Space Engineers

Space Engineers

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Urean Ship AI
   
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18 Dec, 2020 @ 9:59am
28 Mar, 2021 @ 10:32am
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Urean Ship AI

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

Setup:
To setup the Urean Ship AI, simply 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 Urean AI was developed and tested in an SMP setting, unlike previous models. Rest assured that this program does work in a Multiplayer and Survival setting.
The Ship AI is now ready to roll! There are several upgrades to the Urean AI over the Neptine AI. The previous AI model can be accessed here, as well as descriptions of any features it shares with the current model:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2273540196
Unfortunately, AutoPiloting to saved Entities has been removed to allow for room for more useful features.

Old Features: For details check the descriptions of older models.
Cruise Control in natural Gravity
Collision Prediction and automatic Dampeners
Automated Airlocks and AutoDoors
Entity Report showing list of entities that have appeared on scans
Alarms
Ship Status LCDs
AutoLanding in Natural Gravity
Automatic Warhead Disarming
Auto-Alignment to Natural Gravity

New Features!

Cockpit Screen Usage
The Urean AI will now make use of Cockpit/Controller screens for its various displays! Simply set a display to "No Content", and it will automatically be converted to a display for the Urean AI. The first available display will be used for the Command Menu, the second will be for the Ship Status, and the third will be used for the AI Display. There is currently no way to change the order of screens for this.

Custom Settings
Certain settings can be changed and toggled On/Off through the Custom Data field of the Programmable Block. Settings are updated when the program is recompiled. Please note that these field will not be populated until the program's SAVE method is called, which can be forced by recompiling the program.

Guest Mode
A Guest Mode has been added to the program. Guest Mode can be activated through either the Command Menu, or through calling "Guest Mode". Guest Mode disables Alarms, and allows neutrals and enemies to activate Airlocks and AutoDoors. Upon activation, Guest Mode starts a deactivation timer, by default set to 15 minutes (customizable in settings). When the timer completes, Guest Mode deactivates. The Timer and Guest Mode status are displayed as part of the Ship's Status.

Reboot Timer
The Programmable Block second display now shows the amount of time that has passed since the program last booted up. This includes both last Recompile, and the last time the World was loaded. Useful on servers.

Cargo Capacity Monitor
The AI now displays the total Cargo Container usage (does not include any other inventories, just Cargo Containers). If it is above a certain threshold, it will also show up on the Ship Status Displays.

Better Airlocks
Airlocks now have better delays to prevent air loss, at about 1.5 seconds. If there is an air vent associated with the airlock (same name, contains "Airlock" and "Air Vent" in name), then the delay is increased to 3 seconds.

Better Entity Menus
Entity Menus now correctly display the number of entities in each list. Additionally, the Data Age now correctly updates.

Disable AI
A new menu command has been added that turns off the AI. To reactivate it, turn on the block and recompile.

Gravity Predictors
The AI will now determine your forward and upward acceleration, and use them to tell you the strongest gravity you can hover or launch from. Extremely useful for gauging whether you can land on a particular planet safely. This is shown on your AI display, though will show up on the Ship Status monitors if it is too low.

Auto-Landing Actions
Users can now customize the actions a ship should take on landing in the ship settings. In the field "Autoland_Action_Timer_Name", specify the name of a Timer block you want activated when the ship lands; this timer will be activated upon completeing an AutoLand operation.

Fixed Memory Issue
Entity Lists now have an upper limit of 128 entities to prevent memory issues. If the limit goes above 256, it preserves the closest 128 entities of that type and removes the rest.

Disable Thruster Controls
Thruster controls (as well as Gyroscope Controls) can be disabled in the settings; however, Thruster Controls can also be disabled through the Command Menu to allow the player to activate Relative Dampeners, which cannot otherwise be incorporated into the program.

Tracking Sensors
If a sensor has the word "Tracking" or "Locking" in its name, it can be used to "Lock-On" to enemies and receive live updates of their positions, regardless of distance. This works by disabling the Sensor while that enemy was the last entity it detected; the "LastDetectedEntity" method will continue to return information about that entity, regardless of whether it is still in range. This might become deprecated if this feature is removed from the game in the future, as it theoretically can be used to track down enemy bases.

Minor Tweaks
Elevation no longer shows when in space.
Ship Settings (Thruster/Gyro controls) no longer show for Static Grids.
Control Gyroscope doesn't need to be specified, will pick the closest one from all available gyroscopes.
Code is better optimized.
Code no longer made to run longer than the Universe's current age in seconds squared.
Popular Discussions View All (3)
5
17 Mar, 2021 @ 2:28pm
New features
Darki | Delta
3
15 Feb, 2021 @ 3:42am
mines broken
richard
2
5 Feb, 2021 @ 12:43pm
Gravity reading innacurate
mlq1617
66 Comments
mlq1617  [author] 26 May, 2023 @ 11:42am 
I probably won't make a discord for it, but I will try to be more thorough with the documentation!
I have also officially started on the next version, and am currently working on working out a few last kinks on the thruster controls. Once that and the gyroscope controls are working, I'll start implementing other features like airlock controls and cargo monitors!
Starkye 20 Feb, 2023 @ 3:12pm 
Oh my god that is awesome news! Its been a while since this updated and I have not seen any script that could come close to replace it. By any chance do you think you'll make a discord or smthn to keep up to date with it?
mlq1617  [author] 20 Feb, 2023 @ 1:23pm 
Hello!
I've been getting back into scripting for SE lately, so I may be returning to this shortly!
I appreciate that y'all have been enjoying this ship AI!
Starkye 15 Feb, 2023 @ 3:52pm 
Is this script series still getting worked on? was my favourite along red alert :(
still is so useful
kota 28 Oct, 2022 @ 8:28pm 
How do you use this?
Starkye 3 Sep, 2021 @ 11:06am 
nvm found it in the previous versions, I think this script would be 100x better if it had a guide page instead of features written in 3 diff pages :/
Starkye 3 Sep, 2021 @ 11:02am 
How am I suppoused to use this? im kinda lost I mean the main controller shows like a meny but how do I interact with it?
Mr.Platin 16 Aug, 2021 @ 3:17pm 
How do I operate it?
Like from a control seat, what are the "Run" trigger words for this program?
mlq1617  [author] 20 Jun, 2021 @ 12:18pm 
good ideas; I intend to (at least, attempt to) make a Dogfighting Navigation Core for it that should make for either easier dogfighting or automated dogfighting.
Probably wouldn't work on a welder arm program, as that would be a bit too specific for me to include in a more general-purpose one like this, but it might be possible to add integration for it for later.
Rotor turret control is a great idea! A Weapon Systems Core would be a great addition to the program, imo
Projekt Pleasure 19 Jun, 2021 @ 8:42pm 
yea, that would be rather interesting, and if u could get several PB's to work in conjunction all with different roles, then with the help of a mod it could expand by itself
(overlooking several issues)

but yea, theres not a lot to be done with scripts unless u want pure automation.
my best idea for applying this AI is give it the ability to maneuver and fly as you want, dogfight and go on automated mining expeditions. the second would be a kind of repair system,
i would imaing the repair system would work by having an arm capable of reaching the entire base, and with some extra code maybe find a way of giving it spacial awarness.

this could be useful for printing and reparing hard to reach spots.
another way is getting it to use elements of Whip's MART script and give it the ability to control rotor turret individually rather than slaving them, something like PDC's.

(these are just my ideas, and my opinoin of my ideas is that theres is absolutely no point for any of these)