Missile Woes

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Code Crank Call
Posts: 25
Joined: Wed Apr 26, 2006 7:51 pm

Missile Woes

Post by Code Crank Call »

I've been experimenting with different fighter missiles, but have had trouble getting the AI to fire them, I'm curious as to weather the manueverability of the missile is factored or the maximum aiming elevation/azimuth is used, as I've had rather odd results with using hemispherical self_aiming regions; Even with self_aiming set to true, they'll often rocket off at right angles from the ship, rather than simply flying forward.
The manuevering stas for the missile are:

mass: 0.2,
thrust: 1.5e3,
drag: 3,
roll_drag: 4,
pitch_drag: 3,
yaw_drag: 3,
roll_rate: 13,
pitch_rate: 13,
yaw_rate: 13,
eject: (0,0,-2)

Hopefully that will help make this easier for anyone who has timeto help me out, many thanks in advance.
So where's the obligatory game video with topgun music?
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Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: Missile Woes

Post by Dragonlead »

What is your "guided:" value? Zero is unguided (think bullet) 1 is homing and 2 "pre-aims" the missile before firing. That is most likely why your missile shoots off the rail oddly.

V/R
USAF Ret.
Code Crank Call
Posts: 25
Joined: Wed Apr 26, 2006 7:51 pm

RE: Missile Woes

Post by Code Crank Call »

Sorry I took so long to reply, but i figured I'd be able to make time to do some testing on your suggestion (unfortunately RL ate it) but thanks for the help, from what I've tested, it does seem to work better.
So where's the obligatory game video with topgun music?
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