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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a  (Read 220216 times)

DesperatePeter

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I spent a couple hours trying to find a solution to the flickering issue and concluded that it's simply not possible to get rid of entirely. The issue is that the game doesn't allow for telling the ship not to set a specific weapon group to autofire or select it.
You can tell the ship not to do that to any weapon group, but even then, for some reason, it seems to occasionally try to do it. That's why even with the ForceAF-ship-mode you will see occasional flickering.

Therefore, when using the ForceAF-tag, I cannot tell the ship not to select that specific weapon group. It will then periodically try to select it (or disable autofire), in which case the tag will tell it to deselect it again an set it to autofire.

What I did do though, is to make it so that if you set EVERY group to ForceAF, it will forbid the ship from selecting a new weapon group or disabling autofire, just like the ForceAF-ship-mode.

During the whole investigation I also found another bug, where, when removing ForceAF as the last standing tag, it would not actually get removed properly. I fixed that.

I'll wait a few days to see if any other issues get reported before releasing a fixed version, but you can always use the current master version, which already includes these fixes.

Genir

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Hi Genir, thanks for letting me know!
I wasn't able to reproduce the issue exactly like you described (maybe I don't have the necessary actions per second? xD), but I was able to produce a very similar issue if I was also scrolling at the same time.
This happened in the campaign-GUI, right?
I now simply reset the current tag list view back to default when switching between modes (in both the combat and campaign GUIs), so that should hopefully fix the issue =) I will include this fix in the next release!
Just to make sure: Did the log contain something about TagListView ~line 50? If so, the fix I implemented should solve it!

Yes, the error was in campaign-GUI. Log contained mention of TagListView. And the issue also involved scrolling, which I failed to mention. I can confirm version 1.12.0 fixes the issue. Thanks!
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DesperatePeter

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Yes, the error was in campaign-GUI. Log contained mention of TagListView. And the issue also involved scrolling, which I failed to mention. I can confirm version 1.12.0 fixes the issue. Thanks!

Gotcha, thanks for confirming! Always good to hear from you! =)

I just released 1.12.1, which should fix all issues that were mentioned previously.

Changes:
- fix: removing ForceAF as the last tag no longer makes it stick around.
- fix: There should be less UI flicker now when setting all weapons to ForceAF tag. It doesn't seem possible to completely get rid of flicker.
- fix: Combat GUI won't open anymore when an invalid ship (e.g. command shuttle) is selected.
- fix: Crash when clicking suggested button on a ship with no fleet member value (doesn't matter that much because of previous point).
- fix: Weapons with only the PD_ALSO (but not PD) AI hint are no longer eligible for PD modes (I always thought they should be, but apparently not xD)
- fix: suggested tags applied to ship modules would not get stored properly if exiting GUI after only pressing that button.
- fix/feat: Selecting a ship in the command HUD (TAB-Key) now lets you open their GUI (experimental, uses reflection as this is not exposed by API). This is mainly relevant if you like to play combats without deploying a flahsip.
« Last Edit: June 19, 2023, 10:12:23 PM by DesperatePeter »
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UserNameViolation

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Thank you for all your hard work on this brilliant mod, i enjoy it immensely!

Is there any chance you could add support for LunaLib settings? Would be pretty neat to change settings "on the fly" without the need to open up Notepad   :D
If not than it's not a big deal, mod is still awesome  ;)
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DesperatePeter

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Thank you for all your hard work on this brilliant mod, i enjoy it immensely!

Is there any chance you could add support for LunaLib settings? Would be pretty neat to change settings "on the fly" without the need to open up Notepad   :D
If not than it's not a big deal, mod is still awesome  ;)

Thank you for the feedback, glad that you are enjoying the mod :)

I actually did already consider adding support for LunaLib settings. Unfortunately, however, currently lists are not among the supported types of LunaSettings.
Since the lists are probably the most interesting settings for AGC, I don't think there's much point in migrating to LunaSettings right now. I already talked to Lukas about this and he will consider adding support for lists.
In theory, I could just implement lists as a string with comma-separated values, but that wouldn't have any input validation and probably be a hassle to use xD

TimeDiver

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An observation: while the GUI appears as intended in the campaign mode's Simulator, it does not, for the Simulator from the 'Missions' menu... but works just fine for the Missions themselves.

Is this due to the limitation(s) of the Starsector modding API, an oversight (and/or lack of anyone requesting it), or an unforseen bug?
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DesperatePeter

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An observation: while the GUI appears as intended in the campaign mode's Simulator, it does not, for the Simulator from the 'Missions' menu... but works just fine for the Missions themselves.

Is this due to the limitation(s) of the Starsector modding API, an oversight (and/or lack of anyone requesting it), or an unforseen bug?

Hi again, TimeDiver!

That is kind of a mix of the reasons above, but actually mostly intentional, though I'm up for suggestions.

I disable the GUI while on the title screen, since it would probably be rather confusing if someone accidentally pressed the J-Key on the title screen and the AGC-GUI popped up. Entering a simulation from the missions loadout-screen still counts as being on the title-screen for some reason, i.e. the GUI is disabled.

I could change this behavior by checking if on title screen and not in a simulation rather than just checking for being on the title screen. That way, the GUI would pop up in a simulation entered via the mission refit screen.

So far, I didn't do this, because it wouldn't work as expected: Persistence doesn't work on the title screen, since ships get assigned new fleet member IDs whenever you re-enter the simulation or start the actual mission. So any modes set up during that simulation would essentially get lost as soon as you leave the simulation screen.

But I suppose it might make sense to either allow for opening the GUI and setting up modes during title screen simulations while displaying a warning, that everything set up in here is transient, or to at least show a message like "AGC unavailable on title screen" when someone tries to open the GUI.

Let me know what you think =)

TimeDiver

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Let me know what you think =)
I'm always for more QoL options, even if immersion might take a hit in the process... and I'm not surprised that said settings won't persist.

I want to be able to tweak the gunnery AI for test loadouts via the Missions-based Simulator, even if said settings will only be good for a single instance.

Being able to rapidly run these test scenarios without having a campaign character's skills unduly influencing the results is my ideal scenario.
« Last Edit: June 20, 2023, 10:53:02 PM by TimeDiver »
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DesperatePeter

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I'm always for more QoL options, even if immersion might take a hit in the process... and I'm not surprised that said settings won't persist.

I want to be able to tweak the gunnery AI for test loadouts via the Missions-based Simulator, even if said settings will only be good for a single instance.

Being able to rapidly run these test scenarios without having a campaign character's skills unduly influencing the results is my ideal scenario.

So, I did some more testing and it turns out I was wrong.
Either Alex changed this behavior in 0.96, or I messed up testing last time.
Fleet member IDs (and persistent memory) actually are consistent between the refit screen simulation and the actual mission, so tags set up in the simulation will be available during the mission. Only when going back to the main menu will fleet member IDs and thus tags get reset. It's a little bit annoying that exiting the mission takes you back to the main menu rather than the mission menu, but oh well....

I'd say this is pretty intuitive/expected behavior, so I don't see any reason to disallow using the AGC GUI in the mission refit simulation screen anymore.

In the next patch this will be included. And, as always, if you can't wait, you can always use the current master version =)

DesperatePeter

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1.12.2 is out.

Fixes:
- 1.12.2:
fix: AI-controlled ships now use their maneuver target as ship target for ShipTarget-Tag and Charge-ship-mode
fix: AvoidArmor tag now considers residual armor
fix: AGC-GUI now available in mission refit-screen simulations
fix: Opening combat-GUI via command HUD now only works when in command HUD, as intended
fix: Improve logic for PD-validity evaluation
fix: Performance issues

jvaler

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Is it possible to make a weapon avoid armor but still target shields beyond ~90% enemy flux with existing options, or is that just how the settings work? I tried AvdArmor but that carries over the "Will stop firing against enemies with very high flux" behavior.

Related question, why is that a behavior? I can't think of a use case for a weapon that wants to target shields to stop firing at ~90% enemy flux instead of trying to overload them.
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DesperatePeter

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Is it possible to make a weapon avoid armor but still target shields beyond ~90% enemy flux with existing options, or is that just how the settings work? I tried AvdArmor but that carries over the "Will stop firing against enemies with very high flux" behavior.

Related question, why is that a behavior? I can't think of a use case for a weapon that wants to target shields to stop firing at ~90% enemy flux instead of trying to overload them.

Hi jvaler!

That is indeed the intended behavior, as ships tend to turn their shields off when they are at high flux and you shoot them with anti-shield weapons. You can tweak the threshold, though. Open the Settings.editme-file in an editor of your choice, search for "targetShields_threshold" and change the value from 0.1 to e.g. 0.02. That means those weapons will shoot until enemies have ~98% flux rather than ~90%. 0.02 is probably the lowest you should go, as some edge-cases are treated as 0.01.
Personally, I feel like 0.1 strikes a good balance, but maybe I'll change the default to 0.05 in a future update, since that might be more in line with what people expect.
Hope that helps =)

TimeDiver

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DesperatePeter, although the newest versions have resolved no small number of long-present bugs, one change that makes me keep around v1.12.0's .jar file, is that when enabling autopilot, I could see the ammo counter for a selected weapon group.

With v1.12.1's and v1.12.2's .jar file(s), this is no longer possible. Is there any means (or setting) to restore this feature/bug?
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jvaler

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Hi jvaler!

That is indeed the intended behavior, as ships tend to turn their shields off when they are at high flux and you shoot them with anti-shield weapons. You can tweak the threshold, though. Open the Settings.editme-file in an editor of your choice, search for "targetShields_threshold" and change the value from 0.1 to e.g. 0.02. That means those weapons will shoot until enemies have ~98% flux rather than ~90%. 0.02 is probably the lowest you should go, as some edge-cases are treated as 0.01.
Personally, I feel like 0.1 strikes a good balance, but maybe I'll change the default to 0.05 in a future update, since that might be more in line with what people expect.
Hope that helps =)

That helps a lot, thanks!
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DesperatePeter

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DesperatePeter, although the newest versions have resolved no small number of long-present bugs, one change that makes me keep around v1.12.0's .jar file, is that when enabling autopilot, I could see the ammo counter for a selected weapon group.

With v1.12.1's and v1.12.2's .jar file(s), this is no longer possible. Is there any means (or setting) to restore this feature/bug?
I looked into it, and the previous behavior was actually a bug.
I don't (and can't) interact with the weapon UI in the lower left corner at all, it simply displays the information of the currently selected weapon group. When ForceAF (ForceAF mode or ForceAF tag on every weapon group) forces the ship to select an empty weapon group, the UI will display no ammo information, since no valid weapon group is selected.
What happened before, in 1.12.0, was that the ForceAF-tag allowed the ship to still manually control its currently selected weapon group and prevented it from selecting a different weapon group. Now, it is properly forced to select an empty group.
Therefore, I believe it won't be possible to restore the previous display behavior without also restoring the previous bug.
But you can always restore the effects of the previous behavior: Simply give all weapon groups but one the ForceAF tag. That way, the ship AI will control that group and you will see ammo count for that group, same as the ForceAF ship mode in 1.12.0
I hope that explanation makes sense =)
PS: Maybe a ForceAF-like tag that only forces the autofire toggle but doesn't limit AI weapon group selection would solve all these issues, if you just want the AI to set all weapons to autofire but don't mind the AI choosing to select a weapon group to manually control freely? Let me know if that would help.
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