I unlocked plane parts in Kerbal Space Program and decided to try to use a plane to do some of the contracts around Kerbin, but quickly discovered that making a working plane is not easy, let alone one that can reach the altitudes most contracts require.
I keep having an issue with my plane wobbling on the runway and losing control, but I now suspect the problem is that my wheels lose traction as the lift increases, which causes the plane to start bouncing. It seemed to go a bit better when I put some flaps up while on the runway to push the plane down, then putting them down when I've made enough speed to get airborne. I'm still not entirely sure how to properly control my pitch though, so it's a struggle to get airborne and to stay airborne if I survive the take off.
At least I can just attach some parachutes to the plane to land it instead of trying to land manually.
One contract asked me to take some readings on the ground near the space center, so I built a plane without wings, using it as a sort of cart to just drive my Kerbals, but even that kept tipping over. Obviously I have a lot left to learn.
AI pathing is something a lot of games struggle with, as it's quite difficult to do in dynamic environments and can become quite costly in terms of processing power even in 2D games when there's a lot of characters, so that's quite the achievement.
EDIT: I looked around a bit, but couldn't find anything on how they made it work, just that they made a custom solution and it was one of the hardest problems they had to solve during development.
I keep having an issue with my plane wobbling on the runway and losing control, but I now suspect the problem is that my wheels lose traction as the lift increases, which causes the plane to start bouncing. It seemed to go a bit better when I put some flaps up while on the runway to push the plane down, then putting them down when I've made enough speed to get airborne. I'm still not entirely sure how to properly control my pitch though, so it's a struggle to get airborne and to stay airborne if I survive the take off.
At least I can just attach some parachutes to the plane to land it instead of trying to land manually.
One contract asked me to take some readings on the ground near the space center, so I built a plane without wings, using it as a sort of cart to just drive my Kerbals, but even that kept tipping over. Obviously I have a lot left to learn.
The AI workers in Colony Survival are the best I've personally ever seen. There are hundreds of them now, working away. They also take lunch breaks and visit the tool store when their tools break. Our colony is very complex, and never once has an AI gotten stuck or lost. This is hugely more complex than in a 2D game like Rimworld. These guys climb over obstacles to find a way to where they need to go. Build something new on the path they are used to taking? No big deal. They will just go a different way. And now I've even seen them swim. Guido accidentally flooded the floor of our base that has our farms on it, and the AI were swimming to their posts and continuing to work their flooded gardens. As we were putting down blocks all over the place to get rid of the water, they were climbing the blocks, jumping back into the water and swimming to plant their fields. Through all of that, the farmers kept the food coming and not a single worker missed a meal.
Compared to games like Atlas, where if a worker was following you and ran into a tree, you had to go back and lead them around the tree, this is borderline miraculous.
AI pathing is something a lot of games struggle with, as it's quite difficult to do in dynamic environments and can become quite costly in terms of processing power even in 2D games when there's a lot of characters, so that's quite the achievement.
EDIT: I looked around a bit, but couldn't find anything on how they made it work, just that they made a custom solution and it was one of the hardest problems they had to solve during development.
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