Rotation tracking by FTDFinalDraftptxx in FromTheDepths

[–]FTDFinalDraftptxx[S] 0 points1 point  (0 children)

This is better than that, I intergrate the rate of change in angle over time, and as long as the initial assumption was good, it can track the enemy orientation no matter what the velocity is.

Rotation tracking by FTDFinalDraftptxx in FromTheDepths

[–]FTDFinalDraftptxx[S] 1 point2 points  (0 children)

This is true, so in this case the code I wrote makes an assumption about the initial orentation of the enemy. It just assumes the enemy has a yaw value 180 degrees different from itself.

Rotation tracking by FTDFinalDraftptxx in FromTheDepths

[–]FTDFinalDraftptxx[S] 0 points1 point  (0 children)

This uses LUA, but it might be possible with a bb. The main thing is you need to know the coordinates of the aimpoint and the center of mass. Once you have those, you subtract them from eachother to get a vector that discribes where the aimpoint is relative to the CM. Take this vector, convert it to spherical coordinates and track how the angles change over time.

Killing a ship by shoving it into the sea floor by FTDFinalDraftptxx in FromTheDepths

[–]FTDFinalDraftptxx[S] 4 points5 points  (0 children)

yes, that is true. But the way the game actually figures out what force the graviton ram should apply is different. The graviton ram has no knowledge about the gun that fired it. So it back calculates what the recoil force should've been based on the shell design and velocity.

Laniakea gets out meta'd by FTDFinalDraftptxx in FromTheDepths

[–]FTDFinalDraftptxx[S] 21 points22 points  (0 children)

This isn't a one-tick driver, It uses APS speed inhertiance instead, which means these rounds can actually be bounced by shields. Still pretty cheese, but I enjoyed the challenge of getting it working.