 pm
Doppler code apparently already exists; we were discussing this yesterday in IRC.
Title: Re: Feature requests regarding missiles
Post by: WMCoolmon on August 13, 2008, 09:40:30 pm
Yeah, OpenAL applies it automatically IIRC.
Title: Re: Feature requests regarding missiles
Post by: General Battuta on August 14, 2008, 12:21:26 am
Well, cool! Whether or not anyone ever works on the feature, I'm just glad to have learned something.
Title: Re: Feature requests regarding missiles
Post by: WMCoolmon on August 14, 2008, 01:08:42 am
http://www.devmaster.net/articles/openal-tutorials/lesson7.php
Title: Re: Feature requests regarding missiles
Post by: PL_Harpoon on August 14, 2008, 08:56:11 am
Please! No heat seaking growl!!!
It`s soo annoying :wtf:
I always tune it down to minimum in my simulator.
Title: Re: Feature requests regarding missiles
Post by: General Battuta on August 14, 2008, 12:09:28 pm
If it were ever implemented, it would probably be an optional feature or restricted to mods.
Title: Re: Feature requests regarding missiles
Post by: Galemp on August 14, 2008, 12:19:56 pm
It shouldn't be any more annoying than the aspect seeking beeps you hear now, but that's an issue for the sound designer.

BTW, I've never actually heard this 'growl.' Someone have a link?
Title: Re: Feature requests regarding missiles
Post by: General Battuta on August 14, 2008, 12:32:17 pm
This. (http://www.youtube.com/watch?v=3i68aWPueqQ)

Though I imagine we could make a somewhat less frightening effect.

Also, that tone is steady and loud because the seeker head is already locked on when the video starts -- if the pilot was jinking and trying to get a good aspect on his target, you'd hear the growl drop off or intensify based on the missile's relative eagerness to get flying.