Barotrauma

Barotrauma

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Advanced Autopilot
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1.316 MB
1 Oct @ 11:41pm
21 Nov @ 10:42pm
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Advanced Autopilot

Description
Formerly known as Aggressive Autopilot, Advanced Autopilot make your submarine's AutoPilot more aggressive and gives it the ability to pilot to mission locations that appear on sonar.

"Aggressive" in this case means the AutoPilot will accelerate to higher velocities, start tracking toward further points on its path earlier, and has had its object avoidance protocols tuned down significantly—ice spires and walls no longer cause the AutoPilot to have a complete panic attack.

To use the pilot to mission locations feature, just flip the autopilot to the center position, the one now named "Pilot to Objective(s)". This replaces the original pilot to level start option, as I figured that option is rarely, if ever used. The AutoPilot will then head toward whichever uncompleted mission target is the closest straight-distance from the start of the level, which should be optimal in most cases.

The primary intent of this mod is to help players escape from being totally forced into the captain role in singleplayer campaigns, but it probably would be nice in multiplayer as well to give the captain a break from steering.

It is impossible for me alone to test every possible scenario the autopilot could run into, so if you notice any wonky behavior, let me know the specifics and I'll see if there's anything I can do to address it.

Requires LuaCsForBarotrauma, and as it relies on C# scripting, it requires you enable that in the LuaCsForBarotrauma settings.

NOTE: From version 1.1.3 onward, "Aggressive" functionality can now be disabled by modifying the config located in the ModConfigs folder. For Windows users, that will be in "%localappdata%\Daedalic Entertainment GmbH\Barotrauma". The folder/file will be created if they do not exist, but note, you'll first need to load into a campaign with this mod active to generate the folder/file.
35 Comments
󠀠 16 hours ago 
A lot popup in Debug: Warning: Failed to send message to remote peer! (984 bytes)
I noticed that this mod makes lag in multiplayer.
Electroneer  [author] 21 Nov @ 11:59am 
I'm honestly surprised no one mentioned it earlier, it had been broken in multiplayer for over a month, lol. Glad it's of use to you!
Phazon_Storm 21 Nov @ 12:19am 
played earlier today and was going to post about the mod not working on multiplayer, but you patched and it works now. thanks, great mod.
Electroneer  [author] 19 Nov @ 6:36pm 
Glad you've found it helpful! :lunar2019piginablanket:
 MisterFossil  18 Nov @ 10:44am 
I just paused the game to say thank you for this mod. It actually makes singleplayer enjoyable - this is the best mod that should've been made vanilla a decade ago.
Adrian C G 11 Nov @ 7:05pm 
that would be nice, thank you!
Electroneer  [author] 11 Nov @ 9:29am 
Making a completely separate version would be a bit silly, but I could probably update this to have a way to toggle between the more aggressive autopilot and the vanilla one.

If it is bumping into walls/ice spires hard enough to breach your hull, I could also look into increasing the velocity factor in the avoidance calculations, because it really shouldn't be doing that.
Adrian C G 6 Nov @ 8:50am 
could you make a version with just the "pilot to objective"? the autopilot has a habit of ramming the ship into stuff (might be a pseudo-conflict with meaningful upgrades)
Fancy_Force 25 Oct @ 6:29am 
Thank you so much for this mod, vanilla autopilot is so useless
Daddyfatflab 14 Oct @ 4:06pm 
Thanks!!