Space Engineers

Space Engineers

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xPerimental Shootle
   
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Type: Blueprint
File Size
Posted
Updated
1.112 MB
29 Oct, 2021 @ 9:04am
26 Aug, 2022 @ 3:53am
10 Change Notes ( view )
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xPerimental Shootle

Description
Small grid glass cannon fighter.

Demo ship to give a test drive for my various scripts.

Reference build for HudDog combat lead script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2645141226

========Copy from reddit page========

Pre-release version of the script to give a taste of some of its' distinctive features:

augmented-reality tracer bullets with simulated ballistics

gyro-gunsight lock-less mode

control takeover by combat autopilot ("snap-on target")

projector offset mode (not new but still classic)

This one is a new build, while most of development and tests were based on large grid. So it's not final in several aspects, there are some issues with small screen projection precision, autopilot feedback loop, everything is a bit quick because of higher agility, etc. But still enjoyable and can give a basic idea what is this all about.

If you like it please leave your feedback, suggestions and issue reports in the comments there. Any amount of feedback would make the full script release sooner (I need to understand how much demand this gets compared to other scripts to sort out my priorities).

Personally I just use "toggle:aim" most of the time and that's it (1st on 1st hotbar) - it switches gyro control takeover - good when the aimbot jumps erratically around a large target with many devices.
Then you have E double tap - that quickly cycles through lead groups - gatling->rocket->inertial. There is a feature of auto-switching whenever you fire respective weapon, so I don't use E tap anymore recently, it works well enough.
Then there is a "toggle:bright" that changes colors to green with full alpha - good for bright day conditions on mars-like where you barely see default color.
Double tap C cycles indication type - here it's only SpriteAPI and Projector.
And another one worth mentioning, a "toggle:pip" - it changes LEAD to PIP and vice versa. LEAD is where you need to point your gun to hit moving, while PIP is where you shot would land if you fired your gun right this moment. LEAD makes sense only when you are locked.
15 Comments
cheerkin  [author] 13 Dec, 2024 @ 5:04pm 
NP, thanks!
ZIGGY 13 Dec, 2024 @ 1:12pm 
oh thx didn't pay attention. Grate work u made! And cool videos on YouTube u got, respect
cheerkin  [author] 12 Dec, 2024 @ 4:42pm 
1-3 is command:fw-cast
Buttons info is right on the front lcd screen when you sit in the cockpit.
ZIGGY 12 Dec, 2024 @ 12:42pm 
HELLO! Im sorry, but what kind of "toggle:???" is on 3 button?
cheerkin  [author] 10 Sep, 2023 @ 12:54am 
Рад это слышать)
Endemis 30 Mar, 2023 @ 4:46am 
Это одна из самых удивительных вещей, которые я видел. Вырезал кабину и перенес в нее гироскоп и программ блок из середины корабля. Теперь это будет основой всех моих корабликов)
cheerkin  [author] 4 Apr, 2022 @ 9:58am 
Added TMCnet menu. Toolbar 5:
1 - toggle mouse capture
3,4,5,6 - up/down/esc/enter
Menu is defined in a-mcommand PB custom data.
cheerkin  [author] 31 Jan, 2022 @ 12:22am 
I'm not sure if I got it right. Why would you want to change main display output? The script automatically picks up appropriate display based on your point of view (camera or cockpit position).
ideax 29 Jan, 2022 @ 8:57pm 
how do i change the main display output like making sure its the middle display instead of the top display or does it not have support for a + screen layouy
Mr. Kek 20 Dec, 2021 @ 9:19am 
yeah, fixed it now, worked out what the problem is, ty for your help!