Braidedheadman

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Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Fine tune spinal weapon aiming 5 Would it be possible to fine tune the navigation and aiming AI routines in such a manner that a ship will always attempt to orientate itself appropriately with respect to it's current target? It's particularly important for ships armed with when spinal weapons. Ship that have omni-directional thrust often fail to orientate the ship toward the target until it gets into range, which would be fine if one's ship is an armor-ball or saucer, but not so great if it is a skirmisher with spinal mounted weapons, with most of the ship's HP allocated to the armored prow accordingly. Additionally, as this is a peculiarity of the spinal ship archetype, any tuning to this behavior should only affect ships that have spinal mounts; I'm not sure how this might be applicable to ships where a spinal weapon is mounted in any angle that is offset from center... Tangentially related: Ships tend to want to approach at full speed to their targeted ship, which leads to collisions with the ship (or the arena wall), causing ships to spin out of control. This is fine, even desirable behavior for melee brawlers and ships with turreted weapons, but not so great for ships that rely heavily on spinal mounts. Would it be possible to encourage ships with spinal mounts to resist the urge to collide with things? It's not really a gigantic problem, per se, but it does negatively impact the efficiency of spinal weapons' implied applications on paper. If it's not something that can be adjusted easily, however, by all means consider this an item for the back-burner.
Akaito/reassembly-ai-mod-example Ship skins and Deep Dream integration 0 I was messing around with Deep Dream tonight, and it occurred to me that it might be cool to if we could allow people to create skins for their ships. For those of us who are not as artistically inclined, what if we could also integrate Deep Dream into Reassembly somehow (it's open source, I think?) for that extra spice? I've created a couple of samples: https://imgur.com/w4pCve8 https://imgur.com/gOFTY1L https://imgur.com/a/0wcDcgg https://imgur.com/WQhodr4 https://imgur.com/5QDgST9

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example "Charge fully" weapon group setting + tournament weapon setting retention +1 for customizable weapon prioritization via bindings + full charge binding. Mortars for days, yo! about 1 year ago
Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations Just a minor oversight: Torpedoes and (possibly?) rockets and missiles do not appear to have been captured in this update. I've confirmed that torpedoes are not being excluded by the AI when set to autofire. Several people have mentioned that other launcher-type weapons may also be similarly affected, although I haven't yet had a chance to personally test and confirm these reports. about 1 year ago
Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations Can confirm, ships are much better behaved with even this limited ability to select primary weapon ranges about 1 year ago
Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations There may be some overlap between this and another requested feathub: https://feathub.com/Akaito/reassembly-ai-mod-example/+56 about 1 year ago
Akaito/reassembly-ai-mod-example Range and MuzzleVel Overriding There may be some overlap between this and another requested feathub: https://feathub.com/Akaito/reassembly-ai-mod-example/+94 about 1 year ago
Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations It's worth noting that, for competitive Tinkrel ships for example, adding PD lasers in any amount causes the Tinkrel ship to want maneuver into close quarters combat (CQC) range, where Tinkrel ships are fundamentally disadvantaged. This is compounded by the fact that modular Tinkrel weapon barrels, apparently, don't take into account the weapon's modified DPS and range when calculating the ship's "best" DPS and range, which even a handful of PD lasers are able to overwhelm. As a result, Tinkrel PD weapons simply aren't used at all. about 1 year ago

Votes

Vote When Project Feature
10 months ago Akaito/reassembly-ai-mod-example Ship skins and Deep Dream integration
10 months ago Akaito/reassembly-ai-mod-example Arena Soft Border
about 1 year ago Akaito/reassembly-ai-mod-example Fine tune spinal weapon aiming
about 1 year ago Akaito/reassembly-ai-mod-example keyboard number pad fix
about 1 year ago Akaito/reassembly-ai-mod-example tournament/test do not auto quit when finished
about 1 year ago Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations