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Author Topic: [0.97a] AdvancedGunneryControl 1.17.0 - Updated for 0.97a  (Read 177797 times)

DesperatePeter

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #300 on: February 24, 2024, 01:21:05 PM »

A small suggestion but would you consider adding "Range<80%" to the complete tag list alongside the "Range<60%"? It's primarily for certain missiles that have are extremely strict with their maximum range such as the Omega missiles which will just disappear the moment it goes past it. This is to prevent the autofire from launching a Rift torpedo or a volley of Resonators at maximum range and having them fizzle out when the enemy ship backpedals a bit. The 80% range limit will give them some leeway without it being too restrictive with the 60% range limit.
Sure thing, will do!
Btw, you can also add the mode yourself by editing the Settings.editme.

Siffrin

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #301 on: February 24, 2024, 05:32:43 PM »

A small suggestion but would you consider adding "Range<80%" to the complete tag list alongside the "Range<60%"? It's primarily for certain missiles that have are extremely strict with their maximum range such as the Omega missiles which will just disappear the moment it goes past it. This is to prevent the autofire from launching a Rift torpedo or a volley of Resonators at maximum range and having them fizzle out when the enemy ship backpedals a bit. The 80% range limit will give them some leeway without it being too restrictive with the 60% range limit.
Sure thing, will do!
Btw, you can also add the mode yourself by editing the Settings.editme.
Thank you and yep, that's what I have done but I need to re-add it every update.
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Gods most reckless Odyssey captain.

Vesperrr

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #302 on: March 03, 2024, 09:28:39 PM »

Yo just dropping in again to thank you so goddamn much for implementing my suggestions! It's truly a glorious sight seeing my AI ships actually use their missiles properly whereas before I was actually forced to stop using them on AI builds because of how horrible they were at using them.

If I may suggest... Would it be possible to make the values for the ship modes customizable? Just like how you did with weapon tags. For example, I find VentA(Flx>25%) to be too low of a threshold since it leads to the ship venting before it even wins the flux war. It also screws up some burst weapons like Tachyon Lance since these can get interrupted mid-fire. Don't get me wrong. I get the logic behind setting it low since it means less window of opportunities to be hit with missiles. But there are certainly many scenarios where I'd rather have it higher like VentA(Flx>75%) especially if I have escort ships/fighters to guard the venting ship.

Speaking of which. You forgot to list the new tags in the help description in the settings file. This may lead to users thinking that LowROF(200%) is a set value and not something you can customize yourself like ForceF(Flux<N%)

Again, thank you so much for this wonderful mod! It warms my heart to see such passion for making a mod that helps others enjoy Starsector even more
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Vesperrr

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #303 on: March 04, 2024, 09:12:50 PM »

Ey just here to file a bug report. Seems like "Copy to other ships of same variant" doesn't work anymore. It copies the ship AI modes but not the weapon tags. Had to use "Load suggested modes" instead for bulk changes but this is problematic for builds that deviate from the suggested tags.

With that said, there are some factors worth considering that might make this problem only occur for me (in case you weren't able to replicate the issue):
- I'm using Java 23 by Mikohime
- Some other mods were removed and added mid-save
- AdvancedGunneryControl was updated mid-save

Dunno how relevant these factors are. Sorry. No idea how mods work right now.
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DesperatePeter

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #304 on: March 05, 2024, 08:48:26 AM »

Ey just here to file a bug report. Seems like "Copy to other ships of same variant" doesn't work anymore. It copies the ship AI modes but not the weapon tags. Had to use "Load suggested modes" instead for bulk changes but this is problematic for builds that deviate from the suggested tags.

With that said, there are some factors worth considering that might make this problem only occur for me (in case you weren't able to replicate the issue):
- I'm using Java 23 by Mikohime
- Some other mods were removed and added mid-save
- AdvancedGunneryControl was updated mid-save

Dunno how relevant these factors are. Sorry. No idea how mods work right now.

Hi Vesperrr!
Oh, you are right, I completely forgot to adjust those campaign GUI features (reset, copyLoadout and copyToVariant) when I added different tag storage modes.
Currently, they only work when tag storage mode is set to index. Luckily, the fix was easy and will be included in the next update =)

Yo just dropping in again to thank you so goddamn much for implementing my suggestions! It's truly a glorious sight seeing my AI ships actually use their missiles properly whereas before I was actually forced to stop using them on AI builds because of how horrible they were at using them.

You're welcome, glad to hear the new features work as intended =)

Quote
If I may suggest... Would it be possible to make the values for the ship modes customizable? Just like how you did with weapon tags. For example, I find VentA(Flx>25%) to be too low of a threshold since it leads to the ship venting before it even wins the flux war. It also screws up some burst weapons like Tachyon Lance since these can get interrupted mid-fire. Don't get me wrong. I get the logic behind setting it low since it means less window of opportunities to be hit with missiles. But there are certainly many scenarios where I'd rather have it higher like VentA(Flx>75%) especially if I have escort ships/fighters to guard the venting ship.

You can already adjust those values in the Settings.editme file (search for vent_flux), but I agree that going the same route as I did for weapon tags would be much more intuitive. I will try to implement that at some point in the future, but to be honest kind of don't want to commit to doing that, since that would be somewhat laborious and boring to implement xD

Quote
Speaking of which. You forgot to list the new tags in the help description in the settings file. This may lead to users thinking that LowROF(200%) is a set value and not something you can customize yourself like ForceF(Flux<N%)

Oh, right, I will add that, thanks for reminding me!

Quote
Again, thank you so much for this wonderful mod! It warms my heart to see such passion for making a mod that helps others enjoy Starsector even more
Thank you for the kind words =)


I'm currently working on some general AI improvements, mainly friendly fire logic for imprecise burst fire weapons, such as the devastator cannon.
The main logic is in place and seems to work well (I now compute angular widths and how targets eclipse each other in the cone of fire, rather than working with trajectories) , but I still need to add some logic for the case where multiple allies are in the cone and do some testing and refactoring before it's ready to release.
Once that's finished, I will release a new version including the previously mentioned fixes (and a fix for a NPE caused by using automatic suggested tags in the refit screen on brand new ships under certain conditions).
But if you would like, you can already try it out by downloading the current master version.

Vesperrr

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #305 on: March 06, 2024, 12:21:09 PM »

Quote
You can already adjust those values in the Settings.editme file (search for vent_flux), but I agree that going the same route as I did for weapon tags would be much more intuitive. I will try to implement that at some point in the future, but to be honest kind of don't want to commit to doing that, since that would be somewhat laborious and boring to implement xD
Omfg I completely forgot about these! Not gonna lie LunaLib spoiled me so much that I just stopped looking at the rest of the settings. Anyway, thank you! And yeah no pressure of course since this is ultimately a passion project at the end of the day plus I imagine there are far more interesting things to implement. This was just a reading issue on my part lol
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balordezul

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #306 on: March 09, 2024, 08:09:46 AM »

I noticed this would not save the setting on the ScalarTech Gown side section but it worked on the different segments of the HMI Locomotive.
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DesperatePeter

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #307 on: March 10, 2024, 11:55:00 PM »

Omfg I completely forgot about these! Not gonna lie LunaLib spoiled me so much that I just stopped looking at the rest of the settings. Anyway, thank you! And yeah no pressure of course since this is ultimately a passion project at the end of the day plus I imagine there are far more interesting things to implement. This was just a reading issue on my part lol

I'll add some more of those settings to LunaSettings in the next release =)
But there are kind of too many settings in total for me to want to add every single one xD
Though I will gladly migrate settings on request, adding a handful is easily done, trying to add all is fairly tedious.

I noticed this would not save the setting on the ScalarTech Gown side section but it worked on the different segments of the HMI Locomotive.
That is super weird Oo I wonder what the difference between those two ships is. Thanks for letting me know, I'll try to look into it and hopefully find a fix until the next release =)

Celepito

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #308 on: March 12, 2024, 07:51:09 AM »

I can confirm that the Gown Wing Modules dont save their Gunnery Controls for me either.

Some suggestions that I have run into and would like (or if there are already ways for me to do these, please tell me >.>'):
  • 'Also Target Shields' and/or 'Treat Shields Neutrally'. Some weapons arent intended for targeting shields and indicated in the weapon_data as such, but would do just fine on certain set-ups, but just wont shoot at shields while on Autofire. However, Target Shields is too focused, I just want the weapon to fire if the target has shields up or not, not only hit shields.
  • 'Continuously Fire with Target'. Anything guided could make use of that, especially on hardpoints. I've run into the issue with Autofire that some missiles just wont fire unless the target is in front of the hardpoint, even if the missile is capable to turn enough to hit, especially with hullmods that increase missle maneuverability. This tag would result in the group just spamming the weapons regardless of line of fire, as long as there is a target locked.
  • 'Target Debris If Nothing Else In Range'. I often run into the problem of there being a ton of debris around my piloted ship, and while I doubt it will make much of a difference, having e.g. PD target Debris might help a bit.
Besides these things, I've made great use out of this mod, its really helpful to assign the gunnery behaviour of the AI like this.

Cheers!
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DesperatePeter

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Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« Reply #309 on: March 14, 2024, 09:12:34 AM »

1.17.0 is out:
- 1.17.0: Devastator Edition
feat: improve friendly fire logic for burst weapons with recoil (such as e.g. the Devastator Cannon)
note: this feature will likely need further refining in the future, but should be mostly functional
feat: add PrioDense tag (by default only in complete tag list), which prioritizes target dense areas
fix: campaign GUI options reset/copyLoadout/copyVariant should now work for all tag storage mode
fix: NPE when using automatic suggested tags on freshly acquired ship without weapons
fix: setting tags/modes for ship modules in the refit screen should now work properly
feat: ported additional settings to LunaSettings. If you want specific settings ported, please let me know!


I noticed this would not save the setting on the ScalarTech Gown side section but it worked on the different segments of the HMI Locomotive.

Should be fixed! I think the issue was that modules wouldn't save settings in the refit screen, rather than depending on certain ship types.
For some reason, when asking the Starsector API if something is a module and what its parent ship is, it will return false/null when in the refit screen (but correctly returns true/parent when in combat).
I implemented a workaround for this.

I can confirm that the Gown Wing Modules dont save their Gunnery Controls for me either.

Some suggestions that I have run into and would like (or if there are already ways for me to do these, please tell me >.>'):
  • 'Also Target Shields' and/or 'Treat Shields Neutrally'. Some weapons arent intended for targeting shields and indicated in the weapon_data as such, but would do just fine on certain set-ups, but just wont shoot at shields while on Autofire. However, Target Shields is too focused, I just want the weapon to fire if the target has shields up or not, not only hit shields.
  • 'Continuously Fire with Target'. Anything guided could make use of that, especially on hardpoints. I've run into the issue with Autofire that some missiles just wont fire unless the target is in front of the hardpoint, even if the missile is capable to turn enough to hit, especially with hullmods that increase missle maneuverability. This tag would result in the group just spamming the weapons regardless of line of fire, as long as there is a target locked.
  • 'Target Debris If Nothing Else In Range'. I often run into the problem of there being a ton of debris around my piloted ship, and while I doubt it will make much of a difference, having e.g. PD target Debris might help a bit.
Besides these things, I've made great use out of this mod, its really helpful to assign the gunnery behaviour of the AI like this.

Cheers!
Thank you!
About the requests:
Quote
Also Target Shields' and/or 'Treat Shields Neutrally'. Some weapons arent intended for targeting shields and indicated in the weapon_data as such, but would do just fine on certain set-ups, but just wont shoot at shields while on Autofire. However, Target Shields is too focused, I just want the weapon to fire if the target has shields up or not, not only hit shields.
You should already be able to do this via the CustomAI tag. It's only included in the complete tag list. It simply replaces the vanilla AI with my custom AI, which doesn't do stuff like avoiding shields, unless instructed to via tag.

Quote
'Continuously Fire with Target'. Anything guided could make use of that, especially on hardpoints. I've run into the issue with Autofire that some missiles just wont fire unless the target is in front of the hardpoint, even if the missile is capable to turn enough to hit, especially with hullmods that increase missle maneuverability. This tag would result in the group just spamming the weapons regardless of line of fire, as long as there is a target locked.
I think you should be able to accomplish this by adding the following tag to the tag list of your choice in Settings.editme: "Panic(H<101%)"
Edit: Nevermind, that would actually always fire if there is any target available within range. Combining it with the ShipTarget tag also wouldn't work, because Panic specifically overrides other tags.

Quote
'Target Debris If Nothing Else In Range'. I often run into the problem of there being a ton of debris around my piloted ship, and while I doubt it will make much of a difference, having e.g. PD target Debris might help a bit.
For that I would have to make a tag that modifies some fairly fundamental behaviors of the AI (such as not considering debris/asteroids as valid targets to shoot at).
It probably wouldn't be super difficult, but I wonder how useful this really is, since that would constantly mess up your 0-flux boost.
« Last Edit: March 14, 2024, 09:14:20 AM by DesperatePeter »
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Celepito

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Re: [0.97a] AdvancedGunneryControl 1.17.0 - Updated for 0.97a
« Reply #310 on: March 14, 2024, 02:36:51 PM »

It probably wouldn't be super difficult, but I wonder how useful this really is, since that would constantly mess up your 0-flux boost.

Well, the Gown is also a carrier, so its not like I'm getting the 0-flux boost any time after getting into engagement range, hence its not an issue personally. ;D

As for the other two:

I didnt know that the Custom AI needed to be activated, I thought I already had that enabled >.>'

And yeah, I had thought about panic fire, but that would just always fire which has its own problems attached. (Guided Missiles that run out of range stop avoiding allies which is... not optimal)

Still, thanks for looking into it, cheers!
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holyjay

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Re: [0.97a] AdvancedGunneryControl 1.17.0 - Updated for 0.97a
« Reply #311 on: March 14, 2024, 03:36:19 PM »

The game crashes for me when I press the advanced tab for this mod's settings in Lunalib.

Fatal: Conversion = ')'
Check starsector.log for more info

I don't really know how to interpret the log file but it ends with this

Spoiler
39576 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.UnknownFormatConversionException: Conversion = ')'
java.util.UnknownFormatConversionException: Conversion = ')'
   at java.util.Formatter.checkText(Formatter.java:2579)
   at java.util.Formatter.parse(Formatter.java:2565)
   at java.util.Formatter.format(Formatter.java:2501)
   at java.util.Formatter.format(Formatter.java:2455)
   at java.lang.String.format(String.java:2940)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at lunalib.backend.ui.settings.LunaSettingsUISettingsPanel.recreatePanel(LunaSettingsUISettingsPanel.kt:341)
   at lunalib.backend.ui.settings.LunaSettingsUISettingsPanel$recreateTabs$1.invoke(LunaSettingsUISettingsPanel.kt:187)
   at lunalib.backend.ui.settings.LunaSettingsUISettingsPanel$recreateTabs$1.invoke(LunaSettingsUISettingsPanel.kt:179)
   at lunalib.backend.ui.components.base.LunaUIBaseElement.processInput(LunaUIBaseElement.kt:240)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
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DesperatePeter

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Re: [0.97a] AdvancedGunneryControl 1.17.0 - Updated for 0.97a
« Reply #312 on: March 15, 2024, 12:02:16 AM »

The game crashes for me when I press the advanced tab for this mod's settings in Lunalib.

Fatal: Conversion = ')'
Check starsector.log for more info

I don't really know how to interpret the log file but it ends with this

Spoiler
39576 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.UnknownFormatConversionException: Conversion = ')'
java.util.UnknownFormatConversionException: Conversion = ')'
   at java.util.Formatter.checkText(Formatter.java:2579)
   at java.util.Formatter.parse(Formatter.java:2565)
   at java.util.Formatter.format(Formatter.java:2501)
   at java.util.Formatter.format(Formatter.java:2455)
   at java.lang.String.format(String.java:2940)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at lunalib.backend.ui.settings.LunaSettingsUISettingsPanel.recreatePanel(LunaSettingsUISettingsPanel.kt:341)
   at lunalib.backend.ui.settings.LunaSettingsUISettingsPanel$recreateTabs$1.invoke(LunaSettingsUISettingsPanel.kt:187)
   at lunalib.backend.ui.settings.LunaSettingsUISettingsPanel$recreateTabs$1.invoke(LunaSettingsUISettingsPanel.kt:179)
   at lunalib.backend.ui.components.base.LunaUIBaseElement.processInput(LunaUIBaseElement.kt:240)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Thanks for letting me know! Fixed it, please update to 1.17.1 =)


Well, the Gown is also a carrier, so its not like I'm getting the 0-flux boost any time after getting into engagement range, hence its not an issue personally. ;D

As for the other two:

I didnt know that the Custom AI needed to be activated, I thought I already had that enabled >.>'

And yeah, I had thought about panic fire, but that would just always fire which has its own problems attached. (Guided Missiles that run out of range stop avoiding allies which is... not optimal)

Still, thanks for looking into it, cheers!

I maybe didn't explain the CustomAI-tag very well xD
You are correct, the custom AI is enabled by default. But only if a) you have at least one tag enabled and b) that tag disagrees with the vanilla AI.
The customAI-tag is essentially a tag that does nothing, except being a tag and always disagreeing with the vanilla AI, therefore ensuring that the custom AI is always used.

I'll try to release a version of panic fire that requires a ship target rather than hull level being low at some point in the future. Same for the debris-targeting tag =)
No promises, though.

Celepito

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Re: [0.97a] AdvancedGunneryControl 1.17.0 - Updated for 0.97a
« Reply #313 on: March 15, 2024, 12:24:05 AM »

I'll try to release a version of panic fire that requires a ship target rather than hull level being low at some point in the future. Same for the debris-targeting tag =)
No promises, though.

Dont worry about it too much, its not like its something critical.

And thanks for explaining how the AI works, no wonder it did nothing on my Gown set-up, since the weapons that I would want to also target shields are on the modules, which didnt save the tags XD

Cheers!
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