Space Engineers

Space Engineers

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Neptine Ship AI
   
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31 Oct, 2020 @ 3:35pm
11 Dec, 2020 @ 11:15am
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Neptine Ship AI

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

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

Setup:
To setup the Neptine 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 upgrades to the Neptine AI over the Pluton AI. The previous AI model can be accessed here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2264983079
Unfortunately, the Glitched AI mode has been removed for the time being.

Better Alignment
There were some bugs present with the ship alignment with the previous model where rotational inputs would be misinterpreted by the program. These bugs have since been fixed.

Alarms
When enemies were detected on board by the previous AI, it would repeatedly try to set the light intervals and sound blocks such that they would cause issues within the game; the lights would rapidly flash on, and the warning wouldn't complete before it tried to play again. These issues have been resolved.

More useful Menus:
The command menu has been upgraded to show more information, including showing and updating target positions from your ship. Each list also automatically sorts based on its distance from your ship.

Better Autopilot - Relative Dampeners from a Distance:
The autopilot will now attempt to *not* crash into other ships and the planet. No guarantees though. Be careful at low altitudes.
The autopilot can also be disabled by re-selecting the entity you are already attempting to fly to.
Additionally, setting the target destination to an enemy ship will allow you to "Track" them, which sets relative dampeners to match their current speed.

Better Sensors:
Entity detection now makes use of cameras and raycasting, allowing you to retrieve data on targets up to 10 kM away! The max range can be customized.

Autolanding:
An autolanding feature has been implemented and can be accessed through the menu. As long as your velocity is above 5 m/s, it will allow your ship to freefall until it predicts a crash will occur soon, at which point it will slow until the crash is adequately delayed. Repeats until you are falling at 5 m/s.

AI Visual Displays:
The program display can now be set to other text panels, provided their names include "AI Visual Display". As with the Ship Status LCDs, putting "Transparent" in the name will adjust the colors accordingly.

Dynamic Scans:
Sensor scans now occur at a dynamic interval based on several factors, such as the presence of a person on-board your ship, the ship speed, ship proximity to other ships, and speed.

Autodisarm:
Your ship, on each scan, will check for warheads on board your ship, disarm them, and increase their countdown timer.

Better Thruster Management:
Your ship will no longer use thrusters not on the same grid as your cockpit.
The ship will no longer try to counteract gravity when docked, locked, or falling towards planets at 100 m/s or faster.

Better Gyroscope Mangement:
Your ship will automatically adjust your pitch when not being controlled and while cruise control is not on, so that you can better walk around the ship.
Gyroscope power is lowered based on your gyroscope:mass ratio, but not raised, which will help with precise movements on ships with a lot of gyroscopes.

AutoDoors:
The AI will automatically open doors containing a customizable name, set by default to "AutoDoor". The distance works better than using traditional sensor doors due to them taking into account your velocity. The ship velocity is also considered.
Popular Discussions View All (2)
3
10 Dec, 2020 @ 3:20pm
Feature Requests
mlq1617
0
8 Dec, 2020 @ 11:04am
Bug Report
mlq1617
16 Comments
mlq1617  [author] 18 Dec, 2020 @ 11:08am 
The newest model of the AI is now out! Check out the Urean AI here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2325237814
mlq1617  [author] 18 Dec, 2020 @ 11:07am 
@Bern if they remain off while approached, that means they probably aren't being covered by your sensors, or that your sensors aren't set to see players. I'd recommend having a sensor relatively nearby to them, set to detect everything, with all ranges set to the max of 50 meters.
For the Command Menu, you need to have an LCD with the phrase "Command Menu Display" in the name. It can then be interacted with by passing the arguments "back", "prev", "next", and "select" to the programmable block. The newest model of this AI is now out, however, and can use the command seat instead (if it is set to content: "NONE" for at least one display)
Bern 17 Dec, 2020 @ 3:52pm 
the Airlock was named Airlock door 1 and 2, however they would simply remain turned off when approached.

How do you open the Command Menu?
mlq1617  [author] 17 Dec, 2020 @ 1:31pm 
@Bern the command menu is mnipulated through calling "back", "prev", "next", and "select". Once you've navigated to the desired command, call "select".
Make sure you have your doors named properly. The correct syntax for naming a pair of doors is to ensure they have the phrase "Airlock" and either "Door 1" or "Door 2" in the name. Additionally, ensure that the pair of doors have a unique name, and that, aside from the 1 or 2, they have the same name. For example, you could name them "Engineering Airlock Door 1" and "Engineering Airlock Door 2", but "Engineering Airlock Door 3" or "Engineering Air Lock 1" would not work.
Bern 17 Dec, 2020 @ 12:24pm 
Also Door detection for Airlock and auto doors do not function.
Bern 17 Dec, 2020 @ 12:00pm 
How do you actually enter a command after viewing the display
Darki | Delta 8 Dec, 2020 @ 1:11pm 
That solves my problem then.
mlq1617  [author] 8 Dec, 2020 @ 11:03am 
@Darki | Delta it is multiplayer safe, I have used it on multiplayer survival servers myself with no lag coming from them. In my SMP base, the program has run millions of times without crashing. If you find any crashes, please let me know!
mlq1617  [author] 8 Dec, 2020 @ 11:02am 
@ooelentronoo I haven't put together a walkthrough, but all instructions can be found either in this description or in the description for the Pluton AI, which this script is a newer model of. The link to that is found in this description as well.
To set them up, just put "AI Visual Display" in the custom name for your lcd. It will only accept one lcd for each unique name, so if you have two with the same name, it will pick the closer display. Putting "transparent" in the name will allow it to keep the background black (transparent) and will darken the text to match it.
ooelectronoo 6 Dec, 2020 @ 5:45pm 
i guess i am the noobiest noob when it comes to scripts. i thought i also new c# but i am at a loss.
i see there is a way to to see ai visual displays but i am not able to get that to work. I know your prolly busy with skewl but is there any walkthrough out there for setiing up all the functions and how to use this? thanks in advance for you help