Mad_CatMk2 wrote:damn Cronos, you REALLY are making us want to buy you lots of beer (or is that just me?

)
you know what if (or is it possible even) to make your scripts customizable so that other scripters can extend upon your code and create 'tiers' of combat behavior.
i.e. simulate pilot ranking and etc for such uses?
Support for combat ranks (more skilled pilots fly better) is planned, but currently has low priority. First I want to create an "optimal" fight software, then I can make some features rank-dependant.
I should probably state that it's far from finished. I still need tons of testing in order to determine whether my calculations are accurate etc.
Btw., looking at so many NPC-NPC battles has led me to the conclusion that speed is vastly overrated or at least misunderstood in dogfights.
Speed does not actually make you harder to hit (at least not much), because AI ships will lead their targets anyway. What matters in terms of hitchance is size, distance and bullet speed.
The interaction seems to be like this: The smaller and farther away you are, the harder you are to hit. Most ships will miss a fighter above 1000m no matter it's speed, because while they hit the approximate
position of the ship, the spread is so high that the actual bullets mostly miss.
Bullet speed only comes into the calculation when the bullet travels slow enough that the fighter has time to change direction before the bullets reach their destination, so it only
modifies the base hit chance.
Speed plays almost no role at all. in theory moving perpendicular to the firing ship (a 90° angle) would make it harder to hit you, but leading the target nullifies that advantage.
So what speed actually does it it gets you in and out of range faster. With 490m/s, you only spend 2-4 seconds in the 1000m-Zone, while a Nova with 200m/s spends up to 10 seconds there. Plus the Nova is about 1,5 to 2 times the size of an M4 or M5.
Consequently I am thinking of throwing speed out of the hitchance calculation, which would also mean I could ommit all orientation calculations (which are only used to determine the correct relative speed).
Speed and orientation would then only be used to determine the interception course and the speed of the intercepting fighter.