AutoDrive Fixed ( RTS Control, Auto-Repair & Targeting Filters )


Deprecated and replaced by a new mod Vehicle -_- RTS Controls https://mods.factorio.com/mod/vehicle-_-rts-control

Utilities
15 days ago
2.0 - 2.1
344
Transportation Logistics Combat Armor

b Doesnt seem the "aim at curser enemy" function is working

a month ago

self explainatory. Im using the weapon motar from ironclads. That's on the ironclad vehicle ship. Its not aiming where im pointing. Self explainatory ritE?

a month ago

This is working as intended. "Cursor Target Priority" is designed specifically to focus vehicle firepower only when your cursor is hovering directly over a specific enemy entity (biter, worm, spawner). Firing at arbitrary terrain or trying to implement complex "smart" algorithms (like predictive lead aiming or collateral AoE damage tracking) would likely cause a noticeable performance and UPS hit.

If you want to quickly take full manual control (e.g. to bombard the ground with the mortar), you can instantly override the auto-shooter at any time by pressing your Forced Fire / Shoot Selected key (default C) or Next Weapon key (TAB). As long as you are actively firing manually, the auto-targeting yields and will not interfere with your aim.

In general, my current development focus is on refactoring and splitting the large monolithic mod into modular components, so redesigning these targeting mechanics is not planned for now.

a month ago

thanks for the report mate

a month ago

Might revisit your idea down the road, but no promises though =

a month ago

This is working as intended. "Cursor Target Priority" is designed specifically to focus vehicle firepower only when your cursor is hovering directly over a specific enemy entity (biter, worm, spawner). Firing at arbitrary terrain or trying to implement complex "smart" algorithms (like predictive lead aiming or collateral AoE damage tracking) would likely cause a noticeable performance and UPS hit.

If you want to quickly take full manual control (e.g. to bombard the ground with the mortar), you can instantly override the auto-shooter at any time by pressing your Forced Fire / Shoot Selected key (default C) or Next Weapon key (TAB). As long as you are actively firing manually, the auto-targeting yields and will not interfere with your aim.

In general, my current development focus is on refactoring and splitting the large monolithic mod into modular components, so redesigning these targeting mechanics is not planned for now.

...you know, sometimes im stupid. I was actually aiming at zombies so the mortar should be aiming in groups of them and not at the single zombie in front of the horde (wait actually that might had worked better-). Wasnt really responding though.

a month ago

I did some testing specifically with the zombies and couldn't quite pinpoint the exact issue yet. It definitely doesn't seem to work quite the way I intended, but I can't tell for sure if it's a quirk with the zombie mod itself or a bug on my end.

Either way, I'll revisit this later and polish this targeting mode properly. In the meantime, I just hope not too many people are relying on it yet, haha

a month ago
(updated a month ago)

I did some testing specifically with the zombies and couldn't quite pinpoint the exact issue yet. It definitely doesn't seem to work quite the way I intended, but I can't tell for sure if it's a quirk with the zombie mod itself or a bug on my end.

Both. Both is probably the answer. Zombies mod is a year old after all. And yours runs on technically old code so. But it would be nice to be able to manually control vehicle weapons and aim them. I feel you could get it running. That said, new feature for later. I agree that polish is the important part right now.

Either way, I'll revisit this later and polish this targeting mode properly. In the meantime, I just hope not too many people are relying on it yet, haha

If people are, they an't complaining yet. Maybe it's because they're actually sensible people and didn't decide that 549 mods is not enough so the auto drive mod isn't actually being wonky XP. Also a side note, since this is a bug post, can you disengage spidertron AI vehicles from the mod? It seems it's conflicting with the buddy drones mod and making my funny 69420 ton giga tank explode it with a touch because of the quirks of auto drive. Specificly messing with its collision hitboxes. It's the only mod I can think of that's causing my problem. ( This mod https://mods.factorio.com/mod/companion-drones-2-updated)

a month ago

The companion drone mod seems to be working fine, but my remote only sends a command to the drone to fly away. Later, I'll add a checkbox in the settings or a more flexible setting to exclude the companion drone from the selected vehicles.

a month ago
(updated a month ago)

The companion drone mod seems to be working fine, but my remote only sends a command to the drone to fly away. Later, I'll add a checkbox in the settings or a more flexible setting to exclude the companion drone from the selected vehicles.

He got back to me. Most likely not your mod according to him. He gave me a run down and I actually agree with him, because I do have like five other spidertron AI enhancement mods I do plan on running his tests though so I'll let you know if anything actually happens.

a month ago

madman =)

New response