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91
General Discussion / Re: Need info on plasma-projectiles
« Last post by tob.s on December 07, 2016, 03:05:04 am »
thanks - after a lot of fiddling, i, pretty pleased with my result ( see seperate thread ), still im not 100% sure if those maths are correct or just happen to work under the tested conditions. Im not realy good at maths, so a lot of it is guesswork ( especialy when arc-functions are involved ). Currently im using a speed of 75,5 for my calculations - using half G.
At 1 Capaticy, the shot force is around 4000 - divided by 39,5 thats 101,2... ill give this a try together with 1g and see what happens.
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General Discussion / Re: Need info on plasma-projectiles
« Last post by PressureLine on December 07, 2016, 01:32:49 am »
From memory you can take the shoot force and divide it by 39.5 (or a similar number) to get the velocity of the projectile. I do have a ballistic calculator level saved (it operates at about 0.8G though, like most blueshift-based maps) that I can upload tonight if you want.

For a combat bot I usually just pre-compute (using the ballistic calculator at a given capacitance and distance [usually 250]) then do
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(distance to target/pre-computed distance)*pre-computed angleto get the superelevation angle, then do straight altitude based calculation to get the straight-line angle between the cannon and the target, add them together to get the total angle required. That will usually generate a hit on a bot-sized target at a reasonable range (just a reminder that this is based on using a blueshift-based map, where the distance between targets and the altitude difference is not affected by the spherical gravity field of a planet)
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General Discussion / Need info on plasma-projectiles
« Last post by tob.s on December 07, 2016, 12:21:20 am »
Hi,

currently my plasma-turrets use triangulation or the altitude difference based maths for vertical aiming - both methods ignore gravity though, which easily could lead to missing even a stationary target at above medium distance.

so currently im trying to use the same ballistics i used to lob the grenades in the video below to aim with a plasma cannon. I determined the speed of the plasma by firing backwards from a plane - around a speed of 75 the plasma drops almost vertical from the plane, so i fed my maths with v=75. Also, plasma seems to be floating / not fully affected by gravity - i reduced it to half witch seems to work, to realy be sure ill need to build a much larger test-map though. Atm im still using the formula for targets at the same altitude, as the error is minimal when firing in an high arc.  Now with plasma though, the arc is very flat, so im currently searching for the correct formula.

as i renember, xfm tweaked the plasmas behaviour - so the correct values might have been posted somewhere back then. If someone knows the exact values it would be a big help.

94
General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by tob.s on December 06, 2016, 01:21:54 am »
basicly, i just added the fins to make the missile turn accourding to its flight path ( without, the missile would just keep the angle at wich it was launched as theres no air resitance) , so its mainly decorative and to see how much of a differnce the drag would make. One benefit though is that the missiles always hit with the grenade first, while without fins they would crash their rear into the ground short before the target, sometimes even making them bounce of target - as seen on this old bot
95
General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by MarvinMan on December 05, 2016, 08:26:16 pm »
Is there any articular objective for these missiles?

If adding some reverse thrust for trajectory changes is a workable solution, it wouldn't take much more to have a couple of control surfaces to constantly adjust the flight path.

If it's acceptable to have the missile spinning, it could be possible to steer with a pair of fins and a single elbow/motor.
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General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by z26 on December 05, 2016, 05:18:15 pm »
Haha, playing fetch with an hypercube, thats clever.
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General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by tob.s on December 05, 2016, 05:03:28 pm »
video should be public now
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General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by z26 on December 05, 2016, 02:22:12 pm »
I cannot see the video in the last post, "This video is private"

Btw i have no solution to your problem, but you inspired me to give another go at a failed project of mine.  Thanks for that :p
99
General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by tob.s on December 05, 2016, 12:38:59 pm »
Also thought about adding reverse thrust to that missile, set the lauch to double speed ( so the flightpath should have its highest point directly above the target ) and stop the missile midair when directly above the target, so it will fall down at the target from directly above ( maybee even accelerating as soon as pitch hits -90 )

in the meantime i tried using a hypercannon

edit=vd
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General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by MarvinMan on December 05, 2016, 07:55:41 am »
For small missiles it may be possible to use plasma cannons as a form of propulsion to deliver a fixed impulse.

On planets, missiles will always overshoot at long ranges due to the low gravity at high altitudes and the curved ground dropping away beneath them.

You could try not being especially accurate with the launch and always overshoot the target, then use an air brake/reverse thrust to switch to a more accurate final trajectory when close to the target.
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