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missile reactions...

Posted: Sun Apr 26, 2009 10:51 am
by Screet
Hi,

I've had some fun with disabling my MASC and then trying to change the AMS/chaff behaviour: my ship now automatically does use it's chaff on !standard missiles and only switches to darts if the chaff is exhausted :twisted:

However, I'm considering something which apparantly is not possible yet: automatically using the ECM against missiles. Toggling the cloak on and off appears to be too powerful, though it would be interesting to give it a try.

How do you feel about such a thing like auto-ECM as an upgrade? Interested?

Are there any suggestions upon where in the code I could add the possibility to use ECM from JS?

I also have the impression that the analyzer does switch the target to the most recently launched missile, but that turrets won't fire on it. Suggestions on where to find that code part? Would you want turrets to shoot on missiles? I'd like it...

Screet

Posted: Sun Apr 26, 2009 11:03 am
by Diziet Sma
Yes, I'd love auto-defense systems against non-standard missiles! Lately whilst trying to take down my RH targets, I seem to get a lot of ships launching nukes etc at me, sometimes on high-speed injector passes. There often simply isn't enough time in the heat of battle to disable targeting, toggle to the correct defence weapon, re-target and deploy the defence device in the two seconds or so from missile ID warning until spacebar time.

For that matter, shouldn't missile selection be totally independant of target selection anyway? I'm constantly being annoyed by the fact that when my multi-targetting system is down, I can no longer toggle between missiles.

Auto-ECM seems like a useful upgrade. Having turrets fire on missiles sounds good too.. not that Gunboat Diplomat has any turrets.. :)

Posted: Sun Apr 26, 2009 11:05 am
by Thargoid
It's not currently possible. It was part of the original blueprint for AMS to do so for standard missiles, but it can't be done at the moment.

And there is the school of thought that says having ECM automatic would be an unfair advantage and make the game too easy with regard to missiles. This isn't a view I subscribe to, but I know some people do as I did discuss it with some.

Posted: Sun Apr 26, 2009 11:13 am
by Screet
Thargoid wrote:
It's not currently possible. It was part of the original blueprint for AMS to do so for standard missiles, but it can't be done at the moment.

And there is the school of thought that says having ECM automatic would be an unfair advantage and make the game too easy with regard to missiles. This isn't a view I subscribe to, but I know some people do as I did discuss it with some.
Well, the NPC ships apparantly can do instant-ECM. I also had the impression that they once blew me up that way.

Anyway, even if I (or someone else) manages to add this to the code, it wouldn't have to be that every ECM does that, but probably only an additional upgrade to the standard ECM (probably via OXP then) which not everyone would have to buy. Thus, who does prefer the original ECM would not have to bother...

Because I'm now getting a little bit more familiar with the code, I asked for suggestion on where I could try to add such functionality ;)

Screet

Posted: Sun Apr 26, 2009 11:23 am
by Thargoid
Like I said, personally I don't think it would be too unbalancing (indeed it's a natural evolution, and something that the military have in real life, or at least the current tech equivalent of). Indeed auto-ECM OXP is one I did think of and look into a while back. But it hit the rather fundamental brick wall that there is no function within JS to fire the ECM, at least that I could find anywhere.

Of course if you can find something I've missed, go for it ;) It's where AMS came from as a subsitiute.

Posted: Sun Apr 26, 2009 11:32 am
by Micha
Diziet Sma wrote:
For that matter, shouldn't missile selection be totally independant of target selection anyway? I'm constantly being annoyed by the fact that when my multi-targetting system is down, I can no longer toggle between missiles.
This has been implemented for 1.73

...

Posted: Sun Apr 26, 2009 11:42 am
by Lestradae
If you do, Screet, I suggest naming it the "Naval ECM System".

Oolite might not be Elite and even less its later versions, but naming things after things that have been in later Elite games and therefore can be expected to show up in Oolite's "future" would be a nice little twist imo.

8)

L

Posted: Sun Apr 26, 2009 11:45 am
by Thargoid
Although now I think about it again, I think I can possibly see a way... :wink:

Posted: Sun Apr 26, 2009 2:20 pm
by another_commander
SVN 2144 contains now a fireECM() function for the OOJSShip class. This means, that you can order any ship (player included) to fire its ECM like in the examples below:

Code: Select all

player.ship.fireECM();
or

Code: Select all

player.ship.target.fireECM();
But I have to say that I am no fan of having equipment reacting automatically. As I've said in the past many times, too much automation kills the fun. But whoever feels like using the fireECM() can now do so.

Posted: Sun Apr 26, 2009 2:31 pm
by Diziet Sma
another_commander wrote:
But I have to say that I am no fan of having equipment reacting automatically. As I've said in the past many times, too much automation kills the fun.
I see your point, but for a heavily outnumbered bounty-hunter concentrating on getting the scumbags into his crosshairs, any machine that watches his back for him just has to be a 'Bounty-Hunter's Best Friend'TM

Posted: Sun Apr 26, 2009 3:11 pm
by Thargoid
It's one of the few things that's never quite rung true for me in Oolite, that ECM isn't automated. From a realism view it would be the first thing to be automatic, given the risk to the ship and how simple the technology would be.

Even today military aircraft and warships have automatic response to missile and active radar lock-ons (hence the urban myths about the low flying fighter jets and the police with hand-held radar speed guns). And as said above it always seems that the NPC ships have their ECM automatic due to how their AIs work.

And I'm not sure that it would affect game balance, given how many missiles these days virtually ignore ECM, and also the fact that ECM affects all missiles in range (hence it can put a dent in any missiles you've fired as well).

Posted: Sun Apr 26, 2009 3:29 pm
by _ds_
Thargoid wrote:
nd I'm not sure that [automated ECM] would affect game balance, given how many missiles these days virtually ignore ECM, and also the fact that ECM affects all missiles in range (hence it can put a dent in any missiles you've fired as well).
I'd call that a good reason for retaining the requirement for manual activation.

Posted: Sun Apr 26, 2009 3:40 pm
by Thargoid
We're talking OXP anyway, so you pays your money, takes your choice and install it or don't ;)

Posted: Sun Apr 26, 2009 5:23 pm
by Screet
Hi,

just trying if this works...would almost sound too easy, modifying a single line:

Code: Select all

	return (([playersTarget isMissile] || ([playersTarget isShip] && [playersTarget hasHostileTarget])) && [playersTarget primaryTarget] == self);
I guess even if it works, it'll be difficult for the turrets to shoot the missile...and I'm not sure if it gives undesired side-effects, as that is the modified version of "hasHostileTarget".

However, I believe that targeted missiles heading for the player should be considered hostile targets ;)

Grrr...it's sooo difficult to try these missile things out...it's game over so easily!

Screet

Posted: Sun Apr 26, 2009 5:44 pm
by Screet
Confirmed: That simple one-line-change allows turrets to fire at missiles which did lock on to the ship :twisted:

I'll leave that line in for my version...now it's just the question wether this should be included in the trunk version.

It practically requires the missile analyzer as that does auto-lock onto missiles heading for the player...

Screet