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Mods / Re: [0.95a] AdvancedGunneryControl 0.10.2
« on: August 29, 2021, 10:34:03 AM »Were you in between your allied ship and an enemy? (In that case, it's probably an issue with the "do not fire at friendlies"-logic)This happens only when I'm in the way; friendlies don't start just firing at me for no reason, thank god. For what it's worth, the few times I've noticed this happen the offending friendly firers basically get close enough to ram me in the rear before lighting me up, so maybe it's some issue with friendlies being too close to the weapons being fired to be "seen"?
Or did the ship simply fire at your ship? (In that case, it's probably an issue with your ship being identified as a hostile for some weird reason)
On the TargetShields/AvoidShields issue:Basically the problem is that with kinetic + energy damage pairings, the energy weapon is pretty much shelved. Unless the latter outranges the former, AI simply sticks to using the kinetic weapon instead even if the target is >95% flux or overloaded; it's extremely shy about using the energy weapon, only fires it for like 1-2s at a time and there's no rhyme or reason about when it decides to do so (I've seen a ship in 1v1 battle sim decide to fire an AvoidShield energy salvo at a 50% flux shield once).
To be perfectly honest, I'm not really sure if I understand what the issue is. Weapons set to AvoidShields should only fire at targets that have a) high flux, b) high-ish flux and shields turned off or c) no shields. TargetShields does the inverse. If you have a kinetic weapon set to TargetShields and a non-beam Energy weapon, wouldn't it make more sense to simply set the Energy weapon to default mode? Other weapon groups set to Target/Avoid shields shouldn't really have any impact on how the weapon group in question behaves. If you could rephrase this issue that would be much appreciated!
I guess this isn't much of a problem in vanilla, but my array of mods does provide some energy-damage ballistic weapons and some kinetic-damage energy weapons, so the two damage types wind up occasionally coexisting sometimes--and on ships with too many/too big mounts for their flux stats to handle firing at will, I try to get them to pursue flux efficiency per damage via weapon groups, though as above success is limited when the pairing isn't kinetic-he.
Anyways, thank you for the hard work--I can only imagine how hard it is to herd AI behaviour in a many-entities environment like Starsector combat, especially with an unpredictable player in there running amok.