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:D yeah, love to see you try!
Its not good to upset me! Remeber who i work for
ME
hahahahahahahahahahahah, omg, nearly died of laughing there, sorry.
Anyway, seen as i work for you then you must be my technical manager, so, as usual i will ask for your advice, and of course you will know all about the project i'm working on already....
Now, as a simulated target is coming in, hits the waypoint, the circle trajectory it then sweeps into (as to avoid the infinite acceleration) is not sufficient to describe realistic motion. Everyone knows it should be a sphere as when the target banks into the turn its drag increases, and thus its velocity will slow, and so it will drop in height, so a flat plane cicle cannot describe this. So the motion of the target after the waypoint needs a spherical motion not circular, now this isn't such a problem when the sphere is centred on (0,0) as the spherical equations are bog standard, but the egde of the sphere needs to be the waypoint, not the centre, and the sphere needs to be skewed so that it sits smoothly from the travel bearing of the target. Any suggestions on the spherical rotations then scott, and what tests should i be running to check that the targets acceleration round the sphere does not go above 10g?

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