A way to set up any base onto an asteroid or planet easily (Note: I am still new to this game, (I've only made it to space) and I don't know if what I am asking is easy or hard)
Being able to have fully automated transports will be very nice, though I imagine any drone that is designed to operate independently without player oversight will need a distress beacon for when something inevitably goes wrong XD
You could build shuttles from base to base or base to ship or even base to asteroid outpost. Patrolling guard drones. Storage containers that follow you around the planet. AI wingmen. Autopilot landing and take off. You could put a screen in your cockpit and connect it to a camera set to track targets such as enemies, based, or docking points. So many possibilities.
I wanna test a drone with the hit and run combat AI, and have an event controller that detects when it has run out of ammo that turns the hit and run combat block off and turns the intercept combat block on, so it turns itself into a kamikaze drone when it is out of ordinance.
I'm making a drone ship with about 20 drones, variety of weapons, with event controllers to recognize that a drone has fallen in battle and automatically start the process of making a replacement mid flight, some gatling drones, some missile launchers drone, and a replenishing supply of intercept "nuke" drones, while the main ship has long range rail guns
So, use the defense ai for the custom artillery instead of offense, might have to give it a shot on the "battleship" lining (trying to link a few battleship style custom turrets to a radar system Alicedidthings made a tutorial on earlier this morning/night).
@@remanscimitar Assuming it functions like an automatic version of any other grid control option, you could do it with just one. You might want to use more than one if they are different kinds of turrets or if a turret would have to shoot through your ship to hit a target.
So I hought of a couple potentially devious ideas regarding custom gravity missiles. I haven't had this game for very long so I don't know if any of these will be as effective as I'm hoping. 1) Includes a gravity generator (or several, forgoing any warheads), set to spherical gravity. Intended for anti-personnel use, the vacuum/vortex missile targets an enemy player directly, and sucks them in for a lethal collision, else if the enemy manages to avoid direct collision, they are sure to be flung, which could still be lethal. Is it as practical and effective as just shooting another player with a turret? No, but it will terrorize them! 2) A variant specifically designed for use against larger ships with interiors and crew onboard, and ideally assisted by other craft and/or decoys. This variant should attempt to orbit the enemy ship at maximum velocity to evade turrets, but that will also work in favor of its terror effect. Imagine you're on a larger ship, walking around as you check on systems or you're busy deciding upon your personal armaments, but you get sent into a wall across the room! As you realize you're being dragged into another wall, you notice your colleague's body ragdolling with you - they were not so lucky with the initial impact, but you aren't out of the woods yet either! When you are finally forced into respawning on the ship's medical room, it's still happening. Until the offending missiles are destroyed, all you can do is explain to the captain, whose cheeks are locked safely into a seat, that the crew is unable to reach their battlestations, unable to board fighters, and have to respawn elsewhere. Okay, maybe they wouldn't be that effective, not unless you make this variant rather large, but they might still make it hard for crew members to move around the ship. Another idea I had was to make cannibal drones. Grinding returns the components used in block construction (I'm assuming the ship grinders do the same, haven't used them yet) while welders consume components to build/repair blocks. From what I've seen, ship welders repair in an area, and multiple blocks at a time, too. So... what if I made a drone that would 'eat' the armor and functional parts of ships, while using those parts to weld itself back together when sustaining damage? These would ideally function as a swarm deployed from a carrier of some kind, and especially if the enemy's turrets don't interpret the grinders as weapons, I'm hoping the hostile weapon systems will ignore them as they devour the ship. And when the fight's over, hey, I come out of it with some assorted components because the drones are deconstructing the enemy's ship rather than blowing it to smithereens, and that would lessen my own repair costs as well.
I've already built a mini nuclear missile using the nuclear weapons mod, And i gotta say, there's A LOT of steps involved in getting a missile to separate from a main craft, turn on its engines, and... goodness, i still haven't quite finished the design.
I haven't played in a while but I feel like you could just attach it with a landing gear and have a command to release the landing gear and fire up the engine.
The way I've found works best is using the small connector (new, replaces the old ejector block), have an event controller and a timer block. The event controller waits until the connector unlocks, and activates the timer block. The timer block then just turns on all of the things, because timer blocks have 9 action slots has opposed to the event controller's single slot (the second one activates when the condition is unmet)
I'm hoping for more rover stuff in the future in regards to the AI. Because I love Rovers to death and from my testing you can't do anything with them with the AI.
AI blocks are so useful when they work. They arent so useful when your combat drones fly and stay away 2.5 kilometers from their target without any reason to do so
When using the Task Recorder to connect to connector, you should turn precision mode on and collision mode off when it reaches a waypoint near the connector. It should make the connection more precise. Also reducing pitch and roll angles will assist in stopping the connection from being angled
During recording turn off your conector and stick them closer then set a waypoint. That way you ansuring that you are close enough to conect. Also dont record only top down aproach if your controlers are way off. Set up some form of aproach to allow drone to align witch patch corectly.
@@krirub8166 precision mode can slow down the overall speed of waypoint travel, depending how close together the waypoints are, and you might want to take collision avoidance off if you are having your drone navigate a tight space using the recorder, where the AI would otherwise struggle to pathfind in such a tight space
@@krirub8166 yo can set up event controler to on precision mode and off colisions avoidens before last point just above last point when you connect. That way drone will land and not stuck just above connector.
I haven't jumped into the game for a bit. Been waiting for exactly this update. One question, are there new AI controlled enemy grids? I feel like an AI pirate fleet floating around would be a good addition for solo players to fight.
Hyperspace missile might be fun, You fire it, it sticks to the enemy, and then activates a jump drive and now the target is god knows where, the target sure doesnt..
I think its time to build some Y-wings with actual torpedos, and add smart-bombs to my atmo bombers! Ballistic missile upgrades? - Nah! I still need to remote fly them to the target, so i just kamikaze it like i did so far... MULE drones? - Maybe. SAM launchers? - Worth a try. Public transport? - ??? Smart mines? - Absolutely!
been working on using speed and kinetic devastation mods to create an ultra-long range kinetic missile that is essentially just an engine and guidance, that will delete any grid and crack asteroids after a few hundred klicks of constant acceleration. Biggest limitation is, from my knowledge, it requires GPS coordinates to actually hit, and moving your grid by 100 yards is enough to defeat it.
@@Blasted2Oblivion given the utterly immense speed of this concept (several kilometers per second) and detection range offered by vanilla SE or even weaponcore, assuming gridAI is ever integrated into that mod, the AI would have only a tiny amount of time to detect a grid and change course.
@@SammyWhiteley That's a fair point. How about a precursor? It's less efficient but you have a slower moving object latch on to the target and make THAT the missile target. It would have a beacon or something that your missile can detect from much farther away and make the necessary adjustments more gradually to maintain speed but still be accurate.
@@Blasted2Oblivion that would work. After all with the ai blocks it should with even better. Cause I used to fire ultra long ranged missiles from the moon at beacons on my planet. Granted I had to use a bunch of laser antenna to talk to the missiles. You could only do so much with remote control blocks and timers and Lord clang loved it when the beacon moved. 50% clang out rate on moving targets
Is it possible to build a drone carrier ship that is itself a drone? I want to build multiple fleets with a carrier and a couple cruisers for each fleet, that patrol my supply lines. I've seen some cool carrier builds, but the carriers themselves are all player manned.
You actually have the solution in your question. Build the carrier exactly like the player controlled ones but, instead of a seat and control console for each player manned station, replace it with the appropriate AI block. The individual drones would behave just like we see here with a docking order to refuel/rearm. After that, the hardest part is making sure that the AI doesn't turn on you.
This update will change the game, now even servers with small lobbies can have massive battles with sides using unmanned drones to fight eachother. Hell you could make everything from fighters to capital ships!
Liking your cargo drone idea. Inventory limit? What's that? What about a construction drone? How easy would it be to build a drone that seeks out projected blocks and automatically completes them? Or maybe an automated repair drone that gets deployed after an attacker is driven away and automatically patches up your grid? Deconstruction drones. Tear down a temp base after you're done strip mining the area so you can reclaim resources. Roboport drone. A chonky cargo drone that follows you around at altitude. Serves as a mobile recharge/resupply platform for smaller drones. Mining drone. Obvious application is obvious. Automated mobile mining. No fixed base required. Just dip down into atmosphere, release the drones with a supervisor player or two, and do your mining nomad style.
Aye mate I can't find anything that shows off thes new AI blocks with mining in mind would you be able to make a video when you can showing how you would be able to do this? I'd prefer it form you cus your good at explaining this stuff and easy to follow.
@@Zer0sLegion Are you still thinking about how to do auto mining with the AI blocks especially now that they added the signal update? I love PAM on PC, but I would love it more if I could have automated miners that didn't rely on scripts for my console friends.
Some notes from my own testing When the flight ai block is enabled you cannot override gyros or thrusters During my testing in order to get the dist to locked target to update consistently with the offensive ai block you need to setup a reset clock that resets the AI block for 1 tic otherwise the value won't update consistently, this appears to be a bug and hopefully will be fixed
I was having problems with the "distance to locked target" option specifically. It's good to know this wasn't intended. I will have to re-do some tests.
@@party4lifedude here's what I found it seems to be an issue with the offensive ai block as it won't update the lock after roughly 2 seconds. The way I undid it was to setup two timer blocks (A and B) A shut off the ai offensive block, trigger now timer B B turned the ai offensive block back on, started timer block A (with the timer) This creates a 1 tick delay where the ai offensive block is reset which allows it to update But it also seems to keep the last lock it has it just updates the distance it's outputting
Gonna build a planet scouting platform, and maybe set it up to wander around base until i hit a call button. Gonna call it either magic carpet or magic nimbus something lol.
I assume, if you want an efficient transport drone you have multiple tasks - fly to miner - load - fly to base - unload - check battery, fly to base and load - load until 100% - maybe an emote controlling? > resume work Here is what i don't like, to achieve this, you need a ton of AI blocks on your ship, which makes the ship larger. I am really excited, to find more efficient solutions
@@Zer0sLegion yes as i assumed. I tried and got it to work but the drone must hold many timers and ai blocks... is a bit a downer... but at least those relative beacons are hot AF !
One of the mods I found a while ago was these static mining systems, which can drag out ores from locations without damaging the voxels to save on save bloat. Originally I had planned on doing the pipe mods to set up these mining outposts sorta deals, but now the idea of doing transit ships with the AI controller really seems more an economical idea, dedicated AI craft flying between mining rigs to a centralized depot and all that. With watching this I kinda think I know what I need to do as well, set up the AI on a record path between mine and depot and then just set it to reverse waypoints on cargo fill precents. I suppose the only big question would be if I need an event controller for cargo fill and cargo empty or if a single AI controller could do em both.
I imagine that such a creepy smiley drone following you around everywhere must be like when you have crazy stalker "fans" following you around everywhere as a big influencer. 🙄😬
You might not see this but, there is a bug that me and my friends found that if you switch quickly beetween both rocket launchers and press m1 you pretty much become a rocket laser cannon
How well do these work for ground based vehicles with wheels and such? Perjaps with something akin to a tank, self propelled anti air vehicles, or artillery?
Question: Will many small-grid subgrids affect my small sized large-grid ship? I want to use small grid turrets, but I don't want my ship spazzing out or being unable to turn, as the whole point is to be small, fast, and agile. My plan is just to use a large to small locked hinge with the turret directly on top of that. I've seen it used before, but never more than a couple per ship, and I plan on using a bunch, and programming that many turret controllers is too tedious. I could use small grid ones on an internal subgrid to make it fit, but still... I'm still very new to the game and on xbox, so sorry if this is obvious to most. Also, I'm having trouble moving beyond the "one or so blocks of armor around essential components" stage, so advice on how to build bigger would be extremely helpful. The only other ship building game I've played is KSP, and it's very hard for me to get out of the "bare essentials" mindset that game encourages. I know that seems odd after asking for advice on smaller ships, but I want to build bigger ones too.
Can say from experience that your turrets will work fine as long as you give them a bit of breathing space and don't put any gyros/thrusters on them. Also make sure not to tick "share inertia tensor," as that will effectively make all your turrets as heavy as your hull and make turning way harder
I don't know how to do it but off the top of my head, I'd guess it involves using thrusters to move the rover whilst the wheels are controlled by an event controller.
@@Rbobclips That is probably the primary thing keeping me on Xbox with most games. A new game might not be as shiny as on PC but the vast majority of games won't break because outside systems aren't correct.
another great tutorial almost anytime i have a question i see your name pop up and im like oh ya that's probably the answer im lookin for lmao. i been playing the game for a couple weeks now and it's been rough but fun, the game is really good at having discouraging moments like when you spend 3 hours building your first space ship to crash it the second it left the landing pad to learn you have to completely rebuild it. but then it has it's encouraging moments when you finally learn what you did wrong and when it starts to work smooth you'll always look at the craters outside your base and be like... AHHH... i remember those days.
Automating the building of ships is very important because, like you said, it takes ages to build one and seconds to crash it. I would highly recommend that's the first thing you always go for.
Bit of a wierd idea but I haven't played the update yet so here is an idea. A deployable fighter in a hanger that is launched to fight then can rtb after or be set to follow a medium sized ship deployed from the larger object
my missles tend to be quite slow. set to 100 m/s they will fly only 40 - 60m/s on a runway of 900m with enough trust to bring them to 100 in 2 sec. looks like an ainproblem. have you seen anything like that?
@@Zer0sLegion I created a torpedo bomber that fires 4 salvos of 2 torpedos (90° to the cockpit, which translates to an very interesting multi attack angle strategy) the ship is not gribbled but works as a concept very well, with the limitation that the weapons (2x2x7 blocks smallgrid) work solo quite well but if i fire 8 of them, they tend to fly very slow. if you are interessted, i can put it on the workshop. whatever the issue is, it might pop up with others and you know how much we all love issue solving videos ;)
@@Zer0sLegion aaand i found the issue. in beta the activation of the AI block did override the thrust override, now it seams it deactivates the overridden thruster.
If i could build something that dont look like a brick. They are very functional bricks everything working as intended but they look like they just hit a wall on every side.
The Quantradyne APOD-33 was the Confederacy's proof to the stars that anything with a big enough engine would fly -- no matter how badly. ARDO MELNIKOV (StarCraft)