Missile Physics
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I believe that’s part of the anticheat Hook plugin, but unfortunately since I don’t have the source I can’t recompile it for Hook 1.6.1, which is what I use for a host of reasons.
EDIT: Another thing I’ve noticed: the missile trails always seem to start at some random point (center of the system? last base docked?) and then flash to the launcher’s location. It looks really odd…
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Ya, I’ve noticed that too. Not really sure why it does that, either.
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Firstly, I was going to say I don’t experience that, but then I remembered to test multiplayer. Unfortunately, that’s not my area. Can’t say I noticed the trail, but again, probably a server issue.
Secondly, it stores the cosine of seeker_fov_deg, so that makes 0 and 360 the same; 180 is the best you can do.
I don’t think delay would do what you want - it simply delays motor acceleration. i.e. initial missile speed = ship speed + [Munition] muzzle_velocity; after [Motor] delay seconds, it accelerates for [Motor] lifetime; after [Munition] lifetime, it explodes.
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Thanks for the FOV.
As for the delay, that’s precisely what I’d want it to do; the problem is that it doesn’t do that. When the missile fires, it stays in place no matter what the muzzle velocity is. When the delay expires, the missile jumps to where I feel it SHOULD have been with the muzzle velocity, and then it accelerates.
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Have u tried it without the anti-cheat plugin?
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Both with and without to no effect.
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You ARE able to use FOV higher than 180 and still have it track right. I’ve used up to 345 and it works fine, I have used it in a 90 degree offset fire missles were it fires out of the side of a Custom ships known as a Serafina from 88Flak. The missle would then track to the target and hit it in a really neat arc. Except it would never hit if fired in a debris field as it would hit debrie instead.
I have also used up to a 45 degree fire angle and 320 degree FOV and had it work and track right with no errors.