AI Basic and AI Recorder Autopilot Bugs and automation issues

EDGE shared this bug 21 days ago
Investigating

I've been messing around with a lot of the AI-blocks in different combinations, to make a drone that can interact and retrieve "Unknown signals" in space. It's completely mad how many weird problems I'm encountering wile trying to set up the autopilot.


After setting up waypoints for a docking/undocking sequence with the "AI Recorder" I never seemed to get it to aligne properly with the coordinates "added" and I couldn't get it to the right position to connect with the small block inset connector... I realized after a few days trying to figure out the problem, that the AI-blocks is shifting between using the "AI Recorder" and the "AI Flight" as a reference point.


Autopilot Bug1

In simpler terms... When making the waypoints, the "AI Recorder" makes the waypoints in the same position as the "AI Recorder" block. But If you fly trough the waypoints and then hit the "reverse order" button on the "AI Recorder" it starts positioning the "AI Flight" block on top of the waypoints instead of using the "AI Recorder" block. Depending on where you have that block it changes the flying path accordingly.


In addition

I you turn Off the "AI behaviour" button on the "AI Flight" and then turn On "AI behaviour" button on the "AI Recorder" and hit the "Reverse order" button before turning back On the AI behaviour button on the AI Flight it continues using the "AI Recorder" block as a reference point and it flies according to what you initially recorder.


Possible fixes:

What ever block makes the Waypoints needs to also align to them.


Autopilot Bug 2

When switching to the autopilot on the "AI Basic" block it quickly becomes apparent that it completely broken. When setting it up to fly to an "Unknown signal" between 2 GPS waypoints there is no good way of of making it repeat the sequence or reversing it. After hitting the reset waypoints it most of the time just stops moving. If you look at the "AI Basic" block in the control panel you can see that it's alternating between waypoints several times a second and gets stuck in a loop.


This does not happen when using the exact same waypoint and autopilot on the "Remote control".


Autopilot Bug 3

This bug also needs to be mentioned again as it's a really old bug that made people give up on making drone a long time ago. The "Collision avoidance" breaks off path and wanders trough some really meaningless routes that make absolutely no sense before it seems to correct itself and goes back to where it was supposed to go in the first place. It even flies towards things it supposed to avoid. The programming on "Path finding" needs some serious work, It can also completely mess up the route and in worst cases gets stuck or even seems confused wile it gets stuck in a loop.


Missing fundamental actions in Timerblocks:

When adding the AI Offensive block in to a timer block its missing the option to change the "Attack Pattern". This is important if you need it to change that behaviour at some point.


In addition:

When adding the "AI Offensive" block in to a "Timerblock" its duplicated the actions to turn On/Off the directional movements. These should also have been listed as options in the Control panel.

It also suddenly gives you a new option that should also exist in the Control panel which is turning on or off "Evasive actions".

It's messy to say the least. But the biggest problem are the actions you can't get access to through the timer blocks.


It's pretty fundamental in a game like this that you can make a drone follow a simple path and follow a set of automated commands when it gets there. It's difficult to understand that it after so many years still doesn't become a priority and that stuff like this need to be put up for a vote in order to even get looked at. There is always going to be less people doing the more complicated stuff.


Therefore please just realize that we can't make automated drones if the "Auto pilot" doesn't work properly and the commands we need aren't even listed as options in the timer block. It would therefor also be nice if we could finally get the option to specifically target "Unknown signals."

Replies (24)

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Correction:

The Evasive On/Off is actually present in the "AI Offensive" from the "Control panel". But an other example of what isn't, is the "Enable Target locking" action in the "Remote control".

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I also failed to mention that the "AI Basic" seems to have problems understanding what order in which it's supposed to fly through the waypoints after trying to add a new waypoint in between two other GPS Coordinates.

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Yet an other example of missing actions in the timer blocks is the "Follow home" command when trying to put in the AI Basic block.

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Unlike the "Remote control" block, there is no way to turn "Inertia dampeners" Off on the "AI flight" block, making "Autopilot" very fuel inefficient.

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After having made a 15 step flight path with the "AI recorder" and added a bunch of different actions to those waypoints I now have to write down all of it and do most of it again because there is no way to edit the sequence or add a waypoint to the flight path. In the "Remote control" block you have the option to Add and/or move the Waypoints up and down the list but with the "Ai Recorder" you can't do that.

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The the "AI Basic" block. is also missing the actions "Autopilot" when trying to add it in to the timer blocks.

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The next broken game mechanic is that when attaching to the "Unknown signal" with magnetic plates the drone now needs to be able to use the "Collision avoidance" system on the "Autopilot" so that it doesn't crash in to something on its way back. But because it's also trying to avoid the "Unknown signal" it now can't make its way home. You would think that the AI would have been smart enough to understand that you don't need to avoid something you're magnetic plates are deliberately stuck to.

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Also,.. The hole point of setting the Remote Control as "MAIN Remote control" or a "Main Cockpit" for that matter, is that when you take control of that "Remote" it overrides all other controls. But it took a wile to understand that every freaking time you need to that, you first have to turn off the "AI behaviour" on the "AI Flight" block because it's acting as the main control by default.

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After getting back with the "Unknown signal" The drone is supposed to release it and throw the the hole thing in to a grinder pit. I turn off "Auto lock" and then hit the "unlock" command and it still Auto locks to it again even after also turning the magnetic plates completely off.

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I'm now in the middle of testing one of the "AI offensive" block that is supposed to target "Enemies and neutrals" and crash/intercept in to the "Unknown signal" so that it can connect the "Magnetic plates" to it. In doing that I need to first test and then do a "Quick reload". Upon "Reloading" the game the "AI offensive" block decides that it's going to target one of my previous drones that is completely own by Me and is neither an Enemy or a Neutral and crashen in to it instead. After the next search interval kicks in it start starts to properly targeting neutrals again. If it's going to that every time I do a "Reload" there is no way I can have a drone running around at all.

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In the mist of my previous remark the game also crashed to desktop for no apparent reason.

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Wile testing out exactly how the "AI offensive" decided to crash in to the " Unknown signal" I started noticing that it was always hitting the target off to one specific side of the drone. Thinking that it had something to do with the position of the "AI Offensive" block I started to rearrange the position of both that and The "AI Flight" block. Turn out that unlike my previous problem with the "AI recorder" it no seems to choose to use the Grids "Pivot" position to make the alignment to its target. This forces me to start from scratch and do the design of the entire drone, it's programming and path layout and all the programming that went in to that all over again.

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I the midst of this, yet a new problem presented it self. Even though all the AI block have a directional orientation this does not seem to matter. Unlike the remote control that also has this as an action build in, changing the orientation of the secondary AI Offensive or the secondary AI flight block doesn't make it turn around and hit the target with it's rear.

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Further testing revealed that my previous conclusion about the "AI offensive" block using the builds "Pivot" position to align itself with the target might be wrong, but it doesn't seem to be using the builds "Senter of gravity" ether.

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To add to the list of bugs, the "Autopilot" on the "Remote control" now emediately switches it self off after trying to activate it. Doing a reload from the "Main menu" seems to temporarily sort it out but the problem seems to come back randomly.

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In an attempt to create a way for the "Unknown signal" cargo to not affect the Drones "Collision avoidance" upon bringing it back to me, I create a sub-grid on the drone that's connected to a couple of rotors. The Idea was that rotating the "Magnetic plates" to the drones rear and cause the "Unknown signal" to be situated behind the drone and thereby not affect the "Collision avoidance" system. This reveal two broke game mechanics.


1. When setting the "AI Offensive" block to target "Enemies and neutral targets" it targets the sub grid. Adding a Control panel solved the problem but it still doesn't make any sense.

2. When activating the "Collition avoidance" the drone now also tries to avoid it own sub-grid.

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Turns out that the "Auto pilot" function on the "AI Basic" has so many problems that it difficult to isolate them all. It also behaves differently and has it's own set problems when comparing it to the "Auto pilot" on the "Remote control". When used in conjunction and alternating with the other AI Blocks It causes a lot of the other block to stop working properly. This happens in a number of different ways. Sometimes it also flat out denies to go to the GPS location. after turning off the AI on the "AI basic" While it's on its way to a GPS location and then activate the "AI Offencive" block it more often than not makes the "AI flight" block start glitching between "moving to target" or "Idle".

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Targeting is bugged on the "AI Offensive" blocks. While switching between two "AI Offensive" Blocks where both are set to target "Enemies and Neutrals" but one is turned on to "stay at range" and use the "Gatling gun" and the other is put to "intercept", they target different things. When looking in the control panel on the one that is put to "intercept", it targets a grid that is not listed on the "Entity list" in the "Admin Tools". Letting it approached to the target reveals that its targeting the Wheels on a different build that is still registered as "owned by me".

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Because the "Timer block" is unable to give you options to alter the Attack Pattern on the "AI Offensive" block, it forces you to add an exstra "AI Offensive" block and pre-set it to what ever "Attack pattern" you later need it to automatically change. How ever,.. when you activate the AI behaviour on one of them it Automatically switches off the AI behaviour on the other. Because of this you can't use one timer block to alternate between them because toggling the "AI behaviour" on both ends up just switching the first one back on.

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Not a day goes by with out a new bug. After having set up 59 different waypoints with the "AI Recorder" One of those waypoints just suddenly moved to a completely random location.

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Missing yet an other action on the "timer-block" for the "AI-Recorder". Because there is no way to put the action "Change beacon" to a different beacon, there is no way to make the drone react to an "event" and use the recorded docking sequence/waypoints on an other docking location or connector.

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When trying to make the "Event Controller" trigger an action related to "Distance to target" it does not react or trigger the action. Putting the Event block on a constant loop that turn it On and Off does for the most part not work ether. Manually sliding the distance, dragging the distances or switching some of the setting around manually, works but makes it impossible to automate. It's completely bugged and broken.

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When trying to use "Action relays" to make the drone react to different situations there's is no way to make one "Action relay tell the next that it needs to change it's channel. Because of this you have to present one "Action Relay" that's connected to actions on a "timer block" for every channel you might want to switch to on the receiving end. This means that if you need it to be able to adapt to 6 different actions it's going to need 12 more blocks. If those 6 action are dock at one of 6 different location you're going to have to pre-set 6 more "AI recorders" as well because of the inability to put in the action "Change beacon" in the "Timer Block". The game mechanics on this isn't broken it's just dumb and really ineffective when it comes to keeping the size down, saving space and PCU. It's not simplifying things ether as maintain control on this amount of unnecessary blocks is not easy.

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As an attempt at working around the "Target Lock" bug on the "Event controller", I tried making the "Event Controller" react to any Rotor changes on a custom turret. Even thought it set to register any changes to 4 rotors It's simply not triggering. Changing the settings or trying to use the AND gate does not help. It's bugged and broken also. This leave me with no options to make a relay tower relay that it's been able to get a "target lock".

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