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Already made sure the AI was able to detect and the abort distance was about 400m whereas the helicopter flies at 200m, so it's not a height issue. And it is yaw only, but it doesn't use it's yaw thrusters in combat mode only patrol and fleetmove.
Haven't really messed with helis yet, and very much possible that it really is an AI issue, but better to mention that possibility I guess.
Dedicated heliblade spinners don't model the opposite torque reaction.
If the OP uploads it to the workshop I can take a look at it.
Will do. I'll leave it in grungy silver and matte metal and I will upload it under "Mantis Attack Helicopter"
I have uploaded it. excited to see what is wrong with it. It seems to work fine until it get within laser range.
http://steamcommunity.com/sharedfiles/filedetails/?id=971842750
http://steamcommunity.com/sharedfiles/filedetails/?id=972180566
This is causing the heli to pull hard to the left constantly when thrusting forward.
That's a symptom, not the problem. It seems to lose all of it's yaw thruster control. they just quit working when in laser range. I know this because the exact same design started turning to the right with a huge right drag. It's perfectly symmetrical so drag is not to blame. Something is not telling the AI to correct its yaw even without a PID system fiddling with it.
It's not a symptom. I took manual control and thrusted forward, no AI involved.
Same as OP I've tried air units and failed for no obvious reason.
I've seen this sollution suggested before, how do you get land AI to work properly in air units? Do I need an extensive PID system? (sorry for the noob question).
http://steamcommunity.com/sharedfiles/filedetails/?id=972645631
I've tested the adjusted version and it seems to work very nicely.