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Hover AI: differential yaw/pitch, attack runs, pitch for altitude
2018-04-23, 10:11 PM
Post: #501
RE: Hover AI: differential yaw/pitch, attack runs, pitch for altitude
I'm using the version from the front page.
"left" and "right" doesn't seem to work well.
As in, if "left" is currently used, and I spawn an enemy that's "somewhere on the right side", the craft starts orbiting... with the side-mounted cannons uselessly doing nothing on the far side of the craft Big Grin

Howwhatwhy?

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2018-04-24, 12:21 PM
Post: #502
RE: Hover AI: differential yaw/pitch, attack runs, pitch for altitude
(2018-04-23 10:11 PM)cy-one Wrote:  I'm using the version from the front page.
"left" and "right" doesn't seem to work well.
As in, if "left" is currently used, and I spawn an enemy that's "somewhere on the right side", the craft starts orbiting... with the side-mounted cannons uselessly doing nothing on the far side of the craft Big Grin

Howwhatwhy?

Post your blueprint and I'll take a look.
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2018-07-10, 05:04 AM (This post was last modified: 2018-07-10 05:06 AM by RickyD.)
Post: #503
RE: Hover AI: differential yaw/pitch, attack runs, pitch for altitude
So I have used your LUA script before on other hovers with no issues but on this one I just cant seem to get it stable...and since you seem to not only be great at tuning things, but you also seem to enjoy it (win win)...maybe you'd give this a pass over. Its meant to orbit at around 1000m...its not finished but should be quite capable of stable flight.


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.blueprint  LHT-38.blueprint (Size: 96.69 KB / Downloads: 1)
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2018-07-10, 08:58 PM
Post: #504
RE: Hover AI: differential yaw/pitch, attack runs, pitch for altitude
(2018-07-10 05:04 AM)RickyD Wrote:  So I have used your LUA script before on other hovers with no issues but on this one I just cant seem to get it stable...and since you seem to not only be great at tuning things, but you also seem to enjoy it (win win)...maybe you'd give this a pass over. Its meant to orbit at around 1000m...its not finished but should be quite capable of stable flight.

You need "useAllSpinners = false", otherwise the script thinks that the jets on spinblocks are rotors.
This script doesn't vector thrust, you need to set that part up yourself(vehicles are too diverse for the current lua tools to handle).
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