Walt Both of these problems are caused by your old friend, collision avoidance. The collision avoidance makes them not want to turn until they exit collision avoidance range.
But obv collision avoidance is off when the "attack marker" (i alsways forget how you actually call it) is near or even overlapping the targets circle - because you can ram, push and clinge ships perfectly!
Walt Anyway, for the next update I've significantly reduced the distance at which collision avoidance kicks in.
Thanks for finetuning, but i wonder wouldn't we want to have collision detection between enemy and friend OFF in attack mode completely? Ofc it is good to have collision avoidance between friendly ships.
Also the point/time ships start turning when you give an move order with a rotated destination still leads to controversions between players. Some want it earlier or even instant - others want their ships to turn late or not at all until arrival.
I'm in the early turning but not instantly camp here because when you build a ship that easily overshoots it is also your challenge to command and control it! Keep that brutal forward thrusters rocket on course!
Also overshooting is largely preventable by simply giving two seperate orders:
first one without a rotated destination marker and a second one, a (hold-shift) waypoint close to the first one, with the desired ship orientation.
however
Keeping the balance between turning late/early or overshooting and setting a default here certainly is hard because it largely depends on the actual ship design if it would be favorable to turn early or late ...
idea!
What about making the "turning point" player selectable by:
- Having a setting "rotation init speed (?)" selectable and saved per ship (like: flight direction). Where zero would be turning at destination and max would be turn instantly.
(ofc with a reset to default option.)
easy to grasp?
micromanagement overkill?
😉