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V4 - Current Progress


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#141
peterisdabest

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when is this expected to drop seems cool cant wait


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#142
TheJani

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when is this expected to drop seems cool cant wait


Soon. No ETA, features are still need to be finished, but it's getting closer and closer. ;)


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#143
waterbottle3000

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a  kickoff recorder would be very very very good not because i cant do kickoffs but if you have favourite rl players for example and you like his kickoff just use the exact one in your games LOL

 

and i REALLY hope the demo bot gets improved like especially the air dribble bump so i can FINALLY start tilting ppl in 1s and 2s by just spam it and scoring 90% of my goals by that these basic things

Would it be possible to reduce the prediction time down to 0.1 so we can really precisly adjust it ? 

 


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#144
Heisa

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The Good. The Great. The awesome news about the new [Aerial Bot]!
 
The new Aerial Bot has been greatly improved from it's previous versions, the trajectory, arriving at the target, and dynamically adjusting itself. It feels much better now. It actually does a 'real' aerial trajectory which a player would do starting from the ground and it gains more height initially and it accounts for fast aerial physics.
 
It no longer feels dull, and it doesn't go "straight at the target" as the legacy aerial mode, but it respects the fast aerial trajectory. It is now smooth as butter and it feels great.
 
The [Air Dribbling] was improved as well by some extent, it is now better at keeping the ball in the air and directing it towards the goal. 

A new Pogo and a Strict 2 aerial modes have been added. 

The Pogo mode if you're unfamiliar with it will direct the car towards the landing surface and orient in a way so it hits the surface with it's front corners resulting in a rebound of the car. This mode was added just for fun, and it can be used to fall from a ceiling, pogo rebound and orient towards the aerial intercept automatically while keeping the dodge available.
Or you can go underneath the ball and Pogo from there as seen the player Dark do it. You can see for yourself here: https://www.youtube....rts/3QpPeWdYAfc
 
The new Strict 2 mode was added to accompany the new air dribbling changes but you would be able to use it for other things as you wish. It is still strict with it's rotation but it's rolling the car upside or upside down. 
 

Each aerial mode also now has the ability to choose a final orientation individually. [FreeStyle Control] is now a [Final Orientation]. 
 
The Freestyle final orientations currently supported are: Normal, Alt-Normal 1-4, Strict 1-2, the new 'Redirect Mode' Upside Down, and Flip Resets 1-2. So you would be able to do:
Always Freestyle -> Flip Reset.

Or if you want to make a goal scoring mode. You would select the 'Redirect Mode' as the final one. And it will initially do 'Take off mode' if enabled, freestyle into the chosen orientation from the new [Aim at Goal - Simulation Mode], which you can control when to start transitioning with slider options
 
With that, Normal, Strict 1-2, Mixed Aerial Mode, Upside Down modes also have the ability to choose a final orientation mode. Currently the supported ones are: Redirect Mode, And flip resets 1-2.

  • The alt-normal modes use special orientations internally, so they do not have that option.
  • The orientations will now automatically activate by determining first how much time it would take to orient as well as the chosen distance.

Regarding the old aerial bot and two GoS:RL versions:

Before I had the legacy aerial bot as an option so you can compare both, but a better solution is to just have 2 separate GoS versions which you would be able to load.
 
For this, I have decided to discontinue the legacy aerial bot. The reason for that is it's no longer good and doesn't provide the necessary tools for accurate predictions, new features and what-not.
It will also make it annoying for me to always implement workarounds for any new features and just makes more unnecessary work. So for these reasons, the legacy aerial bot that has been present is leaving us in the v4+.
 
You'll still be able to play with it by us providing the option to load v3.9+ versions which will be kept updated and alive for some time until the full transition to v4. But with how good the new aerial bot is, I'm not sure you would want to go back.
 
Now, for the awesome sauce.
 
The new [Aim at Goal - Simulation Mode] and the [Redirect Mode] have been greatly improved from their previous successors.
The previous version only allowed a single orientation which indeed scored much better than a simple aim at goal offset, but it wasn't able to produce tight angle shots. It has the options to limit the orientations used.

The new revamp works by finding us the orientation and position for us to arrive at the target. But the [Aim at Goal - Simulation Mode ] and aerial [Redirect Mode] are greatly dependent on each other, so using the [Redirect Mode] is somewhat a requirement for the best results. If no [Redirect Mode] is chosen by any means either as a current aerial mode or a [Final Orientation] mode, I have added for that a fallback logic, but it won't be as good without it.
 
It's able to hit shots from a lot of angles much more than the previous version and it's not even looking to do fast shots at the moment.

It works even with freestyle modes as long as the [Redirect Mode] & [Aim at Goal - Simulation Mode] is selected as a finisher.
 
I've added a few quick clips just to show it in action. Keep in mind this is still in development stages and not final! I might need to do changes to it, but currently I'm pretty happy with what I've achieved.

 

Merely a vision a few years back and with persistent effort, not giving up on this, and strong belief, it's finally becoming a reality. And it's a big step forward for accurate shooting. 
 
Clip 1: https://youtu.be/7uRWAZFfxNk

Here I am simply jumping & boosting while using the [Redirect Mode].
 
Clip 2: https://www.youtube....h?v=8xGnNnWk6do

In this clip I decided to test it vs bots and got this shot.
 
Clip 3: https://youtu.be/mOW9QhE8LKE

Here I am again jumping & boosting using [Normal Freestyle] and [Redirect Mode] as [Final Orientation]. So it's freestyling then it finishes with a redirect.

And it's all hardcoded. No Machine/Reinforcement learning. Maybe if users want, I'll put more clips into one, as these were just quick uploads.

 
The [Flip Reset 2] has been completely rewritten from the previous version. I have added the option to use the aerial mode if it's selected from a [Final Orientation] if we:
- Have a flip
- After a successful flip reset

Also added [Auto Reorient] and [Require Flip Reset First] features to use the orientation of the current aerial mode after a reset.

So you would be able to do for example: Upside Down -> Flip Reset 2 ( if enabled as a [Final Orientation] ) -> Gets the reset -> Continues into Upside Down. Then you can use your flip however you wish.
And others..
 

 

The Bad News: 
Which some of them were already done since posting in the shoutbox about it.

  • The [Aim At Goal - Simulation Mode] can be expensive. But you could tweak the performance and precision if your system can handle it.
  • Since the [Aim At Goal - Simulation Mode] gives a state for our car to be at, all the error would come from actually getting into that position and orientation.
  • This is entirely dependent on how you start the aerial. Even though the new [Aerial Bot] will correct mistakes on from the user, If you can't get into that state given by the new [Aim at Goal], the [Redirect Mode] can't really execute whatever the solver has given us. It has logic to do what it can at it's current state, but for the best results, your aerial execution has to match the plan of the [Aerial Bot]. Since I've said before, even a small difference in positioning, planned speed, orientation and hit point can greatly change the outcome of the car-to-ball hit from what we've planned. 
  •  
  • But to not discourage you! The visuals I'll be adding will guide with that. And currently all you have to do is get to the target and stop boosting as soon as the orienting happens. Simple enough! You just need correct starting conditions.
  •  
  • It's going to require fundamental changes and tweaks to the aerial modes and how they work, so that it can be made into a useful thing.  As well going back, re-checking every related feature, as well as re-evaluating the new [Auto Boost] & feathering code. It might or might not require changes to that too. But this is the nature of a complex system like this. You change one thing, then everything else that is connected to it might also need to change. 
  •  
  • The [Aim At Goal - Simulation Mode] ground targeting using that new method would also lead to needing to tune the [Path Finder]. So I have to go back and adjust the logic in the [Path Finder].

Other things left to do along with the mentioned ones are: 
 

  • Fixing the aerials in the [Demolition Bot] so together with [Air Dribbling], we can actually do useful air bumps by implementing the new [Aerial Bot]. But will do only that at the moment. After the v4 release, I'll revamp the demolition bot overall with the new knowledge I have gained so far.
  • Hunting weird bugs with the [Ball Prediction] and the physics library.
  • Hunting a very rare crash happening with the [Path Finder].
  • Menu revamp with a searchbar, making it easier since now aerial modes can individually be configured. 
  • Other QoL improvements from suggestions and the current features.

 
And that will require more time. But it will be worth it! And it will pay-off for our patience in this long journey.
 
And that's about it, the [Aerial Bot] is leaving it's 'BETA' stage proudly and moving strongly in the forward direction.

Thank you again the continued support and for being patient with my learning journey throughout this time.


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#145
Rglmca

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Duude, I read the whole things and I'm super hyped!! Let's goooo


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#146
Bully

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Loving the detailed updates brother man, even your writing styles is immersive.
As I’m sure everyone is, if you have more clips I’m sure the people would love to see it!

As always, keep chasing that light at the end of the tunnel.

Edited by Bully, 03 August 2025 - 05:14 .

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#147
Smartie

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With all these new aerial modes being added, is it possible to support an unlimited or at least larger number of keybinds? Hearing this, I’m actually considering picking up a Scuf Envision Pro controller for v4 to test some of these features.

Right now, my current setup only really lets me add one more aerial mode before it becomes awkward to play. But this controller offers 11 additional inputs compared to a standard controller, which is pretty huge. What makes it especially interesting is that the paddles can be mapped directly to keyboard inputs, effectively giving me six extra binds. Altogether, that adds up to about 12 theoretical new binds: L3, R3, paddles, D-pad, and two side bumper paddles.

By dedicating a few of these to wavedash, demo, dribble, and kickoff, I’d still be left with around eight free spots just for aerial modes. It’s a really intriguing controller. I’d definitely recommend checking it out. I’m sure someone could come up with an absolutely insane config using this beast, and I’m excited to experiment with it myself.


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#148
Dryxi

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So we can use in the future in beta ?


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#149
Trojan1c

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How do i apply for beta?


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#150
CTZY

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The Good. The Great. The awesome news about the new [Aerial Bot]!
 
The new Aerial Bot has been greatly improved from it's previous versions, the trajectory, arriving at the target, and dynamically adjusting itself. It feels much better now. It actually does a 'real' aerial trajectory which a player would do starting from the ground and it gains more height initially and it accounts for fast aerial physics.
 
It no longer feels dull, and it doesn't go "straight at the target" as the legacy aerial mode, but it respects the fast aerial trajectory. It is now smooth as butter and it feels great.
 
The [Air Dribbling] was improved as well by some extent, it is now better at keeping the ball in the air and directing it towards the goal. 

A new Pogo and a Strict 2 aerial modes have been added. 

The Pogo mode if you're unfamiliar with it will direct the car towards the landing surface and orient in a way so it hits the surface with it's front corners resulting in a rebound of the car. This mode was added just for fun, and it can be used to fall from a ceiling, pogo rebound and orient towards the aerial intercept automatically while keeping the dodge available.
Or you can go underneath the ball and Pogo from there as seen the player Dark do it. You can see for yourself here: https://www.youtube....rts/3QpPeWdYAfc
 
The new Strict 2 mode was added to accompany the new air dribbling changes but you would be able to use it for other things as you wish. It is still strict with it's rotation but it's rolling the car upside or upside down. 
 

Each aerial mode also now has the ability to choose a final orientation individually. [FreeStyle Control] is now a [Final Orientation]. 
 
The Freestyle final orientations currently supported are: Normal, Alt-Normal 1-4, Strict 1-2, the new 'Redirect Mode' Upside Down, and Flip Resets 1-2. So you would be able to do:
Always Freestyle -> Flip Reset.

Or if you want to make a goal scoring mode. You would select the 'Redirect Mode' as the final one. And it will initially do 'Take off mode' if enabled, freestyle into the chosen orientation from the new [Aim at Goal - Simulation Mode], which you can control when to start transitioning with slider options
 
With that, Normal, Strict 1-2, Mixed Aerial Mode, Upside Down modes also have the ability to choose a final orientation mode. Currently the supported ones are: Redirect Mode, And flip resets 1-2.

  • The alt-normal modes use special orientations internally, so they do not have that option.
  • The orientations will now automatically activate by determining first how much time it would take to orient as well as the chosen distance.

Regarding the old aerial bot and two GoS:RL versions:

Before I had the legacy aerial bot as an option so you can compare both, but a better solution is to just have 2 separate GoS versions which you would be able to load.
 
For this, I have decided to discontinue the legacy aerial bot. The reason for that is it's no longer good and doesn't provide the necessary tools for accurate predictions, new features and what-not.
It will also make it annoying for me to always implement workarounds for any new features and just makes more unnecessary work. So for these reasons, the legacy aerial bot that has been present is leaving us in the v4+.
 
You'll still be able to play with it by us providing the option to load v3.9+ versions which will be kept updated and alive for some time until the full transition to v4. But with how good the new aerial bot is, I'm not sure you would want to go back.
 
Now, for the awesome sauce.
 
The new [Aim at Goal - Simulation Mode] and the [Redirect Mode] have been greatly improved from their previous successors.
The previous version only allowed a single orientation which indeed scored much better than a simple aim at goal offset, but it wasn't able to produce tight angle shots. It has the options to limit the orientations used.

The new revamp works by finding us the orientation and position for us to arrive at the target. But the [Aim at Goal - Simulation Mode ] and aerial [Redirect Mode] are greatly dependent on each other, so using the [Redirect Mode] is somewhat a requirement for the best results. If no [Redirect Mode] is chosen by any means either as a current aerial mode or a [Final Orientation] mode, I have added for that a fallback logic, but it won't be as good without it.
 
It's able to hit shots from a lot of angles much more than the previous version and it's not even looking to do fast shots at the moment.

It works even with freestyle modes as long as the [Redirect Mode] & [Aim at Goal - Simulation Mode] is selected as a finisher.
 
I've added a few quick clips just to show it in action. Keep in mind this is still in development stages and not final! I might need to do changes to it, but currently I'm pretty happy with what I've achieved.

 

Merely a vision a few years back and with persistent effort, not giving up on this, and strong belief, it's finally becoming a reality. And it's a big step forward for accurate shooting. 
 
Clip 1: https://youtu.be/7uRWAZFfxNk

Here I am simply jumping & boosting while using the [Redirect Mode].
 
Clip 2: https://www.youtube....h?v=8xGnNnWk6do

In this clip I decided to test it vs bots and got this shot.
 
Clip 3: https://youtu.be/mOW9QhE8LKE

Here I am again jumping & boosting using [Normal Freestyle] and [Redirect Mode] as [Final Orientation]. So it's freestyling then it finishes with a redirect.

And it's all hardcoded. No Machine/Reinforcement learning. Maybe if users want, I'll put more clips into one, as these were just quick uploads.

 
The [Flip Reset 2] has been completely rewritten from the previous version. I have added the option to use the aerial mode if it's selected from a [Final Orientation] if we:
- Have a flip
- After a successful flip reset

Also added [Auto Reorient] and [Require Flip Reset First] features to use the orientation of the current aerial mode after a reset.

So you would be able to do for example: Upside Down -> Flip Reset 2 ( if enabled as a [Final Orientation] ) -> Gets the reset -> Continues into Upside Down. Then you can use your flip however you wish.
And others..
 

 

The Bad News: 
Which some of them were already done since posting in the shoutbox about it.

  • The [Aim At Goal - Simulation Mode] can be expensive. But you could tweak the performance and precision if your system can handle it.
  • Since the [Aim At Goal - Simulation Mode] gives a state for our car to be at, all the error would come from actually getting into that position and orientation.
  • This is entirely dependent on how you start the aerial. Even though the new [Aerial Bot] will correct mistakes on from the user, If you can't get into that state given by the new [Aim at Goal], the [Redirect Mode] can't really execute whatever the solver has given us. It has logic to do what it can at it's current state, but for the best results, your aerial execution has to match the plan of the [Aerial Bot]. Since I've said before, even a small difference in positioning, planned speed, orientation and hit point can greatly change the outcome of the car-to-ball hit from what we've planned. 
  •  
  • But to not discourage you! The visuals I'll be adding will guide with that. And currently all you have to do is get to the target and stop boosting as soon as the orienting happens. Simple enough! You just need correct starting conditions.
  •  
  • It's going to require fundamental changes and tweaks to the aerial modes and how they work, so that it can be made into a useful thing.  As well going back, re-checking every related feature, as well as re-evaluating the new [Auto Boost] & feathering code. It might or might not require changes to that too. But this is the nature of a complex system like this. You change one thing, then everything else that is connected to it might also need to change. 
  •  
  • The [Aim At Goal - Simulation Mode] ground targeting using that new method would also lead to needing to tune the [Path Finder]. So I have to go back and adjust the logic in the [Path Finder].

Other things left to do along with the mentioned ones are: 
 

  • Fixing the aerials in the [Demolition Bot] so together with [Air Dribbling], we can actually do useful air bumps by implementing the new [Aerial Bot]. But will do only that at the moment. After the v4 release, I'll revamp the demolition bot overall with the new knowledge I have gained so far.
  • Hunting weird bugs with the [Ball Prediction] and the physics library.
  • Hunting a very rare crash happening with the [Path Finder].
  • Menu revamp with a searchbar, making it easier since now aerial modes can individually be configured. 
  • Other QoL improvements from suggestions and the current features.

 
And that will require more time. But it will be worth it! And it will pay-off for our patience in this long journey.
 
And that's about it, the [Aerial Bot] is leaving it's 'BETA' stage proudly and moving strongly in the forward direction.

Thank you again the continued support and for being patient with my learning journey throughout this time.

This is top brother, great work.


  • 0

#151
Joggl88

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Looking forward! Greakt Work!


Edited by Joggl88, 03 August 2025 - 04:27 .

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#152
Heisa

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Hey Heisa,

a BETA version would be really cool – just for fun and to mess around a bit.

To be honest, I’m not very good at Rocket League, and the regular game modes just aren’t much fun for me at the moment.

That’s why I’d love to try out a BETA, so we can experiment a little, see what’s coming, and get a feel for the current state 

I read that V4 is incredible in Heatseeker, which is what got me interested in the first place.

Plus, I think it’s easier when the community can help spot bugs and issues just by playing – makes the whole process smoother for you

The 'beta' would be the actual release itself. You would be able to load up v3.9+ versions
 

 

a  kickoff recorder would be very very very good not because i cant do kickoffs but if you have favourite rl players for example and you like his kickoff just use the exact one in your games LOL

 

and i REALLY hope the demo bot gets improved like especially the air dribble bump so i can FINALLY start tilting ppl in 1s and 2s by just spam it and scoring 90% of my goals by that these basic things

Would it be possible to reduce the prediction time down to 0.1 so we can really precisly adjust it ? 

 

I'm not really sure you can record other player's kickoffs due to the inputs not being available from replays as far as I remember. But your own kickoff or someone else's should be possible

And what do you mean by reducing prediction time ? Not sure I understand you

 

 

Duude, I read the whole things and I'm super hyped!! Let's goooo

 

Loving the detailed updates brother man, even your writing styles is immersive.
As I’m sure everyone is, if you have more clips I’m sure the people would love to see it!

As always, keep chasing that light at the end of the tunnel.

 

This is top brother, great work.

 

Looking forward! Greakt Work!

 

Thank you, guys

 

With all these new aerial modes being added, is it possible to support an unlimited or at least larger number of keybinds? Hearing this, I’m actually considering picking up a Scuf Envision Pro controller for v4 to test some of these features.

Right now, my current setup only really lets me add one more aerial mode before it becomes awkward to play. But this controller offers 11 additional inputs compared to a standard controller, which is pretty huge. What makes it especially interesting is that the paddles can be mapped directly to keyboard inputs, effectively giving me six extra binds. Altogether, that adds up to about 12 theoretical new binds: L3, R3, paddles, D-pad, and two side bumper paddles.

By dedicating a few of these to wavedash, demo, dribble, and kickoff, I’d still be left with around eight free spots just for aerial modes. It’s a really intriguing controller. I’d definitely recommend checking it out. I’m sure someone could come up with an absolutely insane config using this beast, and I’m excited to experiment with it myself.

Hmm, at this point but that just me, wouldn't it be better to play on a keyboard ? Currently there are 4 binds for aerial modes, I'll add a fifth one and let's stop at that for now and see how it goes upon release. 


  • 1

#153
Dryxi

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how many time for beta bro?


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#154
Thegoatrocket0

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a release date?


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#155
numsebacon

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More videos/clips would be great 🙂
  • 0

#156
MustyOnPurpose

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I would love to see customizable aerial options for each aerial mode you have set.

for example: having seperate configurable approach offsets on your primary and secondary modes


  • 0

#157
Madbcbad1

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I am sooo excited for this! Thankyou Heisa, i think your dedication is absolutely amazing <3
  • 0

#158
Madbcbad1

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i know you said no ETAs but are you able to give us any sort of theatrical timeframe, using your knowledge and experience of this type of programming?

Edited by Madbcbad1, 06 August 2025 - 03:00 .

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#159
Dryxi

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It would be really cool to have a setting for an aerial mode that allows you to practice stall resets. The idea is to position the air dribble setup underneath the ball, so that after a stall, you can get a good offset to touch the ball again for another stall.

With this, we could even create new mechanics in the future—like heli resets—or just aerial the ball with multiple stalls

I think it would be a lot of fun and probably not too hard to code! And if you combine this with final orientations, I think it could open up a ton of creative possibilities in the future.
  • 0

#160
gerardjoling23

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The Good. The Great. The awesome news about the new [Aerial Bot]!
 
The new Aerial Bot has been greatly improved from it's previous versions, the trajectory, arriving at the target, and dynamically adjusting itself. It feels much better now. It actually does a 'real' aerial trajectory which a player would do starting from the ground and it gains more height initially and it accounts for fast aerial physics.
 
It no longer feels dull, and it doesn't go "straight at the target" as the legacy aerial mode, but it respects the fast aerial trajectory. It is now smooth as butter and it feels great.
 
The [Air Dribbling] was improved as well by some extent, it is now better at keeping the ball in the air and directing it towards the goal. 

A new Pogo and a Strict 2 aerial modes have been added. 

The Pogo mode if you're unfamiliar with it will direct the car towards the landing surface and orient in a way so it hits the surface with it's front corners resulting in a rebound of the car. This mode was added just for fun, and it can be used to fall from a ceiling, pogo rebound and orient towards the aerial intercept automatically while keeping the dodge available.
Or you can go underneath the ball and Pogo from there as seen the player Dark do it. You can see for yourself here: https://www.youtube....rts/3QpPeWdYAfc
 
The new Strict 2 mode was added to accompany the new air dribbling changes but you would be able to use it for other things as you wish. It is still strict with it's rotation but it's rolling the car upside or upside down. 
 

Each aerial mode also now has the ability to choose a final orientation individually. [FreeStyle Control] is now a [Final Orientation]. 
 
The Freestyle final orientations currently supported are: Normal, Alt-Normal 1-4, Strict 1-2, the new 'Redirect Mode' Upside Down, and Flip Resets 1-2. So you would be able to do:
Always Freestyle -> Flip Reset.

Or if you want to make a goal scoring mode. You would select the 'Redirect Mode' as the final one. And it will initially do 'Take off mode' if enabled, freestyle into the chosen orientation from the new [Aim at Goal - Simulation Mode], which you can control when to start transitioning with slider options
 
With that, Normal, Strict 1-2, Mixed Aerial Mode, Upside Down modes also have the ability to choose a final orientation mode. Currently the supported ones are: Redirect Mode, And flip resets 1-2.

  • The alt-normal modes use special orientations internally, so they do not have that option.
  • The orientations will now automatically activate by determining first how much time it would take to orient as well as the chosen distance.

Regarding the old aerial bot and two GoS:RL versions:

Before I had the legacy aerial bot as an option so you can compare both, but a better solution is to just have 2 separate GoS versions which you would be able to load.
 
For this, I have decided to discontinue the legacy aerial bot. The reason for that is it's no longer good and doesn't provide the necessary tools for accurate predictions, new features and what-not.
It will also make it annoying for me to always implement workarounds for any new features and just makes more unnecessary work. So for these reasons, the legacy aerial bot that has been present is leaving us in the v4+.
 
You'll still be able to play with it by us providing the option to load v3.9+ versions which will be kept updated and alive for some time until the full transition to v4. But with how good the new aerial bot is, I'm not sure you would want to go back.
 
Now, for the awesome sauce.
 
The new [Aim at Goal - Simulation Mode] and the [Redirect Mode] have been greatly improved from their previous successors.
The previous version only allowed a single orientation which indeed scored much better than a simple aim at goal offset, but it wasn't able to produce tight angle shots. It has the options to limit the orientations used.

The new revamp works by finding us the orientation and position for us to arrive at the target. But the [Aim at Goal - Simulation Mode ] and aerial [Redirect Mode] are greatly dependent on each other, so using the [Redirect Mode] is somewhat a requirement for the best results. If no [Redirect Mode] is chosen by any means either as a current aerial mode or a [Final Orientation] mode, I have added for that a fallback logic, but it won't be as good without it.
 
It's able to hit shots from a lot of angles much more than the previous version and it's not even looking to do fast shots at the moment.

It works even with freestyle modes as long as the [Redirect Mode] & [Aim at Goal - Simulation Mode] is selected as a finisher.
 
I've added a few quick clips just to show it in action. Keep in mind this is still in development stages and not final! I might need to do changes to it, but currently I'm pretty happy with what I've achieved.

 

Merely a vision a few years back and with persistent effort, not giving up on this, and strong belief, it's finally becoming a reality. And it's a big step forward for accurate shooting. 
 
Clip 1: https://youtu.be/7uRWAZFfxNk

Here I am simply jumping & boosting while using the [Redirect Mode].
 
Clip 2: https://www.youtube....h?v=8xGnNnWk6do

In this clip I decided to test it vs bots and got this shot.
 
Clip 3: https://youtu.be/mOW9QhE8LKE

Here I am again jumping & boosting using [Normal Freestyle] and [Redirect Mode] as [Final Orientation]. So it's freestyling then it finishes with a redirect.

And it's all hardcoded. No Machine/Reinforcement learning. Maybe if users want, I'll put more clips into one, as these were just quick uploads.

 
The [Flip Reset 2] has been completely rewritten from the previous version. I have added the option to use the aerial mode if it's selected from a [Final Orientation] if we:
- Have a flip
- After a successful flip reset

Also added [Auto Reorient] and [Require Flip Reset First] features to use the orientation of the current aerial mode after a reset.

So you would be able to do for example: Upside Down -> Flip Reset 2 ( if enabled as a [Final Orientation] ) -> Gets the reset -> Continues into Upside Down. Then you can use your flip however you wish.
And others..
 

 

The Bad News: 
Which some of them were already done since posting in the shoutbox about it.

  • The [Aim At Goal - Simulation Mode] can be expensive. But you could tweak the performance and precision if your system can handle it.
  • Since the [Aim At Goal - Simulation Mode] gives a state for our car to be at, all the error would come from actually getting into that position and orientation.
  • This is entirely dependent on how you start the aerial. Even though the new [Aerial Bot] will correct mistakes on from the user, If you can't get into that state given by the new [Aim at Goal], the [Redirect Mode] can't really execute whatever the solver has given us. It has logic to do what it can at it's current state, but for the best results, your aerial execution has to match the plan of the [Aerial Bot]. Since I've said before, even a small difference in positioning, planned speed, orientation and hit point can greatly change the outcome of the car-to-ball hit from what we've planned. 
  •  
  • But to not discourage you! The visuals I'll be adding will guide with that. And currently all you have to do is get to the target and stop boosting as soon as the orienting happens. Simple enough! You just need correct starting conditions.
  •  
  • It's going to require fundamental changes and tweaks to the aerial modes and how they work, so that it can be made into a useful thing.  As well going back, re-checking every related feature, as well as re-evaluating the new [Auto Boost] & feathering code. It might or might not require changes to that too. But this is the nature of a complex system like this. You change one thing, then everything else that is connected to it might also need to change. 
  •  
  • The [Aim At Goal - Simulation Mode] ground targeting using that new method would also lead to needing to tune the [Path Finder]. So I have to go back and adjust the logic in the [Path Finder].

Other things left to do along with the mentioned ones are: 
 

  • Fixing the aerials in the [Demolition Bot] so together with [Air Dribbling], we can actually do useful air bumps by implementing the new [Aerial Bot]. But will do only that at the moment. After the v4 release, I'll revamp the demolition bot overall with the new knowledge I have gained so far.
  • Hunting weird bugs with the [Ball Prediction] and the physics library.
  • Hunting a very rare crash happening with the [Path Finder].
  • Menu revamp with a searchbar, making it easier since now aerial modes can individually be configured. 
  • Other QoL improvements from suggestions and the current features.

 
And that will require more time. But it will be worth it! And it will pay-off for our patience in this long journey.
 
And that's about it, the [Aerial Bot] is leaving it's 'BETA' stage proudly and moving strongly in the forward direction.

Thank you again the continued support and for being patient with my learning journey throughout this time.

is this out already or is this like a progress post for the coming v4?


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    TheJani, ziggmar