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Artillery rangletables (universal) #6853
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Aren't rocket artillery submunitions deployed only like, 200-300 meters slope distance from the target? I'd rather worry about heavily scripted special ammo like https://en.wikipedia.org/wiki/SMArt_155... if you have to respawn the projectile at the vector and velocity determined by this system, those scripts might not get triggered. Similar to RHS impact hand grenades with Advanced Throwing. Semi-related: Couldn't Frag be rewritten with the Jets DLC submunition system? |
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Just some suggestions on the C++.
Have to remove your debug printf's before merging. |
I don't think there is a solution for v^2 wind resistance but I could be wrong |
Conflicts: addons/mk6mortar/config.cpp
Ref #4080
Universal rangetables for any artillery
Generated by new extension
Some bits based on mk6
3 main components to the addon
This has been a real pain to deal with, (e.g. aim at sky vs aim at ground and you get radically different results). Short mortars also seem to need a different approach to calculate, elevation calc has improved from the mk6 code.
New extension to handle calculating all values at runtime, should be multithreaded, non-blocking.
There is no config air resistance so it's not that bad, I tried using
CBA_fnc_waitUntilAndExecute
because it's pretty lightweight and actual round count should be low.WIP for now so don't worry about the small stuff
Possible issues: