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Collision avoidance is broken, why not scale a hitbox with grid speed
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I am just guessing here but if "collision avoidance" in the Remote block and now in the AI move block are based on fixed hitboxes why not scale them based on grid speed, mass and thrust?
All you need is a "buffer" for save breaking to avoid crashing into grids.
I do a similar thing by changing sensor detection boxes dynamically, e.g. the faster the drone the wider the sensor boxes to detect grids to avoid (in every direction). Unfortunately that doesn't work with voxels of course, so it would be nice to have "collision avoidance" work in a similar fashion.
Enabling "collision avoidance" is pretty much useless as it is right now anyway.
I agree that something should be done about the collision avoidance logic. Even and slow speeds, it often fails. I messed around with a small fleet of 3 drones, and even though I set the speed limit to a slow 10 m/s and tried to set their minimal distance to values that would hopefully keep them separate, they inevitably collide and often end up damaged or destroyed.
I agree that something should be done about the collision avoidance logic. Even and slow speeds, it often fails. I messed around with a small fleet of 3 drones, and even though I set the speed limit to a slow 10 m/s and tried to set their minimal distance to values that would hopefully keep them separate, they inevitably collide and often end up damaged or destroyed.
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