[FT] Salvo Missile (and Fighter) Range

2 posts ยท Dec 6 2000 to Dec 10 2000

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Wed, 6 Dec 2000 17:11:52 -0500

Subject: RE: [FT] Salvo Missile (and Fighter) Range

Drom Brian:

> Attack Velocity is figured from launching ship's

Basically yes, though in the revision I sent in reply to Beth, I simplified
the missile speef component to be total distance from launch point to target,
and attack vector to be the line from launch point to target coordinate (or
center post).

> I think that you need step 1.5:

I don't think it's needed with the revision.

> In #2, is the clockface from the target's facing, the

It's meant to be the Target's heading. This is the same as its facing in
cinematic, but not necesarily in vector.

> This seems to break if the salvo is overshot

It won't with the revision. The Slavo has to close the distance back to the
target to attack, so the net vector is simply to the target from the launch
point.

> Perhaps it should be:

I think this works well. My way might be better for cinematic, since you can
determine it just by looking at the figures, but this may do better for
vector.

> I would suggest using absolute value of Attack Velocity

Agreed, rare as the case may be.

> Your method solves the chase problem, but adds a new

True to a point. In fact, it encourages ships to charge into missile barages
rather than peel off to increase the missile AV. It also encourages SML
ships to avoid the head-on attack. I don't know if this truly limits
speed, but it does probably force different maneuvering. I don't know if
either of these count as problems rather than an impetus for new tactics.

From: Richard and Emily Bell <rlbell@s...>

Date: Sun, 10 Dec 2000 10:59:43 -0500

Subject: Re: [FT] Salvo Missile (and Fighter) Range

> Alan and Carmel Brain wrote:

> From: "Izenberg, Noam" <Noam.Izenberg@jhuapl.edu>

Another possibility for adding ship vectors to missile movement is that the
missiles are launched from the end of firing ships vector (where it would end
up if the ship coasted). This gives a faster ship a longer range, but also
gives ships a minimum range at which targets cannot be engaged (because the
missiles do not have time to acquire a lock-on).  This means that an
ill-timed
charge with fast missile boats may result in no firing opportunity during a
highspeed, close range pass. However, high thrust ships pursuing a fleeing
target can still engage with missiles.