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Advanced aerial, water start, and dogfighting AI (version 4.21)
2017-07-19, 07:50 AM
Post: #691
RE: Advanced aerial, water start, and dogfighting AI (version 4.21)
So have some trouble with this Script ever since the new patch. I am not sure if it is the patch affecting some physics or the script itself(I suspect it has to do with the update regarding tailplanes?) But almost all my planes that run off this script are simply doing flips(I tried readjusting the drag which seems to reduce this a bit, also I make propeller planes so I tried lower their speed limit and that helped too. However it doesn't change the fact that plane always seems to angle themselves upward and trying to do backflips, only that they have an easier time readjusting themselves)

I first thought it is a physics issue but my other aircraft that does not run off this script seems to operate fine as they did pre patch(some of these are propeller planes too). I am definitely no expert with LUA so I hope anyone more familiar with it can maybe look into this, or if anyone else is also having the problem.
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2017-07-21, 10:05 PM
Post: #692
RE: Advanced aerial, water start, and dogfighting AI (version 4.21)
Ive had planes just fly into space using this script now

(2017-07-10 02:50 AM)Resolas Wrote:  Forward broadside is the best broadside Tongue
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2017-07-22, 11:19 AM
Post: #693
RE: Advanced aerial, water start, and dogfighting AI (version 4.21)
(2017-07-21 10:05 PM)Conn Seanery Wrote:  Ive had planes just fly into space using this script now

Me to... every plane with this script do[/b]es it. I tried to tweak some stuff but nothing worked.
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2017-07-26, 02:18 AM
Post: #694
RE: Advanced aerial, water start, and dogfighting AI (version 4.21)
Hi everyone, I seem to have found a solution to the issue post patch even though I don't really know why it works. Simply adding an aerial AI to the aircraft you are running the LUA on seems to allow them to behave mostly as normal(seems like the Aerial AI's config doesn't really matter and is overwrriten by the LUA, and at the same time stops the LUA from behaving erratically)
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2017-08-10, 08:07 PM (This post was last modified: 2017-08-10 08:08 PM by dszombiex.)
Post: #695
RE: Advanced aerial, water start, and dogfighting AI (version 4.21)
Hey everyone,

It appears that the way I:GetConstructPitch() works was changed with the 2.0 update. Any scripts that used this call (that means this one) needs to be updated for the different output this library call provides. No amount of changing the config variables will make this work properly until this issue has been addressed.
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2017-08-10, 08:46 PM
Post: #696
RE: Advanced aerial, water start, and dogfighting AI (version 4.21)
Try this:

Find this part of the code at the start of GetAngleStats():

Pitch = I:GetConstructPitch()
-- transform pitch into pitch we are familiar with from the game
if (Pitch > 180) then
Pitch = 360 - Pitch
elseif (Pitch>0) then
Pitch = -Pitch
end

Replace it with this:

Pitch = I:GetConstructPitch()
-- transform pitch into pitch we are familiar with from the game
Pitch = - Pitch
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2017-08-13, 10:11 AM
Post: #697
RE: Advanced aerial, water start, and dogfighting AI (version 4.21)
(2017-08-10 08:46 PM)dszombiex Wrote:  Try this:

Find this part of the code at the start of GetAngleStats():

Pitch = I:GetConstructPitch()
-- transform pitch into pitch we are familiar with from the game
if (Pitch > 180) then
Pitch = 360 - Pitch
elseif (Pitch>0) then
Pitch = -Pitch
end

Replace it with this:

Pitch = I:GetConstructPitch()
-- transform pitch into pitch we are familiar with from the game
Pitch = - Pitch

Just tested this and indeed it makes all the aircraft I tried this on to behave as normal now, thanks alot!
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