Stormrider wrote:Why do cargo pods travel at ship velocity without slowing down when dropped?
Cargo pods (and mines) don't have engines, so the inertial velocity imparted by being dropped from the ship is uncountered. Missiles have engines, so use them to change velocity to their target velocity on launch. It just happens that the initial target velocity is zero where it should be their maximum speed. That's been the case for a while.
The JS AI code referred to is to deal with the specific case where a missile is fired at a target behind or almost behind the firing ship: what would happen in this case is the missile would sometimes slow to a halt, flip 180, and then accelerate into the firing ship without much effect on the target.
Regarding this bug, there's probably two things which need fixing:
1) The desired speed on launch should be maxspeed, not the default 0 for new entities.
2) A bunch of ships need their missile launch positions looking at and moving to be below the bounding box for the hull (or ships on injectors will probably still ram their own missiles down some of the time)
I've done '1' for tonight's nightly. '2' will need to wait until I have some spare time or someone else provides new positions. (For various reasons, I have little spare time at the moment for Oolite, so things more complex than one-line fixes or straightforward answers are unlikely)