Simulating trickstabs under to-scale simulation with realistic tracking
## Assumptions
- RED Spy moves at 320 HU/s
- BLU Heavy is standing still aiming minigun at spy
- BLU Heavy has top 20% reaction time at 200ms and NASA wifi with 0 ping
- Starting distance is 60 HU
## Tracking Behavior:
So the way humans track targets in FPS games is we form a mental prediction of where the target is and aim there. This is because humans have a reaction time of 200-300ms ish. If we're not aiming at this mental prediction, we'd always be aiming at where the target *was 200-300ms ago*
Because of this when targets change directions suddenly, theres an error between our prediction of the target and the true target position. If the target is far away, this error angle isnt really noticeable if you have decent reaction time. But when the target is close by, it becomes much more pronounced.