miscellaneous aircraft behaviour fixes and improvements
Moderator: Moderators
miscellaneous aircraft behaviour fixes and improvements
this is about aircraft behaviour. Currently it has a few issues and stuff we should be able to control but are not, mostly related to movement.
1 --- make possible to set minimal attack distance for unit OR make possible to set primary weapon (for the same purpose)
http://springrts.com/mantis/view.php?id=3900
not directly related to aircraft but could allow gunships to have short range and long range weapons (currently if you use a primary short range heavy weapon + secondary long range wimpy missiles the unit will hover at the range of the longest weapon so the primary weapon won't fire )
2 --- aircraft gunships "snap" instantly to horizontal position when ordered to stop after attacking
http://springrts.com/mantis/view.php?id=4232
3 --- fighter aircraft fly too low and sometimes bump off the ground when engaging targets
http://springrts.com/mantis/view.php?id=4516
- there should be an "attackRunLength" unitdef to set how far fighter aircraft try to keep facing the target to fire non-turret weapons when strafing before trying to restore normal cruise altitude (default 100)
for example, a short length of 50-100 could be used for aircraft that only fire once per run, and a longer length of 300+ could be used for aircraft that fire repeatedly (ex: 2 missile salvos or a long machinegun burst) on the same dive
- there should be an "afterAttackRunLength" unitdef to set how far fighter aircraft should fly after a strafing run (after attackrunlength) before they try to turn to face their target again (default 400)
4 --- add isBomber unitdef to determine aircraft behaviour
http://springrts.com/mantis/view.php?id=4517
currently aircraft with weapons are considered to be "fighters" unless they carry weapons with weapontype AircraftBomb or TorpedoLauncher.
- add "isBomber" unitdef (defaults to False unless the unit contains the previously mentioned types of weapons): if true, aircraft do not try to pitch to face their target and behave like a bomber (they hover horizontally if gunship of fly above it like a bomber).
This is for aircraft that engage targets with weapons on top or belly turrets instead of bombs.
[EDIT: nevermind this one, all that was needed was to use the "upright=1" unit def]
[EDIT]
5 --- abs(airHoverFactor) should affect gunships' sideways movement speed during combat
http://springrts.com/mantis/view.php?id=4518
change airHoverFactor to affect units with airStrafe = true (regardless of whether they and can land or not) when they are engaging targets:
abs(airHoverFactor ) < 1 : strafe sideways slower
abs(airHoverFactor ) = 1 : current behaviour
abs(airHoverFactor ) > 1 : strafe sideways faster
it may be better to add an extra "airStrafeFactor" unitdef instead for that purpose as mod devs may want gunships that barely move when hovering and idle but strafe sideways fast and far when in combat
comments?
1 --- make possible to set minimal attack distance for unit OR make possible to set primary weapon (for the same purpose)
http://springrts.com/mantis/view.php?id=3900
not directly related to aircraft but could allow gunships to have short range and long range weapons (currently if you use a primary short range heavy weapon + secondary long range wimpy missiles the unit will hover at the range of the longest weapon so the primary weapon won't fire )
2 --- aircraft gunships "snap" instantly to horizontal position when ordered to stop after attacking
http://springrts.com/mantis/view.php?id=4232
3 --- fighter aircraft fly too low and sometimes bump off the ground when engaging targets
http://springrts.com/mantis/view.php?id=4516
- there should be an "attackRunLength" unitdef to set how far fighter aircraft try to keep facing the target to fire non-turret weapons when strafing before trying to restore normal cruise altitude (default 100)
for example, a short length of 50-100 could be used for aircraft that only fire once per run, and a longer length of 300+ could be used for aircraft that fire repeatedly (ex: 2 missile salvos or a long machinegun burst) on the same dive
- there should be an "afterAttackRunLength" unitdef to set how far fighter aircraft should fly after a strafing run (after attackrunlength) before they try to turn to face their target again (default 400)
4 --- add isBomber unitdef to determine aircraft behaviour
http://springrts.com/mantis/view.php?id=4517
currently aircraft with weapons are considered to be "fighters" unless they carry weapons with weapontype AircraftBomb or TorpedoLauncher.
- add "isBomber" unitdef (defaults to False unless the unit contains the previously mentioned types of weapons): if true, aircraft do not try to pitch to face their target and behave like a bomber (they hover horizontally if gunship of fly above it like a bomber).
This is for aircraft that engage targets with weapons on top or belly turrets instead of bombs.
[EDIT: nevermind this one, all that was needed was to use the "upright=1" unit def]
[EDIT]
5 --- abs(airHoverFactor) should affect gunships' sideways movement speed during combat
http://springrts.com/mantis/view.php?id=4518
change airHoverFactor to affect units with airStrafe = true (regardless of whether they and can land or not) when they are engaging targets:
abs(airHoverFactor ) < 1 : strafe sideways slower
abs(airHoverFactor ) = 1 : current behaviour
abs(airHoverFactor ) > 1 : strafe sideways faster
it may be better to add an extra "airStrafeFactor" unitdef instead for that purpose as mod devs may want gunships that barely move when hovering and idle but strafe sideways fast and far when in combat
comments?
Last edited by raaar on 24 Aug 2014, 16:01, edited 6 times in total.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: miscellaneous aircraft behaviour fixes and improvements
(1) Yes, would be nice
(2) Haven't noticed a problem
(3) Haven't noticed a problem (although fast moving aircraft sometimes bump off cliffs, but physics in RTS games is necessarily unrealistic so meh)
(4) No, it's already clear from unitdef what is/isn't a bomber; don't duplicate info
(2) Haven't noticed a problem
(3) Haven't noticed a problem (although fast moving aircraft sometimes bump off cliffs, but physics in RTS games is necessarily unrealistic so meh)
(4) No, it's already clear from unitdef what is/isn't a bomber; don't duplicate info
Re: miscellaneous aircraft behaviour fixes and improvements
aircraft should NOT crash into the ground as they fly around. This was NOT always the case. Someone fucked up the aircraft at some point in time
Re: miscellaneous aircraft behaviour fixes and improvements
does isBomberAirUnit=true actually do what he described? Because if not, that would be a very nice thing to have.Silentwings wrote: ...
(4) No, it's already clear from unitdef what is/isn't a bomber; don't duplicate info
Re: miscellaneous aircraft behaviour fixes and improvements
there is no such unitdef here.LordMuffe wrote:does isBomberAirUnit=true actually do what he described? Because if not, that would be a very nice thing to have.Silentwings wrote: ...
(4) No, it's already clear from unitdef what is/isn't a bomber; don't duplicate info
the point is not finding out if the unit is a bomber within the game, is making it not having to pitch to fire at targets (for aircraft with turrets instead of fixed mount weapons).
added feature 5 to the main post.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: miscellaneous aircraft behaviour fixes and improvements
You can easily work it out from there - hence "don't duplicate info".there is no such unitdef here.
Re: miscellaneous aircraft behaviour fixes and improvements
Dev standpoint is 'no more unit/feature/weapon def tags'
Re: miscellaneous aircraft behaviour fixes and improvements
so how would i get my "airplane" with turrets to pass over its target, like a bomber would, instead of acting like a fighter and dive head first towards it? When i tried to make a unit like that a few years back, it did´t work at all.
Would be nice, if one could simply use a unitdeftag to switch it on/off instead linking it to a weapon type.
Would be nice, if one could simply use a unitdeftag to switch it on/off instead linking it to a weapon type.
Re: miscellaneous aircraft behaviour fixes and improvements
yes, but there's a workaround i didn't know:LordMuffe wrote:so how would i get my "airplane" with turrets to pass over its target, like a bomber would, instead of acting like a fighter and dive head first towards it? When i tried to make a unit like that a few years back, it did´t work at all.
Would be nice, if one could simply use a unitdeftag to switch it on/off instead linking it to a weapon type.
- gunships can use the "upright=1" unitdef
- non-gunships can use a fake bomb weapon (this still sucks though)
Re: miscellaneous aircraft behaviour fixes and improvements
didn´t work for me when i tried it, but i´m sub-par when it comes to codingraaar wrote: - non-gunships can use a fake bomb weapon (this still sucks though)
Re: miscellaneous aircraft behaviour fixes and improvements
I don't want a new tag just fix the aircraft trajectory shit so they don't fly into the target any more! Shit is retarded
Re: miscellaneous aircraft behaviour fixes and improvements
technically, (1), (2), (3), and (5) can be solved without new tags.smoth wrote:I don't want a new tag just fix the aircraft trajectory shit so they don't fly into the target any more! Shit is retarded
on issue (4), having to use a fake weapon to get a relatively common behaviour does seem like something that could use an extra tag.
Re: miscellaneous aircraft behaviour fixes and improvements
4) is fine if they would fix the bomber behavior. As in stands it went from fines to tragically broken.
Re: miscellaneous aircraft behaviour fixes and improvements
Then maybe that standpoint may need to be discussedFLOZi wrote:Dev standpoint is 'no more unit/feature/weapon def tags'
Re: miscellaneous aircraft behaviour fixes and improvements
I was mistaken - it isn't a universal standpoint.Jools wrote:Then maybe that standpoint may need to be discussedFLOZi wrote:Dev standpoint is 'no more unit/feature/weapon def tags'
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- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: miscellaneous aircraft behaviour fixes and improvements
I get the feeling that parts of this thread are no longer relevant. http://springrts.com/mantis/view.php?id=4516#c13576
Re: miscellaneous aircraft behaviour fixes and improvements
Maybe. Honestly, I won't be able to look into it until next week some time. There is a good chance I'll be off in the desert for a good few days after tomorrow.
Re: miscellaneous aircraft behaviour fixes and improvements
I just tested it again on spring_{develop}97.0.1-206-g8576ee8_minimal-portable and issue (3) is still happening.Google_Frog wrote:I get the feeling that parts of this thread are no longer relevant. http://springrts.com/mantis/view.php?id=4516#c13576
http://springrts.com/mantis/view.php?id=4516#c13577
added screenshot.
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- xta_9.74_bug_aircraft_flying_low.jpg
- aircraft flying low when attacking ground collides with building
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Re: miscellaneous aircraft behaviour fixes and improvements
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.raaar wrote:this is about aircraft behaviour. Currently it has a few issues and stuff we should be able to control but are not, mostly related to movement.
- there should be an "afterAttackRunLength" unitdef to set how far fighter aircraft should fly after a strafing run (after attackrunlength) before they try to turn to face their target again (default 400)[/size]
I know this is somehow related to brakerate tag, but adjusting brakerate tag also affects acceleration of aircraft and is therefore not desirable -- will make aircraft hard to manouvre. At least I like to again hand agile scouts at least. It is not clear to me how you can increase the brake distance of a craft while still keeping it agile.
The above suggestion would fill that need.
Re: miscellaneous aircraft behaviour fixes and improvements
I apologise for my brusque statement above. It was not mean't to be formulated that way.FLOZi wrote:I was mistaken - it isn't a universal standpoint.Jools wrote:Then maybe that standpoint may need to be discussedFLOZi wrote:Dev standpoint is 'no more unit/feature/weapon def tags'