They stop attacking if their target disappears because there was a change to how long units track disappeared targets. I think the new timer is a bit too short because it ends up breaking runs or bomber attacks if you lose contact for a few seconds. This is the kind of thing that should be configurable.This would be quite handy. Currently at least xta is bugged by the fact that most aircraft stop too soon after engaging their targets, or if target disappears.
miscellaneous aircraft behaviour fixes and improvements
Moderator: Moderators
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: miscellaneous aircraft behaviour fixes and improvements
Re: miscellaneous aircraft behaviour fixes and improvements
+1 this breaks S44 and MCL tooGoogle_Frog wrote:They stop attacking if their target disappears because there was a change to how long units track disappeared targets. I think the new timer is a bit too short because it ends up breaking runs or bomber attacks if you lose contact for a few seconds. This is the kind of thing that should be configurable.This would be quite handy. Currently at least xta is bugged by the fact that most aircraft stop too soon after engaging their targets, or if target disappears.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: miscellaneous aircraft behaviour fixes and improvements
+1 to that from me too
edit: a TargetDropped(unitID, targetID, x, y, z) callin, where x,y,z is the last known location of the targetID would enable games to handle this themselves.
edit: a TargetDropped(unitID, targetID, x, y, z) callin, where x,y,z is the last known location of the targetID would enable games to handle this themselves.
Last edited by Silentwings on 29 Aug 2014, 17:35, edited 2 times in total.
Re: miscellaneous aircraft behaviour fixes and improvements
Yes, that but also after successfully having destroyed a target they stop instantly, often in enemy territory.Google_Frog wrote:They stop attacking if their target disappears because there was a change to how long units track disappeared targets. I think the new timer is a bit too short because it ends up breaking runs or bomber attacks if you lose contact for a few seconds. This is the kind of thing that should be configurable.This would be quite handy. Currently at least xta is bugged by the fact that most aircraft stop too soon after engaging their targets, or if target disappears.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: miscellaneous aircraft behaviour fixes and improvements
If they have no further orders then not carrying out any further orders is the expected behaviour.Yes, that but also after successfully having destroyed a target they stop instantly, often in enemy territory.
(and if you want "auto-return to safe ground if idle after killing target", make a widget/gadget to give the order).
Re: miscellaneous aircraft behaviour fixes and improvements
I think you missed the word "instantly" in my post. It's not possible for aircraft to stop as if hitting an invisible wall, and it's certainly not the expected behaviour.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: miscellaneous aircraft behaviour fixes and improvements
If that really happens "instantly" (which I've never seen and can't reproduce) you should mantis it with a demo.
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: miscellaneous aircraft behaviour fixes and improvements
This is just because your brake rates are set incorrectly. https://github.com/spring/spring/commit ... f4ca63a198Jools wrote:I think you missed the word "instantly" in my post. It's not possible for aircraft to stop as if hitting an invisible wall, and it's certainly not the expected behaviour.
Re: miscellaneous aircraft behaviour fixes and improvements
I am aware of that change, however setting the brakerates accordingly by a factor of 10 did no difference, only a factor 100 seemed to do any difference. And it affects the acceleration rates and turnradiuses as I already wrote in the earlier post.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: miscellaneous aircraft behaviour fixes and improvements
There were multiple commits with many changes to aircraft movement (a year ago, too long ago for details/links) and it was said at the time that it was more than just a matter of multipliers.
Afaics the breakrate, turnrate, acceleration tags currently do exactly what they are supposed too.
Afaics the breakrate, turnrate, acceleration tags currently do exactly what they are supposed too.
-
- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: miscellaneous aircraft behaviour fixes and improvements
There should be a feature request for configurable target loss time. I would be happy with a number in modrules but going further with a per-unit setting or some sort of lua interaction would be better.FLOZi wrote:+1 this breaks S44 and MCL tooGoogle_Frog wrote:They stop attacking if their target disappears because there was a change to how long units track disappeared targets. I think the new timer is a bit too short because it ends up breaking runs or bomber attacks if you lose contact for a few seconds. This is the kind of thing that should be configurable.This would be quite handy. Currently at least xta is bugged by the fact that most aircraft stop too soon after engaging their targets, or if target disappears.
Perhaps this is just a problem for aircraft and they need some way to move towards the last place they saw the target and re-aquire it if they see it again. With a target lost callin this would be nice to implement in a gadget.
Re: miscellaneous aircraft behaviour fixes and improvements
The problem is that the order is (silently) dropped. That should never happen. Maybe the attack order should be converted to a move one in case the target disappears.