# FIRE, HIT and MOTION DYNAMICS in vcr

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Anonymous

April 11, 2005 2:53:25 PM

Archived from groups: alt.games.vgaplanets4 (More info?)

FIRE AND HIT DYNAMICS

First the screening only should be possible via a larger number of the types which should do the screening job and the stats

itself. When wings&PD fire at wings the targeted type should be randomly.

A system which is based on the documented stats in a manner that the documents have a meaning would be fine. I.e. then printed

value for fighter missile range and LW range should be of the same unit.

I would like to see that the ability to form over kill wings is tuned down, i.e. a max number of fighters in a wing, for example

1000 like it is for homeguards.

Maybe there is no need to resovle any single fighter shot. Some time for other calculations can be saved if one calculates the

all over effect of a salvo of a type in a wing at ones:

drain/damage= FighterDrain/DamageMod * f( Min[Battery/Energy for one shot;FighterCount] , FighterHitOdds, RND) where f is chosen

as suited enough to provide

Min [battery/Energy for one shot;FighterCount] * FighterDrain/DamageMod * FighterHitOdds as mean (RND is the usual random number)

and simulates the inverse of the cumulative binominal distribution

which would otherwise be needed exactly. HitOdds depends on fighter stats, ships evasive mods range, etc. in the usual manner.

Both sets of equations for the motion of ships and fighters should be of the same form and filled with different parameters. Give

fighters a small mass. If the underlying motion follows some modified form of Newton's law F=m*a with several helping equations

then moving behavior should be not problem. Maybe you introduced some latent friction to avoid everything moving arround madly

fast. Friction could be made dependent of mass, actual velocity and max combat velocity.

Maybe to time resolution sometimes is to large when object tend to "overshooting" in their motion (often unwanted and mad effects

occur when numerical solved differential equations are treated not carefully enough) and sometimes is to small when anything is

moving very slow although only a few objects are present.

Maybe you introduce further ticks between the combat tick and introduce a dynamic time resolution due to the currently fastest

objects in the vcr.

Assume a object O has chosen it's target T. Assume O is offensive and wants to stay at point blank (that means wants to be close

to T). Then the equation of motion could be

q * IIF[Distance(T,O)>FireRangeO;LocationT - LocationO;0] + p * (VelocityT - VelocityO) - r * Max( VelocityO-Vmax;0) = MassO *

AccelerationO

q, p, r are some parameters which have to be fitted to supply good motion behavior.

This equation gives low mass ships a higher aceeleration. Also the acceleration grows with increasing distance to target or vice

versa the closer the distance to the target the smaller the "wish" become faster.

In addtion there is an "escorting" term which tries to bring up the speed of O to the speed of T. Finally there is a damping term

which let the velocities not grow into the sky and should avoid annoying "swinging" and overshooting of O due to T.

So this equation serves the motion if a object has a target and wants to coming close to it.

Now one has to introduce for each mode of behavior which objects can have an set of equations of motion.

If a mode contains the condition that a target must exist then the equation should contain the target as an attracting source of

force for the object.

For example if an offensive strike through wing is in recharging mode then the outer perimeter could be made as attractor by

writing down the equations in polar coordinates and uses some suited equation for the radius coordinate of the object.

As I once suggested it would make sense if the underlying code or at least the underlying equations of motions can be discussed

by poeple who are willing and able to do this. One then could write a little VBA platform to examine the different motions before

implementing them into host. I bet there are enough outside here which could do a good job and N eyes see more than two assumed

N>2.

GFM GToeroe

FIRE AND HIT DYNAMICS

First the screening only should be possible via a larger number of the types which should do the screening job and the stats

itself. When wings&PD fire at wings the targeted type should be randomly.

A system which is based on the documented stats in a manner that the documents have a meaning would be fine. I.e. then printed

value for fighter missile range and LW range should be of the same unit.

I would like to see that the ability to form over kill wings is tuned down, i.e. a max number of fighters in a wing, for example

1000 like it is for homeguards.

Maybe there is no need to resovle any single fighter shot. Some time for other calculations can be saved if one calculates the

all over effect of a salvo of a type in a wing at ones:

drain/damage= FighterDrain/DamageMod * f( Min[Battery/Energy for one shot;FighterCount] , FighterHitOdds, RND) where f is chosen

as suited enough to provide

Min [battery/Energy for one shot;FighterCount] * FighterDrain/DamageMod * FighterHitOdds as mean (RND is the usual random number)

and simulates the inverse of the cumulative binominal distribution

which would otherwise be needed exactly. HitOdds depends on fighter stats, ships evasive mods range, etc. in the usual manner.

Both sets of equations for the motion of ships and fighters should be of the same form and filled with different parameters. Give

fighters a small mass. If the underlying motion follows some modified form of Newton's law F=m*a with several helping equations

then moving behavior should be not problem. Maybe you introduced some latent friction to avoid everything moving arround madly

fast. Friction could be made dependent of mass, actual velocity and max combat velocity.

Maybe to time resolution sometimes is to large when object tend to "overshooting" in their motion (often unwanted and mad effects

occur when numerical solved differential equations are treated not carefully enough) and sometimes is to small when anything is

moving very slow although only a few objects are present.

Maybe you introduce further ticks between the combat tick and introduce a dynamic time resolution due to the currently fastest

objects in the vcr.

Assume a object O has chosen it's target T. Assume O is offensive and wants to stay at point blank (that means wants to be close

to T). Then the equation of motion could be

q * IIF[Distance(T,O)>FireRangeO;LocationT - LocationO;0] + p * (VelocityT - VelocityO) - r * Max( VelocityO-Vmax;0) = MassO *

AccelerationO

q, p, r are some parameters which have to be fitted to supply good motion behavior.

This equation gives low mass ships a higher aceeleration. Also the acceleration grows with increasing distance to target or vice

versa the closer the distance to the target the smaller the "wish" become faster.

In addtion there is an "escorting" term which tries to bring up the speed of O to the speed of T. Finally there is a damping term

which let the velocities not grow into the sky and should avoid annoying "swinging" and overshooting of O due to T.

So this equation serves the motion if a object has a target and wants to coming close to it.

Now one has to introduce for each mode of behavior which objects can have an set of equations of motion.

If a mode contains the condition that a target must exist then the equation should contain the target as an attracting source of

force for the object.

For example if an offensive strike through wing is in recharging mode then the outer perimeter could be made as attractor by

writing down the equations in polar coordinates and uses some suited equation for the radius coordinate of the object.

As I once suggested it would make sense if the underlying code or at least the underlying equations of motions can be discussed

by poeple who are willing and able to do this. One then could write a little VBA platform to examine the different motions before

implementing them into host. I bet there are enough outside here which could do a good job and N eyes see more than two assumed

N>2.

GFM GToeroe

More about : fire hit motion dynamics vcr

Anonymous

April 12, 2005 12:42:04 AM

This equation gives low mass ships a higher aceeleration. Also the

acceleration grows with increasing distance to target or vice

versa the closer the distance to the target the smaller the "wish"

become faster.

In addtion there is an "escorting" term which tries to bring up the

speed of O to the speed of T. Finally there is a damping term

which let the velocities not grow into the sky and should avoid

annoying "swinging" and overshooting of O due to T.

Part of the problem is the ships have no apparent max speed or if they

do it is the same

for all ships. I think we all expected to see small ships accelerate

quickly to their

max speed close on a target then slow overshoot and try to return again

over shoot

by a lesser amount and return again. The larger slower to accelerate

ships should

also have a max speed tied to the engine type and hull type. Some could

accelerate

to the same max speed as their smaller counterparts if they have for

example the same

max speed hull design limit and installed engines powerful enough to

drive the ship

to its max speed.

Perhaps a pure newtonian physics model would not work because it might

offer

huge combat advantages to small ships that have high speed limits.

Unless fleets behaved with a fleet formation editor.

The idea of the carrier task force comes to mind.

Place your large ships in the center screen them with lighter ships and

then

screen those with fighters in the outer ring of the fleet formation.

Have the behavior of the entire fleet stay intact as it moves about the

vcr.

Have each ring of the formation editor be able to react to targets

independent

of the fleet editor only so long as the ship remains within the limits

of its ring

size. I.E. A picket ship can target and accelerate toward a ship

attacking it

only so far as its zone it is assigned to extends away from the center

of the fleet

editor. Then slows to remain on station. The fleet editor itself moves

about

the combat vcr as per the combat vcr swith commands I.E. the strategies

of hold at all costs or strike through or flee etc. The large ships in

the center

area of the fleet editor also can move about within the center zone

responding to

threats but never so far as to leave the boundries of the center zone

which is itself

moving as per your strategy command modes of opperation such as again

strike though or flee.

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