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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] AI Tweaks  (Read 19892 times)

DVeL

  • Ensign
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  • Posts: 13
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Re: [0.97a] AI Tweaks
« Reply #60 on: March 15, 2024, 02:02:43 PM »

Now, release - sadly, same, 2/3 misses.
Video examples, only hit was at the beginning, face to face from afar.
https://dropden.com/9044b935fa08

Ok, now I see what you meant.

Hmm, why it your Keto so wobbly? What personality and what order does it have in that video?

The problem is that my mod doesn't control ship movement at all (yet). Only weapons. So if vanilla AI decides to wobble like that, I can't do much. If a weapon pulls the trigger when the ship is aimed at enemy, but the ship rotates before the weapon charges up, you have a miss. In my fleet it happens all the time with Tachyon Lances.

There may be a small window of opportunity when I could detect beggining of the rotation and not fire the weapon, even though target is still in arc. But that's something for later.

You said there wasn't such a problem several versions of AI Tweaks ago, but I have never controlled ship movement. I'm not sure how to debug it. Could you perhaps post your save, preferably with a copy of mods folder?

I have met two cases when ships behave this wobbly:
1) When they are about to receive armour damage, and they are trying to "spread it" all over.
2) When they are trying to maximize their damage they rotate so that enemy is in range of max amount of weapons, but if some of this weapons have been shot and have long reload times they temporary ignore them and try to reposition themselves. But then weapons actually reload and they try to reposition back.
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Kulverstukass

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Re: [0.97a] AI Tweaks
« Reply #61 on: March 16, 2024, 04:05:11 AM »

Looks like I'm gonna apologize for all that wasted time, as when I went to provide all requested, sure thing i went for more simulations in different configurations, like no-PD guns in rear slots to make it less wobbly, but hey whaddyaknow - it didn't mattered at all, it was still uselessly turning to show it sides, and didn't even fared any better w/o AITweaks, missing a lot in same manner as shown in clips before. My guess that before-mentioned "fix by turning AIT off" was just lucky strike, as in first few simulations with RC1. Gonna take it as Keto-sized grain of salt that "it is  how it is".

If you are still interested, my 1.3gb of 100-101 mods are
Spoiler
  "enabledMods": [
    "pantera_ANewLevel40",
    "brdy_addon",
    "US",
    "CJHM",
    "tahlan",
    "HexShields",
    "BSC",
    "logisticsNotifications",
    "keruvim_shipyards",
    "aod_vos",
    "swp",
    "more_player_names",
    "oas",
    "stelnet",
    "advanced_gunnery_control_dbeaa06e",
    "dynamictariffs",
    "whichtmi",
    "FPE",
    "which_industry",
    "a111164_ExtendPack",
    "SBTM",
    "ArkLeg",
    "objects_analysis",
    "fast_engine_rendering",
    "planet_search",
    "ArkLeg_BIGIRON_engines",
    "Mayasuran Navy",
    "EmergentThreats_IX_Revival",
    "ungp",
    "Imperium",
    "hcok",
    "timid_tmi",
    "RaifRedacted_LogisticsOverhaul",
    "supportships",
    "illustrated_entities",
    "MoXIV",
    "CFT",
    "officerExtension",
    "exshippack_adversary ",
    "AttunedDriveField",
    "wisp_NeutrinoDetectorMkII",
    "ness_saw",
    "ArkLeg_BIGIRON",
    "more_procgen_names",
    "dp_mnemonic_utils",
    "lunalib",
    "blackrock_driveyards",
    "HMI",
    "EmergentThreats_Vice",
    "kyeltziv",
    "pt_qolpack",
    "chatter",
    "assortment_of_things",
    "IndEvo",
    "lw_autosave",
    "kazeron",
    "ORK",
    "whichmod",
    "lw_console",
    "star_federation",
    "largerZoomOut",
    "hostileIntercept",
    "more_ship_names",
    "MagicLib",
    "cmutils",
    "timid_xiv",
    "TouchOfVanilla_vri",
    "sclskl_scalingskilllimits",
    "dex",
    "XhanEmpire",
    "sun_nomadic_survival",
    "Terraforming & Station Construction",
    "exshippack",
    "lw_lazylib",
    "SEEKER",
    "ScavengerTrading",
    "particleengine",
    "ObviousNeutron",
    "CaptainsLog",
    "Adjusted Sector",
    "fleetsizebydp",
    "Cryo_but_better",
    "sun_hyperdrive",
    "aotd_vok",
    "combatactivators",
    "Rouge_Redstar",
    "ORA",
    "scan_those_gates",
    "speedUp",
    "A_S-F",
    "GrandColonies",
    "bruh_ship_browser",
    "automatedcommands",
    "nexerelin",
    "SCY",
    "luddenhance",
    "unthemedweapons",
    "shaderLib",
    "ORA_gunmetal",
    "carrierui"
  ]
[close]
but outside of AdvGunControls there isn't seems to be anything affecting it's steady-officer-AI.
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Buckle up for broken english vocabulary, comrade!
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