Problem with pilots

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Szynszyl
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Problem with pilots

Post by Szynszyl » Wed, 27. Mar 24, 04:10

Hello,
There's something wrong with my game, ships in fleet bump into each other but don't take damage. Additionally, when I command the station to attack, the ships spin in circles instead of flying towards the target. I have a dozen or so mods, but none regarding pilots, only modded ships. Is this a normal pilot handicap that I read about somewhere or something with my game?

I forgot metion that when ship bumpinto other ship, after couple second is teleported to some distance

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Re: Problem with pilots

Post by Alan Phipps » Wed, 27. Mar 24, 09:43

Moved from Tech Sp to the gameplay forum.
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Szynszyl
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Re: Problem with pilots

Post by Szynszyl » Thu, 28. Mar 24, 10:44

Anyone can help me? Pls my game is unplayable

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chew-ie
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Re: Problem with pilots

Post by chew-ie » Thu, 28. Mar 24, 12:04

Szynszyl wrote:
Thu, 28. Mar 24, 10:44
Anyone can help me? Pls my game is unplayable
Your problem is somewhere hidden here:
Szynszyl wrote:
Wed, 27. Mar 24, 04:10
I have a dozen or so mods, but none regarding pilots, only modded ships.
"Only" having modded ships could very well be the problem - as you seem to have a lot of pathing problems which might very well come from your ship mods.

You should try a clean X4 installation without any mods, use the custom start editor and give you some ships and try a similar scenario (e.g. attacking a station).

Besides that I can't help any further - you should do the suggested test and check your mods for updates / contact the mod authors if they know about any problems.

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Szynszyl
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Re: Problem with pilots

Post by Szynszyl » Thu, 28. Mar 24, 13:46

Ok ill try that, it will be enough if i start new game with disabled all mods?

adeine
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Re: Problem with pilots

Post by adeine » Thu, 28. Mar 24, 15:34

Szynszyl wrote:
Wed, 27. Mar 24, 04:10
Hello,
There's something wrong with my game, ships in fleet bump into each other but don't take damage. Additionally, when I command the station to attack, the ships spin in circles instead of flying towards the target. I have a dozen or so mods, but none regarding pilots, only modded ships. Is this a normal pilot handicap that I read about somewhere or something with my game?

I forgot metion that when ship bumpinto other ship, after couple second is teleported to some distance
This sounds a lot like the ongoing issues with the jolt implementation, but possibly exacerbated if you're using ship mods.

Ships getting stuck on each other and randomly being teleported away is current vanilla behaviour (example).

Szynszyl
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Re: Problem with pilots

Post by Szynszyl » Thu, 28. Mar 24, 15:50

I make clean instalation without any mods, and my ships continue to collide with each other, when i try to order whole fleet to fly & wait to destination. Im not piloting any ship.

Koizuki
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Re: Problem with pilots

Post by Koizuki » Thu, 28. Mar 24, 18:10

Are they set up as a fleet, or are they all just individual ships you're sending a group order to?

I cleared out the Xenon sectors for the Yaki plot with my fairly large fleet (1 Raptor, 3 Asgards, 5 Syns, 3 Rattlesnakes, 2 Atlas, 2 Colossus, 1 Zeus) and through all those sectors of movement, assault, and repositioning, I haven't really run into any major issues.
They do ram into each other on occasion when trying to turn around, but they tend to sort it out by the time they arrive at their destination. A different formation set on the Fleet Leader may help with this. I am playing the game completely vanilla without mods, though.

Szynszyl
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Re: Problem with pilots

Post by Szynszyl » Thu, 28. Mar 24, 20:48

Yes ships are in fleet, i made custom start where i gave mysels 10 minotaur 10 behemoth and 10 baracuda last one ship was 1 Colossus. Everything was in one fleet in groups. When i orded whole fleet to move, behemoths totaly block a colossus. After 2 mabye 3 minutes colossus start flying to destination but again after short while its blocked by behemots.

I make video that show this situation: https://streamable.com/7zwuww I cant play because of this no matter modded or not modded game

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Re: Problem with pilots

Post by Zloth2 » Thu, 28. Mar 24, 22:09

This might all be normal behavior. Ships bumping into each other certainly is - that's been a staple of every X game. You'll see it a lot in busy stations. They bump into other things, too, like asteroids and station parts.

If they bump into each other and stay bumped, they will teleport a short distance away after a few seconds.

Wow, those ships are pretty close together in that video. Did they come that way when you made the custom start?

I'm not sure what's going on with that ship (Syn?) getting stuck to the back of the Colossus. I haven't seen that behavior before. I don't know why some of the ships on the left didn't bother moving for several seconds, either.
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chew-ie
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Re: Problem with pilots

Post by chew-ie » Thu, 28. Mar 24, 22:45

Good thing you provided a video - that way we are able to help better. Having said that - this looks not normal in my book. I'd go nuts if my ships would behave that way.

That Boron at the start of the video has zero stars in any skill. This is something that wouldn't happen in my game either. Everybody flying a capital ship for me has a minimum of 2.5 stars in piloting and a high morale. I'd recommend using seminars - or (in case of the custom start) set the skills for pilot & moral to 5/6 (or more - but it gets more expensive fast).

I also recommend to organise your fleet better. A carrier as a leadship is okay - those destroyers should get a lead destroyer and should fly in cross formation.

Example fleet structure:

Code: Select all

|_ Carrier
|_ Destroyer (bombard, cross formation)
|    | Destroyer
|    | Destroyer
|    | Destroyer
|
|_ Destroyer (attack, cross formation)
|    | Destroyer
|    | Destroyer
|    | Destroyer
|
|_ Fighter squad 1 (10 ships, flat hierarchy)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|
|_ Fighter squad 2 (10 ships, flat hierarchy)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|  | Interceptor (intercept)
|
Commands go to the carrier / leadships only. If the carrier is not on the move he should switch to position defense (command) with at least the fighter squads joining. The carrier itself should defend position (behaviour), that way he will trigger the destroyers to act according to their assignment. (attack: bind all target types, bombard: prioritize capital ships)

M ships should always stay docked and not fly around - they get shot and explode. Only use them when all / most enemies are engaged already.

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Königinnenreich von Boron: Sprich mit deinem Flossenführer
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:idea: Pick your poison seed [for custom gamestarts]
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adeine
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Re: Problem with pilots

Post by adeine » Fri, 29. Mar 24, 02:45

You're starting with ships pretty clumped together in your video so it illustrates the broken collision code as they ram into each other trying to get into formation, which is "normal" 6.2 behaviour. The flickering and slow spinning without moving anywhere is what happens when two objects are entangled in each other's geometry, which can go on for a while until they break loose or the teleportation workaround kicks in and teleports one of the ships some distance away.

You can try to avoid this by setting up ships in formation beforehand. They typically don't bunch up quite as much so you're less likely to get them stuck together when issuing move commands. It still happens, but nowhere near as much. Another thing is to never have fighters dock or undock while moving a carrier. Last but not least, try and have engagements be either entirely in high or low attention. The transition between the two tends to wreak havoc with collisions, since ships bunch up in low attention beyond their safe range and are often teleported all over the place when loaded into high attention.

All that said, it is pretty game breaking. Supposedly there are improvements coming with 7.0, so it might be worth waiting for that.

Szynszyl
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Re: Problem with pilots

Post by Szynszyl » Sat, 30. Mar 24, 06:03

Thx all for answers.

Szynszyl
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Re: Problem with pilots

Post by Szynszyl » Wed, 3. Apr 24, 06:21

I hew another question. Someone says here that pilots ai is broken in patch 6.20, and i want to know how they work in 6.0? Cuz for now game is not playable for me and i was thinking about downgrade version of game

taztaz502
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Re: Problem with pilots

Post by taztaz502 » Wed, 3. Apr 24, 10:50

chew-ie wrote:
Thu, 28. Mar 24, 22:45
That Boron at the start of the video has zero stars in any skill. This is something that wouldn't happen in my game either.
That depends on where you order ships from, i've had less than 1 star pilots on capital ships when they were produced with full crew... it even gave me the option to promote the better pilot. :lol:

I think Argon give the better pilots.

As for the OP i tend to find this issue when you have a lot of ships which is why i get frustrated and start again when it gets to late game.

My destroyer fleets consist of only 3 destroyers in inverse V formation, my carrier groups consist of 10 fast fighters as intercept, 8 Heavy fighters with full torpedo's as bombers and 2 destroyers as bombard to escort the carriers.

This seems to work a treat OOS for me so far.

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chew-ie
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Re: Problem with pilots

Post by chew-ie » Wed, 3. Apr 24, 10:58

taztaz502 wrote:
Wed, 3. Apr 24, 10:50
chew-ie wrote:
Thu, 28. Mar 24, 22:45
That Boron at the start of the video has zero stars in any skill. This is something that wouldn't happen in my game either.
That depends on where you order ships from, i've had less than 1 star pilots on capital ships when they were produced with full crew... it even gave me the option to promote the better pilot. :lol:
Okay, let me rephrase that: the moment a multi-million-dollar capital ship finished building I com the pilot and push him to at least 3 stars by using seminars. :idea:

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BurnIt: Boron and leaks don't go well together...
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!

:idea: Pick your poison seed [for custom gamestarts]
:idea: Feature request: paint jobs on custom starts

taztaz502
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Re: Problem with pilots

Post by taztaz502 » Wed, 3. Apr 24, 11:35

chew-ie wrote:
Wed, 3. Apr 24, 10:58
taztaz502 wrote:
Wed, 3. Apr 24, 10:50
chew-ie wrote:
Thu, 28. Mar 24, 22:45
That Boron at the start of the video has zero stars in any skill. This is something that wouldn't happen in my game either.
That depends on where you order ships from, i've had less than 1 star pilots on capital ships when they were produced with full crew... it even gave me the option to promote the better pilot. :lol:
Okay, let me rephrase that: the moment a multi-million-dollar capital ship finished building I com the pilot and push him to at least 3 stars by using seminars. :idea:
Yeah i just find someone closest to 1* captain, Give him basic and pilot (1) seminar they end up almost 3 stars and you can buy them every where :)

Szynszyl
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Re: Problem with pilots

Post by Szynszyl » Wed, 3. Apr 24, 15:01

Szynszyl wrote:
Wed, 3. Apr 24, 06:21
I hew another question. Someone says here that pilots ai is broken in patch 6.20, and i want to know how they work in 6.0? Cuz for now game is not playable for me and i was thinking about downgrade version of game
Anyone?

adeine
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Re: Problem with pilots

Post by adeine » Wed, 3. Apr 24, 18:47

Szynszyl wrote:
Wed, 3. Apr 24, 15:01
Szynszyl wrote:
Wed, 3. Apr 24, 06:21
I hew another question. Someone says here that pilots ai is broken in patch 6.20, and i want to know how they work in 6.0? Cuz for now game is not playable for me and i was thinking about downgrade version of game
Anyone?
It's not so much the AI that is broken (although it certainly struggles sometimes and always has), but how the game engine handles collisions. Version 6.0 is mostly the same as 6.20, as that is when the changes were introduced.

The last version of the game with the old collision code is 5.10.

Szynszyl
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Re: Problem with pilots

Post by Szynszyl » Wed, 3. Apr 24, 19:12

adeine wrote:
Wed, 3. Apr 24, 18:47
Szynszyl wrote:
Wed, 3. Apr 24, 15:01
Szynszyl wrote:
Wed, 3. Apr 24, 06:21
I hew another question. Someone says here that pilots ai is broken in patch 6.20, and i want to know how they work in 6.0? Cuz for now game is not playable for me and i was thinking about downgrade version of game
Anyone?
It's not so much the AI that is broken (although it certainly struggles sometimes and always has), but how the game engine handles collisions. Version 6.0 is mostly the same as 6.20, as that is when the changes were introduced.

The last version of the game with the old collision code is 5.10.
So in 5.10 collision work better? I play on 5.10 but don't remember

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