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Post by lieste on Jan 6, 2017 9:52:50 GMT
When engaging hostile elements each is removed from the target list as it is disabled.
However a friendly ship which is disabled but not destroyed is sometimes *added* to the target list and engaged if within range (which it often will be). This applies both to the friendly AI when not concentrating on a player specified target, and more notably for the hostile AI, where their fleet ships will turn to engage their recently disabled colleagues, launching missiles and using guns... and exposing their side armour to the incoming fires (which are already dangerous enough to be disabling the type in head on fires).
The ships I notice it most often with are slightly modified gunships (nose extended by a 25m spacer to reduce 'coring' kills from light railguns). This is partly because their armour is adequate to survive to being disabled by radiator damage often enough, and partly because it is a type I frequently use en-mass (along with similarly modified fleet carriers and corvettes) when testing new or modified light ships (in singles or pairs).
The disabled combatants should not be targeted while there are active opponents, although an option to finish off derelicts (as a lower priority to survival) or a neutral faction (out of three groups (attack by faction 1, attack by faction 2, neither attack)) could be added as an option for some behaviour groups or as a check box option.
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Post by newageofpower on Jan 6, 2017 10:20:36 GMT
Sometimes, the 'disabled' ship is on a slow collision course with the surviving ships, hence the shooting.
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Post by lieste on Jan 6, 2017 10:34:30 GMT
Sometimes, the 'disabled' ship is on a slow collision course with the surviving ships, hence the shooting. Not in the case of the gunships in my testing. They are advancing parallel, with the damaged one sneaking out ahead because of continued full power but reducing power draw and reducing wet and dry mass (really the disabled components should not be 100% removed as easily (at least until part of the structure separates away, carrying 100% of all remaining attached modules - single penetrations of modules and systems by 1g sand that destroy them would mostly leave the structure in place but disrupted - but a sidetrack). What happens next is that the lead ship is disabled (usually power generation removed, but also I've seen the nose "gun ring" of the orbital attack ship become a target of interest) and stops accelerating... and then as the remainder close on this lead ship they all turn to fire upon it as they pass. Sometimes I have other close targets that occupy my gunners during this evolution, but not always and if they are caught broadside on their survivability plummets. Even if there was a potential collision imminent, compounding the issue by creating more fragments/accidental blue on blue fire within the fleet, and killing all the survivors of your own disabled ships is not appropriate - rather a minimum course adjustment, or continuing on the same course, but varying the acceleration to clear the collision space is much more suitable.
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Post by newageofpower on Jan 6, 2017 15:59:52 GMT
When I pop a fuel tank with 1g sand, it usually 'remains' but is no longer selectable as a module.
As for your observed behavior, this is true in my experience as well. However, in game AI has so many things I'd rather qswitched fix/add first; i.e. PD AI changing targets or distributing fire, for one.
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Post by lieste on Jan 6, 2017 16:25:01 GMT
Fuel tanks, yes with a few hits they remain.
But up to kiloton gun turrets? (Though admittedly the stock weapons are much lighter).
Often see completely cored stock ships which are sandblasted clean inside and out, and my guns are nearly all 1g AmCarbon or Alu pellet throwers.
I'd like my slow turning PD weapons to focus on the enemy target queue, in the general area of all the enemy ships... rather than wasting time trying to finish off their crippled companions to their flank/rear, and I'd also prefer the enemy not waste closure and increase exposure unnecessarily to deal with their own allies. This is for my design priorities (high accuracy, high velocity but slow ships and slow gun traverse) a higher priority than multiple PD targets as each can be serviced in little more than the TOF, especially with a flock of gundrones active. The tendency for the multiple targeting (which is a thing) to go away is related to the acceleration of damaged vehicles as rather than continuing to prosecute their current target they all switch to the nearest target of the same priority setting (high/normal) that is within maximum weapon range.
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Post by tukuro on Jan 9, 2017 19:16:49 GMT
Four more bugs: - Under rare circumstances, if a ship is set to collide with a friendly, that ship will be fired on by said friendly instead of evading, even if the ship is part of the same fleet. This is a lot more likely to happen with large drone swarms. (And can lead to interesting behaviour, like the whole drone swarm disintegrating...)
- Powered, fueled, armed, mobile and crewed/remote controlled ship parts will become "disabled" once the primary (rear) engine(s) have been disabled. Only the part attached to the rear engines will be counted as active, even if that part has no ammo or fuel/propellant.
- (Combustion) Engines lacking fuel/propellant can activate when a ship is cut in half. (Related to phantom fuel bug?) I've had this happen even when the ship didn't have any remaining deltaV beforehand.
- Severed ship parts sometimes enter extreme spins and will start to spaz and jitter. Occasionally this is coupled with lag that won't end until you exit the battle. Most of the time this appears related to punctured propellant tanks, which will instantly evict all of their fuel/propellant, even if they were punctured by a sub-millimeter splinter.
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