Author Topic: Automated Fire for Player Ships  (Read 3763 times)

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Offline Steve Walmsley (OP)

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Re: Automated Fire for Player Ships
« Reply #15 on: February 28, 2010, 09:49:28 AM »
I need to look at the autofire again. The problem is that I lifted the code from the NPR AI and simplified it. The NPRs are aware of incoming missiles and will setup different fire controls accordingly. I removed that from the player version to make it a simple offensive fire option. I was aware of that limitation so I didn't even think about it. After hearing some feedback, its clear that I need to make it more like the NPR model and possibly add further options as suggested. As with many new areas of functionality in Aurora, they require a few versions to evolve :)

Steve
 

Offline Beersatron

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Re: Automated Fire for Player Ships
« Reply #16 on: March 15, 2010, 01:55:48 AM »
Noticed the following in v5.02

I have CLEs with 3 Missile FCs and 12 size 1 launchers plus 2 BFCs and 2 quad turrets. With automated firing, the launchers get divided evenly between the MFCs, which is good, but their range is not being set correctly and when they are used in offensive mode (against Star Swarm) only the first MFC is firing on the Swarm which is reducing my offensive power by 66%. The BFCs are not targeting the Swarm either, even at 0km.