Lex's Aircraft

by lexsus

Your attention is presented to the futuristic VTOL aircraft that are well suited to the style of the game. The mod includes aircraft: transport, light combat, heavy combat.

Content
2 months ago
1.1 - 2.0
56.4K
Transportation Combat

b Movement anomalies

8 months ago

Sometimes, aircraft from this mod seem to "get stuck" in certain spots, moving back to it after small movement inputs. Sufficiently strong movement usually allows them to "rip free", after which they fly normally for a while until they hit another "attractor".

I reproduced the issue with no other mods showing up in the modification history for the aircraft entity, though I can't be certain that this isn't caused by scripts from another mod.

Any ideas for how I should go about debugging this further?

8 months ago

it's internally a spidertron instead of a car

8 months ago

Yeah the aircraft in this mod are actually spidertrons with a single, collision-less, leg. 2.0 completely changed the spidertron leg movement code (https://factorio.com/blog/post/fff-425) and as a result the aircraft movement feels different in 2.0 too. When porting it to 2.0, I had a feeling that maybe even the aircraft speed had changed but I haven’t gotten around to doing a direct comparison yet. If you’d like to do some top speed tests on 1.1 vs 2.0, that would be appreciated. Test each aircraft, ideally with a variety of fuel speed modifiers and exoskeleton amounts (ensuring that the exoskeletons are sufficiently powered ofc). If they’re found to be noticeably slower then the speed modifier can easily be increased in the 2.0 version.

For the specific problem you’re describing, I also encountered that when porting this mod to 2.0, but I thought I’d made it go away by making some other change to the leg prototype (I think by removing the leg collision mask entirely?). So maybe the problem didn’t go away completely, or maybe some other mod is modifying the leg collision mask, re-adding some collision. You say that the aircraft said that no mods have modified it, but the leg is a separate entity prototoype so modifications to that probably wouldn’t show on the aircraft tooltip. Can you test to see if the behaviour is the same without any mods perhaps?

Either way, it could probably be considered to be a base game bug, so feel free to report on the forums too if you can come up with some reliable reproduction (or at least a vid). I guess when the new leg movement algorithm was implemented for 2.0, some edge cases for single-legged spidertrons may have been missed.

Here’s a vid I took during the 2.0 porting. I could try to dig up the change I made to stop it happening later.
https://cdn.discordapp.com/attachments/1281881163702730763/1286118420630470749/Screen_Recording_2024-09-19_at_01_online-video-cutter.com-2.mp4?ex=6783099e&is=6781b81e&hm=4fc86d214dcb14ebc16e89f62638f235a42aa2d3d7a401bff99ee50f0e176aa8&

8 months ago

in 2.0 the ammount of points a leg searches to settle are much less, therefore more spread out
https://factorio.com/blog/post/fff-425

8 months ago

personally i think .5 tiles would have been alright, but i'm not sure if the scan size can be changed.

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