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  1. POHow to create an "intercept missile" for a game?
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    1. COBTW: you haven't mentioned whether your missiles are atmospheric or not. Do they use their control surfaces or their thrust to change their vector? The constant bearing simplification continues to work either way but you get different / interesting behaviors with atmospheric missiles at varying speeds. E.g., the Sidewinder immediately after launch is very much a snake trail of smoke, not so much immediately prior to impact.
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    2. COThe nickname "sidewinder" came from it's back and forth flight path... When first launched, it is slow, and it pulls a lot of lead to get to the collision course. As it accelerates, it needs less lead, and turns back towards the target. After the motor burns out and it begins decellerating, it pulls lead once again. The net result is a flight pat hand smoke trail that looks much like a rattlesnakes' sideways motion across the sand.
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    3. COThis Sidewinder effect was one of the motivating factors behind adding the variable proportionality feature to radar guided missiles. It's pointless to pull extra lead early when closure is low, if you're going to speed up and need less lead anyway.. So, for radar missiles which 'know' the closure, they base missile rate of turn on closure and this causes them to pull less extra lead early when they are not going to need it later.
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