AutoPilotPlus
Full flight automation for DSP: auto ground-launch, boost, warp and landing. Extension for CruiseAssistPlus. Rebuild of tanu/appuns AutoPilot.
CHANGELOG
Changelog
0.2.9
- Fixed crashing into the destination instead of settling into orbit. The approach now brakes on the way in:
within
ApproachBrakeRangeof the destination surface it stops boosting and bleeds speed proportional to the remaining distance, so the mecha arrives slow in a high orbit instead of coasting in at cruise speed and slamming into the ground. Heading stays CruiseAssist's job, so manual steering still works on approach. - New: launch to orbit. Selecting the planet you're currently standing on now climbs straight out to
OrbitAltitudeand holds there, instead of instantly counting as "already arrived" and doing nothing. - New tuning:
ApproachBrakeRange(default 6000 m) andOrbitAltitude(default 1500 m). - Requires CruiseAssistPlus 0.2.3 (adds the
SuppressAutoArrivalhand-off used by launch-to-orbit).
0.2.8
- Restored manual steering during interplanetary/interstellar cruise. AutoPilot now owns only boost, warp
and forward speed — it no longer rotates the velocity vector itself while cruising in open space. Heading
is handed back to CruiseAssist, so you can steer left/right mid-flight and releasing re-aligns with the
target (the classic behaviour), governed by
CruiseAssist › RespectManualInput. Previously AutoPilot overwrote the velocity every tick and returned "handled", bypassing CruiseAssist's manual-input guard, so any manual course change was undone on the next tick. Ground-launch climb-out and near-planet approach/auto-land are unchanged (CruiseAssist has released its target by the time you land).
0.2.7
- Ground-launch now climbs out of the gravity well as fast as possible without boost. The old code nudged
the velocity with a soft slerp, but the game holds unboosted sail speed near zero so it only crept up at
~7 m/s. It now drives the climb velocity directly and ramps up to the new
LaunchClimbSpeedcap (default 250, configurable). Still no boost or warp until clear of the well.
0.2.6
- Fixed a CruiseAssist/AutoPilot conflict that stalled the launch at ~52-62 m and made sailing feel like
"nothing is holding W". DSP ticks all four
PlayerMove_X.GameTickevery frame (each early-returns unless it's the active state) and our Harmony prefixes ran before that guard — so while sailing,OperateFlyfired every frame and itsResetSailState()wiped the velocity the climb-out/cruise had just set. EachOperate*hook now gates on the realmovementState, so it only acts in its own state. (Explains why it travelled fine with AutoPilot toggled off.)
0.2.5
- Launch climb-out no longer boosts. Climbing out of the gravity well is driven purely by steering the
velocity vector (free), so the mecha reaches space with a full core instead of burning it fighting
gravity. Boost is used only once above
SpaceAltitude. - Requires CruiseAssistPlus 0.2.2.
0.2.4
- Fixed freeze-and-drift in space caused by a stall/boost loop: once the core drained below
MinEnergyPerboost restarted the instant energy ticked past it and immediately drained back to empty without building speed. Boost now waits until the core recharges to the newResumeEnergyPer(default 50%) before resuming. Panel shows alow energy — rechargingstatus. If the core never recovers, the mecha is out of fuel and needs refuelling.
0.2.3
- Fixed launch stalling at ~14 m and circling the planet. The game only runs its climb-to-50-and-promote
branch when
targetAltitude >= 50; a 0.2.2 cleanup dropped the line that raises it, so the mecha hovered at the default ~15 m. Restored and re-asserted each Fly tick.
0.2.2
- Rewrote ground-launch. The game's own navigation (turned on when a target is selected) was zeroing our
climb and steering inputs during the Fly phase, so the mecha never built the horizontal speed the game
needs to promote Fly->Sail. We now suppress
navigation.navigatingduring the launch climb and hand-promote Fly->Sail via the game's full transition sequence. - New
ClimbToSpacephase steers out of the gravity well and arcs progressively toward the target so the ship is already heading at the destination by the time it reaches space. - Added an AutoPilot+ Config window (opened from a
Configbutton on the panel) exposing every setting. - Debug overlay now includes altitude, movement state and horizontal speed.
- Requires CruiseAssistPlus 0.2.2.
0.2.1
- Fixed ground-launch never firing — it was gated on the Sail-only resolved target, which is empty on the ground; it now uses the live selection. Launch triggers on Enabled + Auto-launch + a target selected (auto-arms) and no longer needs the separate Arm toggle. (Reaching space needs Thruster ≥ 2.)
- When armed, AutoPilot now steers the heading itself (unconditional guidance + boost) instead of coasting at constant speed and tail-chasing an orbiting planet.
- Added a launch phase flag so the climb no longer fights the game's landing descent.
- More diagnostic logging (
ground launch -> armed,Walk -> SwitchToFly,launch climb …, throttledsail inSpace=… boost=… energy=… speed=…). - Requires CruiseAssistPlus 0.2.1.
0.2.0
- New: auto-launch from the ground — with a target selected and autopilot armed while standing on a planet, the mecha climbs Walk->Fly->Sail into orbit and cruises to the target. Needs Thruster tech.
- Fixed energy drain: boost/thrust is now only used once actually in space (above
SpaceAltitude), so you no longer burn the core dry climbing out of orbit and crawl through space. - Window can be collapsed, closed (✕), and auto-hidden when not in space; reopen it from the CruiseAssist+ HUD.
- Requires CruiseAssistPlus 0.2.0.
0.1.0
- Initial release. Clean rebuild of AutoPilot for DSP 0.10.34+ / Unity 2022.3, as a CruiseAssistPlus extension.
- Automated take-off, sail boost, warp engagement and planetary approach.
- New: auto-land on arrival at the destination planet.
- All flight thresholds and tuning constants exposed in config.
- Verbose debug logging (states the reason warp did/didn't fire).