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Some strange behavior I see is the speed indicator showing completely different speeds from what is visual https://i.imgur.com/Gb0ntLz.png
The ship seems to like to drive outside its own max range.
And when recalling fighters they teleport into the ship after a small delay.
Thank you for reporting this.
It seems I've made a mistake with more recent patches, adding dependency on both Formations and Flight Physics.
This wasnt supposed to happen, apologies. I'll need to check all 3 and patch it up. Seems not many players are using them separately, but those errors still need a fix.
Many thanks, really appreciate log screenshots
Looking forward to experiencing the mod.
Ahh, this is a missing dependency on Flight Physics module. My mistake.
You can either use Flight module to fix this right now - or wait for a patch.
https://i.imgur.com/1ijhtxo.png
Would you please help me resolve this?
Should work with limited features.
You'll need at least Extended Scripting Framework, Formations and Combat AI
Small (visual) desync, unrelated to Combat AI module. I know it happens sometimes, and fixes itself just as randomly as it appears. Unfortunately, can't do anything about it.
see screenshoot
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3423754600
what u think ?
Hello, apologies - I'm not sure what you mean, or what the issue is.
I'm fine with translator usage, so you can describe your issue in your native language,
if that would help.
With autopilot (mine or salvage) + folower support ship , give - turret glith(move turret)
mod Combat AI
ps full stack xavorion pack
[...]
And since "different approach" is a theme in X, you could try:
- Replace at least few of those PPG-1 with ZAP-1 and SMG/MG turrets
- Replace all PPGs with SRM-1-GC - Burst variants ignore shields
- Add some torpedos, or use second ship in combat ( You'll get one for free after getting a captain )
- Find better weapons, PPG-1 is M1 - Scout, weakest possible weapon class
Btw. that "missing shots" part is something you can use against enemies too.
I've got my 5 ship squadron (5k hp) destroying fleets of 50k hp ships
Many thanks for recording this.
# Short answer
-This is (partially) intended, location and type of turrets affects AI, then size and speed of enemies affects overall accuarcy.
The other part is - technical limiations, ships move faster here so weapons tend to miss more often.
# Longer answer
Setting up weapons and ships is a big part of "making them work" in combat.
You can force your ship to go "all in" with weapons, by placing front facing coaxial weapon (like starter SRM-1-GC).
With that, it will tail enemies with much better accuracy - but it will be much easier to hit too.
From what we can see in video, enemy is an M2 Interceptor, a fast ship with fast shield regen - and in that case, a mini-boss carrier ship(which has a lot of HP).
So, you'll need more damage on your ship - or different approach to weapons [...]
The weapon I use is the same one, I've looked at the battle, but the attack misses more than 80% (forward to the opposing ship)
Was it intended?
Or am I not good at using it?
@Max Shadow Same as the opinion.
I am attaching the video for your understanding.
https://www.youtube.com/watch?v=MKsTg36R-XI
ps.
Recorded the current screen and observed for 20 minutes but still couldn't kill the opposing ship.
It does, as shown in the video.
If you mean player controlled AI - you can force torpedo launch via "Attack my target" formation order, or smart attack order.
Can't be disabled, Xavorion was unplayable without it.
It is target lead, shows roughly where bullets needs to cross to hit - at high speed combat.
Yellow says you're out of range for majority of weapons.
It takes median of all equipped weapons, so if you only see green dot really close - you've got a lot of close range weapons.
"Attack My Target" should work exactly as if you box selected all those ships, and right clicked on enemy.
You're only using those mods (except framework) right?
"Combat AI / Formations / Flight Physics"
I'll need to check this combination for issues, TPP formation control is very recent and wasnt tested in vanilla, even though it should work the same.
I have noticed if I go into the Fleet overview window (N) I can select all the ships and just right-click on each enemy and they will go attack it, but I was trying to get away from the manual-ness and just tell them to attack and help deal with fleets, as I like to pilot my own ship more than the RTS stuff.
With that said, the ships are..fairly large? My entire fleet is 8-Slot ships at the moment, with a variety of weapons, typical load out has 1-3 Cannons/Railguns and a handful of lasers/chainguns/bolters etc. None of them are running fighters currently.
The biggest issue I have is if I order "Attack My Target" their little icon usually goes into the "Chase Enemies" icon and they go to BFE and sit there (they don't even attack unless I set their turrets to auto). If i issue a "Regroup" command and then "Attack My Target", they will eventually attack the target after several attempts, and once the target is dead they go into the "Chase Enemies" icon and go back out to BFE even though I'm still swarmed by other enemies.
That would be correct behaviour in few scenarios with Aggressive order:
1. your ships had long range weapons ( 20 km+ )
2. ship had no armed turrets
3. ship is a Carrier, keeping larger distance than regular ships
If that was a formation, then just commanding ship may be the issue.
Not sure what's your equipment, or exact order used ( smart attack? aggression ? ),
so that's all i can think of.
Nope, something breaks spawn system completely, causing invalid ships to appear.
Invalid ships will appear to "flee", but are just removed to clean up bugged enemies.
Increasing Threat seems to not be causing this (as long as you have Extra Ship Classes Core enabled),
just checked and pirates spawned correctly.
Any mod can cause conflict - other overhaul (like SDK), turret mod, Starfall, or anything that plays with spawn system in any way.
You can post your modlist at main mod page - Mod Compatibility thread, or upload serverlog for me to check.
Fighters are attacked automatically by defensive weapons, so by default that was correct behaviour(even in vanilla).
Aggressive depends on average range of turrets - so if enemy carriers were too far, that's correct.
Move & Smart attacks are there to control ships in combat, when automatic fight is not enough.
Not sure about "laggy" part, combat AI has no impact on game performance.
That behaviour sounds correct for ships with PD weapons and bomber fighters.
What were their orders and used weapons?
- [BugFix] Player seated ship losing autopilot in Aggressive state
If those ships were stationary before running away - this can be a mod conflict, causing errors during spawn.
(Errors will cause ships to warp out)
Some faction packs have invalid ship designs(that are immobile) - in case that happens, a ship will warp out too.
Did you check in-game console, or serverlog files for pink text/errors?
You'd see same performance issues, if conflicting mods were spamming errors.
I'd understand Flight Physics, or Class System causing some lags in edge cases, but not CombatAI.
It's been around for almost a year, used as a standalone or with full overhaul.
Do you have any more specific information on what lags, and under what conditions?
If there's and issue here - i'd need a way to replicate it, or at least have an idea where to look.
Disabling Xavorion: Flight Physics should help.
Aim indicator shows a 3D point, which projectiles should cross to score a hit.
The other part is compensating for projectile speed and velocities, like FPS.
I appreciate the fast reply.
I get what you're saying, but it feels like it's even more extreme for me than it should be?
"their hitbox is not always where it seems to be." does it mean that the aim indicator is where i should be shooting at or not?
I like playing on hardcore difficulty but at the same time i don't wanna spend 15 minutes holding left click to kill a fatty pirate. Which module should i disable to remove this feature?
New flight model, ships are much faster and their hitbox is not always where it seems to be.
Automatic weapons can struggle at some speeds and angles, if you're on auto-only - changing angle/rotating works.
The slower/larger the target, the less of an issue this becomes.
For manual, it's just getting used to aiming with different weapons. There's an aim indicator to help with that.
This was left as is, since it can be managed, and keeps some "missed shots".
There would be little reason to use manual control if auto had perfect aim.
AI seems good now, thanks so much!
Sure, let me known if something happens with AI again.
Btw. if ship design was a thing that kept you back - that changed with class upgrades, also ship packs are linked now for no-build-mode gameplay.
Unless I am misunderstanding you when you are saying it should have been there before the self-defense update. I can't say I noticed the incorrect icons in the galaxy map, but I guess thinking about it, I don't think I do see the attack all enemies icon in the map when I look at it. I never really thought much of it honestly. Just so long as they do their job I guess heh.
Anyway I am literally hoping on right now so I'll try and remember to leave another comment one way or another. Thanks for taking a look at it!
You're whole mod pack frankly sounds really cool.
All right, the bug was fixed but... Icon on galaxy map will disappear after few seconds, and if you happen to be there - the ship will say "order finished".
It is still in Aggressive state, and will engage all enemies. Same with idle ships you forgot to assign orders to - those will switch to attack as soon as something shoots at them.
So... it should now be a display-only bug at galaxy map - not sure if i'll fix that one (tried but there's much more digging required)
Thanks for reporting. So you're using just RTS exention, not full overhaul right?
I may have broken something by mistake, I'll check and fix
First thing I'd do in any sector is enqueue "Attack All Enemies" on the lead ship so it and it's escorts would always be ready to fight. The "Attack All Enemies" order was really becoming my bread and butter and made fleet management fun again. Just give the lead ship that order, assign it some escorts and just let them go! Loved this so much!
However, now I am noticing that the self-defence update causes the lead ship to "forget" it's "Attack All Enemies" order, and then it just sits there taking a pounding, as well as it's escorts. They will sit there in formation and never attack.
I use Combat AI, Formations, Docking and Flight Physics mods. Other than the new missions mod and the Galaxy Map QOL, I don't have an other mods running. I believe these are all within your recommended mods pack so I don't expect anything I am using to be conflicting.
( though that one is not recomended, since whole overhaul was made to balance ship classes ).
Only dependency is XSF, which is just a library.
Some features may be missing, or not working as good as they should without other modules though.