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Projectile Guidance Systems
- None: No guidance, but acceleration, lifetime, trajectory, and speed still apply
- Remote: Not implemented
- TravelTo: This mode sends the projectile toward the given target lead point when fired. It is not updated mid-flight. Think of this as a time-fused flak.
- Smart: Guided projectile, based on properties in Smarts or Approaches
- SmartDetectTravelTo, DetectSmart, DetectFixed: Mines. Explore and let me know
- Total acceleration is usable on all guidance types. It limits how much acceleration (in m/s) can be applied, and counts BOTH straight line acceleration and turning. Note that drag is not modelled, and projectiles do not constantly "thrust."
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Aggressiveness should ideally be between 3 and 5, and alters the turn rate to match bearing. Read up on proportional nav, aggressiveness is the N or proportionality constant.
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NavAcceleration is ideally half of Aggressiveness
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MaxLateralThrust is 0-1 of how much acceleration thrust can be used, per tick, to turn. Very low values will give a very gentle curve
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SteeringLimit sets a hard limit on how many degrees per tick, and is more realistic that MaxLateralThrust
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AccelClearance and TrackingDelay are two methods to allow a Smart to get clear of the firing grid
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OffsetMinRange sets a distance from target to stop "drunk" missile or random trajectory changes
If you have suggestions or implementations, please raise them in the Discord! Thank you!
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WeaponCore Quick Links
Weapon Properties (Page in Progress)
Multi-Turret Creation (Page in Progress)
Weapon - Targeting & Hardpoint
Weapon - Critical Reactions/Warheads
Weapon - Minimal Configurations
Ammo - Electronic Warfare System (EWAR)
Ammo - Guidance System (Homing, Mines, Self-Guided)
Armor System (Page in Progress)