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Sep/October sprint mega thread

#1
So a new thread for the on going work and I'm very excited about this one.

Here are the key events / plans for the next four weeks until Saturday 13th October

1) New starts: HerpeDerpeDerp and Rhea have joined the team. Both have done great work with modding and very excited to see what they can do working within the "vanilla" version of the game. Ideally this will soon include the decorations from Rhea's and Gladyon's After Cataclysm mod being added.
2) vehicle AI is being re-worked (see below)
3) Missiles with multiple gauges and more will be released
4) Some "exciting" new mini features (see below)
5) Continuing to update to the new AIs, refactor and test the code, fix the bugs in the bug tracker
6) Balancing

So in more detail

2) The AI
I'm reworking it so that it splits "naval, aerial and land" into three types of components
a) Behaviours (where we are going, and why)
b) Manoeuvres (how we get to the desired location)
c) Additional (control sails, make the tea, etc)

Some examples of these might be
Behaviours: broadside, charge, point at and maintain distance, bombing run, circle, run, evade, move submarine below, hover above.
Manoeuvres: 6 axis stabilised hover platform, boat with rudder, fighter plane, thrustercraft, yawing aerial, submarine,
Additionals: control sails, use activate shields, launch flares.

The way this will work is that the mainframe will have the AiMaster Code running within it, and you'll be able to customise what routines it has from it's own UI. I don't plan on having separate placeable blocks for this neccessarily.. if that does become the case it will simply be to "allow" these routines to run so that battle damage can disable their use. It will be centrally configured and saved.

General reasons why are:
1)  to allow dev team and modders to make a load of small modular routines that can be used, swapped between, etc, quickly and easily.
2) By separating a routine into two parts it "squares" the number of combinations possible. I.e. straight off the bat you can use the legacy aerial AI in a ship, or the legacy naval AI, in a boat.
3) additional routines can be used by anyone, which means aerial AI can control sails, etc.
4) modules become testable
5) FTD and FS will use the same AI system, although FTD uses it via mainframes, and FS uses it inbuilt into the ship, as long as the captain is present.

The naval AI card, Land AI card and Aerial AI Card, will become obsolete, but will, for the sake of keeping everything running smoothly, basically do this. I use the example of the Naval AI Card here:
1) Put in LegacyFtdNavalBehaviour into the mainframe
2) Put in LegactFtdNavalManoeuvre into the mainframe
3) Load the NavalAiParameters which were set via sliders, and apply those parameters to the Behaviour.
4) Mainframe runs the behaviour, maneouver, etc, and will, from that point forward, save those parameters.
5) When asked to save the Naval AI Card will not save anything
6) When vehicle reloaded the Naval AI Card will do nothing at all, 
Through this 6 step cycle the routine and it's parameters are offloaded from the card (now safely removeable from design) and loaded into the mainframe.



4) Exciting new features. Basically just adding new stuff.
a) steam powered CRAMS that fire a low detectability shell, and use steam to increase packing rate using a Steam Autoloader perhaps.
b) a LASER melee weapon (basically a laser cheese wire between two points on your ship)
c) a PAC melee weapon (a curved PAC cheese wire between special new terminators on the PAC)
d) tank treads on wheels
e) Huge extremely powerful propellers for steam crank shafts


6) Balancing
a) Plans to tied to tie the effectiveness of defensive countermeasures (like LAMs and shields) into the accelerations of your platform, so that unstable movement / high recoil / being thrown about by explosions lowers LAMs accuracy, causes shields to intermittently fail, makes guns less accurate, detection less accurate
b) This will be tied in with probably a general debuff of the APS system to make it less overpowered in comparison to other weapon systems. Recoil based inaccuracy might make a comeback. Bullet speeds reduced and fire rates reduced.
c) Aim point selection totally changed. Ultra Wide Band Radar added which can see through blocks (depth depends on power supplied to it). Radar can see through maybe 2m of blocks. IR can see hot things under some depth of blocks. Visible no depth. Aim point card will need to "see" a specific block before it can aim at it, will gridcast to check depth to block. This will lead to some interesting things like circling your opponents to get the best angles to view their internals, and building out of materials that block the view of certain modalities of detector). Special detection craft to get up close with an Ultra Wide Band radar and relay the location of the mainframe to others in the fleet. 
d) Perhaps an on hull buff for weapons built on the hull, rather than on turrets. To be confirmed.
e) Balancing of the new missile gauge stuff to avoid large vehicles spamming the hell out of hundreds of tiny missiles.
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
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#2
Oh hell yes !

But what will be the major difference from the current AI aside from versatility ? Will it be more accurate ? More vehicle types will work without ACB's, Pids or Lua ? Better performance overall ?

Seeing all this progress kinda makes me wonder why couldn't you do this before, since it looks like the game will progress more in this year than in the previous two or three years combined.
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#3
Love all of it, I look forward to the AI changes even more then missile gauges (which as a plane builder is saying alot). Keep up the awesome work and pls do implement the new Aimpoint feature and not let it vanish like nuke power.
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#4
Just a small note, please don't lower APS bullet speeds. That'll just make fliers even stronger against anything projectile based guns. Also, considering CRAMs and props might be connected to steam engines, mb a buff for steam efficiency or fuel for steam engines? In current campaign they're so expensive i can never use them.

But anyway beyond that nitpicking, this stuff sounds great. Besides the missile update, the AI/ultra low band/large steam props are the things I'm the most excited about. Lots of good ideas!
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#5
(2018-09-16, 02:50 PM)mrvecz Wrote: Oh hell yes !

But what will be the major difference from the current AI aside from versatility ? Will it be more accurate ? More vehicle types will work without ACB's, Pids or Lua ? Better performance overall ?

Seeing all this progress kinda makes me wonder why couldn't you do this before, since it looks like the game will progress more in this year than in the previous two or three years combined.

Versatility is the main difference. The way PIDs are used will be improved. ACBs remain as they are but hopefully a bit less need to use them.

Most of this progress comes directly from Forgotten Shores, which I have been working on for 18 months
That list includes:
The graphical changes
The water changes
The UI changes
The pathfinding and AI changes proposed here
The improved effects (explosions)
The gridcasting changes (sloped armour hits etc)
The development speed boost by separating code out of unity and using DLLs, separate projects, automatic deployment, etc. That is a major one and it took a along time.

But I think also a break from FTD has made me see it in a more positive light and prepared me for the task of finishing it, which has required me to take a step back and be more objective about it.
Reviewed FtD on steam yet? It's the #1 thing you can do to help FtD (and future games by Brilliant Skies!), so please take the time!
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk
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#6
Very Exciting, I like it very much
There is always a weak-spot if you search Hard enough.

If you fire enough AP at that shield, at some point you're going to come through.

There is no "best" I wouldn't even say there is anything universally good, Good is subjective, I find everything bad even if it's in theory good against this or that.

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#7
Please don't nerf speed and ROF for sabot and solid AP APS shells it may kill kinetic anti missile autocannons and make this types of damage even more useless
low calibre(<179mm (2 gauge incrisers)) kinetic APS aren't OP it has low projectile effective time and range and effective only on close ranges
high caliber(350+mm) HE, HEAT, HESH and frag are OP so please nerf only this types of APS shells and don't nerf other types of damage (make it hard to achive high ROF(20+ RPM) on this types on shells to avoid brainless spam of 1-2-3m long HE, HEAT, HESH and frag shells) it's to simple to make high ROF(30+), high accuracy(<0.3), low cost&size and highly effective 500mm HE, HEAT, HESH and frag spam autocannons using 1-2-3m long shells(I made the such HE spam 500mm autocannons with ROF more then 100-120 RPM ) and it's to hard to make effective and low cost&size kinetic cannon with 250+mm caliber with the same size shells
sorry for my very bad English
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#8
as far as new AI modes go, could we get a "Hold Bearing" command? it would be useful for adventure mode.
(2016-07-12, 11:20 PM)Stufferino Wrote: Absolutely worthless? Seems like a perfect replica to me!

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#9
Very exciting plans! And great work to this point too.

AI improvement is long awaited. Hope new thing won't be so stupid as current one in fleets. Already clear that it will be more versatile, more configurable, and allowing more flexible behaviour actually reacting on current situation. Maybe campaign enemies will get some character, and for once bring more treat without being shielded bricks covered in spamguns!

Steam CRAMs sounds interesting, same as mellee energy stuff. Latter may need making these systems outlets more durable (no sence in melee weapon that obliterates half of own ship upon use)

More uses for steam also good. Steam powered powerful props are better than nothing, though real multiblock prop system still more than welcomed.
I'd like steam engine system to be "completed", to be less magic and in the same time more durable, especially crankshaft part and dealing with leaks & sudden pressure peaks.

Detection overhaul looks so good! It were suggested sometimes earlier, and it's great that this suggestion apparently becoming reality. No more magic AI sniping!
If there will be option to target "any functioning block", it'll make armouring guns and such much more useful! And guns themselves mau become smaller and less spamy for reason of defending them, as probably their huge internals will be detected early.

I like Tying performance to speed thing. If there will be some power hungry way to push all these things above their nominal maximum, this will make fast and still accurate and well defended craft still possible, but have a drawback in form of excess powerplants.

APS nerf probably also welcomed by many.
Just don't nerf shell speeds please. If only you not going to implement better aiming alghorithm, this will practically kill APS, as currently kills CRAMs. Current one makes aiming lag behind vehicles up to full lenght of them or even more!
AP caps also may need some love instead of nerfs, Armour Piercing shell that can't pierce any armour is... funny?
And Sabot can use great nerf to payload (up to total uselessness) and some special factor to it's damage, so it will deliver much less damage to functional bits than to armour, and also "break" in airgaps.
Makes things.
magic cheese must burn?
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#10
d) Perhaps an on hull buff for weapons built on the hull, rather than on turrets. To be confirmed.

Be very careful with this, as forward broadsiders and orbiters are strong enough. The OW sailers are also already fairly potent, surprisingly.

I like the reduction in defense effectiveness as related to acceleration, since that'll make dodgy craft less able to pack powerful countermeasures.

The melee energy weapons also sound cool. By the PAC curved cheese string, do you mean something that looks a bit like the Robocraft tesla blades, (but of course is a multi-block system) that could allow a hovercraft with 2 45-degree emmiters facing down and towards the middle to hit ships without anything near water level?

The new AI stuff sounds really cool, hoping that it comes with some terrain and friendly avoidance, and just generally requires less ACB and PID assistance.
(2017-04-20, 06:54 PM)Hikari Wrote: I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast
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