partial fix confirmed
The damage beam with damage beam secondary is unusually low compared to the other weapons with radar jammer active vs inactive.
{F3193}
In certain instances the pirates will detect and move to a certain distance from you and stop without firing, even though the ai acts like you are there, it will refuse to fire but it seems the radar jammer is not the major factor except in the case of the damage beam with damage beam secondary.
If this requires an ai overhaul then suggested goals;
- Hostile ai should have a detection range that is constant across all weapon types, or if variance is desired, base it upon ship mass/dimensions of the potential target and if ambitious, include whether the target is moving or not.
- Upon detection hostile ai should move till its weapons are in range of target, given that damage pulse range is so short and would result in laggy unnecessary collisions, a minimum distance should be established, but if the target moves within that distance, and into the damage pulse range, the ai should fire the damage pulse, whilst trying to increase distance beyond the min range. This should take care of http://phab.starma.de/T287
- If the hostile ai takes fire from something beyond its detection range it should move toward the direction it took fire from, to prevent situations described in http://phab.starma.de/T286
- I've also noticed that the mothership does not take into account its turret mounted weapons for purposes of movement this ship exhibits the behavior{F3197}
- Ai should check if a weapon has the range to hit a target before firing. Curently if one of the weapons is in range then all weapons are fired.