I searched for some mods and found AI_fast_approaching_attack by bee, after examining the code he was modifying for a bit, I noticed that the "attack run" procedure for fighters allows attacks in travel mode against big targets, but not small targets.
fight.attack.object.fighter.xml
Code: Select all
<move_to object="this.ship" destination="$target" flightbehaviour="$Behaviour" forcesteering="true" travel="$duration_movement gt 40s">
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<move_to object="this.ship" destination="$target" flightbehaviour="$flightbehaviour" forcesteering="true" travel="($duration_movement gt 40s) or @$bigtarget.travel.active">
No clue what to do about start-stopping behaviour, but I suspect it has to do with follow commands not using the chase flight mode, instead using generic move to a set distance from the follow target, so once the distance is reached the move completes and travel mode is aborted, and then another move is started to catch up. The solution then would be to reprogram follow commands to use chase flight mode and rework the move completion logic. I think this would be a more extensive change than the one-liner fix above.