Avorion

Avorion

Not enough ratings
[2.5.2+] Xavorion: Flight Physics
   
Award
Favorite
Favorited
Unfavorite
Mods: Mod
File Size
Posted
Updated
559.371 KB
21 Jun, 2023 @ 6:32pm
1 Jul @ 5:56am
13 Change Notes ( view )

Subscribe to download
[2.5.2+] Xavorion: Flight Physics

In 2 collections by LM13
[2.5.2+] Avorion eXtended
27 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
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://steamproxy.net/sharedfiles/filedetails/discussions/2923179923
12 Comments
LM13  [author] 26 Feb @ 9:13am 
@Errors2149

This only works with extended movement orders. Try with Sprint ( Doble-click RMB ).
Rocket icon should appear next to your ship.
Errors2149 26 Feb @ 9:09am 
ships never align to grid with this. is it broken currently?
LM13  [author] 28 Dec, 2023 @ 3:53am 
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 @ 10:21pm 
So RMB was pre-set to firing torpedoes---so I can't get that mechanic to work now even after reloading scripts.
SgtMonkey 3 Oct, 2023 @ 11:50am 
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  [author] 30 Sep, 2023 @ 8:51am 
@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.
SgtMonkey 30 Sep, 2023 @ 8:29am 
FYI, I'm on normal difficulty.
SgtMonkey 30 Sep, 2023 @ 8:27am 
After playing with this mod pack for about 20 hours now, I am fairly certain that the tick rate for hit detection, the guidance system for auto turrets and the guidance system for NPC ships are not fast enough to keep up with the new calculated vectors for smaller ships. It also doesnt help that even when manually firing at a target, even shells that hit dont register unless some of the shots pass through where the ship is about to be, maybe 100m in front of where it actually is on its vector.

I custom built a turret that has 100% accuracy, 100k velocity and 100 rotation speed. It still could not hit the smaller zippy af craft. I'm not sure if it is part of the game engine or what, but the CPU isn't polling fast enough to keep up with the vector changes.
LM13  [author] 1 Jul, 2023 @ 5:29pm 
They should be quite easy to hit up to Normal difficulty, at tech levels up to 20.

As to a reason why... there's a whole combat system rework for both Action TPP and Tactical RTS
as a part of this overhaul. I guess it looks extreme compared to vanilla.

I'm curious to what you think about this - and what difficulty did you pick.
THE BRAINCELL KING 1 Jul, 2023 @ 5:20pm 
Thanks for the fast reply. I feel like it is too hard to hit the AI. Why do you have them go so fast?