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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95.1a] AdvancedGunneryControl 1.4.0 - new flashy combat GUI and tag system!  (Read 65162 times)

DesperatePeter

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Re: [0.95a] AdvancedGunneryControl 0.7.1
« Reply #30 on: May 08, 2021, 01:36:24 PM »

Unless you stumble over a silver bullet, I'm sure it won't be anywhere near worth, lol.  On a different tack: how about preventing autofire of non-pd weapons at flux >= 80% (or whatever).  ship AI usually does a decent job of doing so, but just having the weapons on autofire will happily flux you out (I know you can just toggle weapon groups, but seems like a nice qol feature, so long as the effort:payoff ratio is there)

I just released a pre-release: 0.8.0-ALPHA
Despite my expectations I actually managed to implement a GUI. However...I think it's indeed (nigh) impossible to create a custom GUI in the refit screen. So this is a standalone GUI that you have to open from the campaign map by pressing "G". And I added fire mode suffixes. Currently, there's only flux-limiters, but probably I'll do some targeting-priority-changers as well.
From some initial testing everything seems to work, but there's still a bit of polishing to do.
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DesperatePeter

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Re: [0.95a] AdvancedGunneryControl 0.7.1
« Reply #31 on: May 10, 2021, 09:37:00 AM »

Update: 0.8.3 is officially released. It comes with a GUI (ableit not integrated into the refit screen, as that seems to be pretty much impossible...) and fire mode suffixes!
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Farlarzia

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Re: [0.95a] AdvancedGunneryControl 0.8.3
« Reply #32 on: May 11, 2021, 03:26:03 PM »

Hiya.

First off this mod is a godsend, I've been wishing for a way to make burst PD actually PD only for years. Must have from now on :D


Secondly, a request:
Would it be possible to add another toggle to make carriers keep their fighters on regroup, and not issue engage commands?

Keeping fighters on regroup instead of engage can be very powerful on battlecarriers, as the bombers on frontline carriers are often in range to be able to immediately fire their payload from the regroup position and then rearm immediately, outputting a constant stream of missiles from safety.

Also very useful for escort fighters that you explictitly want to protect only the host ship, but have a roam range. I've often seen the AI putting the escorts onto other friendly ships that don't need the escort, while the host ship itself badly needs them - even if it does recall them, its often too late.


Edit: The custom firemodes are saved correctly between combats, and from the campaign layer.
However, the custom AI is not actually applied in combat until you change a weapon groups firing mode in combat. Doing so will then make the custom AI apply to each group correctly.

Double Edit: Did a bit more testing - this only seems to be the case when ships are already spawned in battle without having to go through the deployment menu - I.E your ship(s) already being deployed when starting a simulation, or in disgengage scenarios where your entire fleet is instantly deployed without prompt.
« Last Edit: May 11, 2021, 04:40:24 PM by Farlarzia »
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DesperatePeter

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Re: [0.95a] AdvancedGunneryControl 0.8.3
« Reply #33 on: May 11, 2021, 10:26:43 PM »

Hiya.

First off this mod is a godsend, I've been wishing for a way to make burst PD actually PD only for years. Must have from now on :D


Secondly, a request:
Would it be possible to add another toggle to make carriers keep their fighters on regroup, and not issue engage commands?

Keeping fighters on regroup instead of engage can be very powerful on battlecarriers, as the bombers on frontline carriers are often in range to be able to immediately fire their payload from the regroup position and then rearm immediately, outputting a constant stream of missiles from safety.

Also very useful for escort fighters that you explictitly want to protect only the host ship, but have a roam range. I've often seen the AI putting the escorts onto other friendly ships that don't need the escort, while the host ship itself badly needs them - even if it does recall them, its often too late.


Edit: The custom firemodes are saved correctly between combats, and from the campaign layer.
However, the custom AI is not actually applied in combat until you change a weapon groups firing mode in combat. Doing so will then make the custom AI apply to each group correctly.

Double Edit: Did a bit more testing - this only seems to be the case when ships are already spawned in battle without having to go through the deployment menu - I.E your ship(s) already being deployed when starting a simulation, or in disgengage scenarios where your entire fleet is instantly deployed without prompt.

First of all, thank you very much for the feedback, I'm glad that you like the mod =)

Oh yeah, that's a good point. Currently, the mod only checks for newly deployed ships. I think I actually noticed that ships in a simulation aren't "deployed" at some point and wanted to look into it...but then forgot about it. But I never actually thought about/tested disengage scenarios.

I'll look into this! I'm assuming that fixing this won't be too difficult, so expect an update soon-ish =).

In the meantime, you can use the "*"-Key to manually load all fire modes for all allied ships. (Or the "J"-Key to load them for only the player ship/targeted allied ship)


About the whole idea about fighters: Laharl mentioned that there is a mod called Disable Action Hullmods. I haven't personally tried it out, but it sounds like it could solve the issues you are describing.

If not, let me know and I'll try to work something out =)
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DesperatePeter

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Re: [0.95a] AdvancedGunneryControl 0.8.3
« Reply #34 on: May 12, 2021, 08:52:27 AM »

Edit: The custom firemodes are saved correctly between combats, and from the campaign layer.
However, the custom AI is not actually applied in combat until you change a weapon groups firing mode in combat. Doing so will then make the custom AI apply to each group correctly.

Double Edit: Did a bit more testing - this only seems to be the case when ships are already spawned in battle without having to go through the deployment menu - I.E your ship(s) already being deployed when starting a simulation, or in disgengage scenarios where your entire fleet is instantly deployed without prompt.

Update: 0.8.4 is out and solves this issue =)
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Hellya

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #35 on: May 12, 2021, 02:15:05 PM »

Wanted to pop in and say thanks! This mod is a game changer and should be implemented into the game. Love the flux limiter on large power hungry weapons.

Also wanted to make a suggestion. If I read it right, there is complications with making the AI follow the presets, is there are way to make them follow your flux presets though. That might make them leave the engaged target early though. I am not a modder by any means, I have zero idea if it can be done or is too complex.
« Last Edit: May 12, 2021, 02:27:12 PM by Hellya »
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DesperatePeter

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #36 on: May 12, 2021, 11:19:21 PM »

Wanted to pop in and say thanks! This mod is a game changer and should be implemented into the game. Love the flux limiter on large power hungry weapons.

Also wanted to make a suggestion. If I read it right, there is complications with making the AI follow the presets, is there are way to make them follow your flux presets though. That might make them leave the engaged target early though. I am not a modder by any means, I have zero idea if it can be done or is too complex.

First of all, thanks for the feedback!

About your idea: I was playing around a bit with actively disabling the weapons when they are on AI ships and not supposed to fire. That more or less got the job done, but was super messy (you had those "weapon X disabled" texts floating around everywhere and there was the issue that, when the AI turned autofire off for a weapon, it wouldn't get re-enabled properly).

The issue is that my mod only affects the behaviour of weapons on auto-fire, but the AI doesn't always use autofire to fire its weapons. Currently, the only plausible solution I can think of is implementing a custom ship AI Plugin*, but I'm not sure how well that will work (and how much effort that is)
But I'll take some more time to look into whether I can find a solution for this.
If anyone has a good suggestion how to solve this, I'm all ears!


*potentially it might be possible to write a wrapper for the existing ship AI, which essentially just set's weapons to "don't fire" if the fire mode settings prohibit firing.
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Rararara

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #37 on: May 13, 2021, 07:56:27 AM »

This mod looks great! Is there a way to toggle between the custom AI and default AI?

i.e. There are no more carrier enemy ships and all the fighters have been swatted, so I want the fighter-only weapon groups (of the entire fleet) to resume default behaviour. If this could happen automatically that'd be even better.
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GreeM

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #38 on: May 13, 2021, 10:23:40 AM »

Is there a way of changing the G key on starmap? Every time i exit a window with the G key the window for this mods setting pops up. Looked through the options and didn't find something there to change the G key only disabling it. If that is the case, could you make it so it doesn't pop up when exiting a window(like salvage screen and so on)?



Other than that great mod that helps the somewhat dumb ai :D
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Thana

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #39 on: May 13, 2021, 10:26:35 AM »

Is there a way of changing the G key on starmap? Every time i exit a window with the G key the window for this mods setting pops up. Looked through the options and didn't find something there to change the G key only disabling it. If that is the case, could you make it so it doesn't pop up when exiting a window(like salvage screen and so on)?



Other than that great mod that helps the somewhat dumb ai :D

Yeah, that's pretty annoying. Every time I leave the looting window I get hit with the gunnery AI choices window unless I break the normal workflow and use the mouse to close the looting window instead - which I would normally never, ever bother doing. It was irritating enough to make me disable the mod.
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Farlarzia

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #40 on: May 13, 2021, 09:03:31 PM »

This might be asking for a little to much customization, but it would great to be able to set a weapon for freefire use below a flux threshold, and then switch to its specified weapon role after.
For example, I  have a continuous fire PD weapon that uses a lot of flux, that I wouldn't mind being used for additional DPS while the ship is at low flux, but as the ships flux rises I'd only want it to be used for PD

Another thing I'd love to see is for magazine based PD weapons to have an option to fire at enemy ships like normal, but only the top shot of their magazine if they're already full on ammo, allowing them to keep an ammo reserve for missiles, but also contribute in the battle as well.
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Lprsti99

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #41 on: May 14, 2021, 11:53:13 AM »

This might be asking for a little to much customization, but it would great to be able to set a weapon for freefire use below a flux threshold, and then switch to its specified weapon role after.
For example, I  have a continuous fire PD weapon that uses a lot of flux, that I wouldn't mind being used for additional DPS while the ship is at low flux, but as the ships flux rises I'd only want it to be used for PD

Heh, I had the same thought (hi, scy hacking commlinks), but I generally make do with putting a few in a different weapon group with default targeting, and the rest on pd.
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DesperatePeter

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #42 on: May 14, 2021, 12:10:19 PM »

Update: 0.8.5 is out!
Is there a way of changing the G key on starmap? Every time i exit a window with the G key the window for this mods setting pops up. Looked through the options and didn't find something there to change the G key only disabling it. If that is the case, could you make it so it doesn't pop up when exiting a window(like salvage screen and so on)?



Other than that great mod that helps the somewhat dumb ai :D

Yeah, that's pretty annoying. Every time I leave the looting window I get hit with the gunnery AI choices window unless I break the normal workflow and use the mouse to close the looting window instead - which I would normally never, ever bother doing. It was irritating enough to make me disable the mod.

That's a very valid point, thanks for pointing that out. G certainly was not the best choice for a hotkey, especially when making it non-rebindable...
I fixed both those issues in the new patch (0.8.5). The new default hotkey is "J" and it's rebindable.

This mod looks great! Is there a way to toggle between the custom AI and default AI?

i.e. There are no more carrier enemy ships and all the fighters have been swatted, so I want the fighter-only weapon groups (of the entire fleet) to resume default behaviour. If this could happen automatically that'd be even better.

This might be asking for a little to much customization, but it would great to be able to set a weapon for freefire use below a flux threshold, and then switch to its specified weapon role after.
For example, I  have a continuous fire PD weapon that uses a lot of flux, that I wouldn't mind being used for additional DPS while the ship is at low flux, but as the ships flux rises I'd only want it to be used for PD

Another thing I'd love to see is for magazine based PD weapons to have an option to fire at enemy ships like normal, but only the top shot of their magazine if they're already full on ammo, allowing them to keep an ammo reserve for missiles, but also contribute in the battle as well.

I have given both these suggestions a bit of thought and I think I came up with a solution how I can kill both birds with one stone: Fire mode prefixes :P
Prefixes or (pre)conditions would essentially disable the custom AI unless the condition is met.

To return all fighter-mode weapon groups back to normal, I'd add a "toggle" prefix, where you can toggle (via hotkey) between default mode and the set mode (e.g. Fighter) for all weapon modes marked with this prefix (sorry, I feel like automating this would be fairly messy =/) for all ships.

To only activate the custom fire mode when below max ammo or above 50% flux, I'd add a "Ammo<75%" and a "Flux>50%" prefix.

My only concern is: The controls of the mod might become a little bit overloaded. So I might limit prefixes management to the GUI.

Let me know what you think!
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GreeM

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Re: [0.95a] AdvancedGunneryControl 0.8.4
« Reply #43 on: May 14, 2021, 02:25:41 PM »

Update: 0.8.5 is out!
Is there a way of changing the G key on starmap? Every time i exit a window with the G key the window for this mods setting pops up. Looked through the options and didn't find something there to change the G key only disabling it. If that is the case, could you make it so it doesn't pop up when exiting a window(like salvage screen and so on)?



Other than that great mod that helps the somewhat dumb ai :D

Yeah, that's pretty annoying. Every time I leave the looting window I get hit with the gunnery AI choices window unless I break the normal workflow and use the mouse to close the looting window instead - which I would normally never, ever bother doing. It was irritating enough to make me disable the mod.

That's a very valid point, thanks for pointing that out. G certainly was not the best choice for a hotkey, especially when making it non-rebindable...
I fixed both those issues in the new patch (0.8.5). The new default hotkey is "J" and it's rebindable.



Hotkey G werent a bad choice it was the weird interaction that the window popped up after you exited with the g key.
Anyhow great change and thank you :D
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writeru

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Re: [0.95a] AdvancedGunneryControl 0.8.5
« Reply #44 on: May 14, 2021, 04:14:35 PM »

Could you do a config that will make the ship fire all it's missles at the nearest viable target if only a certain % of the hull remain? Could be really useful to frigates that are dying but die without firing the missles. If they are gonna explode anyway it's better to shoot the missles even at a shield than not firing it at all.





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