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Apply physics for TGP A-A tracking (and remove ghosting) when tracking targets in STT


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Posted (edited)

Currently while tracking targets by radar in STT the TGP in A-A mode is driven without any dampening of the seeker head movement . It seems its elevation and heading is instantly updated with refresh rate of STT tracking. As result the TGP image shakes and creates artifact's like tearing and ghosting (especially in VR)

In reality TGP seeker head has natural physical acceleration and speed limits which naturally smooth out the movements of the head (azimuth and heading corrections to look at target when supplemented by STT and not tracking by contrast)

This seems to be a simple fix in code to add acceleration and speed limits to change of azimuth and elevation for small angular adjustments of TGP when it is not tracking targets by contrast, but instead is driven (updated) according to STT updates from radar.

This would remove jitter and ghosting as well as make TGP movement more realistic (mean close to real by flowing physic limits).

Edited by Rosly
spell mistakes and clarity
  • Like 12
  • 3 months later...
Posted

It would be nice to know whether this is even a recognized bug and that a fix is on its way? It's really difficult to visually ID A-A targets with the TGP because it's constantly jittering back and forth, and often times it jitters so much that you can't even get a point track on your target.

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Posted

I initially opened a feature request but due to lack of reaction fro ED, and reaction from other folks on this forum, I think this should be considered a BUG.

The problem is that TGP in A-A STT tracking does not follow the limitations of physics, strictly speaking rotational inertia of the camera gimbal.
As result the updates for angle from radar STT cause TGP picture to be jittery.
It's really difficult to visually ID A-A targets with the TGP because it's repositioning the viewport with instant "jumps".
It is less noticeable when TGP track target by contrast but still problem is similar.

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