Request Interim Combat MFD request/proposal

StevoPistolero

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I have a simple request. I am trying to learn C++ to make it, but I realize I should stick with modeling. So for whoever designs this MFD, I will make them a custom spaceship (spacecraft3 of course).

The goal is create some realistic weapons to defend against. That way you feel a sense of urgency as you approach a target vessel.

The MFD gives the range of other ships. Before you get into close you pull up a menu to assign the target ship with a defensive weapon. There could be a host of weapons (stored as separate configuration files outside the MFD?) but it would be sufficient to make one template (I'll make the others). So you select long-range laser for the target ship. You give the target ship an armor value, the max number of hit points it takes before being destroyed.

You also set the weapons for your ship, which type and how many. You assign yourself an armor value.

A readout gives the range to the other ship.

Each weapon is defined by three sets of numbers, each set containing five ranges. The three sets are damage, probability of hit, and evasion multiplier. The five ranges are standard for all weapons, 1km, 5km, 25km, 100km, 500k (could be more increments). Each weapon also has a time between shots and number of shots variable in its separate configuration file.

As you get within a specified range for the long-range laser, a warning goes off. "You are within laser range" Depending on your range, there is a certain probability of a hit, and certain number of damage points. In this case, you are 100km away. The program looks up 25 km, sees there is a 100% probability of inflicting 5 damage points (equivalent to in. armor). Evasion is futile. It inflicts those points. There is a specified delay. Targets automatically fire as soon as you are within a pKill > 0


You are 25 km away. A new warning goes off. You are in torpedo range. At 25 km there is a 70% probability of hitting, dealing 100 damage points, with an evasion factor. This means that the probability of hit is decreased by this evasion constant multiplied by the average rate of change of relative velocity over the past 10 seconds, divided by the target ship's volume. The more you jink and evade, the less the probability of kill, for some weapons at least. The larger the ship, the less chance of evasion. You get a good hit, you want to minimize velocity change. To not get hit, you want to increase velocity changes.

You arm the weapons. Now keyboard listens for the keystroke. You select 1 for your primary weapon, and press space to fire. You hit the target. It is more than the armor points you assigned it, so you win. You get a satisfying "Target Destroyed!" message, and the mfd goes back to the target select page.

This seems like it would be an easy task for someone with modest programing experience. I would teach myself, but the learning curve is steep and my time limited. You can understand how this simple mdf could revolutionize Orbiter by giving it a functional, interim combat system that has long been sought after.

As I said, I would gladly make a ship for someone, or donate money to orbiter, or even pay someone to make this MFD. I want space combat!
 
aha so this is mainly using probability and range. thats a cool idea since one might assume that most of the details would be handled by targeting computers and the like, or even a separate crewperson dedicated to targeting and calculating, but as the pilot the main concern is evasion or calling the shots like a skipper
 
Since you say you should stick to modelling, it might still be worth thinking about joyning up with OBSP, although your Ideas of implementation look a bit different to theirs. After all, a non-programmer dealing with implementation concepts is not the best of ideas, and OBSP is short on modellers. Also, since we already have a serious project going that deals with combat implementation, I doubt you will find a coder that is interested in participating in a lower-grade solution, that will none the less require considerable effort to create.
 
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