Describe the bug
SAMs are unable currently to stop the vast majority of warheads whenever a mirv lands inside SAM range or right outside of it. Even at max sam range a warhead thats in sam range for 10 ticks, a second, can be impossible to shoot down due to warhead speed and distance from sam.
To Reproduce
Steps to reproduce the behavior:
- Get into a two player game
- Build a level 350 SAM for one side, a silo for the other
- shoot a mirv so the separation tile is somewhere close to the SAM
Expected behavior
For the SAM to be able to target warheads. It should shoot warheads that pass or touch the zone, if it has ammo to do so.
Screenshots
If applicable, add screenshots to help explain your problem.
Before:

After:

Assignment
I have a fix for this made. it essentially pre-generating the warheads in a way that puts much less computation per tick and spreads it out, doing a final cull and smaller generate 10 ticks before separate.
Also fix various graphical issues that were already present before (any warhead that was "waiting" for a random delay was drawn and glowing on separateDst, their landing zones also showed too early)
Also fix SAMs being able to reload multiple missiles if they happen to be able to reload on the same tick.
Describe the bug
SAMs are unable currently to stop the vast majority of warheads whenever a mirv lands inside SAM range or right outside of it. Even at max sam range a warhead thats in sam range for 10 ticks, a second, can be impossible to shoot down due to warhead speed and distance from sam.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
For the SAM to be able to target warheads. It should shoot warheads that pass or touch the zone, if it has ammo to do so.
Screenshots


If applicable, add screenshots to help explain your problem.
Before:
After:
Assignment
I have a fix for this made. it essentially pre-generating the warheads in a way that puts much less computation per tick and spreads it out, doing a final cull and smaller generate 10 ticks before separate.
Also fix various graphical issues that were already present before (any warhead that was "waiting" for a random delay was drawn and glowing on separateDst, their landing zones also showed too early)
Also fix SAMs being able to reload multiple missiles if they happen to be able to reload on the same tick.