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Pluton Ship AI
   
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22 Oct, 2020 @ 1:57pm
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Pluton Ship AI

Description
The newest AI model can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2325237814

The Pluton Ship AI is the first AI developed by Cosmic Engineering. Pluton will manage several of your ship's functions, and add many options for new ones.

Setup:
To setup the Pluton Ship AI, simply name 1 gyroscope "Control Gyroscope", and have a cockpit, flight seat, or other ship controller marked as the Main Controller (Main Remote will not work for this). It is also suggested that you set the displays for the programmable block to text and images.
The Ship AI is now ready to roll! There are several features this AI offers.

Movement Management
Pluton will manage the ships controls. While in the cockpit, your movement and rotation inputs will be sent to Pluton, where they will be processed and sent to your ship's thrusters and gyroscopes. This will match the normal thruster input, and will be very similar to the normal gyroscopic input, with some slight tweaks.

Roll Correction
If your ship is in a natural gravity field and is listing port or starboard, the ship will correct its roll to be within the ACCEPTABLE_ANGLE, which is a customizable field set to 20° by default. This function pauses for a few seconds after you manually change the ship's roll.

Pitch Adjustment
Below a certain height that is determined by your ship's current speed, Pluton will adjust your ship's pitch to ensure it is not pointing below the horizon, to prevent accidental crashes. This function pauses for a few seconds after you manually change the ship's pitch.

Speed Limit
Pluton allows for a user-defined speed limit (Speed_Limit), set to 100 m/s by default. The ship will refuse to move above the specified speed unless dampeners are off.
Pluton also enforces a dynamic speed limit on the ship based on its elevation, beginning at 100 meters above the surface.

Crash Detection
If Pluton anticipates a crash in the next CRASH_DETECTION_TIMER seconds (set to 10 by default), it will enable your dampeners automatically. This effect only works if your speed is above 5 m/s, to allow for safe landings.

Faster Stopping
If your dampeners are on, your ship will come to a complete stop faster than the same ship would without Pluton. This difference is only relevant below speeds of 10 m/s.

Cruise Control
Turning dampeners off will enable Cruise Control, which will continue to resist gravitational forces. If your movement direction is within ACCEPTABLE_ANGLE degrees of forward or backward, dampeners will be enabled for up/down and left/right motion only, allowing your ship to cruise straight forward without needing to make minor adjustments.
Please keep in mind that your ship WILL escape a planet's gravitational field in this state if it is able to.

Autopilot
Pluton allows for autopilot without the need for a remote control! Keep in mind that collision avoidance is not available, and that it WILL try to fly through planets to reach its destination. The ship will turn to within ACCEPTABLE_ANGLE degrees of the target, the fly towards it.
This autopilot allows for moving targets!
The command for autopilot is "GoTo <GPS> <Optional Vector3D>"

AutoProjector
Pluton will enable all of your projectors every time it turns on, so that you can turn them off before saving your blueprints! This doesn't actually reduce the block count, but it does break up the loading times a bit.

Airlock Management
Pluton will manage any uniquely named set of doors designated as Airlocks. To designate a pair of doors as an airlock, include "Airlock" and either "Door 1" or "Door 2" in the name. The names of the pair must match exactly, except for the door number, which must be either 1 or 2.
Pluton will ensure at least one door stays closed at all times, and opens the door closest to a friendly player automatically, provided that player is within half a large block (1.25m) of the door's edges (3.75m total), and isn't closer to a different airlock. The airlock should be contained within a functioning sensor block's field for this to work.
This airlock manager takes into account the movement of the ship to fix issues with positional data.
This airlock manager will lock closed doors so players do not unintentionally vent pressurized regions of the ship.

ShipStatus
Pluton will update any and all LCD's whose names contain "Ship Status" to match the current status of the ship.
Green: No issues to report
Blue: High Ship Speed, Near a friendly or neutral ship, Near an asteroid, Near the Destination
Yellow: Glitch Mode, Enemy Player within 2km, Enemy Ship within 10km
Orange: Predicted crash at current velocity, Enemy Player within 800m, Enemy Ship within 2.5km
Red: Enemy Player on board, Enemy Ship within 800m
For transparent LCDs, the text color will be darker, and the background color will be fully transparent.

Command Menu
Pluton provides a Command Menu displayed on all LCDs containing the name "Command Menu Display". This menu consists of various information and commands that can be useful to the pilot. It is recommended that this display be visible from first-person from the cockpit. Available commands to flip through this menu are "Back", "Select", "Prev", and "Next", which do as they imply.
The layout is as follows:
UpdateMenu: this updates the render and commands in the menu to match updated data. This is automatically and periodically called when this option is selected, but can also be actually selected.
Commands: This is a list of default command the ship allows. Commands include Stop, which disables the autopilot; Lockdown, which closes all doors that include the string LOCKDOWN_SEAL_NAME ("Air Seal" by default) and disables them when closed (Calling the same command will reverse this); Infect AI, which causes various glitches to occur in the Pluton Ship AI, which can be fun at times and can be undone by recompiling the Programmable block; and factory reset, which wipes the program's memory and variables and turns off the Programmable block. It also returns thruster and gyroscope control to the main control seat, which is important to note.
EntityLists: The menu displays all detected entities in an easy-to-read list. Selecting a displayed element will tell the ship AI to fly to (read: Crash into) the selected entity.

Enemy Lockdown
Separate from the Lockdown command, Enemy lockdown automatically activates when an enemy is detected on board the ship. In lockdown mode, lights within ALERT_DISTANCE (15m by default) of enemies will turn red and flash on and off, doors will close and lock, and sound blocks will play the "enemy detected" sound. All of these effects are reversed when the enemy moves out of range, including reverting lights to their previous state and opening doors that were open prior to the lockdown.

Spacial Awareness
Pluton makes use of your ship's turrets and sensors to record and save information about its surroundings. This information is saved, and is also broadcast on the "Pluton AI", "Entity Report", and your ship's custom name channels at maximum range; it will also listener for this information on these channels. This information is updated as more information is recorded, and over time, including updating the positions of ships based on their last known velocity. This information is also available for use with the Command Menu to determine the position of various ships.

Corrupted AI Mode
For those who enjoy a challenge, sending "glitch" to the programmable block causes it to enter a state where various ship functionalities break down and glitch out. The exact ways it affects the various systems change periodically, so it is difficult to adjust to. Explore at your own risk!
2 Comments
pro100tv 29 Nov, 2020 @ 9:53pm 
Is movement managment optional or it must be on all the time?
I tried it but seems like it works in a weird manner for my ship. Do I need to install gyroscopes the same way that cockpit/remote are installed?
pro100tv 21 Nov, 2020 @ 12:15am 
Great work!