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[FAQ
Forum Index » » Developer Feedback » » Missile flight paths
 Author Missile flight paths
Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-07-27 12:50   
I must say that I do enjoy the new launch points for the hive that don't end in vast amounts of friendly fire but missiles fired from any ship either up or down cant hit small targets at all. I'm not saying that launching a missile should guarantee a hit but if a frigate is flying straight towards you there should be a pretty good chance that you land a hit. Its not an urgent game ending issue just some thing to throw ideas at when people don't have anything better to do with their lives. My thought was that missiles should drop onto the ship plane by the last 3rd of their flight path. This way close ships can still dodge if they are small enough and you can still launch over your friends but you can also hit that lazy frigate at the edge of your range.

I played with MS paint to try to illustrate the idea.




[ This Message was edited by: Scorched Soul[+R] on 2011-07-27 12:57 ]
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-07-27 13:28   
As far as I am aware, missiles turn as quickly as possible in order to aim at the point where they estimate that the target is going to be when the missile arrives. As such, if they're performing an arc like the one drawn in the left-hand image they can't actually turn any faster, so you can't get anything resembling the right-hand image without making missiles turn a lot faster. When this happens, try firing from a longer range.

At longer ranges the missiles will behave a bit more like the right-hand image, although they don't intentionally aim to reach zero height so they'll usually be approaching from an angle.
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-07-27 14:11   
The issue that I guess I didn't portray is that the missiles have to anticipate the exact location and intersect that point at a specific time. The problem sets in when the missiles are already turning almost as much as they can which makes last minute corrections difficult especially when they usually involve trying to turn even more to compensate for the fact that the target is moving toward the origin. The missiles are trying to do this and cant.



when the missile is traveling on the plane toward the target it doesn't have to accelerate along the whole length of the trip if the target is moving in a straight line. once the missile has hit the plane the missile is free to devote all of its acceleration power to turning left or right instead of turning down and left or right. The new flight path concentrates the acceleration at the beginning instead of spreading it across the entire path only to be surprised that the target moved at the last second.

[ This Message was edited by: Scorched Soul[+R] on 2011-07-27 14:12 ]
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-27 14:19   
I really Really dont think those PWNZER missiles should be made more accurate...

Your not ment to engage scouts/frigates/destroyers with those....
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-07-27 14:20   
Missiles don't accelerate. They behave just like ships and fly at maximum velocity. The issue with your diagram is that initial part where the missile must somehow turn faster than it is physically able to in order to get into a better position.

You are suggesting that it needs to turn faster at the beginning of its flight so that it turns less during the terminal stages of its flight. The missile is already turning at maximum possible rate all the way through its flight. It cannot turn any faster in the situation you describe. Try moving away from the target so that the missiles have more time to get on track.
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-07-27 16:34   
I see what you mean about how the missiles fly. when i said they accelerate I was talking about their changing directions( turning is a form of acceleration), and your right I do want them to turn more in the beginning so they can turn less at the end. as they are right now missiles turn until they are pointed directly at the target and then try to fly a straight line. I want missiles that will make an arc until they are on the plane and then fly a straight line. You don't have to change how fast they can turn they just have to continue to turn until they even out on the plane.

I recorded my trials so you can watch them too.
here

Quote:

On 2011-07-27 14:19, *XO*Defiance wrote:
I really Really dont think those PWNZER missiles should be made more accurate...

Your not ment to engage scouts/frigates/destroyers with those....




Im also surprised that someone from ICC would say they don't want an attempt to make missiles more efficient


[ This Message was edited by: Scorched Soul[+R] on 2011-07-27 16:36 ]
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-07-27 17:08   
Not possible without bringing the server to its knees.
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-07-27 17:13   
Unfortunate
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-07-27 17:37   
Missiles aren't meant to hit smaller ships, they're fine as they are.
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-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2011-07-27 18:51   
what if missles were dumfired up into the air like a moarter, then after a certain time they fire up their rockets and start their tracking from there heading straight across
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-27 19:16   
typical.

So you have discovered the most powerful weapon in the game.

Now you wont stop until you can use that weapon for every scenario in the game.


Drop the crap already... Its pathetic
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Defiance and Opposition, a tribute to teamwork. I will remember always
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-07-27 19:24   
Quote:

On 2011-07-27 19:16, *XO*Defiance wrote:
typical.

So you have discovered the most powerful weapon in the game.

Now you wont stop until you can use that weapon for every scenario in the game.


Drop the crap already... Its pathetic




this one made me laugh. yes the Luth since inception player would love to use missiles for every encounter.
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-27 19:29   
the root of the problem is you feel vulnerable in your supply class stations.

You should...

[ This Message was edited by: *XO*Defiance on 2011-07-27 19:29 ]
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DubStep Santa
Marshal

Joined: July 23, 2004
Posts: 80
From: Atlanta GA
Posted: 2011-07-27 20:25   
put missles back on planets for defence now lolol
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-07-27 20:44   
Quote:

On 2011-07-27 20:25, DubStep Santa wrote:
put missles back on planets for defence now lolol




Harplex planets of Death...all the def in a ring on the top...be interesting to try and cap
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