Avorion

Avorion

[2.5.2+] Xavorion: Flight Physics
16 Comments
PrimeAval Apr 1 @ 5:13pm 
@LM13 avorion has one of the best game communities ive seen because of people like you. not only well made and updated ships and mods but helpful responses. im just waiting to finish my first vanilla play through before i start this one.
PugMajere Feb 6 @ 6:48pm 
Oh, the velocity bypass makes sense, that's on one of the ships that's consistently problematic.

I'll do some tweaking and see if that fixes it. (If it still bugs me I'll be back, but hopefully not.)
LM13  [author] Feb 3 @ 2:38am 
@PugMajere

If I understood correctly, you're not using full X mod - just AI, Formations and Flight Physics, right?

> "can't transfer cargo/fighters from other ships"
- Should be fixed by Docking module

> "they seem to get stuck" ... "ships just fly at absurd speeds in huge circles"
- Without class system, some ships and upgrades can impact AI

vanilla Velocity Bypass systems are known to break AI in that way
also ships, that have large acceleration/velocity and/or low braking thrust can get stuck.
Same with low yaw/pitch/roll values.

You could try slowing down ships that misbehave.
PugMajere Feb 2 @ 8:58pm 
I'm playing with this and formations and combat AI (as well as a few other mods that aren't xavorion and don't affect any of the same things), and I get some weird behaviors:
- Sometimes I can't transfer cargo/fighters from other ships even though I'm close to them.
- Sometimes I can't get ships to actually refine, they seem to get stuck (this may have been happening to a lesser extent before adding flight physics, but until I added that, things were just crashing into other things all over the place)
- Sometimes ships just fly at absurd speeds in huge circles, sometimes up to 100k+ away from the ship I'm piloting.

It's more annoying than game breaking at this point, and most of it (except the crazy formation circles) seems to be fixed after a save/reload cycle, so at least it's not persistent state.

Any ideas?
LM13  [author] Feb 26, 2024 @ 9:13am 
@Errors2149

This only works with extended movement orders. Try with Sprint ( Doble-click RMB ).
Rocket icon should appear next to your ship.
Errors Feb 26, 2024 @ 9:09am 
ships never align to grid with this. is it broken currently?
LM13  [author] Dec 28, 2023 @ 3:53am 
Those are RTS controls in Strategy View - RMB there works as "fly to" command.
Double tapping has been added as "sprint to"
Halcyon Dec 27, 2023 @ 10:21pm 
So RMB was pre-set to firing torpedoes---so I can't get that mechanic to work now even after reloading scripts.
SgtMonkey - Play Valheim with me Oct 3, 2023 @ 11:50am 
Thats awesome. I was about to take a look at the code to see what I could glean, but I got bust over the weekend. Much obliged!
LM13  [author] Sep 30, 2023 @ 8:51am 
@SgtMonkey

I'm working on general performance of whole overhaul, it should help a little with that.

It's more of a desync issue, normally visible with docking bug in base game.
Bullets seem to hit what we see, but actual model is somewhere else.

Small ships (at high tech levels) are very hard to hit, part to desync and part of intended design.
I'll fix as much as I can with next update.
SgtMonkey - Play Valheim with me Sep 30, 2023 @ 8:29am 
FYI, I'm on normal difficulty.
SgtMonkey - Play Valheim with me Sep 30, 2023 @ 8:27am 
After playing with this mod pack for about 20 hours now, I am fairly certain that the tick rate for hit detection, the guidance system for auto turrets and the guidance system for NPC ships are not fast enough to keep up with the new calculated vectors for smaller ships. It also doesnt help that even when manually firing at a target, even shells that hit dont register unless some of the shots pass through where the ship is about to be, maybe 100m in front of where it actually is on its vector.

I custom built a turret that has 100% accuracy, 100k velocity and 100 rotation speed. It still could not hit the smaller zippy af craft. I'm not sure if it is part of the game engine or what, but the CPU isn't polling fast enough to keep up with the vector changes.
LM13  [author] Jul 1, 2023 @ 5:29pm 
They should be quite easy to hit up to Normal difficulty, at tech levels up to 20.

As to a reason why... there's a whole combat system rework for both Action TPP and Tactical RTS
as a part of this overhaul. I guess it looks extreme compared to vanilla.

I'm curious to what you think about this - and what difficulty did you pick.
FREELOADER EUROPEAN Jul 1, 2023 @ 5:20pm 
Thanks for the fast reply. I feel like it is too hard to hit the AI. Why do you have them go so fast?
LM13  [author] Jul 1, 2023 @ 3:24pm 
Class System is responsible for that - it reverses Vanilla slow to fast approach to ships, as in mod page description.
FREELOADER EUROPEAN Jul 1, 2023 @ 3:17pm 
Is this the mod that makes ships go like 4kps?