Author Topic: Strange missile tracking  (Read 6590 times)

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Offline FUBAR-BDHR

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Re: Strange missile tracking
What difficulty setting do you have the game on?  I've noticed in some recent testing that on lower difficulty setting missile and beams don't fire very often.  Ramp up the difficulty and they fire off.  Also seems to be affected by the number of ships in the area.  If I attack alone on easy only turrets will fire unless there aren't very many left.  If I have a wing with me then the missiles and beams will start to fire.  Granted this is in TBP and multilayer so it may have no effect on what your trying to do. 

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Offline Wanderer

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Re: Strange missile tracking
Where in my posts did i say 'use "fire down normals" flag' ?

In fact i stated pretty much the opposite...
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Offline TrashMan

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Re: Strange missile tracking
But the missile doesn't behave like I need it to.

It need to start traveling where the launcher is pointing, and after it gets some distance from the ship, turn towards a target in range.
It shouldn't matter if the target is above, below, behind or in front of the launcher.
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Offline Wanderer

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Re: Strange missile tracking
Just try it
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Offline Getter Robo G

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Re: Strange missile tracking
I will be watching this intently, because the Sg-1 ships will need to fire some missiles VLS style straight up and then track forward curving toward the target.....

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Offline Wanderer

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Re: Strange missile tracking
Basic VLS... First make single part turrets which have reasonably large fov value (past 180). Then arm them with aspect seeking missiles set to swarm mode (even if there would be just 1 missile in the 'swarm'). Make the free flight time match the flight you want to missile to fly before it turns to home on the target remembering that before homing kicks in the missile travels at 1/4th of max speed. Don't even try to use spawning missiles though.. hard coded retail hacks make sure they wont work (apart from my branch).
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Offline TrashMan

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Re: Strange missile tracking
Looks to be working.  :D
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Offline Polpolion

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Re: Strange missile tracking
:(

I've had this feature in Fast Mod for like a year now.

 

Offline phreak

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Re: Strange missile tracking
http://www.hard-light.net/forums/index.php/topic,56420.0.html

This build should ignore small ships for heat seekers if the missile is fired without a lock and it tries to acquire something. (bug in retail)
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Offline TrashMan

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Re: Strange missile tracking
Hm...code-wizzards, how about a Huge+ flag?


Basicely, it works like a Huge flag, only when there are no huge targets around, the AI might try to use it against smaller targets too :P
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Offline Wanderer

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Re: Strange missile tracking
:(

I've had this feature in Fast Mod for like a year now.
Yeah.. those have been around for several years already

Hm...code-wizzards, how about a Huge+ flag?


Basicely, it works like a Huge flag, only when there are no huge targets around, the AI might try to use it against smaller targets too :P
Well... there are alternatives... in the works (though kinda on back burner due code freeze) anyway.. don't want to spoil any more..
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Re: Strange missile tracking
        Since Trashman's missile seems to be working can I ask a somewhat related question.
         
        How exactly do bombs work in terms of taking damage? From some comments on the Wiki about the GVC Somtus I get the impression that Flak damage cannot take down bombs. Only direct fire. Which makes me think that bombs don't really have hitpoints because apparently Splash damage doesn't apply? Instead they just require a direct hit to be taken out?
 
        Let's say for example Trashman's missile isn't just a missile, but instead it's some large ICBM type of thing. Could a person set it up such that the missile is targettable as a bomb, but requires say X amount of damage to destroy? Like is it possible to either give bomb flagged missiles hitpoints, or to require them to be hit more than once. Obviously the cyclops, and helios, are hard enough to shoot down as it is. But presuming that a missile could be much larger in size, and a much easier target, could it be made a little more durable so as to take some hits before disintegrating?

       How hard would something like that be to implement or is it workable under the current system already? 

 

Offline TrashMan

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Re: Strange missile tracking
Yes, good question. I too have some pretty big missiles :P
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Offline Wanderer

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Re: Strange missile tracking
Not possible with current code.. But quite easy add (and that has been done for some special builds).
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Offline Getter Robo G

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Re: Strange missile tracking
By direct fire do you mean like AAA beams?


Oh and Wanderer TY, I will let JC4JC know about that! :) (will be great to test once we get the Daedalus in game...)

"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
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Star Blazers: Journey to Iscandar...
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Offline TrashMan

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Re: Strange missile tracking
Not possible with current code.. But quite easy add (and that has been done for some special builds).

Good to now.

I guess you did it with a $Missile Hitpoints: line in the weapons.tbl?
Can we expect it in the future then?
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Offline Wanderer

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Re: Strange missile tracking
Hmm.. they should take damage from the flak too... however flak doesn't really do that much damage especially as the target is so small and the shot deviation so large. In any case bombs have 50 hitpoints by default so they are quite durable already. Also there is the thing that bombs are immune to all weapons fire for the first 1.5s after they are fired.
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Offline Polpolion

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Re: Strange missile tracking
:(

I've had this feature in Fast Mod for like a year now.
Yeah.. those have been around for several years already

Which is why I took the effort to put in more features than just an increase in speed. Several new ship types, balancing the main campaign for the mod, new weapons... I'm quite sure that anyone who has played both velocity mod and fast mod can testify to their differences.

 
Re: Strange missile tracking
Hmm.. they should take damage from the flak too... however flak doesn't really do that much damage especially as the target is so small and the shot deviation so large. In any case bombs have 50 hitpoints by default so they are quite durable already. Also there is the thing that bombs are immune to all weapons fire for the first 1.5s after they are fired.

      Yeah I thought they may have some set hitpoints.
      50 hitpoints is quite a bit but if the bomb was say, about half the size of a fighter it might need a few more depending upon the object's speed and general flight time.

 

Offline TrashMan

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Re: Strange missile tracking
Ya..I got one that's bigger than a perseus.
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