Space Engineers

Space Engineers

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[APck] Broadsword U-AAG
   
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21 Nov, 2022 @ 10:40am
10 Dec, 2022 @ 10:20am
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[APck] Broadsword U-AAG

Description
Reference fighter drone for the AutoPillock script. U-AAG stands for Unmanned, AA-Gunship class. Evolution of Xenon ASF / Whornet ASF that were ran by AutoPillock.

Heavier armaments enable heavy ground assault role and long range high precision fire support. Agility was slightly compromised but still good enough to dodge 500m/s artillery shots from AI turrets at 500m range.

Evasion software is still being tweaked so there is a room for improvement.

New APck WeapBot module significantly increases fire power and hit factor compared to previous models. Weapons are auto cycled based on their cooldown times. Gyro control logic was vastly improved and allows reliable tracking of even the fastest targets.

A few buried warheads allow using it as a missile in dire circumstances.

Summary

About 20% more weight with appropriate thrust increase. Proper conv network to everything (hopefully), previous ASF builds required manual ammo placement for some weapons.



Armaments
  • Bunch of gatlings (even more than before, because why not)
  • 2 reloadable launchers (now really reloadable)
  • 4 assault cannons
  • 2 gatling designator turrets
  • Two mounts and available battery capacity for optional railguns.



Important note

Included script version is not suited for drone modification and is intended only for this specific drone.
Weapons CAN be changed ("coaxial-weapons", customs, etc), but thrusters and other major blocks can not.
There will be bugs and hiccups. I tested this version for quite a while, but the system became so complicated that everything is possible. That's why I decided to release a blueprint pre-configured versions first.
If you have issues, please report them in the pinned discussion here, until the main script page is ready. Check the log in PB screen/keyboard. Most importantly, try to reproduce the issue (repeat at least twice) and tell me the steps as verbose as possible.

Use the script from the main page when it comes out. ETA depends on how well this one would go through testing phase and you can help by providing feedback.

How to use:

Basic, By its' own:
Get it into the world, change ownership, get it near the enemy.

Better, With carrier:
Get the carrier control module blueprint, watch demos, read the description.

Advanced:
Go to the script page, read and watch everything, ask questions. The carrier got the most important commands in the TMC menu, but there are many more to find out, and you can combine/chain them to do neat things.

If you have issues or questions related to script operation rather than this specific blueprint, please proceed to the main AutoPillock script page, make sure you read documentation, FAQ, Known Issues, and ask there.

Please use the script from the main page, or at least check the latest version number there. I won't always update every blueprint when new AutoPillock version comes out so it is not guaranteed to be up to date.
41 Comments
cheerkin  [author] 22 Feb, 2023 @ 2:36pm 
See APck FAQ regarding the WC.
Spectron55 22 Feb, 2023 @ 8:09am 
The PB also says something about Java.exception errors and shows weir symbols. The screen output is normal though
Spectron55 22 Feb, 2023 @ 8:08am 
Oh I didn't knew, I was playing on a weaponcore server. And I did not know that weaponcore would interfere in some way. Could you maybe explain why it isn't working with weaponcore, and if there is a way around it?
cheerkin  [author] 22 Feb, 2023 @ 6:28am 
In both cases, two things are first to consider:
- do the script work or is it crashed (in case of automaton beta, it crashes when you spawn grid or change ownership, the possible fix is mentioned below).
- if it works, what's in the log at the moment of interest (but in case of mods like WeaponCore, you won't see anything in the log and nothing happens).
cheerkin  [author] 22 Feb, 2023 @ 6:23am 
No, you don't.
If you have mods installed, try disabling them.
If you have automaton beta, it breaks some things too. There is a modded script version in discussions on APck main page.
Spectron55 22 Feb, 2023 @ 2:10am 
do i have to activate it with a command somehow?
Spectron55 22 Feb, 2023 @ 2:10am 
when i paste it in near an enemie ship and change the ownership to space pirates, it just shoots the turrets at the ememie ship, but does not rotate, move or shoot with the other guns
ManaTheGentlefox 6 Feb, 2023 @ 7:54am 
I purged my game files and tried it again, it works now.
Probably some weapon core leftovers
cheerkin  [author] 30 Jan, 2023 @ 9:21am 
The script does not affect turrets from the beginning, so they normally should fire at enemy grids. If they don't, it's a game problem, ownership issue, targeting not set up properly, etc. If you spawn a drone, then have a target nearby which belongs to enemy faction, turrets shoot at that target, but drone does not react, then it's a script issue.
ManaTheGentlefox 30 Jan, 2023 @ 5:11am 
thats´s strange cause the setup was vanilla.
I will try with a clean installation later.
thanks for the quick response