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Yes I did but, hover AI actually works better in space. Problem is, in combat, both hover and sixaxis AI tries to strafe around the target whilst this bomber is designed to do level bombing runs.
tried also with "Attack run" or "Point at" ..?
Think you have also an PID for strafe? .. look if "output is saturated" is shown, then you need more strafe-trusters
That's all sorted already. "Attack run" is the correct name for the one I use (not "bombing run" as mentioned before).
It's not an issue with this particular craft, it's just the way the AI works. Hover and sixaxis AI is supposed to try and strafe sideways to avoid enemy fire. It's not meant to work with a level bomber-type craft, that's normal. My request is for a breadboard math calculation that measures sideways velocity that I can use with strafe output to make level bombers work better in space. It is something that would be useful on all my spaceplanes.
Just to reiterate again, it is not an issue with thruster placement or PIDs or any particular craft in general. It works perfectly well as a hovercraft or with sixaxis AI, and it works perfectly well as an ordinary bomber in atmosphere. It's getting hover or sixaxis AI to behave like an ordinary attack run level bomber during combat that's turning out to be somewhat tricky.
Attack run behaviour with ordinary aeroplane manoeuver AI, with strafe movement breadboarded in (aeroplane AI doesn't use strafe propulsion by default) would work wonders but, I suppose the breadboard math to measure sideways velocity is a bit too complicated than I thought. I'll try out some more hover and sixaxis configurations instead.