Weekly Update #10

Thanks, looks like I worried for nothing :slightly_smiling:

While we’re at it, what kinds of roles is the Corvette made to fulfil? With this one big hardpoint, it feels like it is going for siege or anti-capital duty. From there, how does it fit between the Bomber and Cruiser, which have a similar role? In which case would we choose one or a mix over another?

That is, I can throw a brick into a hole and WIP it to explode.It’s just awesome!

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Like the style, :sunglasses: @pictbrige

How about a development Diary/Comic strip?. :wink:

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Hurrah I received Achievement . Mby SpaceJay

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I like the idea of ships throwing large bricks at each other :stuck_out_tongue: Maybe some peat bricks for extra disruptive effects!

Speaking of throwing things, will we see mortar-style ballistic weapons in the game? I know they can cause some degree of imbalance, but they are so satisfying to use with practice. At present velocities they would require a huge amount of accuracy to land a hit.

If missiles are large and limited, will they also have a corresponding long range?

And, will the guidance algorithms be better than tail-chase, which is the standard for video games.

Range will largely be determined by gameplay testing. As for the guidance algorithm we don’t have any specific plan for that just yet, I would like to investigate actual missile algorithms but that may not necessarily drive the final implementation.

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I wouldn’t recommend knocking on the DoD’s door asking for that stuff, Keith.

If you want a good intro to missile guidance, look at the Modern Warfare mod for World in Conflict. They did quite a lot of work into modeling their missiles accurately.

Will you be simulating atmospheric effects on the missile?

That’s currently the plan.

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In that case, the guidance algorithm for in-atmosphere flight can get even more interesting… A long range guidance program could look like:

  • ballistic arc to close range
  • proportional navigation to impact

The first stage flies the missile in the thinner atmosphere to decrease drag.

But this is extra development work for only one weapon, though it would look really cool.

In my internship I’m looking at improving the physics simulation of boats. While trying to find algorithms and research on high speed turns I found a thesis that did just that but for the purpose of maximizing hit probability of a missle by estimating the evasion radius and all that jazz. I didn’t really read the missile tracking section since it wasn’t what I looking for, but I’d be happy to forward it to you if you’re interested for the future.

@DrRansom it’s just an optimization problem that minimizes drag and pretty simple to do actually, the issue is that wouldn’t minimize time to impact giving a greater probability for your target to evade…still it could be done!

Sure that’d be cool =)

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I have access to a university library… What was the name of the paper?

An algorithm as advanced as that, or as advanced as the one I propose, would probably require someone in the community to take the time to write it.

It’s publically available…you could probably find it by googling aslan nazmi. It’s from some marine postdoc university. I’ve recreated his MATLAB algorithm for turns and Ive been using it for my own purposes.

Edit: Google ā€œnazmi aslan high speed PDFā€ and it should be the 1st hit

His does trajectory optimization to minimize drag? What is the mathematical method used? For real-time guidance application, numerical minimization is usually viewed as far too slow.

Hence, missile guidance goes for analytical solutions.

I was just thinking about it from my own perspective, as I said before I wasn’t interested in hitting things with missiles but only how boats turned so I didn’t read the second half(the missile trajectory half).

It just sounds like a relatively easy minimization problem that any classical mechanics student could do. Maybe I’m overlooking a detail though.

I don’t think that the minimization problem is hard, but what happens is that it is solved for an analytical control gain.

I’ve always wanted to build a missile interceptor model, maybe this is as good a chance as any to get started.

Here is the intro to Proportional Navigation from World in Conflict Mod:

And here is a paper on advanced missile guidance algorithms for ABM role:

That’s something I haven’t really studied which is why it went over my head I guess. I’ve wanted to look into PID controllers and how they work for awhile now, but I just haven’t had the time for it. I’m currently trying to put together a continuous thrust algorithm optimizing for time/dV etc for orbits but I’ve only got around to reading and haven’t written any code yet…