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Messages - WASP103

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1
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 12, 2021, 04:23:04 AM »
I love the new skillsets, the SlipStream and boy was I smiling when I saw the Pilums now have a second stage that actually makes them useful again. Keep up the great work! Big Love!

2
Hey, thanks for letting me know! Is this for battles involving allied fleets? I just tried to reproduce this by fighting some pirates, allowing a kite to escape, and choosing "let them go," but it resulted in a victory.

Also, just so you know, whether the battle report shows victory or defeat doesn't really matter. It's just flavor text and it doesn't affect ratings or anything. Still, I would prefer for it to not to be wrong, so any further details you can provide would be greatly appreciated!
Yep, I noticed it doesn't influence the ships' outcome. and I think it's together with an allied fleet when I decide to not join the pursuit.
Thanks for looking into it :)

3
Just noticed that when you win a fight but decide not to pursue/join pursuit, then the battle report ends up as a lost battle :/

4
Mods / Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
« on: November 29, 2019, 09:40:56 AM »
Maybe make it based on the boundingradius of the carrier + margin? Never run into that problem again with any shipsize :)

Ah dang forgot that you would probably have to make it a custom ai for that. :/

5
Mods / Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
« on: November 29, 2019, 03:14:20 AM »
Holy *** that’s a nice arsenal of new weapons.
Do not fully understand the fragmentation rounds that bounce on hull yet, but I can‘t wait to get my hands on one of those buggers.

Also the anti carrier gun looks like it’s becoming my new friend. But need to see the stuff in action, which I‘m looking forward to :)

Thank you especially for mentioning my contrib :)

Can‘t wait to get home and try out the new gimmicks.

6
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 28, 2019, 06:43:17 AM »


i have an idea, instead of sending the drone to the exact predicted point you could send it to the midpoint between the exact location of the target and the prediction, the further away the closer to the predicted point you send the drone, if the drone is closer to the target instead send it closer to the exact location of the target.

https://i.imgur.com/thjyRBa.png

If you don't feel like implementing it i will do later, no need to force yourself.

I think I've finally fixed it :)
It now basically uses the aimpoint like a carrot on a stick, always pointing it just a bit in front of the drone. That basically achieves something approximating a constant bearing.
And I've implemented a check to prevent them from turning in circles when the target ship flies directly towards the drone.

P.S. I've left the targeting reticles activated in the file, just comment the magicRender stuff out before shipping  :)

[attachment deleted by admin]

7
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 27, 2019, 06:26:36 PM »
I was trying to mimic the behavior of normal fighters when they dance around while idling, so the drones are still too static, but this is still better than what i did before.
I did some more testing and found a problem, the drones get confused easily and keep changing their minds for a while if there are several viable weapons to be reloaded in different ships nearby, in this video you can see the 2 drones near the center changing their minds over and over until they settle for one of the pomeranians, i think they shouldn't update targets sooner than every 5 seconds.

https://streamable.com/0xj0m

I see where you're coming from with the fighter movement. I just think they're too sluggish to match that exact behaviour.

the thing you see on the video is not so much about the weapons choosing, it's rather got to do with the movement prediction, I'm afraid. Especially if the target is a fast mover and does a circling motion, then the drones will have a hard timr properly converging to it.
In the file there's some MagicRender stuff commented out on lines 23 and 347. if you uncomment that, you will see little red dots for where their aiming point is.

8
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 27, 2019, 09:39:10 AM »

If setMass is not working for this you can give them a maneuverability buff by increasing acceleration and deceleration instead, maybe 20% would be fine. I already did the random flying while idle, but doesn't look too good, i will check yours later and replace mine if it looks better.

If you want to do it for the Maltese too it would be a nice help i was going to do this myself, but if you do i can focus on other stuff, just make sure to keep the behavior where they move quickly while healing.

Yeps, will make sure they keep humming :)

Ah, I misunderstood you there. I thought you wanted to have the terriers stay close to the hull.
I'm afraid they are too sluggish to keep up with most carriers, unless we use some positioning magic on them when they're idling near the carrier.

I made them a bit more dynamic when idling next to the carrier. They don't just play dead now. Maybe this works for you already?


[attachment deleted by admin]

9
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 26, 2019, 11:17:42 PM »
Its very good! they are pretty efficient now, i will use your whole file if you don't mind, i will just add a bit of randomness in the position they stay while idle, i prefer if they move around like normal fighters when not doing anything.

Thanks for the kudos! :)
And I‘d be happy to contribute. Mind if I do the randomizing part today? Got some time to spare. And I also thought about giving the maltese some of the enhancements in pathfinding. :)

Do you know anything about the setMass() functions or how we could influence that on empty deliveriy drones? :)

Edit:
This is Terriers cling to a more randomized location on the hull (still based off of the docking bay location)

[attachment deleted by admin]

10
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 26, 2019, 08:38:50 AM »
Working on guns now
Looking forward to those! :)

I've spent a bit more time on polishing the terriers:
- no-return bug fixed.
- Made them stay in a "locked" position near their hangar bays when they're not in use. <- Is that what you meant?
- fixed some docking bugs where sometimes they flew into nothingness during the docking animation.
- tried to make them less sluggy after delivering their goods, but ship.setMass() does not seem to affect their maneuverability at all -.-

Hope you like it :)

[attachment deleted by admin]

11
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 24, 2019, 04:41:06 AM »
I took parts of your improvements, i didn't really like the new seeking behavior (also had a strange glitch where one of the terriers wouldn't return to the carrier), i kept the weapon choosing algorithm. thanks again

Is there something in particular you want to see in the behaviour to make it work for you? (apart from the glitch of course, which I‘ll fix)
when they finish the job they stay perfectly still, normal fighters are always moving, even while idling

I think I can make them like that. :)

12
Mods / Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
« on: November 24, 2019, 01:51:39 AM »
I took parts of your improvements, i didn't really like the new seeking behavior (also had a strange glitch where one of the terriers wouldn't return to the carrier), i kept the weapon choosing algorithm. thanks again

Is there something in particular you want to see in the behaviour to make it work for you? (apart from the glitch of course, which I‘ll fix)

13
Mods / Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
« on: November 23, 2019, 04:03:12 AM »
I think you can just attach the file here in the forum under additional options, there is a .java option, if it doesn't work just paste the code in pastebin. And again thank you for the help. If want to keep helping after this make sure you get the current version (i released yesterday).

Ah there we go :)

And Updated :)
Please let me know what you think of the new behaviour and wether or not you think it fits in with your vision of the mod :)
(Since now it became more like a very roughly guided missile)

[attachment deleted by admin]

14
Mods / Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
« on: November 22, 2019, 08:29:58 AM »
If you want to contribute you can send me the code later, i will make a build and release tonight.

For the papillon i want to make it clear: i already changed them into normal bombers (removed phase cloak) so if you want to try to fix them just to know if you can go ahead. If you make a nice custom AI that uses phase cloaks properly and let me use the code i could make a new bomber that uses it (if you will do it make them go past the target while phased and do the bombing run from behind)

Made the terrier use some target prediction so it now can reach the target ship easier for reloading.
Also made it so that it now does not reload missiles that have like 5 out of 6 ammo left. It now favors completely empty magazines over magazines that have at least the reloadAmount room in the magazine.

Where should I upload the file for you to check? :)

15
Mods / Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
« on: November 21, 2019, 07:09:15 AM »
Sorry for the delay i use Eclipse, there is a tutorial for it here in the forums, the java version is 1.7, but i guess you figured it out.

Np mate! :)
I got it to work with netbeans, just had to set the original source up as being Java 1.7
now I can even compile it with Java 13. I still think your way is safer, compatibility wise.
So far I managed to make the terrier drones reach their resupply target more reliably.

Didn't have time to check into the papillon yet.

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