How to guide the missile?
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How to guide the missile?
Hello!
I'm working on a project about a top attack missile and I want help.I want the missile to be guided to an object's geom or entity ID.How can do it?
I'm working on a project about a top attack missile and I want help.I want the missile to be guided to an object's geom or entity ID.How can do it?
- koskok
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- Joined: Thu Jul 07, 2011 12:46 pm
Re: How to guide the missile?
no easy way to do it.
put a probe to object and missile and calculate where to fly.
put a probe to object and missile and calculate where to fly.
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Kilinich - [Best bug reporter 2010]
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Re: How to guide the missile?
Kilinich wrote:no easy way to do it.
put a probe to object and missile and calculate where to fly.
Yeah good idea,but I want the missile be able to lock on even a little box or something simple
- koskok
- Posts: 13
- Joined: Thu Jul 07, 2011 12:46 pm
Re: How to guide the missile?
can be done , take the geom pos as taget
you could take one of the thousands mouese follower scripts that are on algobox and rename the mouse.pos part in the script with a variable that contents the geom pos
the force that contolles the missile can be simulated by the new thrusters
do you know how to do that ?
I made some missiles when 1.9.5 appeared and they worked
you could take one of the thousands mouese follower scripts that are on algobox and rename the mouse.pos part in the script with a variable that contents the geom pos
the force that contolles the missile can be simulated by the new thrusters
do you know how to do that ?
I made some missiles when 1.9.5 appeared and they worked
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- hiltropper
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Re: How to guide the missile?
Does'nt it want a probe again to continiously refresh the position of the object?hiltropper wrote:can be done , take the geom pos as taget
you could take one of the thousands mouese follower scripts that are on algobox and rename the mouse.pos part in the script with a variable that contents the geom pos
the force that contolles the missile can be simulated by the new thrusters
do you know how to do that ?
I made some missiles when 1.9.5 appeared and they worked
- koskok
- Posts: 13
- Joined: Thu Jul 07, 2011 12:46 pm
Re: How to guide the missile?
Yes, but who says that the probe has to be fixed to the target? It could just be a laser pointed at the target...
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TC42 - Posts: 984
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Re: How to guide the missile?
Yeah,but if the missile gets in front of the laser?TC42 wrote:Yes, but who says that the probe has to be fixed to the target? It could just be a laser pointed at the target...
- koskok
- Posts: 13
- Joined: Thu Jul 07, 2011 12:46 pm
Re: How to guide the missile?
Mount the laser on the missile?
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TC42 - Posts: 984
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Re: How to guide the missile?
Good idea but then the laser should be locked on the target.TC42 wrote:Mount the laser on the missile?
- koskok
- Posts: 13
- Joined: Thu Jul 07, 2011 12:46 pm
Re: How to guide the missile?
thats what i meant , i think one single laser can be put somewhere without disturbing anything or ?
yup yup
yuuuuuuup
yupyupyupyupyupyupyupyupyyyuuuup
hm... signatures...
yuuuuuuup
yupyupyupyupyupyupyupyupyyyuuuup
hm... signatures...
- hiltropper
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Re: How to guide the missile?
Here's what I was thinking: If you put one or two (or three) lasers on the nose of the missile, then you can tell it to search (by pivoting the 3 lasers) while it is cruising, and when it finds something you can tell it to move to the last known position that the geom was at and continue the search, or explode.
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TC42 - Posts: 984
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Re: How to guide the missile?
Hmm, good idea.
Figure out some way to hold the missile at cruise altitude. (Perpendicular thrusters? Torque thrusters? Free torque via glitch abuse?)
Mount three lasers on the nosecone, in such a way that they can pivot relative to the rest of the missile. They should either be parallel or slightly spread outward.
They should be aimed down, maybe slightly forward when cruising.
When you hit Enter, the lasers will lock onto anything the same color as whatever was hit by the central laser when you hit Enter, dragging the whole missile with it.
Or, you could take Raydeg's approach and simply make the missile follow the mouse.
TC42 has a scene that is exactly the sort of laser thing you want. [scene]51379[/scene]
Figure out some way to hold the missile at cruise altitude. (Perpendicular thrusters? Torque thrusters? Free torque via glitch abuse?)
Mount three lasers on the nosecone, in such a way that they can pivot relative to the rest of the missile. They should either be parallel or slightly spread outward.
They should be aimed down, maybe slightly forward when cruising.
When you hit Enter, the lasers will lock onto anything the same color as whatever was hit by the central laser when you hit Enter, dragging the whole missile with it.
Or, you could take Raydeg's approach and simply make the missile follow the mouse.
TC42 has a scene that is exactly the sort of laser thing you want. [scene]51379[/scene]
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Someone Else - Posts: 1147
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Re: How to guide the missile?
Someone Else wrote:Figure out some way to hold the missile at cruise altitude. (Perpendicular thrusters? Torque thrusters? Free torque via glitch abuse?)
How about just really light missile? Or just standard missile with slight upward trim?
And my scene is not quite what you're looking for; it needs a ton of optimizing... I'll work on it once I get algodoo reinstalled. For some reason, my computer decided to format the hard-disk during a system restore
Or you could do what hiltropper said, and use an external laser, which would also work. I think this would be more like what they currently are using on the battlefield-- a targeting laser mounted on a truck or helicopter, which transmits the position, velocity, ect., to a missile unit, which fires the missile.
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TC42 - Posts: 984
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Re: How to guide the missile?
I did say that your scene is exactly the sort of thing you'd want.
I was thinking about how to hold a missile at a preset altitude.
I suppose you could mount the laser on a helicopter, so a missile launched from the helicopter would seek the point given by the helicopter upon firing.
Or you could devise some way of making "checkpoints"- these would be spawned prior to launch, and a Raydeg-esque missile would be attracted to each one in turn, so you could guide the missile that way. You would also need a "detonation point"- a special checkpoint that, when reached, would cause, well, detonation.
I shall work on it tomorrow.
I was thinking about how to hold a missile at a preset altitude.
I suppose you could mount the laser on a helicopter, so a missile launched from the helicopter would seek the point given by the helicopter upon firing.
Or you could devise some way of making "checkpoints"- these would be spawned prior to launch, and a Raydeg-esque missile would be attracted to each one in turn, so you could guide the missile that way. You would also need a "detonation point"- a special checkpoint that, when reached, would cause, well, detonation.
I shall work on it tomorrow.
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I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
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Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
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Someone Else - Posts: 1147
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Re: How to guide the missile?
Missile guidance as simple as it can get.
I hope it helped.
I hope it helped.
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davidz40 - Posts: 438
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Re: How to guide the missile?
I was going to mention attraction, but it wouldn't really work all that well for a small target hat would be attracted to the missile rather than vice versa.
Attraction may be useful... maybe have the missile guided by mass rather than by lasers?
Attraction may be useful... maybe have the missile guided by mass rather than by lasers?
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TC42 - Posts: 984
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Re: How to guide the missile?
I still think guidance by lasers/position would be the way to go.
Placing a small attracting object on the nose of the missile would certainly guide the missile toward a target, but would not allow you to determine what target. Lasers would allow you to determine the actual target.
I am currently trying to reproduce Raydeg's mouse-following missile. It mostly works, but, whenever you try to make a clockwise loop and the mouse passes beneath the rocket, it completely spazzes and spins around a few times...
I, however, have an idea. I will implement it tomorrow.
The mouse-missile will be easy to adapt to a checkpoint-missile or a laser-missile.
Placing a small attracting object on the nose of the missile would certainly guide the missile toward a target, but would not allow you to determine what target. Lasers would allow you to determine the actual target.
I am currently trying to reproduce Raydeg's mouse-following missile. It mostly works, but, whenever you try to make a clockwise loop and the mouse passes beneath the rocket, it completely spazzes and spins around a few times...
I, however, have an idea. I will implement it tomorrow.
The mouse-missile will be easy to adapt to a checkpoint-missile or a laser-missile.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
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Re: How to guide the missile?
Great idea ill try it!TC42 wrote:Here's what I was thinking: If you put one or two (or three) lasers on the nose of the missile, then you can tell it to search (by pivoting the 3 lasers) while it is cruising, and when it finds something you can tell it to move to the last known position that the geom was at and continue the search, or explode.
- koskok
- Posts: 13
- Joined: Thu Jul 07, 2011 12:46 pm
Re: How to guide the missile?
This has been a long term project which is not finished but it seeks app.mousepos, check out the brown box, that is the one with the code. the sSpeed is the speed at which it will turn to the target.
Hope it helps!
EDIT:
Added a thruster.
Hope it helps!
EDIT:
Added a thruster.
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bozbez - Posts: 149
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