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- hybridnav basically combines both the pronav and whipnav solutions
- quadratic intercept computes an intercept point and steers towards it. It is very fuel efficient vs non accelerating targets, but not great against maneuvering ones.
Currently no terrain awareness is built into the script, I'd need to add that.
As for guidance modes:
- pronav (aka Promotional navigation) seeks to minimize the rate of change of the missile LOS vector to the target. This guidance method is/was used for air to air missiles. Wikipedia does a decent job explaining the basics, there are many books and articles that can dice deeper into the formulation: https://en.m.wikipedia.org/wiki/Proportional_navigation
- whipnav is a similar guidance formulation of my own design that instead seeks to minimize the perpendicular relative velocity of the target. The understanding is if your target has no perpendicular velocity, you will intercept. In practice it is a much more aggressive guidance method and, as such, is prone to overshoot against evasive targets
Currently they go high up then drop to the desired altitude and spin around doing nothing
Remote fire communicates directly to the missiles themselves.
Here is a video of 100 missiles being fired and sim speed maintaining a steady 1.0 while they are in flight: https://www.youtube.com/watch?v=JVb_3-jNRUM
All of the missiles in the video are raycasting the target and the firing ship is also raycasting the target.
As for "at what point it becomes noticeable" that is largely dependent 2 factors: (1) host hardware and (2) what else is eating sim speed.
Scripts run on the main thread, so there is only 16 ms for the game to run all scripts and do everything else the game needs to do. LAMP averages ~0.04 ms and each missile averages around ~0.02 ms when actively tracking a target.