[FEEDBACK] Ship pathing algorithm

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Dread Quixadhal
Posts: 145
Joined: Wed, 6. Nov 02, 20:31
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[FEEDBACK] Ship pathing algorithm

Post by Dread Quixadhal »

I dunno if anyone at Egosoft has done this, but if you want to see how broken the AI piloting algorithm is, just tag along!

I hired a pilot to level up, and wanted to go do some things at a wharf, so instead of flying there myself, I told the pilot to fly there and then just stood behind her for the ride.

Once we got near the station, the AI decided the smart thing to do was NOT to request docking and then follow the nice green path to the docking bay, like a normal pilot.... but instead, blindly ram into the station, eventually passing through several layers of hull and getting stuck inside a bulkhead for 10 minutes, slowly ramming back and forth blindly, until it finally either found a 1 pixel crack, or just phased through the bulkhead again, and then bumped its way around the outside until if stumbled into the docking bay, and requested docking 2 inches from the landing pad.

Maybe... use your own path finding code that already draws a proper landing path and request docking BEFORE the ship is actually inside the station? Just a thought...

I love you guys, but sometimes over-optimizing is actually NOT optimizing at all. :)
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Arghan
Posts: 131
Joined: Mon, 10. Dec 18, 13:16

Re: [FEEDBACK] Ship pathing algorithm

Post by Arghan »

If those ships would still had the same pathing while travelling, but actually stop 100 meters before they hit the plot of station, request docking (and follow green path player get - so it is already there), it would improve stuff dramatically....

Unfortunately we have morons (after stroke) behind the sticks for every AI pilot. :(
Kamuchi_
Posts: 174
Joined: Fri, 7. Dec 18, 05:04
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Re: [FEEDBACK] Ship pathing algorithm

Post by Kamuchi_ »

Yep, the ai should stop approach like 250m from the station and start the docking check from there instead of doing it at the center of the station, kinda silly :P
Grimmrog
Posts: 299
Joined: Thu, 6. Dec 18, 13:17
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Re: [FEEDBACK] Ship pathing algorithm

Post by Grimmrog »

Arghan wrote: Tue, 18. Dec 18, 16:08 If those ships would still had the same pathing while travelling, but actually stop 100 meters before they hit the plot of station, request docking (and follow green path player get - so it is already there), it would improve stuff dramatically....

Unfortunately we have morons (after stroke) behind the sticks for every AI pilot. :(
this, it feels like the path check is like the center of the station and before the docking attemp is done there is a force attemp into said center, including the entire clip glitch through the model thingy until you are there. it's painfull to watch that from behind the seat.
Arghan
Posts: 131
Joined: Mon, 10. Dec 18, 13:16

Re: [FEEDBACK] Ship pathing algorithm

Post by Arghan »

Grimmrog wrote: Tue, 18. Dec 18, 16:15
Arghan wrote: Tue, 18. Dec 18, 16:08 If those ships would still had the same pathing while travelling, but actually stop 100 meters before they hit the plot of station, request docking (and follow green path player get - so it is already there), it would improve stuff dramatically....

Unfortunately we have morons (after stroke) behind the sticks for every AI pilot. :(
this, it feels like the path check is like the center of the station and before the docking attemp is done there is a force attemp into said center, including the entire clip glitch through the model thingy until you are there. it's painfull to watch that from behind the seat.
Yeah, it is. Actually now that i think about it, it would be enough to stop at half of the plot rectangle diagonal length from the icon. Should be way easier than calculating plane to line intersection with correct plane of the station plot.

Well, stopping on icon (or what probably is anchor point of the station) was quicker and easier to make ;)

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