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move and fire problem

From: "Adrian" <al.ll@t...>
Date: Sat, 9 Jul 2005 10:00:34 +0100
Subject: move and fire problem

It's probably an old question but one that I can't seem to answer to my
satisfaction.

Imagine the scene.

Your squadron is lined up perfectly for a "fist of death" attack on a
crippeld SDN but your going rather faster than normal (say 50 MU).

Weapons primed, helm steady.

The squadron commander, though a good tactician, is not the worlds best
at estimating distances over several confused turns (especially at this
speed).

He moves, flys straight past them and when its his time to fire he finds
all his ships out of range/arc on the far side of the target.

In reality, the situation would have been....

"wait for it, wait for it..................................FIRE!!!!!!"

and the target would have evaporated.

Does anyone know how to incorporate "interrupted movement" into FT
without destroying thre "simple" process that is FT.


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