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It simply creates an aimpoint based on your vectors and the rocket's ballistic properties. However, the bread is quite inaccurate. I plan on making one with actual movement equations in the relatively distant future.
Also, this uses the vectors of the base craft. You could probably rig it to work on a turret but it won't be accurate.
That sounds like a PID/control issue. This breadboard works best if you have thrust vectoring or very finely tuned PIDs with responsive control surfaces. Also, you may need to add another section to the breadboard to set the minimum altitude to extremely low (like -300) purely in strafing runs so the AI does not pitch up to compensate for low altitude. Even the slightest deviation in your aircraft's controls will cause the rockets to miss, as they do not have any independent guidance.
the breadboard simply creates an aimpoint based on the variables you input, the launching of the rockets is not controlled by it
Make sure your failsafes are disabled and their controllers' firing arc enables their launching
also, to answer the first question, missiles in FTD do not weathercock so it may look like they level but they are really not
1. missiles level into horizontal flight after launch (launch aircraft in shallow dive during launch)
2. missiles launch much later than LWC enables Missile Controller. (LWC set to 900m, missiles launch at half that)
As far as I know, all variables seem correct (missile drag, Center Mass, etc.)
They need no guidance whatsoever, just a thruster and fuel tank. The rest can be payload.
Also, thank you! Breadboards can be very fun once you get the hang of how they work.
One of two things could be going wrong-
You could not have an enemy target, if so then the breadboard will output NaN and the vehicle will try to go to 0, 0, 0, which is probably why it is going into the water.
Or you could not have the breadboard behavior correctly linked and the vehicle is going to its default position: 0, 0, 0. The breadboard behavior's filter name is "attack" (case sensitive), though you can always change that with the breadboard behavior component located at the bottom right corner of the board.
Im just getting into breadboarding - this is inspirational.
I've been using two-stage missiles with the first stage set to 'fired direction' with no targeting at an upward angle then having the smaller missiles launch with one-direction guidance to approximate a ballistic style system.