Author Topic: Aim assist on all my mods please  (Read 4164 times)

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Aim assist on all my mods please
As my title says, I'd like to see this on the other mods as well. I have beaten FS2 when I was little and I remember mastering the controls, but as an adult now, I don't have the patience to improve my control. Thanks to Diaspora, I really enjoyed the auto aim feature that gave me the story without much difficulty. Anyway I can do this? I searched for this feature and found nothing. Thanks.

 
Also I don't know what I did, but with the cockpit mod (2.0), the target that tells me where I need to aim to hit a ship doesn't come up anymore. So now I am screwed and dependent on missiles.

 
Re: Aim assist on all my mods please
Use this flag: http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Autoaim_FOV:

I'd recommend not setting it above ~5 degrees if you just want some aim assistance or you'll start getting ridiculous off-bore shots.
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 
Re: Aim assist on all my mods please
Thank you FrikgFeek! So I read through the Wiki and I'm not as friendly with code, so I'm having trouble with what the tbl file needs to look like. This is what I have so far. Let me know if I'm close to the goal.

Code: [Select]
#Default Player Ship
  $Name:              @Allships
     +nocreate
  $Autoaim FOV:         5
     +Converging Autoaim:      0.4
  #End

When I'm done, this goes inside the data > tables folder of the main game, correct?
For $name, if I need to have that in, do I have to put every ship you run in every campaign with a comma separating each one? Also would like to know all the ships used, unless I can simply put in a name that changes every ship. Please, I hope so XD

Thanks again!

 
Re: Aim assist on all my mods please
Oh crap, I gave you the wrong flag. I was hasty and just searched the wiki so I ended up giving you the one from Ships.tbl, which isn't the one you want. You want this one:
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24Player_Autoaim_FOV:

Now since most newer mods use their own fancy AI Profiles you'll need to edit this into whatever AI profile(or profiles) the mod is using by editing their AI-profiles(or whatever they call it) table.

Numbers represent autoaim in degrees by difficulty(From Very Easy to Insane), change them to whatever you want.

For mods that use the FS2_Retail profile this gets a bit trickier, since that profile can't be edited. You can, however, make a new table that defines a new profile called FS2_Retail_Autoaim or whatever and set that as the default profile using $Default_Profile, this will hopefully work for mods that leave the AI profile on default.

If you don't want to edit your .vps just copy the tables, edit them, and stick them into data/tables, they should overwrite the ones found in the .vps.


The full FS2_RETAIL profile can be found on the wiki, at the bottom of the AI profiles page. You can copy-paste that and just edit the autoaim. For the table itself you'll need an XMT .tbm, name it whatever-aip.tbm. The -aip is important.

Like this:

Code: [Select]
#AI Profiles

$Default Profile:                              FS2 RETAIL_AUTO

$Profile Name:                                 FS2 RETAIL_AUTO

$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10
$Max Missiles Locked on Player:                2,    3,    4,    7,    99
$Max Player Attackers:                         2,    3,    4,    5,    99
$Max Incoming Asteroids:                       3,    4,    5,    7,    10
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1
$Glide Attack Percent:                         0,    0,    0,    0,    0
$Circle Strafe Percent:                        0,    0,    0,    0,    0
$Glide Strafe Percent:                         0,    0,    0,    0,    0
$Random Sidethrust Percent:                    0,    0,    0,    0,    0
$Stalemate Time Threshold:                     0,    0,    0,    0,    0
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5
$Max Turret Target Ownage:                     3,    4,    7,    12,   19
$Max Turret Player Ownage:                     3,    4,    7,    12,   19
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6
$Repair Penalty:                               10,   20,   35,   50,   60
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4
$Max Aim Update Delay:                         0,    0,    0,    0,    0
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0
$Player Autoaim FOV:                           5,    5,    5,    5,    5
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0

$big ships can attack beam turrets on untargeted ships:  NO
$smart primary weapon selection:                         NO
$smart secondary weapon selection:                       NO
$smart shield management:                                NO
$smart afterburner management:                           NO
$allow rapid secondary dumbfire:                         NO
$huge turret weapons ignore bombs:                       NO
$don't insert random turret fire delay:                  NO
$hack improve non-homing swarm turret fire accuracy:     NO
$shockwaves damage small ship subsystems:                NO
$navigation subsystem governs warpout capability:        NO
$ignore lower bound for minimum speed of docked ship:    NO
$disable linked fire penalty:                            NO
$disable weapon damage scaling:                          NO
$use additive weapon velocity:                           NO
$use newtonian dampening:                                NO
$include beams for kills and assists:                    NO
$score kills based on damage caused:                     NO
$score assists based on damage caused:                   NO
$allow event and goal scoring in multiplayer:            NO
$fix linked primary weapon decision bug:                 NO
$prevent turrets targeting too distant bombs:            NO
$smart subsystem targeting for turrets:                  NO
$fix heat seekers homing on stealth ships bug:           NO
$multi allow empty primaries:                            NO
$multi allow empty secondaries:                          NO
$allow turrets target weapons freely:                    NO
$use only single fov for turrets:                        NO
$allow vertical dodge:                                   NO
$force beam turrets to use normal fov:                   NO
$fix AI class bug:                                       NO
$turrets ignore targets radius in range checks:          NO
$no extra collision avoidance vs player:                 NO
$perform fewer checks for death screams:                 NO
$advanced turret fov edge checks:                        NO
$require turrets to have target in fov:                  NO
$all ships manage shields:                               NO
$ai aims from ship center:                               NO
$allow primary link at mission start:                    NO
$allow beams to damage bombs:                            NO
$disable weapon damage scaling for player:               NO
$countermeasures affect aspect seekers:                  NO
$ai path mode:                                           normal
$no warp camera:                                         NO

#End
« Last Edit: March 03, 2016, 08:12:31 pm by FrikgFeek »
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 
Re: Aim assist on all my mods please
Thanks, I copied the code and pasted it in a .tbl file I made in the tables folder in data from the main game. That didn't give me any auto-aim abilities. I did change the sensitivity for my flight stick and I was able to shoot a little better, but still terrible. I hope you can still give me some more pointers.

If I can edit the vp files, I cannot extract them or edit them with N++. Which .vp would I need to edit if I'm able to with the right software? I found vpview32, so I'll try to edit the right file when I get off work.

Thanks ;)))
« Last Edit: March 03, 2016, 09:30:11 pm by DonPlus5 »

 
Re: Aim assist on all my mods please
As I said, you'll probably want .tbms for the retail stuff and you'll want them for MediaVPs. Any .tbm you stick into /data/tables should work.

The problem is that some missions in MVPs force the FS2_RETAIL profile instead of just leaving it at default and FS2_RETAIL can't be edited AFAIK. I just checked some of them and they specify FS2_RETAIL as their profile, which means you'd need to manually change every mission to make it use the FS2_RETAIL_AUTO profile, which is basic FS2 with autoaim. This would probably be time consuming and tedious, you'd have to extract all the missions, open them in notepad, and then change the AI Profile if one has been set.

Retail missions don't set a specific profile AFAIK and just go with the default, so if you just want to test your table you can run without mods and use those missions.

Unless someone else knows of a way to edit the FS2_RETAIL profile hardcoded into FSO you'll have to put in some work(around ~20 mins for the full retail campaign) or just put up with having to play mods that use their own profiles which can be easily edited.

To edit the missions you'll need to open MV-Assets.vp and extract the missions folder. Then you'll have to open every SP mission(ignore the ones named Co-op-xxx) with a text editor(notepad works) and find $AI profile: FS2_RETAIL and change that to your new profile.


Welp, I was wrong, you can actually modify the FS2_RETAIL Profile with a simple extendible .tbm
« Last Edit: March 04, 2016, 03:14:27 pm by FrikgFeek »
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 

Offline Solatar

  • 211
Re: Aim assist on all my mods please
You can drop an -aip.tbm in whatever data/tables folder you want with the following info:

Code: [Select]
#AI Profiles

$Profile Name: FS2 RETAIL
+nocreate
$Player Autoaim FOV: 1,1,1,1,1
#End

Change the values to whatever you want (1 is good for a bit of aim assist while still feeling like you have to try), and save it as something like auto-aip.tbm.
« Last Edit: March 04, 2016, 06:39:37 am by Solatar »

 
Re: Aim assist on all my mods please
I don't think that will work. FS2_RETAIL is hardcoded into FSO and you shouldn't be able to modify it.
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 

Offline AdmiralRalwood

  • 211
  • The Cthulhu programmer himself!
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Re: Aim assist on all my mods please
I don't think that will work. FS2_RETAIL is hardcoded into FSO and you shouldn't be able to modify it.
It's "hardcoded" in the sense that the contents of an ai_profiles.tbl is included in the source; nothing about the "FS2 RETAIL" profile is in any way special compared to any other profile, and nothing should stop you from modifying it with modular tables.

(I could find no code in AI profile parsing that would stop you from modifying an AI profile either due to its position in the array or its name.)
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Aim assist on all my mods please
Guess the wiki was misleading then or I misunderstood it because it was 4 AM. That makes things much simpler, an extendible .tbm like the one provided a few posts ago should do it.
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 

Offline AdmiralRalwood

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Re: Aim assist on all my mods please
Guess the wiki was misleading then or I misunderstood it because it was 4 AM.
The wiki does, indeed, sometimes have wrong (or just outdated) information; it's also possible the original intent was to say that the default table is hardcoded? Regardless, it's bad form to leave inaccurate information on the wiki once it's been pointed out, so I've edited the article.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: Aim assist on all my mods please
So I guess it's not possible to play with aim assist. It's okay, I appreciate the help.

Any advice you guys can give me for improving and how I can enable the target reticle to hit them from afar, because it goes on and off suddenly? I'm playing the main campaign for FS2. I remember the last time I beat it, I was really good, and now look at me, I suck, heh. I have a Saitek AV8R-01 joystick that I got in a yard sale. Works like new and had a blast playing Diaspora with it. Like playing through a damn good movie and being one of the main characters, the Theseus being the star of the movie, haha.
« Last Edit: March 04, 2016, 07:48:31 pm by DonPlus5 »

 
Re: Aim assist on all my mods please
It's definitely possible, just scroll up a bit. There's a relatively easy solution with an extenable table you just stick into your MediaVPs_2014/data/tables folder.

The table was posted a few posts ago by Solatar.
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded