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Messages - Alex

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1
Thank you for the report! Yeah, this is just "how it works"; autoresolve is not able to mimic what might happen in a battle perfectly. Even if this specific case was fixed, there would conceivably be others.

2
Hmm, strange - I did add a failsafe to the crashing method, but it looked like an "it really shouldn't be in that state" type of situation.

It's crashing on:
stationFleet.getFleetData().clear();

fleetData is set in the constructor and nowhere else (except for when a game is loaded, I guess - so a remote chance of a load going bad and messing things up?) - but I'm assuming this means stationFleet is null.

But, that's initialized in the advance() method, with:
if (stationEntity == null) {
   spawnStation();
}

So it's not real clear how this might happen. Maybe a frame-perfect timing of the industry starting construction and then getting raided on the same frame?

3
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 06:42:56 PM »
Probably - it's definitely aware of the precise launch-point. Though IIRC it's also a bit more "free" with firing off-center hardpoints on the assumption that the movement AI is not going to be trying to aim with them specifically so it'd better just take what it can get.

But, having run this specific test a bunch of times, I'd say whether it nails the Atlas directly on the hull (assuming the shield is off) or not is about 50/50, so e.g. it's not a consistent error that it's making, there's some randomness involved.

4
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 06:20:38 PM »
However, I will note the torpedoes still would have missed if the Atlas didn't have its shield up.

Yep - torpedo/unguided rocket aim is a bit unpredictable, especially with fast ships, because it's not exactly trying to line up a shot - rather, it's mostly just trying to find a "decent chance to hit" timing during otherwise normal maneuvers. Still hits a fair bit of the time, imo, but no argument :)

5
Thank you for the report! Fixed this up just now; there's a system for making these kinds of things not overlap but the red planet mission wasn't tagging things correctly.

6
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 12:39:24 PM »
So I dug into this some more and, oh boy. Turns out the "fix" in the thread title was very appropriate; there were two bugs here. One is that it would in fact just aim its facing at the center of the ship without target-leading in some circumstances, mostly during the approach (which also explains some torpedo inaccuracies; note how in the gif below the initial torpedo hits much more squarely). The other is that the math for figuring out the adjustment due to the relative speed of the target was partially wrong.

It still misses a few shots vs the Atlas - it looks to me like it's due to some spread from the ACG? Also included a fight vs a circle-strafing Hound to show how it does vs a faster/smaller target (if anything: better, because of the center-of-rotation thing).

https://imgur.com/a/Lozo2ph

Thank you all for bringing this up, and for, ah, insisting that I'm looking at this wrong!

How easy would it be to add a target-offset to the .ship file to account for this sort of thing? I'm picturing something like this:

(If one wanted to do this, one could invert the existing center-of-rotation offset; I don't think there's a need for extra data. But: it'd be a fair bit of a pain!)

7
General Discussion / Re: How to dismiss these officers?
« on: April 15, 2024, 07:44:05 AM »
Hi! Chances are you're looking at last month's income report, where they would still show up. They'll probably show up in the next month's report, too, with partial pay up to the time they were fired.

8
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 14, 2024, 06:25:17 PM »
I think it's also worth mentioning that, for whatever reason, Hull Restoration seemingly also has the unstated effect of converting all difficult recovery of disabled enemy ships - which would otherwise cost Story Points - into normal recovery

What seriously? I had no idea it did this.

Edit - are you sure about this? I just found a derelict (modded game) and the recovery option still cost 1 SP.

(Hmm, I'm *fairly* sure this isn't the case, but if it were the case, it would definitely be a bug!)

9
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 05:33:59 PM »
I hear what you're saying, but I'm not sure it generalizes. The Atlas has a center-of-rotation set pretty far back so the AI ends up missing more than it probably should due to aiming for that. But for example, an LP Brawler at 100% CR vs a Hound, the hit rate looks to be better than vs the Atlas. I *will* keep an eye on it, though. I just wonder how much of the frustrating moments are ones where it's basically supposed to miss due to not having zeroed its aim in yet.

10
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 12:24:43 PM »
I guess it's a question of expectations. The LP Brawler is fast enough that it has a hard time compensating for its lateral movement - that's absolutely the reason for the misses. I suppose one might argue that it's not a "good" reason (which, fair enough) but it's a pretty apparent one.

Like I said, though, I'll keep it in mind! Most ships aren't that fast *and* short-ranged *and* limited to hardpoint weapons, though - which is where it really starts to break down - so it's not exactly a priority, if that makes sense.

11
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 12:09:39 PM »
It's literally what you told me to try it against :) I'll keep an eye on it, though!

In general, fast-moving short range ships will always have the hardest time aiming, though, that's just the breaks.

12
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 11:57:53 AM »
Missile aim is less than ideal, yeah, though that's a somewhat separate issue from guns. I just tried a bunch of LP Brawler vs Atlas and it's basically all like this:

https://imgur.com/a/oA519DU

Which to me looks fine?

13
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 10:59:52 AM »
Frigate v frigate fights are especially frustrating. The main problem is the AI faces its hull exactly at its target's center, making it impossible for hardpoints to hit.

Hmm, it definitely tries to lead the target with its hull facing, but, again, that can take a few seconds of firing to converge to the right spot and in a frigate-vs-frigate fight, it's likely there wouldn't be enough sustained fire for it to "walk" its aim to the right place. (Unless, again: 100% CR or Gunnery Implants.)

It's possible that it's finding hard to turn fast enough to keep up, though, and to further complicate things, frigates that are being shot at will often try to juke the shots and throw the aim off. Since there's turn inertia, that can be particularly impactful vs  hardpoint aim...

I don't know if that's what you're seeing or not, just saying that there some possibilities here.

14
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 10:50:14 AM »
Hmm - do you have a specific ship/ship example? I just tried a Brawler (LP) vs a Dominator and it pretty much just nailed its shots. Tried a Lasher (LP) with max skills and that did alright, too - some misses, sure, but not missing all its shots or anything like that.

One thing to keep in mind is the quality of target leading is directly impacted by the ship's combat readiness. At 100% CR (or with Gunnery Implants) it will always get the "best" target leading, but if it's lower, it will take up to several seconds for its aim to converge on the right place.

15
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 10:36:37 AM »
(Re: threads like this existing, I think it's at least in part because of the "buffing one ship is worse than buffing many ships" argument which sounds logical and mathematical and fails to account for player piloting skill in the equation. Which, again, isn't to say that the overall point is wrong, but "these threads exist" is not a good argument to me. There's definitely a perception issue on top of whatever balance issue there might be! And, FWIW, I think that the balance could stand to be shifted a bit more towards the flagship, so I don't think we're really disagreeing here; maybe it's a question of degree.)

I really need to spend some serious time with a no-flagship style and see how it feels; it's just so antithetical to how I normally play the game, though. I'm so used to relying on personal piloting early on - even if I'm beelining for 5 points in whatever non-combat tree - how would you even get off the ground? Hmm. I feel like I'd still want to personally pilot to jump-start the process and *possibly* get forced out of it at some point around level 10+. Is that how it normally goes? You could probably make a personal impact even past that point with just the tech/industry personal skills, hm.

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