From The Depths
Dragon May 14, 2021 @ 6:29am
Inertial dampener breadboard setup
Basically to make an orbital bomber fly straight instead of drifting all over the place. Hover AI works perfectly for movement in space but, it's not compatible with bombing run behaviour.

Ordinary aeroplane AI works best for bombing run attacks but it doesn't use strafe. I am looking for a breadboard function or math calculation that measures sideways velocity, that I can then hook up to strafe thrusters to counteract lateral drift in space. Is this possible?

I'm a bit out of practice at the moment and can't figure it out...
< >
Showing 1-6 of 6 comments
meRlinX_AT May 14, 2021 @ 7:03am 
did you tried Six-Axis Manoeuvre AI?
Dragon May 14, 2021 @ 7:39am 
Originally posted by meRlinX_AT:
did you tried Six-Axis Manoeuvre AI?

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.
meRlinX_AT May 14, 2021 @ 4:24pm 
Originally posted by Dragon:
Originally posted by meRlinX_AT:
did you tried Six-Axis Manoeuvre AI?

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
Dragon May 17, 2021 @ 1:41am 
Originally posted by meRlinX_AT:
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.
The n00b A May 17, 2021 @ 2:13am 
Have you tried using the Plug-n-Play Hovercraft Bombing run AI card with the reengage and disengage distance set to 0? That should do it. When my stuff drifts around, sometimes is an imbalance on thrusters (like having too many on one side or some of them having too much or too little inputs).
Last edited by The n00b A; May 17, 2021 @ 2:13am
Dragon May 17, 2021 @ 4:55am 
I haven't used the "plug-and-play" AI cards since ages ago, maybe I should give them another look. I was out of town over the weekend so I haven't done more testing yet.

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.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: May 14, 2021 @ 6:29am
Posts: 6