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https://steamcommunity.com/sharedfiles/filedetails/?id=2900108843
I've just spend a few hours building a HighFleet-themed carrier for proper testing. Navigation works good (the A* search itself) but I realized that I need a different kinds of nodes - normal and "external", the latter represent entry points for world-carrier transition. Otherwise, the drone just picks the closest path node and goes straight for it through carrier wall. In general, it looks promising.
As long as AP can aim a fixed weapon that's attached via a hinge/rotor, I should be good. Well maybe: Can modded fixed weapons be fired by AP or will I need timer blocks? There are two kinds of drones I'm trying to make, so this isn't related to the docking stuff.
It just needs some locking so drones won't collide at shared path.
Regarding angled weapons on a hinge, it's an interesting idea. I did not specifically test that, but it should work since it uses actual gun orientation to define "weapon face direction" - probably I just have to loosen the filter that compares weapon direction to normal vector.
The corridor navigation could still work if I'm understanding you right, the carrier itself just has to be designed with it in mind. A drone shouldn't have to be inches away from a collision just docking/launching, it just needs to not bump into corners or approach an opening facing the wrong direction. That said having both modes can't hurt, either. I like more natural looking flight, too.
Idk about corridor navigation. I record rotation matrix at every point but the navigation behavior currently just aims the drone towards next waypoint and it works well enough imo. The problem here is that if you want super careful navigation it would require waiting for a drone to align before proceeding, and it gives a drone that stupid robotic look, like it's ran by vanilla autopilot or other drone scripts that can fly only forward. I like them aligning while flying, although I understand that it can be dangerous. Maybe I'll add two types of nodes, normal and precise, to control that behavior.
Oh and I forgot to ask regarding the 6 direction fixed weapons feature. Is it possible for Autopillock to aim a fixed weapon on a subgrid? I have really terrible ideas I want to try when this goes live.
- the carrier does not have nav path attached - drones would launch all at once, having one immediate relative waypoint N meters above connector;
- the carrier has nav path, then drones would launch one after another, going through the path, notifying carrier when finished.
Rules would apply both ways - dock and depart.
Nav points would be created by positioning a drone and running command, similar to current rwp:rec.
The only issue is to dispatch drones after they launch somehow without collisions, and gather them when recalling. Currently people workaround this by using "force-wp:follow formation" as an intermediate point, but whether they collide depends on formation type and docks layout.
That's also a good point. I wasn't thinking about setup in survival.
The old Fleet Command scripts had some precise pathing back when they still worked. They used LCDs on the carrier and their orientation for direction. The AI would follow those until they were right over the connector and then dock. I don't know if that's a useful method to take inspiration from, but if you're trying to make the setup easier, that was a pretty easy one (only two-dimensional though iirc). It also meant you had to be careful where you put LCDs in the hangars.
On that note, I'm pretty sure AP could have large ships try to fight facing broadside, thanks to the fixed weapon referencing. That will look amazing.
Yeah, docking gets completely redone. I'm still in a search for the best way for user to set it up. In the current new implementation docking approach path is tied to the carrier ship rather than drones, and it sends that path do a drone during docking or departure task.
At the moment it's just for missiles. There is a setting in an each task class that defines if this task is allowed for a single-thrust entity. The reason is that it replaces the aimpoint with another direction, because it needs rotation to change velocity vector. Thus it can't shoot at targets, because it rotates to control its' flight trajectory rather than to aim at interception point.
I can probably make a hybrid task where the APck would fly this way most of the time, but temporarily switches its' Aiming behavior to point at the target when it's close. Although I doubt it would work out well. Planes have aerodynamic lift that allows them to point at a target and still not lose altitude, while such single-thrust grid would instantly start falling.
Also, you mentioned 'SingleDirectionalThrust'. Is that just for missiles or could that be adapted to planes? I'm basically wondering if there would be a way to have drones do strafing runs instead of always fighting like helicopters.
One other question if it's alright: Is the setup for docking paths going to be difficult because of how waypoints are recorded, or is there more to it? Honestly, I could live with whatever the setup is as long as I don't have to fly/record the route with each drone separately. Data sharing is life.
New thrust strategies, like SingleDirectionalThrust, that was missed for cheap missiles (when you build a missile with a single thruster), and maybe even wheel controller if I have time.
More flexible formation building based on ranks (where you can have drone rank 3 to be a leader of rank 4 drones, and rank 2 would lead rank 3). In current version it's very difficult to make more than one "host", so in the future version it would be possible to have entire tree of subordination.
Navigation mesh for docking, where you can define multiple paths how to approach/depart from connectors (not sure about this one though, did not find a convenient way for a user to set this up).
One big thing is serializable task interface that allows controlling drone from external script, copying task orders from drone to drone, doing auto-repeat command sequences, etc. A lot of new order types, like wait N seconds, wait for signal, ability to queue up targets for attack, etc.
Also, an option to have many drones or missiles be controlled by a single PB (without antenna, optionally using reference exploit). That allows drone to launch missiles on its' own (and missiles are controlled by the same PB).
Also, are there a ton of new features coming for AP or something? The old one works well enough aside from a few landing issues I always have.
- by having them farther that max antenna range (lower it temporarily)
- by disabling all host controllers except one and recompiling all drones to ensure that they would reconnect to that particular one
I might give this a shot once I get around to drone testing again.
I'll probably just wait for the release version to come out since I'm not actively working on drones right now. I'm just curious if any of the changes can help solve some of the issues I've had.
In the version you have, maybe you could work around those issues using rwp waypoints. Those relative waypoints are set against a host connector, but not specific one - they are aligned to the one that drone was assigned to during docking. Best bet would be making all connectors on one side of the host ship, and then making one RWP really far away up from connectors. This way they would still collide, but only if they happen to be from the opposite side of the docking area.
I'm just looking for ways to make docking/launching reliable.
By the way, cheerkin, is there going to be a way to manually assign docks to specific drones/subunits at some point?
Here is a demo (I had a main big ship which had a few subordinates of lower rank, each having own smaller rank drones):
https://www.youtube.com/watch?v=C-nN-mCVh0o