Add fire-control lock-on lead targeting overlay#1463
Draft
Kronyxxx wants to merge 2 commits intoHardLightSector:masterfrom
Draft
Add fire-control lock-on lead targeting overlay#1463Kronyxxx wants to merge 2 commits intoHardLightSector:masterfrom
Kronyxxx wants to merge 2 commits intoHardLightSector:masterfrom
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…lipped lead, self-blip filter
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is this still intended to be a draft? |
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About the PR
Adds a lock-on / lead indicator pass to the fire control console so gunnery has a proper "shoot here" UI instead of pure eyeballing.
Right-clicking a radar target now locks it, draws a red diamond over the locked target, and shows a predicted intercept marker based on the currently selected weapons' projectile speeds. If you lock a tagged blip, it tracks that specific target; otherwise it can fall back to locking the enemy grid under the cursor. The fire control window also gets a simple lock status readout so it's obvious whether you're actually locked or not.
This is all client-side presentation / targeting assistance. It doesn't change projectile stats, gun behavior, or server-side hit logic.
Why / Balance
This is mainly a usability / readability improvement.
Ship combat already expects players to estimate lead manually, but the current fire control UI doesn't give much feedback beyond "there is a target somewhere over there." That makes gunnery feel mushy and makes it harder to intentionally focus specific systems or blips when the radar is busy.
This keeps the underlying combat balance intact while making the console communicate a firing solution in a way that's actually readable under pressure.
Technical details
• adds a new
FireControlLeadSolverhelper to compute a predicted intercept point from gun position, target position/velocity, platform velocity, and projectile speed• adds right-click lock handling in
FireControlNavControl• supports locking either a tagged radar blip or an enemy grid under the cursor
• clears lock when switching consoles or when the locked target becomes invalid / leaves the map context
• draws a red diamond reticle over the locked target and a second marker at the averaged predicted intercept point for the currently selected weapons
• treats hitscan weapons as instant and uses the target's current position for their contribution
• adds a
LockStatuslabel to the fire control window and updates it from the nav radar lock stateHow to test
Locked On, a red diamond appears over the target, and a lead marker appears ahead of it.Not Locked.Media
N/A
Breaking changes
None.
No prototype renames, no network schema changes, and no server-side behavior changes.
Changelog
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