Updated tracking

Updated all physics based direction tracking to be a bit smarter. Now they take all movements into account and still try to guide the turret/ship/gimbal to the correct direction the fastest way without overshooting. The following videos demonstrate the effects. The turrets try to optimally match the speed of the target, taking into account its own acceleration (and deceleration) and the movement of whatever it is mounted on. If the target comes to a sudden stop while the turret is correctly tracking, the turret will overshoot a bit. Similarly, if the ship the turret is mounted on rotates, and then comes to a sudden stop, the turret will overshoot. The result is satisfyingly realistic and accurate turrets.

Relative movement

Added possibility to give movement commands relative to some other ship. Should be useful when maneuvering bigger armies and ships of different speeds. In practice it means that the move commands can be set to follow another ship. In the fist video I have an overly complicated chain of ships following one another and in the second video lots of fighters following a destroyer.

Star map view

Finally starting the star map scene. Currently there are randomly distributed stars and fleets of different colors moving around. Changing the turn makes them do the set movement. There are lots of options on the rules of how to allow the movement between stars and how to restrict it. If ships are able to jump long distances it is hard to try to defend from attacks. It might be nice to have some kind of allowed paths between stars to have at least some kind of choke points. There also might be different kinds of propulsion systems which would enable different ways of moving around. I have some ideas but I have to test them a bit to see how they would work in reality.

Attack modes

Weapons, hit points and armor are not the only things that affect the outcome of combat. Here you can see what happens when fighters try to attack a frigate with turrets. The first fighter group uses aggressive attack mode while the other one uses evasive attack mode. In defence of the underachieving frigate, it does not yet have a proper AI to deal with many fighters, instead it tries to shoot them one by one and turn to face the current target. That makes it rotate wildly, which does not help targeting.

Aggressive attack mode

New weapons and models in action. Here some fighter class ships attack three frigate class ships. They do an “aggressive attack”, meaning that they only maximize their damage on the enemy. First they attain the same velocity as their target, when that is achieved they continue to shoot at the enemy. The frigates just move here until they are ordered to attack the ships. There are no enemy AI yet to give commands to the ships.


Took some time to divide weapon and turret models into size classes, but here you can see some of the results. There are turrets of four different sizes. Bigger turrets are needed for bigger weapons, but smaller turrets are much faster to move and will track small targets better.

Missile weapons

Some testing of the missiles. They are driven by the same physics based control system as the ships are. Compared to the ships, missiles have much bigger acceleration values so the control system had to be tuned a bit. It is not necessary for their control system to be so detailed, so a simpler control system could be made for them if needed. But if no problems arise they are fine as is.

Beam weapons

In terms of coding the weapon logics, there will be three types of weapons: beam, projectile and missiles. Gamewise these will still be further classified into kinetic and energy weapons. All beam weapons will be energy weapons but a projectile weapon could be either one. Anyway, here you can see some beam weapons testing.