Avorion
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[2.5.2+] Xavorion: Flight Physics
   
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21 jun 2023 om 18:32
12 sep 2024 om 7:06
14 wijzigingsnotities (weergeven)

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[2.5.2+] Xavorion: Flight Physics

In 2 verzamelingen van LM13
[2.5.2+] Avorion eXtended - Quick Install
28 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Omschrijving
Additional flight mode with collision prevention. Created for RTS and AI.
Works best with Formations, Combat AI and Ship Class System.

This is a fully custom flight model, created to improve both Strategy mode controls, and TPP combat experience.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: No, this mod can be enabled/disabled.


What is this?
In base game, when a ship is ordered to move - it just stops in place to turn, essentialy moving in straight lines.
This module adds a smooth movement for ships, allowing them to either maintain their speed, or boost in arcs.
Custom collision prevention will not allow your ship to crash, enabling safe and responsive RTS controls for Avorion.

By itself, this mod only adds new orders for Player ships in Strategy mode.
Additional feature set depends on other Xavorion modules.

Ship AI - New Movement modes
New flight model is an addition, not replacement, and is only enabled for Xavorion AI orders.

Sprint Movement
- Similiar to Total War series, double-tapping RMB toggles sprint movement
- Enables forced boosting movement
- While engaged, regular move orders will not interrupt sprint/boosting
- Allows for manual evasive maneuvers in Strategy Mode

Hard Turn
- Enabled by double-tapping RMB in opposite direction
- Forces a ship to stop, turn, then blast boosters facing new direction

Strategy mode - Grid Alignment
Xavorion movement modes will trigger an automatic Grid Alignment.
Ships ordered to move somewhere on a grid will rotate to match their "up" side with strategy mode camera.


Xavorion-only Features
"Those features depend on gameplay-altering enhancements of full Xavorion overhaul"

Enhanced RTS Gameplay
Requires Xavorion: Combat AI / Sectors / Formations / Station Docking

- Sector generation, spawns and AI behaviour are adjusted to fit RTS camera view
- Docking, missions and ship controls are adjusted for RTS-only gameplay

Formations
Requires Xavorion: Formations

- Enables fluent formation flight

Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://gtm.steamproxy.vip/sharedfiles/filedetails/discussions/2923179923
16 opmerkingen
PrimeAval 1 apr om 17:13 
@LM13 avorion has one of the best game communities ive seen because of people like you. not only well made and updated ships and mods but helpful responses. im just waiting to finish my first vanilla play through before i start this one.
PugMajere 6 feb om 18:48 
Oh, the velocity bypass makes sense, that's on one of the ships that's consistently problematic.

I'll do some tweaking and see if that fixes it. (If it still bugs me I'll be back, but hopefully not.)
LM13  [auteur] 3 feb om 2:38 
@PugMajere

If I understood correctly, you're not using full X mod - just AI, Formations and Flight Physics, right?

> "can't transfer cargo/fighters from other ships"
- Should be fixed by Docking module

> "they seem to get stuck" ... "ships just fly at absurd speeds in huge circles"
- Without class system, some ships and upgrades can impact AI

vanilla Velocity Bypass systems are known to break AI in that way
also ships, that have large acceleration/velocity and/or low braking thrust can get stuck.
Same with low yaw/pitch/roll values.

You could try slowing down ships that misbehave.
PugMajere 2 feb om 20:58 
I'm playing with this and formations and combat AI (as well as a few other mods that aren't xavorion and don't affect any of the same things), and I get some weird behaviors:
- Sometimes I can't transfer cargo/fighters from other ships even though I'm close to them.
- Sometimes I can't get ships to actually refine, they seem to get stuck (this may have been happening to a lesser extent before adding flight physics, but until I added that, things were just crashing into other things all over the place)
- Sometimes ships just fly at absurd speeds in huge circles, sometimes up to 100k+ away from the ship I'm piloting.

It's more annoying than game breaking at this point, and most of it (except the crazy formation circles) seems to be fixed after a save/reload cycle, so at least it's not persistent state.

Any ideas?
LM13  [auteur] 26 feb 2024 om 9:13 
@Errors2149

This only works with extended movement orders. Try with Sprint ( Doble-click RMB ).
Rocket icon should appear next to your ship.
Kuppie 26 feb 2024 om 9:09 
ships never align to grid with this. is it broken currently?
LM13  [auteur] 28 dec 2023 om 3:53 
Those are RTS controls in Strategy View - RMB there works as "fly to" command.
Double tapping has been added as "sprint to"
Halcyon 27 dec 2023 om 22:21 
So RMB was pre-set to firing torpedoes---so I can't get that mechanic to work now even after reloading scripts.
SgtMonkey 3 okt 2023 om 11:50 
Thats awesome. I was about to take a look at the code to see what I could glean, but I got bust over the weekend. Much obliged!
LM13  [auteur] 30 sep 2023 om 8:51 
@SgtMonkey

I'm working on general performance of whole overhaul, it should help a little with that.

It's more of a desync issue, normally visible with docking bug in base game.
Bullets seem to hit what we see, but actual model is somewhere else.

Small ships (at high tech levels) are very hard to hit, part to desync and part of intended design.
I'll fix as much as I can with next update.