Barotrauma

Barotrauma

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Aggressive Autopilot
   
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1.129 MB
1 Oct @ 11:41pm
5 Oct @ 2:29pm
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Aggressive Autopilot

Description
Per the title, it makes the AutoPilot mode for your submarine much more aggressive. (UPDATE 1.1.0: Now features ability to have autopilot target mission locations as well!)

"Aggressive" in this case means the AutoPilot will accelerate to higher velocities, start tracking toward further points on its path earlier, and has had its object avoidance protocols tuned down significantly—ice spires and walls no longer cause the AutoPilot to have a complete panic attack. It's so aggressive in fact, it will end up bumping into ice spires if they appear directly in its path to its destination.

The primary intent of this mod is to help players escape from being totally forced into the captain role in singleplayer campaigns, but it probably would be nice in multiplayer as well to give the captain a break from steering.

It is impossible for me alone to test every possible scenario the autopilot could run into, so if you notice any wonky behavior, let me know the specifics and I'll see if there's anything I can do to address it.

<---1.1.0 UPDATE-------------------------------------------------------------------------------->
- Added the ability for the autopilot to pilot toward mission targets. This feature just replaces the autopilot setting for pathing back to the start of a level, because I have my doubts that many people use that, if at all.

To use this feature, just flip the autopilot to the center position, the one with the name of the outpost you are leaving from. It will head toward whichever uncompleted mission target is the closest straight-distance from the start of the level, which should be optimal in most cases.

- Fixed function patching so the original Barotrauma functions are no longer being called...so now the autopilot is actually completely following the mod instead of alternating back and forth between the mod and vanilla.


Requires LuaCsForBarotrauma, and as it relies on C# scripting, it requires you enable that in the LuaCsForBarotrauma settings.
23 Comments
Daddyfatflab 7 hours ago 
Hey just a heads up, I think I narrowed your mod down to being one that breaks the nav terminals current_velocity_xy output. That or its a mod incompatibility with something else. When hooking a nav terminals current_velocity_xy output to a text display, it shows nothing. (When it does with mod disabled) Any ideas?
EmberD 20 hours ago 
fucking golden
Electroneer  [author] 8 Oct @ 12:46pm 
@Daddyfatflab yea, that is something I was planning on changing in a future update that may also include some adjustments to the avoidance factors when getting too close to obstacles. I think the 1.1.0 update I made really ramped up the aggression now that the vanilla autopilot isn't fighting mine anymore.

That said, I haven't seen any complaints come in, so maybe the 1.1.0 avoidance is good as is?
Lumby 8 Oct @ 9:10am 
what an absolute legend
Daddyfatflab 8 Oct @ 8:24am 
The autopilot to objectives is excellent! Any future updates renaming it from settlement name to generic "Objective" or even the specific objective it will path to?
Harleymart 6 Oct @ 8:05am 
not surprised you were given a literal fucking veiled threat because you used an ai generated image, considering the art community is one of the most vile and insane communities on the internet who have a bad tendency of harassing and dogpiling people they dont like

"endangering actual art"

this is why ai is better :thefarmer:
Lumby 3 Oct @ 8:11am 
Nothing that affects the whole level I think? At least, not beyond those that simply add more wrecks or beacon stations that could spawn, and the More Level Content mod adds some more mission types I think.
Electroneer  [author] 3 Oct @ 7:52am 
What a coincidence, I actually just started an SP campaign using that sub myself, so maybe I'll run into the same issue myself, haha.

Are you running any mods that effect level generation, or was it in a vanilla level?
Lumby 3 Oct @ 7:40am 
It was the Good Fish Molly from More Submarines for Europa. I wasn't stuck in the sense that I couldn't get out, just that the autopilot went toward a corner-shaped wall instead of around it.

It was singleplayer so I just took control of captain, steered to a slightly better position and then turned autopilot back on. It only happened once and wasn't a huge deal.

I figured even with the mod I'd still run into the autopilot being questionable about navigation sometimes lol. Its still a way better experience for me, I mostly play singleplayer and get pretty bored of staring at the sonar terminal so this mod is great.
Electroneer  [author] 3 Oct @ 6:34am 
@Lumby
Interesting, what submarine were you using when it got stuck on a wall? I'll see if I can replicate it.

And yep, totally agree, lol.

In regard to targeting mission objective, I think I did see something related to that floating about the source code, so it might not be too crazy to do. But yea, technically it is a bit out of scope for what this mod is.