- edited description
Warheads
Thanks to RandomStarfighter for finding this info.
Missiles:
Lockon Thresholds for Yaw (pitch may be the same):
After much testing I finally figured out the lock time thresholds:
Seconds of lock time = total seconds to make 360 degree yaw rotation:
- < 2 = 60 sec
- 2 = 30 sec
- 3.5 = 20 sec
- 4 = 11.9 sec
- 5 (red lock) = 8.5 sec
- 6+ = 6.6 sec
Lock-on timer in memory:
These were all of my tests using the lockon timer in memory, where the timer increases by 8 every frame, and a red lock at 1200+ time.
- 376 = 59.73
- 480 = 29.93
- 690 = 29.94
- 771 = 19.91
- 904 = 19.91
- 946 = 19.91
- 1046 = 11.89
- 1160 = 11.89
- 1248 = 8.48
- 1384 = 8.48
- 1424 = 6.60
- 1502 = 6.60
- 1676 = 6.60
- 1928 = 6.60
Also my times for a full rotation were in real-time, not in-game time. If that matters. It's still 5 seconds for a red lock for torpedoes.
Okay, so missiles must then have a 360/8.5=42.35 degrees/s intended turning rate. Even when they can go up to 360/6.6=54.54 degrees/s if locking past red.
That is up to 130% its intended turning rate.
Torpedoes:
Will need more info to confirm
For both Missiles and Torpedoes:
Lock Decay:
Lock decays at the same rate as it gains. But if you switch targets or weapons the lock is completely lost.
There seems to be no upper limit on lock decay.
you could essentially keep a red lock on something for sometime, then pull away, wait for a few minutes, then fire a torpedo and it would still be a red lock
It's not really broken though. Because there isn't any practical use for holding a lock for an entire minute just to delay firing, and you can't really do anything else in the meantime if you want to keep the lock.
Let me know if there is anything else I've missed.
Comments (8)
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reporter -
reporter - edited description
Fixed more formatting, moved info about AI using warheads to new issue
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- While switching targets drops the lock time to 0, switching weapons freezes the current lock time, so when switching back to warheads, you retain the same lock time as you had.
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Here is the updated table for missiles with the low-end lock times tested. Plus the torpedo tests.
Missile Test Results
216 : no homing
232 : no homing
264 : 59.883 sec
376 : 59.734
480 : 29.933
690 : 29.9415
771 : 19.9102
904 : 19.9066
946 : 19.9125
1046 : 11.8852
1160 : 11.8944
1248 : 8.4803
1384 : 8.4738
1424 : 6.6034
1502 : 6.6
1676 : 6.6062
1928 : 6.6090Estimated Missile Thresholds
Units (in-game sec) = real-time seconds for complete circle
< 240 = no homing
240 (1 sec) = 60 sec
480 (2 sec) = 30 sec
720 (3 sec) = 20 sec
960 (4 sec) = 11.8 sec
1200 (5 sec) = 8.4 sec
1400+ (5.8 sec) = 6.6 secTorpedo Test Results
232 : no homing
248 : 123.582 sec
344 : 124.067
448 : 124.133
568 : 60.383
672 : 60.4
704 : 60.416
736 : 30.1165
784 : 30.111
792 : 29.8666
872 : 30.1
960 : 20.0234
1032 : 20.011
1168 : 20.021
1260 : 13.279
1384 : 13.28
1472 : 9.9417
1560 : 9.9381Estimated Torpedo Thresholds
Units (in-game sec) = real-time seconds for complete circle
< 240 = no homing
240 = 124 sec for complete circle
480 = 60 sec
720 = 30 sec
960 = 20 sec
1200 = 13.2 sec
1400+ = 9.9 secNotes:
The game engine uses an accumulator to track lock-on time, incrementing by 8 units every frame.Player lock-on time is still retained even if switching to cannons. It only gains or decays when the warhead is selected. Lock time is reset if the target is changed.
By observing the value in the accumulator's memory location at the moment of firing, and attempting to fire warheads at various stages of lock, these are the observed rotation times (real-time duration required to finish a full 360 degree rotation).
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Issue
#28was marked as a duplicate of this issue. -
- changed status to resolved
Fixed: IBL Skybox lighting recalculated when planet size is altered. Fixed: Issue
#217: Warheads Fixed: Issue#218: AI using Warheads Fixed: Issue#188: "Q" to Exit Mission Quits the Game Fixed: Issue#173: TOD 1 - Recover stolen X-Wing --- X-Wing shot down by allies Fixed: Issue#145: Pause / Menu Fixed: Issue#187: "Esc" Key to Close Config Menu→ <<cset f95e61485308>>
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- changed status to open
For the player, target lock time decays only if the warhead launcher is selected and the target is not aimed at.
If another weaponset is selected, it doesn't decay.
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- changed status to resolved
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fixed formatting