[HN Gopher] Math breakdown: Anime homing missiles
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       Math breakdown: Anime homing missiles
        
       Author : ibobev
       Score  : 275 points
       Date   : 2023-02-02 18:14 UTC (4 hours ago)
        
 (HTM) web link (blog.littlepolygon.com)
 (TXT) w3m dump (blog.littlepolygon.com)
        
       | Voltage wrote:
       | Great article! I didn't know about Rotation Minimizing Frames or
       | the double reflection method.
       | 
       | I've run up against the issue of unexpected twisting of splines
       | at work more than once.
        
         | TheRealPomax wrote:
         | They're also known as Frenet frames, or Bishop frames, if
         | you're going to dig into them in the future.
        
       | PaulHoule wrote:
       | There is a whole area called 'pursuit theory' about how to guide
       | a missile to a target that produces very interesting curves.
        
       | iamwil wrote:
       | My first job out of college was working for a lab that did stuff
       | for Air Defense. We did stuff like missiles that shot down other
       | missiles for the Navy. Anyway, in my naivety, I asked the more
       | senior engineers why we don't shoot missile plumes. Lots of cheap
       | missiles in the hopes that one hits. (I didn't mention the idea
       | was from watching anime.)
       | 
       | They told me that the backfire from the exhaust of one missile
       | might ignite the one behind it if we did stuff like that. That
       | said, I've seen videos of ships firing missiles in relatively
       | quick succession. Just not like the Itano Circus, however.
        
         | [deleted]
        
         | supercheetah wrote:
         | It's not a bad idea. It's just a practical reality of their
         | interaction with each other that causes a problem that's hard
         | to workaround.
        
         | User23 wrote:
         | The MX sort of did that on the reentry side.
        
         | bhhaskin wrote:
         | It makes far more sense to do something like that in space
         | instead of in the atmosphere. You could spread the missiles out
         | a little before ignition. But you would also need some kind of
         | swarm logic and tracking to make sure they don't bump into each
         | other.
        
         | cjbgkagh wrote:
         | The UK Starstreak anti-aircraft missile has 3 submunition darts
         | to improve hit probability. There is nothing wrong with the
         | idea per se, you can design around backfire. The Metal Storm
         | gun has multiple munitions stacked in the same tube.
         | 
         | I figure the problem is more that it's hard to scale down
         | missiles to the point the plume would make economic sense.
        
           | bob1029 wrote:
           | One well-guided missile can be infinitely more effective than
           | 1000 poorly-guided missiles.
           | 
           | Unless you are seeking a penetration aid against defenses, I
           | don't see much point. There are far cheaper ways to deliver
           | mass on target if you simply want to spam the enemy.
        
       | Pxtl wrote:
       | This video should probably have an epilepsy warning based on
       | those strobe-light explosions. I adore the strobe-lights and they
       | make me nostalgic as hell for early-'90s 3D games like SNES
       | Starfox and Lightspeed/Hyperspeed, but the technique was retired
       | for good reasons.
       | 
       | As for the effect itself, I wonder if it would make sense to try
       | this with a boid algorithm so they move as a "flock". Most
       | attempts at anime=missiles I've seen either just look too chaotic
       | or the missiles while initially launched at wide angles gradually
       | consolidate into a tightly-packed blob.
        
       | BoppreH wrote:
       | If the article left you with an itch for a space mecha game with
       | missile barrages, here's a suggestion: Strike Suit Zero[1], or
       | its arcade version, Strike Suit Infinity[2].
       | 
       | It's cheap, short, with memorable gameplay and a lovely
       | soundtrack[3].
       | 
       | [1] https://store.steampowered.com/app/209540/Strike_Suit_Zero/
       | 
       | [2]
       | https://store.steampowered.com/app/234160/Strike_Suit_Infini...
       | 
       | [3] https://www.youtube.com/watch?v=2eDWgwucK5w
        
       | [deleted]
        
       | allenu wrote:
       | Really cool! I always wanted to see a shooter that made use of
       | the Itano Circus style. I always imagined it would be fun and
       | stylish to fly around dodging missiles like that. Is there a
       | shooter out there that does that?
        
         | prova_modena wrote:
         | Older games, but "Omega Boost" and "Zone of the Enders" 1 and 2
         | are great examples of trying to realize this style.
        
       | vlovich123 wrote:
       | I'm curious what plotting tool the author used to create those
       | slick illustrations.
        
       | crispisulcans wrote:
       | Cool design! I would love for some folks who are into this stuff
       | to try their hands at this missile defence programming game
       | https://openprocessing.org/sketch/745415 (click the </> button at
       | the top)
        
       | mcnichol wrote:
       | Can I just say, only being a portion of the way through the
       | article, you are a natural teacher/communicator.
       | 
       | You have a very kind, knowledgeable, and effective way of
       | explaining.
       | 
       | I'd like to point out how much I appreciate how you introduce
       | technical specifics and elaborate concisely enough that those who
       | know and those who don't can share an article without feeling
       | talked past or down to.
       | 
       | One persons opinion. With your communication style a high bar
       | I've been pursuing for some time, I just want to share a sincere
       | appreciation for it!
        
       | Arrath wrote:
       | The end result does look very cool
        
       | bee_rider wrote:
       | It definitely looks neat.
       | 
       | I don't really see the point of doing this for one target per
       | missile (other than aesthetics which is a perfectly valid
       | reason!)
       | 
       | But, if multiple were heading at a single target, I guess they'd
       | be harder to dodge? Multiple trajectories and all that.
        
         | tstrimple wrote:
         | Not just dodge, but it would be harder to counter them all with
         | flak or Close In Weapon Systems (CIWS) as well.
         | 
         | https://en.wikipedia.org/wiki/Phalanx_CIWS
        
         | Armisael16 wrote:
         | The real-life reason for this wild spiraling behavior would be
         | that the launch tube isn't pointed directly at the target and
         | the missile overcorrects. That's actually how the sidewinder
         | missile got its name.
         | 
         | This kind of mid-flight course change is a characteristic of
         | real missiles in other cases , though:
         | 
         | * almost anytime a submarine or ship launches, the missile goes
         | straight up for a little bit to clear the ship before sharply
         | turning
         | 
         | * if you shoot a guided missile straight up unguided to clear
         | terrain (eg a hill) before turning on guidance you'll see this
         | 
         | * cruise missiles in the gulf wars famously did this by
         | following the street grid - even turning at street light
         | 
         | * if you launch a torpedo in a random direction then activate
         | guidance later it can disguise where you are, since the torpedo
         | is coming from a different direction
        
           | magila wrote:
           | I always assumed the Sidewinder missile was named based on
           | the snake's ability to sense prey by thermal radiation.
        
           | MonkeyMalarky wrote:
           | Apparently HIMARS rockets do it too to avoid counter-battery
           | fire. In videos from Ukraine you can see them launch at one
           | angle then change direction after clearing a good distance
           | from the launcher.
        
           | paganel wrote:
           | The Russian Onyx missiles also have an interesting-looking
           | initial phase of the launch [1]
           | 
           | [1] https://youtu.be/2-22myhg_nE?t=9
        
           | sdmike1 wrote:
           | > cruise missiles in the gulf wars famously did this by
           | following the street grid - even turning at street light
           | 
           | That's fascinating! Do you have more info on this?
        
         | scotty79 wrote:
         | I think they behave a bit too wild in the first stage of
         | flight.
         | 
         | I think I'd create separate launch animation that smoothly
         | morphs into this flight animation.
        
       | MrLeap wrote:
       | I like using PID controllers for this kind of thing. They make it
       | easy to get "authentic" looking behavior. By tuning the params
       | you can adjust to behave anywhere from smooth like silk to wild
       | overcorrections.
       | 
       | They look really lively, I'll post a video on twitter or
       | something.
       | 
       | https://en.wikipedia.org/wiki/PID_controller
        
         | TheRealPomax wrote:
         | Yeah but now you made tuning the PID parameters your day job =(
        
           | MrLeap wrote:
           | If tuning to taste gets old, just use an infinite series of
           | PID controllers to tune your PID parameters.
        
         | fho wrote:
         | I just read
         | [this](http://brettbeauregard.com/blog/2011/04/improving-the-
         | beginn...) yesterday. It details the effort that went into
         | making the Arduino PID library more robust compared to the
         | "beginners PID".
        
       | rilindo wrote:
       | The term for this is Itano Circus, made famous in Macross
       | 
       | https://www.youtube.com/watch?v=pgwORRFIiuE
        
         | grimgrin wrote:
         | And here's 20 minutes of Itano Circus
         | 
         | https://www.youtube.com/watch?v=BzXfVgYCxWI
        
           | YeGoblynQueenne wrote:
           | Cheers. Now I have to think of a way to model that kind of
           | thing shooting out of a Stormsurge:
           | 
           | https://warhammer40k.fandom.com/wiki/KV128_Stormsurge?file=K.
           | ..
        
           | jvanderbot wrote:
           | To be fair, some of the "circus" aspect could be explained by
           | noise in the tracker, rather than noise in the launch
           | direction or trajectory tracking (as TFA proposes). Mostly I
           | say this because the directions tend to diverge more as they
           | get closer to a highly dynamic target.
        
         | nvader wrote:
         | I've also heard it called Roboteching, from the samish
         | reference:
         | 
         | Warning info hazard tvtropes :p
         | 
         | https://tvtropes.org/pmwiki/pmwiki.php/Main/Roboteching
        
         | SigmundA wrote:
         | I have to believe Itano Circus was inspired by Saturn rocket
         | fireworks, at least that what I though as a kid.
         | 
         | https://www.youtube.com/watch?v=IS_7nY19kXw
        
         | jvanderbot wrote:
         | I think I should be watching more Macross
        
         | 082349872349872 wrote:
         | These are sometimes worth frame advancing for easter eggs. DYRL
         | in particular had a sequence where mid-circus (IIRC) a Kirin
         | beer can goes one way, and a Budweiser can goes in the opposite
         | direction.
         | 
         | [Edit: https://www.youtube.com/watch?v=wckZcVFLU24
         | 4:54 anime girl as missile nose art       5:40 not kirin, but
         | "hataiko" (hataiko?)       5:41 defo budweiser (also from the
         | Valkyrie?)
         | 
         | I was wrong, but not badly mistaken. There may be more; I'm
         | stopping here.]
        
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       (page generated 2023-02-02 23:00 UTC)