16 lines
1.5 KiB
Plaintext
16 lines
1.5 KiB
Plaintext
to give you more context the idea is that when the attacker is incomming and the radars start to collect their data and we can infer a projected trajectory this information goes to the defense drones they start flying in the direction of the interception of the projected trajectory ahead of the attacker depending on the incoming factors maybe we can project a drone trajectory that should have a ascent into the projected sort of like this Let:
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- \(H\) = target altitude
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- \(v\) = horizontal speed
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- \(x = vt\) = horizontal distance
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- \(k\) = curvature/aggressiveness parameter
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Then:
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\[
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\boxed{h(x)=H\left(1-e^{-kx}\right)}
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\]
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or in time:
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\[
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\boxed{h(t)=H\left(1-e^{-kvt}\right)}
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\]
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remember the attacker data in this engine is not known, only through our defensive systems. then when we hav enough data to project the attacker trajectory it enables the 3 defensive drones that are closest to this projection, they initiate flight and those variables put there the relevant ones like curvature agressiveness parameter can be exposed in the UI and set to a decent default . again when the defense system has enough data to plot and the drones activate they start their ascent to match the attacker trajectory in the same direction as the atacker, obviously the attacker will catch up because it is faster but this is expected, the drones haev IR so they can also do more precise metering on the position and make the adjustments when they become in range for this. and this summarises the intention of the game simulator engine
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