Edit: Just noticed - aren't you the author of the mod?! Thank you for a great mod! Really enjoying it and I'm currently cruising around in my own little hack of the Gulf class, Hegemoney's enemy #1 I am! The ship that transforms is just brilliant, if the game had a larger team I'd want waay more of those, but I assume that would be a lot of extra work
.
Such a timely and wonderful reply! Thank you!
For the sake of getting something up and running (getting a proper new AI set up for the missiles might be a bit above and beyond my current skill set and will likely take me a week
) could you suggest what properties I'd need to tweak for the following behavior?
High speed launch (already implemented).
A high, but lower than launch, speed for homing.
Values for turning that might mitigate the wobbliness while giving the missiles good tracking even at high speeds.
Some parameter to control the time to live for the missiles; "flight time" seems to do nothing... I should mention that the missile_name.proj has a "maxFlightTime" which doesn't seem to do anything either, even if both parameters are set to matched values.
My problem has been that I can't even find the right property to set, and thus I have been unable to fiddle around to find a suitable (at least somewhat balanced) combination.
The vision is that of a reloading missile pod which fires in very small but potentially frequent bursts at long range; allowing for swarm or incision type firing at strategic targets without constraining the ship to position in a certain way. The bottle neck, for balancing
a little , being the amount of missiles reloaded per minute. All of this requires range, speed and precision, all three currently an issue in its own right.
I've had a shameful amount of fun pausing, targeting a fighter, un-pausing and letting loose a barrage (currently 3 missiles) then pausing to repeat for each fighter in a wing. Very effective (and satisfying, those things can be damned annoying) if they don't carry PD armaments...