Precise MEA

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It scales differently, though. The precise MEA is calculated once (in each direction) no matter how many data points you're aiming with. If you're trying to use 500 data points and aiming with DVs, that's 500 projections for out of bounds checking.

Diamond's 1v1 gun used to use DVs, but I saw a big jump in accuracy when I finally caved and switched to GFs. Still use 'em in melee, though, and think they're very cool.

Voidious22:08, 13 February 2012

What if we mix together ideas from DVs and non-iterative wall smoothing to calculate a more accurate MEA than simply using asin(8.0/Vb)?

Imagine 2 DVs, one trying to go as far as possible clockwise and the other counter-clockwise. Ignoring walls, the resulting angles will match asin(8.0/Vb). But when near walls, if we adjust those 2 DVs, like wall sticks are adjusted in wall smoothing, we get a more accurate MEA, using non-iterative trigonometry only.

MN00:58, 14 February 2012
 

I looked at this, the problem it has is that it doesn't take into account that as the angle changes the wave will hit sooner. You could account for this I guess, but the iterative predictive methods are fast enough, I think.

Skilgannon08:56, 14 February 2012

Something like non-iterative linear targeting can account for varied bullet travel times. But the resulting code will probably be very bulky, like most non-iterative methods.

MN18:09, 14 February 2012
 

Well, I didn't use a noniterative method and I actually don't know how I could, but I now use a "binary search" for attack angles to get a precise MEA that doesn't take heading or velocity into account. I may make a page for it with diagrams, but for now you would just need to look at the code to see what I mean.

AW16:02, 8 March 2012

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Return to Thread:Talk:Gilgalad/targetingStrategy/Precise MEA/reply (28).

 

I don't iterate to find the bullet flight time. By iterate I meant for my binary search.

AW20:30, 9 March 2012