I still don't get it :) ...

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Revision as of 17 August 2012 at 17:41.
This is the thread's initial revision.

I still don't get it :) ...

Hi mates. I would appreciate a little help with displacement vectors, my brain starts to rotate in circles and i guess i do it horribly wrong.

What i do so far is: 1) collect all target positions (scan) 2) build a map with every displacement vector from 1-60 (if possible) for every scan (60 is enough for me with 3.0 bullets 11*60=660 and 0.1 bullets 19.7*60=1182) which is within my combat distance

so far so good (bad?) ...

3) i want to shoot :) ... because i guess it is a good idea 4) i calculate a appropriate bullet power for the current distance to the target

from now on i guess i do something wrong... 5) what i have now is a huge bunch of displacement vectors and don't know which one to choose... (more important - which one is the right for my bullet power) 6) so i calculate the bullet ticks it would take to reach the target at his current position... (thats nice but i wouldn't hit the target with this) 7) now i limit the displacement vectors to min/max tick (minTick= travel time of my bullet if the target is approaching me at full speed, maxTick the opposite) (this should be more precise but for the first try it should be enough) 8) next is to take all displacement vectors from the map which are from minTick to maxTick; 9) now i eliminate all vectors which point out of the field 10) for all remaining vectors i make a max visit check - max visit is calculated by indices so vectors with almost the same angel and distance will be counted as the same (i guess this is not good) 11) take the most visited and calculate an angle for this one. 12) shoot next turn with this angle

Well, this works so far and i got an acceptable hit rate out of it. But it looks so horrible wrong that i could cry out in pain.

The main questions now are: Do i have to rely on waves and make the vectors scalable or did i oversee something that could make my approach also scalable. What is a good way to select the right displacement vector for the current enemy state? Is it comparable to GuessFactors and i should map additional informations to the displacement vectors?

I guess i don't full get it how the collected vectors will be used. If i look at the picture from the displacement vector side i see a bunch of vectors as well and lets say they are all for the same bullet speed - how do you decide which one is the right?. Because i collect every single displacement vector, the target looks like an hedgehog if i paint all vectors.

I guess i just need to talk a little about it to get it right, and i would appreciate any heads up in the right direction.

Take care

    Wompi18:41, 17 August 2012