It's the futuristic space year of 2021 AD, stage 1 (January) of 12 (the Annum) has been completed ... though you might be forgiven for not noticing ...
Having previously worked out my issues with Ai pilots taking a leading aim on a moving target I have spent all of January getting them to actually dogfight one another. Choose target, go fast to get into shooting range, slow down to follow it and blow it out of the sky. Took a bit of doing but worked nicely.
Next up was creating a system of evading when an AI came under attack rather than just sit there and get shot at. Reading through vast tomes of air combat and aerobatics, I managed to come away with ten meaningful emergency maneuvers to try and shake an enemy fighter, and added a barrel roll if none of the others seemed to be an oppropriate match for the defenders circumstances.
That's not a barrel roll (ノಠ益ಠ)ノ彡┻━┻
This brought some problems itself, that in high-G maneuvers such as a Stall Turn, the Ai had a nasty habit of losing all energy and ... well, stalling ... a lot.
He's written his Artificial Intelligence Pilot Engine Management System? Stall it.
So then I embarked on a complete rewrite of how my Ai would use engine management. Previously it had been a simple case of setting engine percentage with a nose attitude modifier, now it was all about maintaining the desired speed. This massively reduced stalling in tight turns but not completely eradicated. So I added an anti-stall system that would force the Ai to move to a desired rate of knots should their airspeed drop at a rate that would bring them within the losing height at level flight, with a nose attitude modifier. I reused the anti-stall method which I had written for spawning aircraft and getting them up to their starting speed immediately. The maths required a bit of evening out for an object that already had velocity in 3 dimensions and initial attempts had some supersonic thrust propelling the vehicle across the sky like Warp Factor 9 but I ironed these out eventually.
Unedited video of an 8x8 dogfight
Coupled with all of this was the the obvious need for collision avoidance, both from other aircraft and the ground and max ceiling which each aircraft type can go up to before the engine is starved of oxygen and stalls. Dynamic collision avoidance of other moving objects was somewhat of a pain in the maths but I got there eventually with very little happening in the way of head-on collisions during mass heda-on attacks at each other team's formations.
In other news I decided to update the banners on my youtube account, and give them some new artwork. Here I discovered that it doesn't actually let you reposition your artwork and keep scale after upload, so had to edit the image to fit into their stock measurements and orientation.
Everywhere seemed to be getting snow ... except me, it just rained here. (๑′°︿°๑)
So, that was January, Year of The Koof Part Deux, pubs are still shut then ... Join me again in next months exciting episode of "why is maths hard?"