I was wondering how you have the AI setup when it comes to executing ship maneuvers and targeting. I find that my ship rolls over more the a prostitute on Sunday. I find that ships with weapons on multiple sides will randomly roll to a different side. Hard to lock down, but almost seems like it is built on a timer, ships will rotate to a side without even half the firepower the previous side. I find that the most heavily armed side will lead in despite what direction forward is placed. After which will start to rotate after either a set amount of weapons are removed (which makes perfect sense programing wise) or a certain time is reached (this limit seems to decrease with more shots fired on current side regardless of actual damaged received, ie absorbed by shields), even if the current side's weapons and still firing and full loaded. I have noticed a pattern where the amount of damage absorb by either blocks or shield affects how often a ship will rotate to use different weapons. The current order I have observed in determining when to switch sides goes as follows.
1.Assign value to weapon blocks and calculate total, highest side starts.
2.Track and total damage received to current facing side, when preset total is reach or timer set to count down is reached, rotate to next side with largest weapon value.
3. At set intervals, recalculate all side's weapon values, switch to side with highest value
4. If no or low percent of damaged received within a set time, reset values for condition 2.
Issue seems to be with condition 2 of AI response to damaged or destroyed weapon blocks. This results in switching to a side with most of it's weapons destroyed or nonoperational, and a far lower weapon value then the current side.
I will include a ship that I find this happens the most on. Is there a way to adjust the AI so it does not rotate so much, or am I the only one experiencing this?
