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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.09.17 02:27:00 -
[1] - Quote
The faster a missile flies, the greater its turn radius. That radius goes up with the square of the speed. So I'm all for a faster swarm because it means I can side step it and it will go racing on by. The best analogy I have is if you are trying to hit me with your car while I'm in an open area. If you drive slow you can turn sharp. If you come at me at 90mph, just how quick can you turn to adjust to me jumping aside at the last moment? Not very. And it's going to take you a VERY long time to turn around and come back for a second pass. Of course the faster you fly the faster you use up your fuel supply, again it's a matter of physics. The air resistance goes up as the square of the speed, so you sacrifice four times the flight duration to double your speed.
It's slow rignt now BECAUSE it needs to be more manuverable. Of course even at that speed they currently have FAR to sharp a turn radius due to the low bandwidth programming decision the devs took (fly to the lst known position, then reorient and fly again). It's simple physics.
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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.09.17 04:36:00 -
[2] - Quote
Uber Dragonlord Valkarish wrote:Well said Skihids, but that would be fine. As long as the missile is auto correcting it's trajectory constantly as it flies towards a tank, if the missile is shot from far enough away you'd never really know it was coming unless you are watching in the right direction. And if you are able to dodge the missiles (no easy feat to time correctly) then kudos. But when you have to dodge 4 missiles coming in from slightly different angles and distances at insane speeds, maneuvering a tank out of the path of all 4 will be quite a task. And if the treads are dead on your tank due to AV or grenades, there is no "sidestepping" to be done. Of course that's why I suggested letting bullets be able to detonate them in mid-flight, that would help quite a bit. If you are speaking of literally sidestepping outside of a tank, well of course. There is no issue there, the swarms are meant mainly for AV anyway
There are two tracking methods a missile can use:
1) Homing, where the missile tries to kep its nose pointed directly at the target at all times
And
2) Predictive leading, where it watches the flight path of he target and attempts to lead the turn.
Each has advantages and disadvantages. Basic homing often leads to an impossibly tight turn radius as it nears a maneuvering target. Predictive leading can be "head faked" by switching turn direction as the missile nears the target. Again, the faster the approach speed the less maneuvering it is capable of.
A tank isn't capable of fast travel or very abrupt manuvering, so I'm really addressing flying vehicles here.
I would love to see accurate flight physics for everything that flies as that opens the game up for true player skill just as modern air combat manuveres does. Then the better pilot will get the better of another even if the latter has a bit of a character skill advantage. |
Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.09.26 15:15:00 -
[3] - Quote
Whispercrow wrote: I just want a variety of missiles, like in the real world.
Fast ones with good agility that are meant to tear up air vehicles but are near useless against heavy armor.
Big slow fat ones with low range that can obliterate heavy armor but can't hope to catch up to an aircraft or a buggy going like a bat out of hell.
Dumb fire ones of good speed that go forward at a really good clip but don't have any tracking or lock-on.
An extremely maneuverable variety with really slow lock on but stay after the target and do great damage.
Etc. Yeah, it might suck to be 'stuck' with an Anti-Air missile when the enemy rolls up with a tank, but that's what Supply Depots and Deployable Spawn Locations are for.
Keep in mind that speed and turn radius are inversely related. Double your speed and you quadruple your turn radius.
The formula for the sideways accelleration is: m*v**2 / r
That is: mass x velocity squared / turn radius
You can choose any two variables and the formula dictates the third.
To be both fast and manuverable the missile will need to be very lightweight. That means a smaller warhead and less fuel. Presumably the tracking and steering hardware also has some mass. Higher speed means a far greater fuel burn. That in turn implies a very short flight time.
Your "extremely manuverable missile with great damage" would have a high mass and a tight turn radius so it would necessarily be very slow.
Dumb fire non-manuvering missiles can be both big and fast, but the more massive the slower the initial acceleration ( F=m*a ,or accelleration = force of your rocket motor / mass of your missile )
I'm happy for CCP to build all the possible variants as long as they conform to the physics equation and don't wander into fairy land. |
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