I’m currently making homing projectiles with the use of CFrames, because I want to avoid using Roblox Physics objects.
I want to make a homing missile that can be dodgable, so I’m thinking of limiting the turn of the projectile. What should I use to achieve this?
Such example of what I want to use is the 3rd parameter of Quaternion.RotateTowards / Vector3.RotateTowards from Unity.
I don’t have any code to do such thing, nor would I ask for users to code this for me. I just want to know what I should use other than roblox physics objects like rocketpropulsion.
Instead of trying to interpolate a CFrame or quaternion, just give the missile a direction vector and Lerp that. A very efficient way of modeling a limited turn rate is to give the missile a certain amount of maximum velocity change per unit time (for example per 0.1 second):
You can limit the total acceleration like this. This will be identical to a limited turn rate if the missile maintains a constant speed. There are other ways you can limit missile maneuverability that are more complex but whether you want to do that will depend on how you want your gameplay to feel.
You’ve asked in your question that I not do that. I’ve given you enough ideas that you can write an example and see if the way the motion looks is what you are going for, it will be hard to refine this idea any further without seeing it.