Author Topic: FreeSpace Green  (Read 15939 times)

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Re: Retail Cockpits & Immersion Upgrades
Plus, you can always alter the speeds yourself by editing the ship table. You could have your ship fly sideways at 1000mps if you really wanted to although I suspect you might crash if you did 😂 look up Reythan’s asset release thread for details of how to DIY which is what I started doing before SM started doing this 👍


Thank you for not actually going into the tables details here in the thread. I intentionally avoid discussing the flight mechanics in FSO language, or using the actual numbers. I think it takes the fun out of it, but of course anyone who wants to see can just click on the tables. I think Nintendo taught me that games are sometimes more fun without showing the stats. Before changing the tables I still suggest trying 2.2.0 and keeping in mind that strong auxiliary thrusters have a massive impact on AI behavior too, and would be very difficult to control without an axis. I do have AI "circle strafe" turned on by the way, but it's barely used. You've probably notice by now that it's not very effective when you do it too. For a strong change of course, you'll need to point your nose in the direction which corrects your travel vector how you want. If you ever learned how to add vectors together in physics class it's like that, but you'll start doing it intuitively once you realize it's effective.
« Last Edit: October 26, 2022, 05:18:16 pm by SerialMascot »

 

Offline Goober5000

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Re: Retail Cockpits & Immersion Upgrades
These are some very promising changes. :yes:

 
Re: Retail Cockpits & Immersion Upgrades
some flying tips for another player
 reposted from a discord chat

--The rotation times (turning) are all the same as retail besides a factor that affects all ships rotations equally. So the Athena and the Herc still have nearly identical turn times. The accelerations and top speeds are also close for those two ships.
--don't get too hung up on the speed readout - that's only fwd velocity
--there is no glide cap, so acceleration is what's more important. Top speed is only relevant when you are not gliding.
--Overclocking your engines is much more important in the mod than in retail too, try keeping engines at max and turning that down only when you need extra juice for shields and guns.
--The "Glide Acceleration Multiplier" is kind of a big deal here. You should really only be not gliding when you need to slow down or change direction. (like out-turning a missile)
--Don't worry too much about collisions, they won't do too much damage if things work as intended. It will hurt more if your shields are down.
>>>I need more practice with this "momentum" mechanic, colliding with cruisers is not healthy.<<<
☝️ This quote makes me sooooo happy. The whole point is for the flying to suddenly be something you really need to pay attention to in the game. You are supposed to suck at it, but be able to quickly get better and that part is supposed to be really fun actually.
I'm still crashing in to stuff too, but usually not if I'm more focused.
Slowing down correctly is absolutely the hardest part.
It's tricky to not overshoot stuff, but coming in behind an enemy wing can also be good. Hopefully things are set now so one or more will peel off to counter you
--Fights get more spread out now. 1v1 duels are a ***** if the enemy is more nimble, and can tie you up for too long, so just call in a wingman when that happens

 
Re: Retail Cockpits & Immersion Upgrades
Thruster Sounds!!

The experimental thruster sounds script is now included in FS1 Flight 2.4

Future versions will be less clunky. For now you'll need to rebind the keys manually in FS2\S_FS1_Fly-2.4.0\core\data\tables\thrust_snd-sct.tbm.

I hope the sounds provide some audio feedback that will help you stay oriented in space.

lmk if something breaks. I had trouble with the loops getting stuck.

 
Re: Retail Cockpits & Immersion Upgrades
NEW: GTB Athena "Javelin" variant. Check youtube for demo/details. Should be in the in-game tech room and it's in mission 8 + the "gauntlets". (same name but she's purple and has giant guns on top)
NEW: La Ruota della Fortuna - this is easily the most complex mission I've done so far. It's only hard (still beatable though) if you don't manage your A.I. pilots at all.  Human wingmates are an even better option here. The Medusas, Valkyries, and Athenas all need to do their specific jobs.
NEW: Time Attack Gauntlet - Try to get Primary, Secondary, and Bonus objectives in under 10 minutes. GTF Valkyrie is the obvious choice for speed, but it's poor shields and armour + small secondary capacity make it a challenge. Any ship can beat it though and the multi warhead secondaries make quick work of the Shivan hunters.

 

Offline Dilmah G

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Re: Retail Cockpits & Immersion Upgrades
Yo,

Strygon and I got into this. My thoughts from disco posted here as a quote, along with some gameplay footage of Strygon and I bumbling around.


Quote
key things for me were:

- love cockpits, i think the idea is great. flight mechanics are cool and even though it's not where my heart lies, i can appreciate it. and you've clearly done a lot of good work revamping the missions which was nice

- hud gauges. good job getting these onto their own bespoke "displays" in the cockpit but even as a trackIR user playing in 1080p the text was a bit too small. in addition, i think HUD integrity is mission critical information and should be in a more intuitive position. looking/glancing down to check hull integrity is a bit suboptimal in the middle of a dogfight and positioning it somewhere closer to the centre of the HUD or higher in general my be better

- eyepoint. the default eyepoint imo is too low to enable the appropriate visibility to conduct a turning dogfight, as you can see in the video. not quite sure how you elevate the 'seat height' for lack of a better term in your footage  but that was a big limiter for me and definitely impacted gameplay. you may be limited by the actual structure of the cockpit as well which isn't cool, but just something to think about at the very least

- need for directional thrust. you can hear strygon and myself discussing this in the video but at the moment i don't think the AI fly in a way that requires the player to employ directional thrust. i'm not an AI behaviour guru but guys like darius/strygon/ETP should be able to lend a hand here i would think

- tutorial. may be worth having some kind of tutorial mission where there's a very brief explainer of where all the important info is in the cockpit. took me a criminally long time to work out where hull integrity was, and it may be helpful also to try keep things in generally the same direction the player looks in without the cockpit mod, so that way those habits have a smoother transfer to cockpit ops
« Last Edit: November 26, 2022, 07:26:23 am by Dilmah G »

 

Offline Strygon

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Re: Retail Cockpits & Immersion Upgrades
I've posted a shorter version of my thoughts on the mod in the #multiplayer channel of the Discord, but I feel for organization's sake it's best to post a more elaborate version of my thoughts on the mod.
Do note, I've played through both Single- and Multiplayer, six missions in the former and four missions in the latter, played at Medium.

And please note, this is simply my opinion and point of view regarding this mod and how I see it as a modder with a fairly good degree of experience in most modding fields, excepting Scripting, but also as a player who has a fair few mods under his belt.



Cockpits, HUD and Visual Language

One of my main gripes with this mod before I even picked it up was the reordering of HUD elements in a way that didn't really seem all that beneficial and was more just "change-for-the-sake-of-change" material. Some of that can be attributed to simply having to adapt to a new layout, and I am willing to admit that, but some changes plainly don't make sense from a UX standpoint.

General Issues

Let's address the big issue first.

Everything's too small.
While I was playing through a mission with Dilmah, I struggled to tell whether the Hull Integrity on his fighter was 52% or 92%. Additionally, names of certain ships were barely readable.
The other cockpit mod seems to fix this by increasing the font size for HUD elements, while whole gauges seem to be shrunk here to fit the physical gauges.

Bad use of screen real estate.
The ETS gauge is put in a position where it is almost fully hidden from normal view from the player without additional use of view controls, while the Wingman indicator or the escort list get an unnecessarily large amount of screen for themselves, a good portion of which never ends up getting used.
The target view box is relegated to a tiny screen in the mid-upper left corner while the lower center-left larger screen is instead given to the Directives Window, which does not need nearly as much space, yet gets it anyway.  Not only does this mess with old habits formed by FS fans, it also makes it much harder to actually assess the state of your target, which is way more critical and needs much more information output than a simple directives window.

Hull Integrity Indicator

Your Hull Integrity is probably the single most important variable to watch out for during gameplay, for very obvious reasons. As such, it is incredibly important that the player can easily look at it and not have to filter through any clutter generated by other interface elements. The base game does this by planting it firmly and immediately north of the center of the screen, far away from other HUD elements. The player can read the gauge very easily and doesn't have to filter out irrelevant information first, potentially costing valuable miliseconds in a close encounter and just generally making good use of screen real estate.



Kills, Auto-Indicators, Countermeasures

These three gauges have been moved to the center dashboard and their text replaced with icons. On paper that doesn't actually sound like a bad thing.



However, you tell me what all of these icons mean.
The skull is fairly obvious (though I find it tonally unfitting but that's a different conversation entirely) and you could reasonably extrapolate that C * M probably stands for CounterMeasures. I was at a loss however for what these other two icons meant and only figured it out because there were no other gauges for auto-speed or targeting.
It would be preferable to just have the old default text gauges in place of that, as it will at least immediately tell the player what it's supposed to mean.



The Cockpit

Lining up with what Dilmah said about eyepoint issues, this further leads into my next point, namely that as it is, the Cockpit acts as a massive visual obstruction that seriously damages the gameplay experience, rather than a tool to further the immersion.
As it is, you can barely see over the dashboard, and in some fighters like the Apollo, you can hardly see your own shots, making it much more difficult to actually hit anything.
Note, this is not realistic even by current day fighter jet standards. In aircraft like the F-16 for example, you can quite easily view over the dashboard and get a better view of the situation, because battlefield awareness is absolutely crucial.
Technically such a concession on losing some of that awareness is already being made by having cockpits in the first place but as it is implemented in this mod, it's done in such a way that reduces said awareness far too much to make it worth the immersion.



A new flight model

An Introduction

In the Discord server a lot of talk was thrown about regarding this mod's flight model and how it requires new adaptations to missions to fit its faster pace and higher degree of action. Having played through a considerable amount of missions, I can more or less say with certainty that the gameplay hasn't really changed much from how it was before. The engagement distances remain the same, time to kill remains the same and the difficulty and tempo hasn't changed much, if at all.

What is combat pace anyway?

DISCLAIMER: Because the initial release post is incredibly unclear regarding what this mod is actually about, I'm going off of some assumptions here. If Serial wasn't gunning for a high-speed fast paced adrenaline mod, feel free to ignore this entire segment.

When talk of fast paced combat within Freespace mods is thrown around, there are a couple mods I find make for great case studies regarding differences in flight models and how that affects combat pace and completely changes how a player acts and reacts to their environment and incoming threats. Those mods being:

-Warmachine
-Solaris
-Dimensional Eclipse

and to allow myself to toot my own horn a little:
-First Contact War

Those mods incorporate speed in a way that really goes wild with pace in a way never seen before in Freespace. However, once one digs into their programming, it becomes obvious that there was far more to it than just increasing everyone's flight speed. And now having played through this mod, I'm beginning to see that a lot of work going towards a fast paced mod here is plainly missing.

One thing you'll see across all these other mods I mentioned is that in the middle of a dogfight, you must always stay on the move. Not just straight ahead flight, but constant evasive maneuvers. If you lose focus for a couple seconds, the entire battlefield will have changed too much to keep up as easily and you might find yourself shot to pieces.

This can be achieved through a variety of adjustments across the ships, weapons and AI tables. Ships can be made to react much faster, weapons can have larger ranges and faster velocities, missiles can get better tracking to counteract the greater range of evasive maneuvers possible by the higher ship speeds, the AI tables can be tuned much tighter to make enemies significantly more aggressive.

No incentive to use mobility options

The main point I'm trying to get across is that the flight model will need much more work to truly be a new style of gameplay rather than just FS1 but with higher speeds. Not once during my playthroughs did I feel any reason to use sidethrust or glide. Even the afterburner felt redundant, I could just overclock my engines and achieve higher speeds than afterburner ever could.

It also seems that enemy ships did not receive any adjustments to their table values. In Dilmah's third video you can hear me jokingly refer to the "SR-71 Strategy" by just outflying enemy fire. I did in fact just turn up my engine power and fly past the escort swarm around the Taranis and only ended up getting killed through careless flying and repeatedly ramming the Taranis.


Additional Gameplay Elements

Broken Multiplayer Experience

Serial said at some points that he playtested this in Co-Op with a couple other people but I find that difficult to believe primarily for one key reason:
When me and Dilmah played it, each time either of us died the game would completely give out and require a total restart on us thanks to some HUD-related bug that messes with observer mode and throws a massive wall of errors at us.
While it is more or less serviceable in singleplayer, I cannot in good faith call this mod playable in Multiplayer while this critical bug is in effect.

Zoom Feature

I would also like to take a moment to talk about the Zoom feature and its implementation and usefulness within the context of this mod.
While it looks and sounds nice and I was mildly impressed when I first tried it out, I quickly realized it had absolutely no use whatsoever in the mod. There is not a single weapon that has enough of a range to warrant or require the ability to zoom in.

During some discussions me and Dilmah were initially under the impression that you could also use this to zoom in on your gauges, which would have been an interesting way to deal with the issue of the text being barely readable. However, this was not the case, the cockpit remains as it is while you're zoomed in, which just looks plainly weird.

Half Life 2 Overcharged: A parallel case

I'm going off on a bit of a tangent here, but seeing this and then the list of new upcoming features (I'm not holding my breath on the VR implementation by the way and neither should anyone else) I'm suddenly reminded of this rather recent modding drama in the Half Life modding community, namely surrounding the mod called "Half Life 2 Overcharged".

HL2 Overcharged suffers a lot from the same issues I highlighted here: Numerous ideas that sound potentially interesting on their own but put together in one place and not given nearly enough work to properly mesh and synergize into a cohesive gameplay experience.

Conclusion

On this note, my key advice to Serial for going forward with this mod is to first go back and continue working on the existing elements until it all meshes together and makes for a good gameplay experience. Just like with HL2 Overcharged, there are good ideas here but they need a lot more work until it can really shine. It is also a good idea to go back and review the HUD layouts for a more user friendly gameplay experience.
Makes missions sometimes.
Finished Projects: Operation: Cloak and Dagger

Current Projects: Scrolls Part 2 (FREDding), Dimensional Eclipse (Art),
The First Contact War, GTDr Amazon HTL

[23:22] strypolygon: andrew
[23:22] strypolygon: i have one favor to ask of you
[23:22] strypolygon: never try speaking german again
[23:23] Andrewofdoom: No.

[18:50] 島風改八百三: the duck has multipli
[18:50] 島風改八百三: many duck
[18:50] 島風改八百三: left side
[18:50] 島風改八百三: even side
[18:50] 島風改八百三: handle it

[21:34] MP-Ryan: Why on earth would you Google this
[21:34] The_E: why would you not

[06:46] Strigon: how big is a mini-campaign again?
[06:46] Asteroth: smaller than a campaign
[06:47 ]Strigon: thanks

[05:56] Strigon: If I had to take a shot for each time I randomly decided to change the UI sounds, I'd have died of alcohol poisoning by now

[17:36] qazwsxal: time to have some fun
[17:41] z64555: VC++5 is not my idea of fun

[EatThePath] do your missiles do anything absurd?
[Strigon] describe absurd
[Strigon] the entire mod is absurd

 
Re: Retail Cockpits & Immersion Upgrades
Wrt AI using side-strafing, the AI Profiles table has numerous settings that control the AI using glide and sidestrafing behaviour. If you want more finetuned control, you can use a lot of those values in Ai.tbl itself.

Take a look through the entire documentation, as there's a lot of stuff there that's interesting. Blue Planet makes extensive use of this table in various forms, as do Solaris and Diaspora (which have a more authentic-feeling flight model themselves). When adding BSG-style physics to FS2, of particular note are the following flags:

$AI Turn Time Scale:
Controls how fast the fighters turn. If you're making everything faster but not touching rotational speeds, the AI needs a bit of a leg up in order to "catch" enemy targets.

$Glide Attack Percent:
$Circle Strafe Percent:
$Glide Strafe Percent:
$Random Sidethrust Percent:


These all control how much the AI uses the side-strafing and glide features. Even vanilla AI has limited side-strafing capability as the shivan fighters use it (you may have seen the Mara make weird turns, that's them using that), but in order to unlock the full potential of the AI here, you have to use the table.

$use additive weapon velocity:
$use newtonian dampening:

These settings make physics of FSO behave a little bit more realistically. Additive weapon velocity in particular can change a lot of things, as your weapons will go faster as you go faster.


 
Re: Retail Cockpits & Immersion Upgrades
I can't tell how far you already seperate that already, but I'd suggest you to split the development of immersive cockpits and actual gameplay changes into 2 things that can grow independent of each other. Judging from the previous feedback, it does not seem necessary to create (or just promote) both things right at the same time as two sides of the same medal when there are relatively few (or no) benefits from that, but numerous potential issues.

Also, if you're looking for immersive gameplay I'd add Diaspora to Strygons reference list which has the things like external custom guns and cockpits you're trying to implement into FS.
« Last Edit: November 27, 2022, 02:50:04 pm by Nightmare »

 
Re: Retail Cockpits & Immersion Upgrades
I don't know where to begin


I played Diaspora and many of the features used are from Diaspora.
I have already implemented each of those flags in AI profiles.
I have warned players that visibility will be a serious problem without freelook translation, but lunar sage ignored the sticky post, and seems to be demanding some kind of "megaproject" that I'm not interested in as well as using this thread as platform to promote his own uncompleted magnum opus. Beyond that, I'll hold my tongue.
I'm just going to continue to add stuff one thing at a time, just like I have been, and try not to break the other stuff. If you want to play, play. Get TrackIR tho, until VR is ready.  Input is always welcome, whether or not it's positive.
That having been said, Lots of the critiques have been really helpful and I ignore none of the input, and most of it is well though out. If i get a request from like two people for something, that's usually enough.
No idea about any multiplayer bugs. (besides observser cam) We play every weekend. It was fine yesterday idk.
It is 100% acceptable to give an uninformed opinion, but I'd encourage you guys to at least watch the "Serial Speaks" youtube playlist....

 

Offline EatThePath

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Re: Retail Cockpits & Immersion Upgrades
I don't want to drag this into a meta-conversation tarpit, but I think Strygon's character needs defending here.

I have warned players that visibility will be a serious problem without freelook translation, but lunar sage ignored the sticky post, and seems to be demanding some kind of "megaproject" that I'm not interested in as well as using this thread as platform to promote his own uncompleted magnum opus. Beyond that, I'll hold my tongue.

Strygon is not really one to shamelessly self-promote, and the mention of FCW is perfectly reasonable as adding context to the commentary. Insinuating otherwise is unreasonable and unproductive.

Likewise, even if you warned of the issue with visibility, it is still reasonable and worthwhile for a tester to point out that it is for them too large an issue to ignore.

Responses like this really stand in opposition to your claim that "input is always welcome". It's reasonable to offer explanations and insight into the logic, but feedback doesn't feel very welcome when it is responded to with barbs and assumptions that the opinions are 'uninformed'.
Name your damn turrets and sounds! Numbers alone aren't helpful!
"if disco is dead then I am the laser lich"
"...[Warmachine] keeps changing as fast as EatThePath can force the engine to do [her] dark bidding..."

 

Offline Strygon

  • 28
  • So long, and thanks for all the fish!
    • Steam
Re: Retail Cockpits & Immersion Upgrades
Thanks, I myself was struggling to formulate a response because I was fairly pissed at this response.

I would also like to point out that as someone who played through half the mod's missions, my opinion should by no means count as uninformed. Players shouldn't have to watch someone else's video to count as "properly informed"
Makes missions sometimes.
Finished Projects: Operation: Cloak and Dagger

Current Projects: Scrolls Part 2 (FREDding), Dimensional Eclipse (Art),
The First Contact War, GTDr Amazon HTL

[23:22] strypolygon: andrew
[23:22] strypolygon: i have one favor to ask of you
[23:22] strypolygon: never try speaking german again
[23:23] Andrewofdoom: No.

[18:50] 島風改八百三: the duck has multipli
[18:50] 島風改八百三: many duck
[18:50] 島風改八百三: left side
[18:50] 島風改八百三: even side
[18:50] 島風改八百三: handle it

[21:34] MP-Ryan: Why on earth would you Google this
[21:34] The_E: why would you not

[06:46] Strigon: how big is a mini-campaign again?
[06:46] Asteroth: smaller than a campaign
[06:47 ]Strigon: thanks

[05:56] Strigon: If I had to take a shot for each time I randomly decided to change the UI sounds, I'd have died of alcohol poisoning by now

[17:36] qazwsxal: time to have some fun
[17:41] z64555: VC++5 is not my idea of fun

[EatThePath] do your missiles do anything absurd?
[Strigon] describe absurd
[Strigon] the entire mod is absurd

 
Re: Retail Cockpits & Immersion Upgrades
re "seperating" the mods' components

oh man, believe me I tried

this was the original format and knossos makes it a huge PITA. I've consulted with the pros on this extensively.

It's been suggested that the cockpits just be an option included with MediaVPs. This would have been less feasible, before, but the engine now has ways for the player to toggle them either in mission or via UI, and player inputs for "lean" make them more playable without head tracking. X-Wing Alliance Upgrade and Tie Fighter Total Conversion have these "accessibility features", and they are nice.

MediaVPs would mean I'd have to bring the models and HUD up to some standard that they may not be at rn, but it also would virtually guarantee that others would work on them too at some point in the future. I really need to start the damn Ursa already.....

 

Offline Goober5000

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Re: Retail Cockpits & Immersion Upgrades
EatThePath had a pretty good response, so I will just echo what he said.  Strygon's post was pretty thoughtful and thorough.

 
Re: Retail Cockpits & Immersion Upgrades
wrt AI profiles, you may want to revisit stalemate time treshold, distance treshold, and Max Aim Update delays.

 
https://youtu.be/gCq9H0oMnFU


$Player Afterburner Recharge Scale:            5,    4,    3,    2,    1
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30
$Player Countermeasure Life Scale:             10,    9,    8,    7,    6
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.7,  .8
$AI In Range Time:                              2,   1.0,  0.5,  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,   80,   70,   60,   50
$Max Missiles Locked on Player:                1     2,    3,    4,    5
$Max Player Attackers:                         2,    3,    4,    5,    6
$Max Incoming Asteroids:                       3,    4,    5,    6,    7
$Player Damage Factor:                        .50,  .55,  .60,  .65,  .70
$Player Subsys Damage Factor:                  .1, .15,   .3,   .4,   .5
$Predict Position Delay:                       0,    0,    0,    0,    0
$AI Shield Manage Delay:                       2.5,  2.0,  1.5,  1.25, 1
$Friendly AI Fire Delay Scale:                 1,    1,    1,    1,    1
$Hostile AI Fire Delay Scale:                  1,    1,    1,    1,    1
$Friendly AI Secondary Fire Delay Scale:       1,    1,    1,    1,    1
$Hostile AI Secondary Fire Delay Scale:        1,    1,    1,    1,    1
$AI Turn Time Scale:                     1,    1,    1,    1,    1
$Glide Attack Percent:                     50,   60,   70,  80,   90
$Circle Strafe Percent:                     50,   60,   70,  80,   90
$Glide Strafe Percent:                     50,   60,   70,  80,   90
$Random Sidethrust Percent:                  50,   60,   70,  80,   90
$Stalemate Time Threshold:                     1,    1,    1,    1,    1
$Stalemate Distance Threshold:                 2000, 2000, 2000, 2000, 2000
$Player Shield Recharge Scale:                 2,    1.5,  1.2,  1,   .8
$Player Weapon Recharge Scale:                 2,    1.75, 1.5,  1.25,  1
$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:     1,    2,    3,    4,    5
$Max Aim Update Delay:                         .3,  .3,   .3,   .3,   .3
$Turret Max Aim Update Delay:                  .3,  .3,   .3,   .3,   .3
$Player Autoaim FOV:                           1.0,  1.0,  1.0,  1.0,  1.0
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0

$big ships can attack beam turrets on untargeted ships:      YES
$smart primary weapon selection:                     YES
$smart secondary weapon selection:                     YES
$smart shield management:                           YES
$smart afterburner management:                        YES
$free afterburner use:                                  YES
$allow rapid secondary dumbfire:                     NO
$huge turret weapons ignore bombs:                     YES
$don't insert random turret fire delay:                  NO
$hack improve non-homing swarm turret fire accuracy:      YES
$shockwaves damage small ship subsystems:               YES
$navigation subsystem governs warpout capability:         NO
$ignore lower bound for minimum speed of docked ship:      YES
$disable linked fire penalty:                        NO
$disable weapon damage scaling:                        YES
$use additive weapon velocity:                        YES
$use newtonian dampening:                           YES
$include beams for kills and assists:                  YES
$score kills based on damage caused:                  YES
$score assists based on damage caused:                  YES
$allow event and goal scoring in multiplayer:            YES
$fix linked primary weapon decision bug:               YES
$fix ramming stationary targets bug:                  YES
$prevent turrets targeting too distant bombs:            YES
$smart subsystem targeting for turrets:                  YES
$fix heat seekers homing on stealth ships bug:            YES
$multi allow empty primaries:                        YES
$multi allow empty secondaries:                        YES
$allow turrets target weapons freely:                  YES
$use only single fov for turrets:                     YES
$allow vertical dodge:                              YES
$force beam turrets to use normal fov:                  NO
$fix AI class bug:                                 YES
$turrets ignore targets radius in range checks:            YES
$No extra collision avoidance vs player:               YES
$perform fewer checks for death screams:               NO
$advanced turret fov edge checks:                     YES
$require turrets to have target in fov:                  YES
$all ships manage shields:                           YES
$ai aims from ship center:                           YES
$allow primary link at mission start:                  YES
$fighterbay arrivals use carrier orientation:            NO
$fighterbay departures use carrier orientation:            NO
$ai path mode:                                    alt1
$fix ai path order bug:                            YES
$aspect bomb invulnerability fix:                      YES
$ai can slow down when attacking big ships:               YES
;$lead indicator second-order prediction factor:         0.15
$no directional bias for missile and ship turning:         YES
$respect ship axial turnrate differences:               YES
$any ship with no shields can manage ETS:               NO
$fighters/bombers with no shields can manage ETS:         YES
$better combat collision avoidance for fightercraft:      YES
$improved missile avoidance for fightercraft:            NO
$friendly ships use AI profile countermeasure chance:      YES
$improved subsystem attack pathing:                     YES
$fix keep-safe-distance:                           YES
« Last Edit: December 04, 2022, 06:05:13 am by SerialMascot »

 
the real problem has to do with this https://wiki.hard-light.net/index.php/Ships.tbl#.2BGlide_Accel_Mult:
and this https://wiki.hard-light.net/index.php/Ships.tbl#.2BMax_Glide_Speed:

$Glide:                     YES
   +Max Glide Speed:            -1.0
   +Glide Accel Mult:            1.50
$Use Newtonian Dampening:         YES

AI is not used to going any faster than "max ovclk" - you can only make them do that somewhat indirectly in hacky ways... I do it with certain ships under certain mission conditions with sexps and tables....
« Last Edit: December 04, 2022, 02:30:16 am by SerialMascot »

 

Offline qazwsx

  • POST DRUNK GET TITLE
  • 29
$Stalemate Time Threshold:                     1,    1,    1,    1,    1
$Stalemate Distance Threshold:                 2000, 2000, 2000, 2000, 2000

These mean that the AI of *all* small ships which:

are within 2000m of their target
AND
have been there for over a second

will act as if they're in a no-win turnfight. This AI mode only really exists to force the AI to break out of "circling each other forever" behaviour. You probably do not want fighters to be constantly acting like this. As an example, BP uses 15 seconds and a distance of 100m. This was only really an issue that needed addressing in BTRL due to low fighter counts and very high speeds, but even then the values you have here are going to mess with many other circumstances where the AI should be behaving normally.
<Achillion> I mean, it's not like he's shoving the brain-goo in a usb slot and praying to kurzweil to bring the singularity

<dsockwell> idk about you guys but the reason i follow God's law is so I can get my rocks off in the afterlife

 
I think I understand both you and also the behaviour as demonstrated in the source code, but I should make sure. I might be looking at this more broadly. now I'm not sure. will update or maybe poke you in discord

 

Offline Strygon

  • 28
  • So long, and thanks for all the fish!
    • Steam
Someone who correctly understands what these values do would not have set them this way...
Makes missions sometimes.
Finished Projects: Operation: Cloak and Dagger

Current Projects: Scrolls Part 2 (FREDding), Dimensional Eclipse (Art),
The First Contact War, GTDr Amazon HTL

[23:22] strypolygon: andrew
[23:22] strypolygon: i have one favor to ask of you
[23:22] strypolygon: never try speaking german again
[23:23] Andrewofdoom: No.

[18:50] 島風改八百三: the duck has multipli
[18:50] 島風改八百三: many duck
[18:50] 島風改八百三: left side
[18:50] 島風改八百三: even side
[18:50] 島風改八百三: handle it

[21:34] MP-Ryan: Why on earth would you Google this
[21:34] The_E: why would you not

[06:46] Strigon: how big is a mini-campaign again?
[06:46] Asteroth: smaller than a campaign
[06:47 ]Strigon: thanks

[05:56] Strigon: If I had to take a shot for each time I randomly decided to change the UI sounds, I'd have died of alcohol poisoning by now

[17:36] qazwsxal: time to have some fun
[17:41] z64555: VC++5 is not my idea of fun

[EatThePath] do your missiles do anything absurd?
[Strigon] describe absurd
[Strigon] the entire mod is absurd