Posted: Wed Aug 18, 2010 9:19 pm
Damn, there goes my Beer CoolerCommander McLane wrote:I have a faint impression somewhere in the back of my head that the equipment installed last ... is most likely to take damage.
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Damn, there goes my Beer CoolerCommander McLane wrote:I have a faint impression somewhere in the back of my head that the equipment installed last ... is most likely to take damage.
On the positive side, the Beer Cooler heroically saved your other last installed piece of equipmentSmivs wrote:Damn, there goes my Beer CoolerCommander McLane wrote:I have a faint impression somewhere in the back of my head that the equipment installed last ... is most likely to take damage.
Hmmm… don’t know about that. I think I’ll put it down to O'Toole's Corollary of Finagle's Law:Commander McLane wrote:I have a faint impression somewhere in the back of my head that the equipment installed last (and who knows, perhaps "repaired last" qualifies as well) is most likely to take damage.
Handwavium: Missile lock rather than ident lock. (Yes, even for ships that don't have missile pylons the two are distinguished)Albee wrote:Just out of interest, can I also ask what triggers the "whoop-whoop-whoop" when danger is near? I'm asking in both a programming sense and a handwavium sense. As regards handwavium, it can't be the fact I've been targeted, can it? GalCop must target me all the time, yet the alert only sounds when pirates are closing in.
If pirates were really really smart they weren't marked as offenders or fugitives. Apparently they aren't that smart.Albee wrote:I've just had a flight in which I spotted a suspicious looking bunch of ships. (If pirates were really smart they'd fly in a neat chevron to lull innocent traders like me into a false sense of security. Whenever I see that formation on the scanner, I relax, as I know they're 'clean').
You're right, that's what they're supposed to do, but for some reason aren't doing reliably. Their AI tells them to run away when they're in attack mode and their target cloaks. Maybe in (too) many cases they aren't in attack mode (yet) when the player cloaks, thus they behave as if the player had run away, and just assume a new lurking position. A deadly mistake. By the way: you can make them run away regardless of what they're currently doing if you attack them whilst cloaked.Albee wrote:I ask myself, what would I do if I were a member of a pirate wolf-pack, knowing there was a killer ship in the vicinity with a cloaking device? I wouldn't hang around, for sure -- I'd take off at max injector speed then Torus to safety as soon as possible. From comments above, it sounds as if that's what they're supposed to do, but my recent lot certainly didn't.
The red alert is triggered when another ship makes you its active target. This is different from simply being scanned, which is what the police are doing. It's the next step after the scanning, so to speak. And about the only reason for a ship to make another one its active target is the intention to attack. Thus the alarm is triggered. An in-game explanation could be that your sensors sense the other ship's missiles locked on you.Albee wrote:Just out of interest, can I also ask what triggers the "whoop-whoop-whoop" when danger is near? I'm asking in both a programming sense and a handwavium sense. As regards handwavium, it can't be the fact I've been targeted, can it? GalCop must target me all the time, yet the alert only sounds when pirates are closing in.
Don't worry Albee, when your cloak gets damaged (tricky to get fixed and very expensive), you'll no longer be invincible!Albee wrote:The cloaking device is a big disappointment, in that I'm now invincible.
When you mean the sound when cloaked: Technically speaking, 'Scan for merchantMen' as used by the pirates still finds you when cloaked and start hostile behaviour. That triggers the red alert and a sound. But at the moment they start an attack, the code sees it is cloaked and looses target. That resulted in a 'special' behaviour and sound against some attackers. I do know that similar behaviour is fixed with the thargoids. Their 'scan for non-thargoids' no longer find cloaked targets at all.Albee wrote:Just out of interest, can I also ask what triggers the "whoop-whoop-whoop" when danger is near? I'm asking in both a programming sense and a handwavium sense.
Dogfighting with cloaked NPCs is excellent fun - turn the hud off and go find them!Eric Walch wrote:the player is able to find 'cloaked' ships by sight, just not by scanner.
Maybe this will make you slightly happier or maybe it won't, but you can try the following:Albee wrote:The cloaking device is a big disappointment, in that I'm now invincible.
Config
(note capitalization) inside AddOns.shipdata-overrides.plist
.Code: Select all
{
"cobra3-player" =
{
cloak_passive = yes;
};
}
cobra3-player
.Hm. I've looked into pirateAI and I think the problem may be elsewhere.Commander McLane wrote:You're right, that's what they're supposed to do, but for some reason aren't doing reliably. Their AI tells them to run away when they're in attack mode and their target cloaks. Maybe in (too) many cases they aren't in attack mode (yet) when the player cloaks, thus they behave as if the player had run away, and just assume a new lurking position. A deadly mistake.Albee wrote:I ask myself, what would I do if I were a member of a pirate wolf-pack, knowing there was a killer ship in the vicinity with a cloaking device? I wouldn't hang around, for sure -- I'd take off at max injector speed then Torus to safety as soon as possible. From comments above, it sounds as if that's what they're supposed to do, but my recent lot certainly didn't.
I made the change. Main reason was that before, ships just went idle after the target cloaked and became a sitting duck, even when being hit. Now it reacts on hits by cloaked (or unknown source). That feels already much better.Commander McLane wrote:Also, there is no speed for running away defined, which probably means that they won't use their injectors to get away, even if using injectors for covering a distance of just 7500 meters would make sense in the first place.
The other side of this behaviour (and perhaps the reason why it was coded that way) is that the pack will more or less stick together. Each ship fleeing let's say 30000 meters to a random direction would disperse the pack very quickly.
storeTarget
and recallLastTarget
. The first could be used on cloaking of the target. The second can than be used in a loop by the pirateAI while fleeing for a cloaked ship until it finds the target again, or after it times out by reaching a distant spot. That would give a very fast reaction on de-cloaking of the target.I now have been writing some code to implement this and tested it. Looks interesting with pirates. They keep flying away until de-cloaking. I added a short reaction pause, but after that short delay, they immediately resume attacking the de-cloacked ship. That makes the cloak a bit more realistic and gives less chance of cheating by using a short burst of cloak and than de-cloak immediately to save energy.Eric Walch wrote:Now the feature freeze is over, we could think of creating new AI commands. e,g.storeTarget
andrecallStoredTarget
. The first could be used on cloaking of the target. The second can than be used in a loop by the pirateAI while fleeing for a cloaked ship until it finds the target again, or after it times out by reaching a distant spot. That would give a very fast reaction on de-cloaking of the target.
...Eric Walch wrote:Now the feature freeze is over, we could think of creating new AI commands. e,g.storeTarget
andrecallLastTarget
. The first could be used on cloaking of the target. The second can than be used in a loop by the pirateAI while fleeing for a cloaked ship until it finds the target again, or after it times out by reaching a distant spot. That would give a very fast reaction on de-cloaking of the target.
fireLaser
...