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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Reprobator on November 19, 2009, 02:45:42 pm

Title: Autoaim is broken?
Post by: Reprobator on November 19, 2009, 02:45:42 pm
hi,
I was playing around the autoaim feature because i have somwhat increased ou mod general speed and to compensate (it was getting quite impossible to hit fighter as they are quite small in size) the high velocity gameplay i thought that autoaiming and auto converging was a good way to go.
Unfortunately it doesn't seems to have any effect, even when targetting a disabled ship...
I ve tryed with an autoaim with a  fov of 5 but it didn't works, to ensure i've try with a fov of 30 then 40 and 120

Well even if i allign my cursor on the target (with just one or two pixel away) this doesn't have any effect.
I ve try it without auto convergence and at a distance of 400
DId i misunderstood the effect it should have?
here is the table entry anyway :

Code: [Select]
....
$Glide: YES
$Autoaim FOV: 120
+Converging Autoaim
+Minimum Distance: 100
$Convergence:
+Automatic
+Minimum Distance: 100
$Warpin type: .....

If someone that use autoaim may help me, i'll be glad.
Title: Re: Autoaim is broken?
Post by: Woolie Wool on November 19, 2009, 05:18:54 pm
Jesus, that's a ridiculously high FOV value, and 100 meters is a ridiculously low maximum distance. This is Wings' formula, and it works:

Code: [Select]
$Autoaim FOV: 5
+Converging Autoaim
+Minimum Distance: 1000

I think you should get rid of $Convergence if you use converging autoaim, the two functions may conflict with each other.
Title: Re: Autoaim is broken?
Post by: Reprobator on November 19, 2009, 05:30:31 pm
Well those high value was enormous, just to to ensure it does something, initially i just want something like 5/10 degrees.

Anyway thanks i will try those value and see if it work.
Title: Re: Autoaim is broken?
Post by: Reprobator on November 19, 2009, 05:49:57 pm
IT work!
In fact the minimum distance is the contrary to what i expected i mean i thought it was the minimum distance to enable auto convergence
for example when i set 100 i thought that when you were closer to 100 autoconvergence would not work anymore
If i understood well in fact it's the distance from what the autoaim and autoconvergence will be apply ed : IE when you set 1000 it mean autoaim will work when you are under a distance of 1000 beetwen  you and your target right?
Title: Re: Autoaim is broken?
Post by: Woolie Wool on November 19, 2009, 06:02:28 pm
Yeah, it's actually a maximum distance. I don't know why I said minimum.
Title: Re: Autoaim is broken?
Post by: Reprobator on November 19, 2009, 06:06:01 pm
Well because you are right, that's the way it's called in the table and in the wiki, now i have to test it on disabled target to see the effect of it and then balance it.
I wonder if it's applyed for the ai as well and how it will react if i had some few fof to it
I'll make some test anyway : Thank you very much.
Title: Re: Autoaim is broken?
Post by: chief1983 on November 20, 2009, 01:32:18 am
Wait what?  I thought it did behave as a minimum distance to take effect, that's the way it's supposed to work anyway.  I thought that's what FotG has been using it for.

Example:

Code: [Select]
$Name: BTL-A4 Y-Wing
+nocreate
$Autoaim FOV:                 5
+Converging Autoaim
+Minimum Distance:            100
$Convergence:
+Automatic
+Minimum Distance:            100
Title: Re: Autoaim is broken?
Post by: Reprobator on November 20, 2009, 01:44:13 am
Well from what i've try it doesn't or at least doesn't anymore , i ve try with the very high fov to see it clearly in work when i set minimum distance to 100 it works only when you are under a distance of 100 with your target.
In fact i think it would be very nice to have the option to declare when the autoaim and autoconvergence take effect
Exmple :
Code: [Select]
$Autoaim FOV: 10
+Converging Autoaim
+Maximum Distance:                               1000
+Minimum Distance: 100

This entry would works like :
Autoaim will get trigered when you are between 1000 and 100 m of your target , if you want to shoot at a far target =No autoaim

Title: Re: Autoaim is broken?
Post by: chief1983 on November 20, 2009, 09:27:57 am
FotG test vid (http://www.youtube.com/watch?v=n_x3whCGQ-s&fmt=22)

Go to about 0:50 in and note the autoaim working from beyond 100m.  All the fighters in FotG are currently set up like the Y-wing with a 100m minimum convergence, and that was using a fairly recent nightly build.

I believe the maximum distance is just the maximum range of your weapon, there's not really much of a point to saying that you could shoot 1500 m at something you can target but it can't adjust the shot for some odd reason.  Minimum distance makes a bit more sense because it lets you be more precise.

There are probably some other good examples in that video of it in use at longer ranges.
Title: Re: Autoaim is broken?
Post by: Reprobator on November 20, 2009, 02:36:12 pm
That's really strange cause when i use the last nightly if i set a minimum range of 1000, the autoaim will work (unless i use glide, wich autoaim doesn't seem to like) when i m under a distance of 1000 with my target.

If i set 100, the autoaim won't work untill i'm under 100.

Anyway it works, so nevermind :D
Title: Re: Autoaim is broken?
Post by: chief1983 on November 20, 2009, 02:43:55 pm
I can't say much about using Glide, haven't used it on FotG.  We also don't have any FOVs greater than 8.  Maybe try the Y-wing's settings without glide and see what happens.  Just set up a mission with a stationary target and see how it behaves.  I'm guessing you mean you still haven't got it to behave like I have but you can see that someone else has it working so it's probably not an issue with the code?
Title: Re: Autoaim is broken?
Post by: Reprobator on November 20, 2009, 03:20:13 pm
Mine are set to 5 anyway.
But for testing i've tried as you said.
and, well to be sure i explain well what happen :


First the Weapon max range i've played with was 1000 meters
Secondly the table entry :
Code: [Select]
$Autoaim FOV:                 8
+Converging Autoaim
+Minimum Distance:            100
$Convergence:
+Automatic
+Minimum Distance:            100

And yes, that clearly works.
I gues i've been fooled by some kind of placebo  :nervous:

Title: Re: Autoaim is broken?
Post by: Nuke on November 20, 2009, 04:43:42 pm
i think autoaim should have a track rate, so that the guns dont instanly lock onto a target, they have to track.
Title: Re: Autoaim is broken?
Post by: chief1983 on November 20, 2009, 05:18:30 pm
That's a future goal.  Really it's a primary lock time, and having them get closer as the lock approaches could probably be done, but I was thinking of more of a locked-or-not thing.
Title: Re: Autoaim is broken?
Post by: Nuke on November 21, 2009, 12:53:52 pm
i was thinking of a starlancer kinda lock, you can use the weapons when if not locked, and they always are gimbaling twards the target while its in range, and you get a crosshair on the screen indicating where the guns are currently pointing. and then if you can move the weapon models as its doing that it would be super awesome.
Title: Re: Autoaim is broken?
Post by: chief1983 on November 21, 2009, 02:16:44 pm
Well most of the star wars primaries don't move when doing that, except maybe the A-wing.  It's more of a focusing of the laser beam, which is why the cone is so small.  Just slight adjustments to bolt path.  When we get to implementing the lock delay we'll look at both possibilities.
Title: Re: Autoaim is broken?
Post by: Reprobator on November 21, 2009, 03:08:32 pm
I use to dislike a bit the starlancer autoaim, in my opinion i would rather prefer something like the starhatter reticle (like on modern plane, the reticle move to show you where it is goind to hit) and add autoaim as it is right now, i think that combo would looks cool.
Title: Re: Autoaim is broken?
Post by: Thaeris on November 21, 2009, 11:08:43 pm
I believe Komet's Japanese localization patch for FS2 has a reticle like that... I'm not sure if that's been merged into the SCP yet, though...
Title: Re: Autoaim is broken?
Post by: Nuke on November 22, 2009, 12:28:29 am
i scripted a reticle like that some time ago. put the target ship in the reticle and pull the trigger and the shots connect.
Title: Re: Autoaim is broken?
Post by: Reprobator on November 22, 2009, 03:36:04 am
i saw that on the video, it seems to be applyed on the rockets.
Anyway i guess mostly use of autoaim remain to counter smal fighter sized ship and high speed,
and it deliver what we ask for it for now.
Would you mind sharing your reticle script or it's some kind of top secret feature?
Title: Re: Autoaim is broken?
Post by: Nuke on November 22, 2009, 11:59:15 am
well the current version is part of the cockpit script im (slowly) working on. i think i may have posted an old version to the scripting board. its really not that hard to do. once you determine where to draw the lead indicator, you subtract the center of the screen from it, then you add that vector to the center of the screen. or something like that. my cockpit script is much more complicated because i require a reference point in space that is projected to screen coords to use as a center screen coords, in cases where the centerof the screen is not necissarily forward (when using track ir for example.)
Title: Re: Autoaim is broken?
Post by: MetalMilitia on January 09, 2012, 07:30:29 pm
sorry for bumping such an old thread
the problem I'm having with auto convergence is that if I'm really close to the target ship (and I'm locked to that target), if I get above it and fire my lasers, I get lasers that fire in an erratic directions (upwards and backwards).. Am I doing anything wrong? I though that setting the +minimum distance would solve that problem..

Code: [Select]
$Use Newtonian Dampening: Yes
$Convergence:
+Automatic
+Minimum Distance:   200

any help would be greatly appreciated
\MM/
Title: Re: Autoaim is broken?
Post by: Dragon on January 09, 2012, 08:18:52 pm
I believe Komet's Japanese localization patch for FS2 has a reticle like that... I'm not sure if that's been merged into the SCP yet, though...
No need for scripting, it's fully merged and you can enable it via HUD.tbl . Check wiki for the syntax. I found it a bit more functional than lead indicator, especially when using sliding and strafing capships (it tells you exactly where you'll hit, making precise aiming easier).