I'm one minute in and I already appreciate your style. You aren't making hard and fast rules...you're encouraging players to experiment on their own. Well done!
There is only one downside to using the offensive AI for finding neutrals: If your ship has any wheel suspension with a wheel attached, the AI will target that wheel, because for SE it is a neutral grid and doesn't belong to you, because there is no computer on the wheel subgrid in that case. Had shis issue with a missile truck
@@novacharlie490 Is that because when the wheel spawns in, it is neutral? and if so could removing the spawned wheel and placing one on manually fix the issue?
I like to add an event controller into the mix for docking. Use the event controller to look for the connector being ready to lock. Then in actions put lock connector in the first spot on page 1. Then on page 2 put power off for that same even controller in slot 1. So that you can undock when the time is ready via just hitting P. You can add an action on one of your waypoints to enable the connector event controller. I like turning on docking lights at the first docking waypoint and having the event controller turn them off when docked.
Man I didn’t even think about using the AI Combat Offense block in contracts. That’s brilliant! Normally I’d have either a spotlight or turret to help me find them but this is much better
Speaking as someone's who's avoided all drones so far, thanks for this! (All except the subtle attempts to utilise 'P', which we all know is abomination.)
Nice! Hopefully the Ai blocks get better at the collision avoidance without precision turned on - which seems to simply paralyze many vehicles just now... :)
I really wish we had a higher altitude in the flight block. Like 3k to keep over the ACS bases. I might just need to use an event controller and have some spare thrusters on override to push it higher into the air between waypoints.
I’ve been wanting some sort of speed control for atmospheric flight whilst still having control of steering. Is there any way to do that with the ai blocks?
Not with the AI blocks, but you can use an event controller to turn off your forward thrust if you're going over a certain speed. Check out this video for an overview of the event controller: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dvn0JryIg-4.html
Hey, does the record path block thing work for ship docks in motion? Like, say for instance, I have a large ship with two small hangars. Can i use the record block to have an "autodock" procedure of sorts?
I know relatively little, but I am learning, and the one question I got is- how do you have that HUD tied to the control seat in the ship? the one in line with the window in front
That's the Transparent LCD, which is available as part of the Decorative Pack #2 DLC. Set the content to Scripts, and choose the Artificial Horizon script. For style points, make the background black and the foreground a dark-ish colour.
I've used them to create a 2-axis (pitch and roll) stabilized turret on a vehicle. Might try to make a 3-axis one, though keeping azimuth may be really difficult. Also, with plane parts, single-thruster missiles and guided bombs can be extremely fun. I might also he able to make automatic fuel booms with -ejectors- small connectors, since it is easy to have a subgrid just point at a beacon via Task(Basic).
@@GleebTorin I made one with 4 layers of subgrids, on 4 rotors: Azimuth, pitch-stabilizer, roll-stabilizer, elevation. On the subgrid of the azimuth rotor, have a beacon, preferably behind where the AI blocks will be(best to place it last), and on the same height level as pitch-stabilizer rotor. (so that the stabilizer doesn't try to point the turret to the side(up the slope, with beacon lower than AI) when you are on a sideways slope) Then On P-rotor subgrid have the roll-stabilizer rotor, on its subgrid have gyros and an AI Flight with 0 angle tolerance and Basic Task set to "follow home" targeting the azimuth subgrid beacon, as well as a the gun elevation rotor/hinge. I haven't figured out how to get it to stabilize the azimuth, Though, now that I think about it, I guess, a very far away GPS waypoint can approximate it, with BasicTask set to "Autopilot", and "One Way", although it will do the opposite of its job, when close to 2 points on any given planet (closest and farthest from the GPS), so switching between multiple points would be necessary.
@@magistrmaestro2845 The same way you'd make an AI block missile, except without thrusters, and with wing blocks acting as fins on the back of the bomb. Make sure the AI blocks only activate after the bomb is detached from the aircraft/ship. They can glide for kilometers, and one of my favorite ways to emply them is drop a bunch of them in such a way that they glide in a straight line into the 2.5km detection radius around the target in a fan spread, so that they engage it from multiple directions. It also keeps the bomber way out of harm's way, when you release them from out of detection radius, and you only need to point them in the general direction when you drop theme. It is also pretty fun to dodge missiles that have wing blocks instead of lateral thrusters. A bit easy, unless the missile has a very high thrust/weight ratio, but still pretty fun.
@@My_initials_are_O.G.cuz_I_am No Thrusters at all? Not even one? How can it correct its course then? Wouldn't you need at least one to able to have the bomb make mid course correction? A video of it in action would be good to see
@@MrSamuauto Sounds like you just need to turn on precise mode while using the recorder block, which will copy the exact orientation when following your motions.