!!!! Aircraft land for no reason !!!!

!!!! Aircraft land for no reason !!!!

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Caydr
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!!!! Aircraft land for no reason !!!!

Post by Caydr »

I don't know why I haven't posted this before (or maybe I have and I'm just being Caydr), but this has really got to be bumped up to the top of the todo list. Aircraft, especially gunships, will land in the middle of combat for no discernable reason. You'll have no problem verifying this or finding replays. It happens constantly.
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Forboding Angel
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Post by Forboding Angel »

Yep, it's annoying as hell. In EE it's pretty much essential to give gunships a patrol order as opposed to a move order (as all aircraft are gunships barring the bombers).

And speaking of bombers... Can someone for the love of all things good and holy FIX the bombers?! please?
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Dragon45
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Post by Dragon45 »

What's wrong with bombers mate?
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Forboding Angel
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Post by Forboding Angel »

You can not change them around at all. If you do they stop working. You can't make them fly higher <stop working
You can't easily edit the how many bombs they drop < reload time< breaks if you change it
You can't edit the spread of the bombs < breaks them

You damn near can't change anythign about them or they break. It's very annoying.
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Fanger
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Post by Fanger »

bombers are nigh hardcoded.. everything about gunships is nigh hardcoded.. I DEMAND FLEXIBILITY!!!!

I also demand a lack of random landing.. and the ability to hover in mid air and do nothing.. like starcrap..
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Argh
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Post by Argh »

+1. My experiments with the Wolf in NanoBlobs reveal that many of the settings for aircraft simply don't work correctly, and that the combat behaviors are very difficult to work around.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Turnradius needs split into turnradius (for movement) and attackrunlength (for attacking). Try setting turnradius=5000; then =1000 and see what I mean. However, you can't just set it low and forget about it, because that makes the plane unable to ever attack since it just jiggles or circles around the target spiralling in.

[edit] Also, Fanger:
0.70b1 changelog wrote: ...
- Added "dontland" unit tag, to specify aircraft that should not land. Don't use this on transport units!
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Argh
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Post by Argh »

Units with dontland=1 still drift and wobble all over the place... a minor-but-really annoying bug that hasn't been fixed yet...
Gnomre
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Post by Gnomre »

Ah, do they? I hadn't tried it, since I have no immediate need for it.
j5mello
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Post by j5mello »

there is a way to reduce the drift to almost if not zero AFAIK.

Im pretty sure that FF 1.18 uses that tag on most of the lvl 2 and up ships. Also Smoth's Epic Coms version of Gundam uses em as well and i both cases the ships don't move at all.
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Argh
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Post by Argh »

Oook... so how do you reduce the drift?
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Fanger
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Post by Fanger »

I believe the tag is this: airhoverfactor=0;

Im not positive, but I think that is it, you can increse the number to increase the drift but it seems to ping pong so 0 is preferable if this is the correct tag..
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Tim Blokdijk
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Post by Tim Blokdijk »

Fanger wrote:bombers are nigh hardcoded.. everything about gunships is nigh hardcoded.. I DEMAND FLEXIBILITY!!!!

I also demand a lack of random landing.. and the ability to hover in mid air and do nothing.. like starcrap..
Write a patch... :twisted:

:wink:
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jcnossen
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Post by jcnossen »

Flexibility... aka scripting... yeah sometime...
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Caydr
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Post by Caydr »

If I remember right, JC told me that that hoverfactor is a variable between 0 and 1. You can for instance set it to 0.1 for much slower drifting around. This is how he planned it anyway, not sure if it was done.

Bombers if not messed with work fine. Everything else if not messed with lands for no apparent reason. Where should the priority go? :(
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Fanger
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Post by Fanger »

Sure Id write a patch, but after I saw what happened when smoth wrote a patch.. Meh Ill skip that...

as for priority caydr.. flip a coin..
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Acidd_UK
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Post by Acidd_UK »

Well I guess that a large-scale rewrite of the aircraft handling code is needed, but that would probably be quite a big job. Maybe start a thread in the dev forum with the way you'd like it to work - internally and/or from the perspective of the mod...
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Caydr
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Post by Caydr »

If {enemy shit = nearby}
then
dontlandlikeafag
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SwiftSpear
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Post by SwiftSpear »

Fanger wrote:Sure Id write a patch, but after I saw what happened when smoth wrote a patch.. Meh Ill skip that...

as for priority caydr.. flip a coin..
Write a patch and submit it to subv without ever posting about it on the forums :P
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jcnossen
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Post by jcnossen »

Well I guess that a large-scale rewrite of the aircraft handling code is needed, but that would probably be quite a big job. Maybe start a thread in the dev forum with the way you'd like it to work - internally and/or from the perspective of the mod...
This is just a bug, it has little to do with a large scale rewrite.
If people figure out why it does that and how to remove it, they solved it and it can be fixed.
This is different from patches written to add new features by unexperienced coders. This stuff doesn't require proper design.

And yes, like swiftspear said, the forum isn't the best place to discuss patches. Use the mailing list or mantis.
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