#Thrusters, especially MRT, do not apply thrust until ship orientation is aimed at destination.

17 messages · Page 1 of 1 (latest)

bleak sandal
#

"Ship A.I. has been updated to account for the new thruster "ramp down" times and is now more accurately able to determine the optimal time at which to start decelerating in order to come to a stop at the desired destination.
Ships (especially ships with diagonal flight directions) should now strafe more intelligently and be less likely to overshoot their destination."

These changes are good for more exactly reaching target destination.

Problem is that when ships start from standstill to a far enough away destination so they could apply full forward thrust right away - they do not apply forward thrust, but wait until the rotation towards target has completed almost perfectly and only then apply full forward. Thruster do not even ramp up on one side to help the ship rotating.

Demonstration with 4 pics:
pic1: the ship stands still and gets its target destination
pic2: the ship rotates and only very little forward thrust is applied MRT only flickers and does not help the ship rotating
pic3: even tho the ship has almost perfectly completed the rotation towards target thrusters hardly apply thrust and still flicker
pic4: now the ship is perfectly oriented and finally applies forward thrust

request: Start forward thrust earlier to help rotating and rampup earlier. (Like it was in earlier game versions.)

#

Another example pic where the ship started from full speed and does not apply forward thrust to complete the turn, not even on one side to complete rotation.
! This is less noticeable when the destination is very far away, but happpens very often in usual scenarios.

jagged vigil
#

rts being weird

shrewd owl
#

The AngleSatisfiedThreshold = [0d, 45d] and HorizontalSatisfiedThreshold = [0, 15%] values in base_ship.rules are what controls this. If someone wants to experiment with other values, I would welcome suggestions.

valid pilot
cold smelt
#

This change has also effected the ability to rotate around ships with rts for likely the same reasons as spacecat has mentioned here.

The first two image are of a ship with standard and large thrusters maintaining a fairly steady angle out of the firing line of Hadar.

The second two images show a replication of the above but with a larger ship using huge thrusters and after about one full rotation the Hadar is able to successfully readjust it's firing line.

bleak sandal
#

further noticed that just before the perfect angle is reached thrusters fire back and forth and back and forth, "flicker" as if they could not decide in which direction to fire.

#

tbh i liked the previous version of the behaviour in question better - maybe there is a way of preventing overshooting without affecting the rotation behaviour.

shrewd owl
#

That's just not how the algorithm works. It doesn't think in terms of individual thrusters when deciding when it should start flying forward.

bleak sandal
#

Without going deeper into it, my verdict about current RTS-conntrol thruster behaviour:
"Thrusters are trying to hard NOT to overshoot/overturn" wich results in thrusters flickering and not ramping up in many situations.

Previous behaviour allowed for much quicker raction of thrusters at the cost of ships sometimes overshooting/overturning - and i liked that much more.

jagged vigil
#

agreed, new rts is very sluggish despite being more precise

jagged vigil
#

autoram/autoorbit in particular got absolutely gutted

#

for some reason ships with autoorbit/autoram just randomly stop thrusting

bleak sandal
#

also side thrusters start to fire left right left right left right (flickering) ... before the perfect angle is reached!
like the ai cannot decide if it wants to turn or counter overshooting/overturning ...

jagged vigil
#

made a new post.

bleak sandal