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Look for the "Simple AI" cards in the AI tab.
I hope the breadboard and AI will be up to snuff!
Expect to see something similar/better as part of the base game in the near future.
Changing explosion mechanics is pretty complicated, you should check out Gladyon's posts on the forums or on discord to get an idea.
I like the "V2TacticalNukeDrone" by PurpleEleven, but it is honestly a bit deficient in its responsiveness to enemies. Might try to use your code to soup up that kamikaze bomber. If I do maange to get it to work and post it on here, I'll definitely credit you! Is that cool?
Also: any tip from anyone on how the stats on the tac nuke might be buffed?
Had one of the V2s clip a Wanda (all wood airship) and the detonation was like 5 meters from the ship's center and it barely scratched it.
Back with the old LUA script, it always took the optimal altitude when AI was active in combat mode. But with the new LUA script, now it goes directly to the minimal altitude. This happens with the other ships with the new script. They goes for the minimal altitude.
If the mainframe is off I don't know, would need to take a look.
I have a new problem though. Now the ship wil go for the minimal altitute directly instead of going and staying on the optimal altitute like it used to. Which is a problem since the Nautikus series goes underwater like a sub at the same as it hovers in air so the minimal altitute is -70.
Open workshop, vehicle workshop, download subscriptions, download, click to overwrite existing file.
Spawn the blueprint you downloaded in designer and lift the new code from the lua box, should work without changing anything beyond altitude/distance limits.
Was preoccupied with attackruns so missed it from the changelog :)
Also updated the code now so when controlling mainframe is set to "off" it'll reduce speed to ~0.
How can I find a way for the LUA script keep my ships stabilized in one place? I have 3 ships already that keep moving backwards when idle guided by the weight of the center of mass.
Is there are way to prevent that and make the ship keep a total stop?
This way there is always reserve thrust for maintaining pitch/roll.
IMin and IMax are the limits of how strong the integral part can grow(still limited by OutMin and OutMax).
You almost never need to touch these, having some extra propulsion and tuning lower usually gives better results.
Just here for the extreme cases.
- Disabled patrol fallback for combat mode. Now if there are no enemies around it'll hover in place and obey user input.
- Minimum altitude changed to 30m(if it hits water dedis do not give enough lift to get out anyway)
- Added a few lift thrusters in the front, disabled movement pitch assist(at ~4-5° it wouldn't have enough lift to keep altitude when going forward)
- Increased altitude / roll PID strengths
You can download the attachment in the forums without signing up:
http://www.fromthedepthsgame.com/forum/showthread.php?tid=15393&pid=351093#pid351093
Let me now if you deleted post contained something else that I forgot.
UBlock Origin suggested (or some good ad blocker): http://www.filedropper.com/mortazelhoverai-luascirptproblem
Thank you!
SetForwardSpeedForDistance(VehicleState.target.GroundDistance - optimalDistance, false)
Goes from the end of the function to there:
if math.abs(VehicleState.target.Azimuth) < 10 then
AddSlipOutput(evasion.slip)
SetRoll(-rollMovementAssist * evasion.slip)
SetForwardSpeedForDistance(VehicleState.target.GroundDistance - optimalDistance, false)
else
SetRoll(0)
end
Mortazel sorry accidentally deleted your comment while trying to edit mine,
post the blueprint somewhere and I'll take a look.
The june 9 update was targeting a problem just like the one you describe.
Could you upload the vehicle having the problem otherwise?
(I did not replace anything, just the positions of the ion thruster and jet engine)
I'm clueless why is it capped at such speeds even if it goes alone, or included in a fleet that can go fast as 100m/s
Not much can be done about falling without power, gotta keep the batteries at a level where electric engine gives enough charge.
Flipping at high altitude is probably caused by one side being much weaker and not being able to compensate when air density goes down.
Need more thrusters on the weak side, maybe try tinkering with/limiting pitch/roll PID values or increasing altitude ones.
Didn't get too much time lately, will look into the orbiting min/max distance and forcing a direction.
Thanks!