Added wind correction for laseUnit(), Added target speed correction for laseUnit(), Added system to update the laser spot position for moving vehicles

This commit is contained in:
RexAttaque 2022-08-23 01:30:53 +02:00
parent b801853ef2
commit 65ab11aae1

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@ -5322,11 +5322,29 @@ function ctld.JTACAutoLase(_jtacGroupName, _laserCode, _smoke, _lock, _colour, _
if _enemyUnit ~= nil then
local refreshDelay = 15 --delay in between JTACAutoLase scheduled calls when a target is tracked
local targetSpeedVec = _enemyUnit:getVelocity()
local targetSpeed = math.sqrt(targetSpeedVec.x^2+targetSpeedVec.y^2+targetSpeedVec.z^2)
local maxUpdateDist = 5 --maximum distance the unit will be allowed to travel before the lase spot is updated again
ctld.logDebug(string.format("targetSpeed=%s", ctld.p(targetSpeed)))
ctld.laseUnit(_enemyUnit, _jtacUnit, _jtacGroupName, _laserCode)
-- env.info('Timer timerSparkleLase '..jtacGroupName.." "..laserCode.." "..enemyUnit:getName())
timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour, _radio }, timer.getTime() + 15)
--if the target is going sufficiently fast for it to wander off futher than the maxUpdateDist, schedule laseUnit calls to update the lase spot only (we consider that the unit lives and drives on between JTACAutoLase calls)
if targetSpeed >= maxUpdateDist/refreshDelay then
local updateTimeStep = maxUpdateDist/targetSpeed --calculate the time step so that the target is never more than maxUpdateDist from it's last lased position
ctld.logDebug(string.format("updateTimeStep=%s", ctld.p(updateTimeStep)))
local i = 1
while i*updateTimeStep <= refreshDelay - updateTimeStep do --while the scheduled time for the laseUnit call isn't greater than the time between two JTACAutoLase() calls minus one time step (because at the next time step JTACAutoLase() should have been called and this in term also calls laseUnit())
ctld.logTrace("ctld.laseUnit scheduled " .. i)
timer.scheduleFunction(ctld.timerLaseUnit,{_enemyUnit, _jtacUnit, _jtacGroupName, _laserCode}, timer.getTime()+i*updateTimeStep)
i = i + 1
end
end
-- env.info('Timer timerSparkleLase '..jtacGroupName.." "..laserCode.." "..enemyUnit:getName())
timer.scheduleFunction(ctld.timerJTACAutoLase, { _jtacGroupName, _laserCode, _smoke, _lock, _colour, _radio }, timer.getTime() + refreshDelay)
if _smoke == true then
local _nextSmokeTime = ctld.jtacSmokeMarks[_enemyUnit:getName()]
@ -5451,15 +5469,49 @@ function ctld.cancelLase(_jtacGroupName)
end
end
-- used by the timer function
function ctld.timerLaseUnit(_args)
ctld.laseUnit(_args[1], _args[2], _args[3], _args[4])
end
function ctld.laseUnit(_enemyUnit, _jtacUnit, _jtacGroupName, _laserCode)
--cancelLase(jtacGroupName)
ctld.logTrace("ctld.laseUnit()")
local _spots = {}
local _enemyVector = _enemyUnit:getPoint()
local _enemyVectorUpdated = { x = _enemyVector.x, y = _enemyVector.y + 2.0, z = _enemyVector.z }
local _enemySpeedVector = _enemyUnit:getVelocity()
ctld.logTrace(string.format("_enemySpeedVector=%s", ctld.p(_enemySpeedVector)))
local _WindSpeedVector = atmosphere.getWind(_enemyVectorUpdated)
ctld.logTrace(string.format("_WindSpeedVector=%s", ctld.p(_WindSpeedVector)))
--if target speed is greater than 0, calculated using absolute value norm
if math.abs(_enemySpeedVector.x) + math.abs(_enemySpeedVector.y) + math.abs(_enemySpeedVector.z) > 0 then
local CorrectionFactor = 1 --correction factor in seconds applied to the target speed components to determine the lasing spot for a direct hit on a moving vehicle
--correct in the direction of the movement
_enemyVectorUpdated.x = _enemyVectorUpdated.x + _enemySpeedVector.x * CorrectionFactor
_enemyVectorUpdated.y = _enemyVectorUpdated.y + _enemySpeedVector.y * CorrectionFactor
_enemyVectorUpdated.z = _enemyVectorUpdated.z + _enemySpeedVector.z * CorrectionFactor
end
--if wind speed is greater than 0, calculated using absolute value norm
if math.abs(_WindSpeedVector.x) + math.abs(_WindSpeedVector.y) + math.abs(_WindSpeedVector.z) > 0 then
local CorrectionFactor = 1.05 --correction factor in seconds applied to the wind speed components to determine the lasing spot for a direct hit in adverse conditions
--correct to the opposite of the wind direction
_enemyVectorUpdated.x = _enemyVectorUpdated.x - _WindSpeedVector.x * CorrectionFactor
_enemyVectorUpdated.y = _enemyVectorUpdated.y - _WindSpeedVector.y * CorrectionFactor --not sure about correcting altitude but that component is always 0 in testing
_enemyVectorUpdated.z = _enemyVectorUpdated.z - _WindSpeedVector.z * CorrectionFactor
end
--combination of both should result in near perfect accuracy if the bomb doesn't stall itself following fast vehicles or correcting for heavy winds, correction factors can be adjusted but should work up to 40kn of wind for vehicles moving at 90kph (beware to drop the bomb in a way to not stall it, facing which ever is larger, target speed or wind)
local _oldLase = ctld.jtacLaserPoints[_jtacGroupName]
local _oldIR = ctld.jtacIRPoints[_jtacGroupName]