2018-11-07, 10:29 AM
Hello,
Progress update on the Sep/October work.
As part of the upgrade to the AI I decided it was time to re-work the way that vehicles are controlled. To explain what I mean by "the way that vehicles are controlled" I will list the various buzzwords associated with this complicated system
The game will have a remappable ship commands (ship's wheel layout, more or less) and a remappable set of universal vehicle commands (Vehicle Controller layout, more or less). As well as having the remappable AdvController inputs.
The other main thing I am doing is updating way variables are stored for blocks to achieve the following ends
I don't know how long it will take to get all this stuff done but I think end of November for dev test of these features is likely.
Progress update on the Sep/October work.
As part of the upgrade to the AI I decided it was time to re-work the way that vehicles are controlled. To explain what I mean by "the way that vehicles are controlled" I will list the various buzzwords associated with this complicated system
- Water drive
- Air drive
- YawLeft/YawRight/NoseUp/NoseDown/RollLeft/RollRight/Increase/Decrease/MainPropulsion (in both air and water variations)
- AdvControll(TGYHUJIKOLUpArrowDownArrowLeftArrowRightArrowPrimarySecondaryTertiary)
- Drive maintainers
- Jets used in air/water/both
- Wheels used in air/water/both
- GP PIDs controlling ad hoc components for various inputs
- AdvControl(TGYHUJIKOLUpArrowDownArrowLeftArrowRightArrowPrimarySecondaryTertiary). This remains untouched, except for the fact that it the various buttons will be re-mappable.
- Drive maintainers- as above, maintained to keep the system working
- Yaw left/ Yaw right / Roll left / Roll right / Nose up/ Nose down/ Forward / Backward / Strafe left / Strafe right / Hover up / Hover down / First Drive / Second Drive / Third Drive / A / B / C /D / E / Custom-named-inputs
- GP PIDS will be updated to separate the "input" from the "output" so you can make more specific combinations
The game will have a remappable ship commands (ship's wheel layout, more or less) and a remappable set of universal vehicle commands (Vehicle Controller layout, more or less). As well as having the remappable AdvController inputs.
The other main thing I am doing is updating way variables are stored for blocks to achieve the following ends
- Variables saved, loaded, "clamped" automatically
- Variables transferred over network when changed, and only those variables that are changed, are transfered, and in the smallest number of bytes possible
- Variable change functions managed
- Copy paste added universally for all blocks, and all data modules.
- Save file size minimised and less hackable, Blueprint file load time minimised
- Much less code to maintain and easier to write new code
- Semi automatic presentation of the variables on the UI
- Automatic saving and loading of colours, vectors, GUIDs, strings ,etc.
I don't know how long it will take to get all this stuff done but I think end of November for dev test of these features is likely.
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
Bug tracker - view, "upvote", comment on and add all bugs here.
Request tracker - request new features here
support - private portal to service desk