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Missile vs Missile Accuracy #82
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But... there are no counter-missile missiles in BDA? rofl |
The PAC-3 is an ABM (Anti Ballistic Missile) https://en.wikipedia.org/wiki/MIM-104_Patriot#MIM-104F_.28PAC-3.29 |
I have to agree here, incoming missile intercept by radar guided missiles is too good, and certain missiles excel at it, generally these seem to be the smaller radar guided types, as you'd expect due to a smaller missiles agility compared to larger types, |
My thoughts were a phased in system, building on what we added for Guard Mode improved targeting
This would in effect mimic a Anti-missile system , which is far more complex, but its still a game right? |
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Somehow I have the feeling that this issue automatically (?) resolved itself and actually turned into the opposite: |
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I need to run some stock BDA tests to reconfirm but as for missiles from PEW et al , they needed some major changes to get working properly (I think Spanner has yet to release those tweaks I provided) I'll run through some scenarios with PAC vs. RBS-15 for a baseline |
curious about those tweaks - what can be tweaked in the part config aside from thrust and turningDPS? |
Yes, I agree too. Was this introduced with KSP 1.2 or with 1.2.1?
…On 11 Jan 2017 18:37, "SpannerMonkey (Tony)" ***@***.***> wrote:
Somehow I have the feeling that this issue automatically (?) resolved
itself and actually turned into the opposite:
I agree with your findings, radar guided missiles are practically useless
right now and the chance of a hit has dropped from something like 80% down
to maybe 10 at best , the change is so profound that it pretty much put a
halt on combo turret development as without some kind of accuracy the
missile addition is pointless
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I've a feeling it all changed on the release of 1.2. build 1622 which also coincided wth Kerbals being immortal and immune to BDA stuff, right up until the day of the update I recall missiles were behaving as expected and I know that the day before the update Kerbs were destructible by BDA |
@TheDogKSP
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Finished off some tests with the following vs the RBS15 at 15KM distance and a 20KM physics distance
Firing directly at each other I found that about 1 out of 3 tries would connect. It seemed if the missile got to the RBS15 before terminal evasion it could sometimes hit it Indirect fire at a target 100M away , they never could shoot down the RBS15 I think the main takeaway for me was shooting directly at a target that had ABM capability, I had been testing against ships armed with MK29's |
Looking at the KSP 1.2 changelog, these might be candidates for changes which affect BDA features like missile accuracy:
I might have a 1.1.3 on my Linux install, gotta check, would be interesting to compare the current support branch compile on 1.1.3 vs 1.2 (if I can get it compiled on 1.1.3, that is...) |
Nice finding @thedog!
It would be awesome if you can add some logging to parameters used for the
AeroForces and compared the output from 1.1.3 and 1.2.2 during a specific
scenario, that way we should be able to see which of them are now different.
2017-01-17 11:08 GMT+01:00 TheDog <notifications@github.com>:
… Looking at the KSP 1.2 changelog, these might be candidates for changes
which affect BDA features like missile accuracy:
- Revised how most forces and torques are applied (see note on this
subject below in Moddability).
- Considerable work to Krakensbane and FloatingOrigin to improve
precision and performance and lower garbage
- There is an additional drag curve whose function is to raise drag
coefficient to a power based on the mach number.
- Fix a wrong rotation in Moment of Intertia calculations.
- All forces on valid parts except wheel forces are now done via
Part.AddForce/Torque/AddForceAtPosition. Note that the forcemode used
is Force; to use a different forcemode, convert the force to the correct
amount. It is the job of the Flight Integrator to then apply all these
forces to actual rigidbodies (rather than all the disparate modules' job).
- Particle systems can be registered with FloatingOrigin for handling
origin/krakensbane offsetting natively.
I might have a 1.1.3 on my Linux install, gotta check, would be
interesting to compare the current support branch compile on 1.1.3 vs 1.2
(if I can get it compiled on 1.1.3, that is...)
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OK, good news and so-so news: I have executed each scenario 3 times on 113/122.
Since it's all done manually, the exact timing and flight pathes differ slightly between each attempt, you'll see in the logs that makes quite a difference to when what torque and lift etc. are applied... 1) "Gameplay" result:
2) Output: @jrodrigv : I hope you can work with that format. Each of the 3 attempts is in its own log file (KSP.log), reduced to only the relevant section. The 122 folder also contains:
3) XLS analysis
My (Preliminary) Conclusion: However, nothing really looks totally weird or out-of-proportion, so I would say that the AeroForces in KSP 1.1.3 and 1.2.2 dont seem to behave differently, even though maybe for KSP 1.2.2 we shouldnt add the force to the rigidbody directly, instead calling Part.AddForceAtPosition as per KSP's changelog... THE ONLY FINDING I HAVE COMES FROM THE "SUCCESSFUL" INTERCEPT IN ATTEMPT3 IN 122: Thus I would conclude there is not really a problem with aeroforces, but rather with detecting and registering the hit/collision/air detonation...? But I really hope that you can maybe take something out of these logs & data, so I am curious for your conclusion! |
Wow. Very deep investigation! Good job! I need some time to dig into this. One question regarding 1.1.3. Are you using the current code from the support branch or the code that we had at that time? I'm thinking that we might need to do the test using the code that we had before 1.2, that way we can discard possible issues introduced by us |
No, i really used the current state of the support branch, and "backported" it to 113. |
This issue has been fixed and it will be released. |
In guard mode the accuracy of Missile targeting is very over powered. Incoming missiles can be intercepted by other missiles with almost 100% accuracy. Perhaps a random variance introduced in targeting when the Target is a missile to restore some balance.
Certain interceptor missiles designed for shooting down other missiles should have some dependencies introduced, such as a constant radar lock to give it an edge over standard missile, i.e. PAC3 vs AIM 120
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