From The Depths
budisourdog Apr 5, 2023 @ 11:37am
Ship wont stop moving
How is there absolutely no information available on this?
ALL of my ships have decided today they must endlessly go max speed in circles, sometimes not in circles.

Happening in Designer Mode,with no Enemies.
They are boats, two rather small and lightweight but this is also happening to a lesser extent on a larger cruiser with multiple cramguns.

AI Adjustments:
On Water pathfind oceans, avoid other ships.
Collision Avoid all Vehicles. (They are now crashing into each other like I can't even spawn 2 in at once 200m apart they will end up crashing with how wild this stupid movement is)
Reverse Allowed
Altitude MIN over land 0 (its a boat)
Min over Water 0
Max over Water 10
Upwind pathfinding ON (propeller boats)
10m water depth for the smallest boat
Turn circle is 60m, small boat.
Manoeuvre is Ship or Tank

OTHER SIDE:
Wander 100
Order complete 50m
Ideal pitch 15?
Reverse allowed
Strafe on (has side propellers, no rudder)

Combat behavior (shouldn't be active, designer mode, no enemies exist)
Default circle at distance settings.

TACTICAL VIEW (E SCREEN)
This malicious behavior exists whenever AI driving is enabled via Auto, or Fleet move after all waypoints are completed. Patrol mode fortunately seems to follow its waypoints, and when movement is turned off the ship sits nice and peacefully in the water, exactly what I want it to be doing not going off like a madman and causing chaos.

Other: Telling the ship it can sit still does NOT fix the problem. Still keeps driving infinitely at maximum speed.
Manual control / Main Drive is at 0%.
Last edited by budisourdog; Apr 5, 2023 @ 11:40am
Originally posted by Braethias:
Originally posted by budisourdog:

Turn circle is 60m, small boat.

Wander 100
Order complete 50m

Strafe on (has side propellers, no rudder)

Telling the ship it can sit still does NOT fix the problem.

This combination is what your issue is. You've told it specifically to wander 100m from your objective, which can be counted as "ballparked" at a 50m distance from it. You've given it a turn circle that might not be what it can actually do. wether that's too high or too low is irrelevant, it is doing what you've told it to do. So tell it to sit still.

Lower the wander distance, increase the order complete distance, and collision only considers what's infront of it, (read: as a straight line)
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budisourdog Apr 5, 2023 @ 1:07pm 
Affixing bands of rubber blocks at water level around every ship mostly stopped them from killing each other before they even engaged an enemy. They still wander around and crash but total losses have been cut to like only the triangle ships when they go really fast wheelie mode and slam down onto the deck of another one. Why this happens I have no idea.
Takeaways:
Fleet mode is derp and can/will totally destroy your ships as they attempt to make a formation.
Collision avoidance really doesn't work at all.
Rubber around the ships.
CEPHY Apr 5, 2023 @ 1:20pm 
Originally posted by budisourdog:
Takeaways:
Fleet mode is derp and can/will totally destroy your ships as they attempt to make a formation.
Collision avoidance really doesn't work at all.
Rubber around the ships.
- Nobody uses fleet move anyway since it's easier to just pull all units out of play and move them as a group

- It literally does nothing.

- Really not much reason to use it, unless you intent to build a melee vehicle
budisourdog Apr 5, 2023 @ 1:51pm 
As my ships are literally uncontrollable, rubber is the only way for them not to kill themselves when more than one object is in the water. I am looking for a fix or any information about why the AI is deciding to go at maximum propulsion in circles.

When an enemy ship is detected this stupidity magically disappears and they form up, disperse and engage the enemy perfectly, the small ships move in as distractions the largest bruiser moves to firing range and the support ships stay further back. After combat they go right back to aggressively cruising around in circles when they have no orders, and should be sitting still?
budisourdog Apr 6, 2023 @ 12:55pm 
I have sort of narrowed it down to happening after setting the AI maneouvre to anything other than empty or fortress. Unfortunately this also disables them accepting any commands on the tactical screen, which I want to be able to do.

Is this crazy circling the INTENDED behaviour? I hate it. They constantly crash and destroy each other, not to mention would be wasting a lot of fuel and resources if I were not still trying to make them work in designer mode.
The author of this thread has indicated that this post answers the original topic.
Braethias Apr 6, 2023 @ 1:26pm 
Originally posted by budisourdog:

Turn circle is 60m, small boat.

Wander 100
Order complete 50m

Strafe on (has side propellers, no rudder)

Telling the ship it can sit still does NOT fix the problem.

This combination is what your issue is. You've told it specifically to wander 100m from your objective, which can be counted as "ballparked" at a 50m distance from it. You've given it a turn circle that might not be what it can actually do. wether that's too high or too low is irrelevant, it is doing what you've told it to do. So tell it to sit still.

Lower the wander distance, increase the order complete distance, and collision only considers what's infront of it, (read: as a straight line)
budisourdog Apr 6, 2023 @ 1:47pm 
The description of order complete says "The distance between us and the waypoint before we consider it completed and move on to the next." So I set it to 50 because I wanted it to get close to where I tell it to go on the map. I then assumed the wander distance setting would control how far the craft was allowed to drift away from the waypoint before turning around to it again, what the description says it should do (set it high because of this, I didn't care if it drifted from the waves and whatever)??? Why are there two settings for this if order complete radius actually controls this function, or am I still not understanding?

Anyways, setting this has settled one of my craft.
0 wander
100m order complete
idle 50
No boxes ticked. (including the one that "allows it to sit still", being disabled?)
Sitting still.
Last edited by budisourdog; Apr 6, 2023 @ 1:48pm
BlackTemplar Apr 8, 2023 @ 10:47pm 
To stop a ship from auto moving in a quickj and dirty way. try this.

ACB When enemy is not present. Set behavior to AI off or cease movement.
ACB 2 When enemy is present. set AI behavior to a combat routine. (Circle broadside ect)

I use Patrol so i can command my ship around when enemies are not present. I do survival more than story.

ACB 1 If enemy is within 3k use circle.
ACB 2 if enemy is outside of 3k use Broadside to close in.
ACB 3 if no enemy use Patrol.
BlackTemplar Apr 8, 2023 @ 10:51pm 
You can also use ACB to look for objects in front of your ship.
If object is in front 0 - 90 Turn Left. -90 - 0 Turn right. If object is within 200 drop to 1/2 speed. If object is behind full speed ahead.

This will keep friendlies from hitting each other.
You can do all above mentioned with a single breadboard. But you need to be good with programming. Breadboards can be tricky.
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Date Posted: Apr 5, 2023 @ 11:37am
Posts: 8