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Author Topic: [0.97a] AI Tweaks  (Read 29028 times)

DVeL

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Re: [0.97a] AI Tweaks
« Reply #60 on: March 15, 2024, 02:02:43 PM »

Now, release - sadly, same, 2/3 misses.
Video examples, only hit was at the beginning, face to face from afar.
https://dropden.com/9044b935fa08

Ok, now I see what you meant.

Hmm, why it your Keto so wobbly? What personality and what order does it have in that video?

The problem is that my mod doesn't control ship movement at all (yet). Only weapons. So if vanilla AI decides to wobble like that, I can't do much. If a weapon pulls the trigger when the ship is aimed at enemy, but the ship rotates before the weapon charges up, you have a miss. In my fleet it happens all the time with Tachyon Lances.

There may be a small window of opportunity when I could detect beggining of the rotation and not fire the weapon, even though target is still in arc. But that's something for later.

You said there wasn't such a problem several versions of AI Tweaks ago, but I have never controlled ship movement. I'm not sure how to debug it. Could you perhaps post your save, preferably with a copy of mods folder?

I have met two cases when ships behave this wobbly:
1) When they are about to receive armour damage, and they are trying to "spread it" all over.
2) When they are trying to maximize their damage they rotate so that enemy is in range of max amount of weapons, but if some of this weapons have been shot and have long reload times they temporary ignore them and try to reposition themselves. But then weapons actually reload and they try to reposition back.
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Kulverstukass

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Re: [0.97a] AI Tweaks
« Reply #61 on: March 16, 2024, 04:05:11 AM »

Looks like I'm gonna apologize for all that wasted time, as when I went to provide all requested, sure thing i went for more simulations in different configurations, like no-PD guns in rear slots to make it less wobbly, but hey whaddyaknow - it didn't mattered at all, it was still uselessly turning to show it sides, and didn't even fared any better w/o AITweaks, missing a lot in same manner as shown in clips before. My guess that before-mentioned "fix by turning AIT off" was just lucky strike, as in first few simulations with RC1. Gonna take it as Keto-sized grain of salt that "it is  how it is".

If you are still interested, my 1.3gb of 100-101 mods are
Spoiler
  "enabledMods": [
    "pantera_ANewLevel40",
    "brdy_addon",
    "US",
    "CJHM",
    "tahlan",
    "HexShields",
    "BSC",
    "logisticsNotifications",
    "keruvim_shipyards",
    "aod_vos",
    "swp",
    "more_player_names",
    "oas",
    "stelnet",
    "advanced_gunnery_control_dbeaa06e",
    "dynamictariffs",
    "whichtmi",
    "FPE",
    "which_industry",
    "a111164_ExtendPack",
    "SBTM",
    "ArkLeg",
    "objects_analysis",
    "fast_engine_rendering",
    "planet_search",
    "ArkLeg_BIGIRON_engines",
    "Mayasuran Navy",
    "EmergentThreats_IX_Revival",
    "ungp",
    "Imperium",
    "hcok",
    "timid_tmi",
    "RaifRedacted_LogisticsOverhaul",
    "supportships",
    "illustrated_entities",
    "MoXIV",
    "CFT",
    "officerExtension",
    "exshippack_adversary ",
    "AttunedDriveField",
    "wisp_NeutrinoDetectorMkII",
    "ness_saw",
    "ArkLeg_BIGIRON",
    "more_procgen_names",
    "dp_mnemonic_utils",
    "lunalib",
    "blackrock_driveyards",
    "HMI",
    "EmergentThreats_Vice",
    "kyeltziv",
    "pt_qolpack",
    "chatter",
    "assortment_of_things",
    "IndEvo",
    "lw_autosave",
    "kazeron",
    "ORK",
    "whichmod",
    "lw_console",
    "star_federation",
    "largerZoomOut",
    "hostileIntercept",
    "more_ship_names",
    "MagicLib",
    "cmutils",
    "timid_xiv",
    "TouchOfVanilla_vri",
    "sclskl_scalingskilllimits",
    "dex",
    "XhanEmpire",
    "sun_nomadic_survival",
    "Terraforming & Station Construction",
    "exshippack",
    "lw_lazylib",
    "SEEKER",
    "ScavengerTrading",
    "particleengine",
    "ObviousNeutron",
    "CaptainsLog",
    "Adjusted Sector",
    "fleetsizebydp",
    "Cryo_but_better",
    "sun_hyperdrive",
    "aotd_vok",
    "combatactivators",
    "Rouge_Redstar",
    "ORA",
    "scan_those_gates",
    "speedUp",
    "A_S-F",
    "GrandColonies",
    "bruh_ship_browser",
    "automatedcommands",
    "nexerelin",
    "SCY",
    "luddenhance",
    "unthemedweapons",
    "shaderLib",
    "ORA_gunmetal",
    "carrierui"
  ]
[close]
but outside of AdvGunControls there isn't seems to be anything affecting it's steady-officer-AI.
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Buckle up for broken english vocabulary, comrade!

mipacem

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Re: [0.97a] AI Tweaks
« Reply #62 on: March 18, 2024, 11:36:44 PM »

man vanilla ai is so wacky. everything on autofire makes such a huge difference especially with the thumper on 200+ speed ships, but if you got a laser weapon, it has to be on "manual" control else it sometimes leads the laser. i had no idea the weapon groups menu affected ai performance this much...
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Genir

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Re: [0.97a] AI Tweaks
« Reply #63 on: March 20, 2024, 04:32:54 PM »

Looks like I'm gonna apologize for all that wasted time, as when I went to provide all requested, sure thing i went for more simulations in different configurations, like no-PD guns in rear slots to make it less wobbly, but hey whaddyaknow - it didn't mattered at all, it was still uselessly turning to show it sides, and didn't even fared any better w/o AITweaks, missing a lot in same manner as shown in clips before. My guess that before-mentioned "fix by turning AIT off" was just lucky strike, as in first few simulations with RC1. Gonna take it as Keto-sized grain of salt that "it is  how it is".

Maybe I'll fix ship movement in the future. I'm also annoyed by ships wiggling like the Keto in your video. As for hardpoint aiming, there was a bug in it. Your report helped me fix it, so thank you!
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Genir

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Re: [0.97a] AI Tweaks
« Reply #64 on: March 20, 2024, 04:37:42 PM »

man vanilla ai is so wacky. everything on autofire makes such a huge difference especially with the thumper on 200+ speed ships, but if you got a laser weapon, it has to be on "manual" control else it sometimes leads the laser. i had no idea the weapon groups menu affected ai performance this much...

Yea, there's a world of difference! As for beam weapons leading, vanilla does that sometimes if you put them together with projectile weapons in one group. That's by design though - vanilla AI tries to mimic a human piloting the ship, that's why it aims all weapons "manually" controlled group at the same point.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #65 on: March 20, 2024, 04:39:34 PM »

v1.5.0 is out. Download

Changes:
  • Added custom Lidar Array AI. The AI should make Invictus much more focused on killing enemies instead of wobbling around.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #66 on: March 22, 2024, 04:42:08 PM »

v1.5.1 is out. Download

Changes:
  • Fixed null pointer exception in Lidar Array AI.
  • Improved Lidar Array AI; now the entire ship rotates to properly lead target with hardpoint weapons.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #67 on: March 26, 2024, 05:53:09 PM »

v1.5.2 is out. Download

Changes:
  • Fixed issue with Wasps being hesitant to fire Proximity Mines.
  • PD weapons with ANTI_FTR AI tag will now prioritize fighters over missiles.
  • Minor improvements to Lidar Array AI.
  • Improved the logic for recognizing indestructible station modules.
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rongdenbeengioi

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Re: [0.97a] AI Tweaks
« Reply #68 on: March 26, 2024, 07:23:55 PM »

Hi, i'm currently having an issues. My game crash when i'm in a fight, this happen multiple times, when i look at the log it give me this error, because it mention AI Tweaks so i think i should post this here, do you know why this happen? i think this occur every time the invictus try to use it skill.

487993 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getUnmodifiedDeploymentPointsCost()" because "member" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getUnmodifiedDeploymentPointsCost()" because "member" is null
        at com.genir.aitweaks.features.lidar.LidarShipAIKt.dangerGradientInDirection(LidarShipAI.kt:74) ~[?:?]
        at com.genir.aitweaks.features.lidar.LidarShipAI.advance(LidarShipAI.kt:29) ~[?:?]
        at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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Genir

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Re: [0.97a] AI Tweaks
« Reply #69 on: March 27, 2024, 11:23:04 AM »

v1.5.3 is out. Download

Changes:
  • Fixed another null pointer exception in Lidar Array AI.
  • Previous fix to Proximity Mine was insufficient. Now Proximity Mine is on autofire blacklist and is controlled by vanilla AI.

Thanks to rongdenbeengioi, @Creature (not that one, really) and @Nekokon for reporting the issues!
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Genir

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Re: [0.97a] AI Tweaks
« Reply #70 on: March 30, 2024, 02:57:56 PM »

v1.6.0 is out. Download

Changes:
  • Implemented Fleet Cohesion AI. The AI will attempt to maintain fleet cohesion by auto-assigning move commands to cruisers and capitals that stray off from the rest of the fleet. Configurable via LunaLib settings.
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CV514

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Re: [0.97a] AI Tweaks
« Reply #71 on: March 30, 2024, 04:23:06 PM »

Looks like Fleet Cohesion affects player-controlled cruiser ship (most likely capitals too), resulting in loss of control.

Spoiler
[close]
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Genir

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Re: [0.97a] AI Tweaks
« Reply #72 on: March 30, 2024, 04:59:00 PM »

v1.6.1 is out. Download

Changes:
  • Fixed bug that caused Fleet Cohesion AI to take over control of player ship. Reported by @WilliamDraco and CV514.
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Zoro89

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Re: [0.97a] AI Tweaks
« Reply #73 on: March 31, 2024, 11:11:20 AM »

Hi, awesome mod :)

I got a crash and I'm sure it caused by the exo tech ship phantom system from Random Assortment of Thing (see screenshots).
Can you check this?

Name of the ship:
Arkas-class Phase Strike Cruiser

Spoiler
4489008 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at com.genir.aitweaks.features.FleetCohesionImpl.manageAssignments(FleetCohesion.kt:124) ~[?:?]
   at com.genir.aitweaks.features.FleetCohesionImpl.advance(FleetCohesion.kt:89) ~[?:?]
   at com.genir.aitweaks.features.FleetCohesion.advance(FleetCohesion.kt:33) ~[?:?]
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.A.new.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
4489024 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [SkeletonCrew.ogg]
4489025 [Thread-8] INFO  sound.OooO  - Playing music with id [SkeletonCrew.ogg]
[close]


« Last Edit: March 31, 2024, 11:26:30 AM by Zoro89 »
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Celepito

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Re: [0.97a] AI Tweaks
« Reply #74 on: March 31, 2024, 11:22:10 AM »

Also got a nullpointer due to the Fleet Cohesion AI, was using the Scalartech Gown and deployed solo.

So the cause might either be the modules, or deploying solo, or something else entirely. Depending on how Zoro deployed (solo or not), this might be easier to determine.

Log:

Spoiler
15114292 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at com.genir.aitweaks.features.FleetCohesionImpl.manageAssignments(FleetCohesion.kt:124) ~[?:?]
   at com.genir.aitweaks.features.FleetCohesionImpl.advance(FleetCohesion.kt:89) ~[?:?]
   at com.genir.aitweaks.features.FleetCohesion.advance(FleetCohesion.kt:33) ~[?:?]
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.A.new.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
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