Space Engineers

Space Engineers

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[ENG] FCS "Ash"
By Xejijikot
FCS Ash - how to install and use
   
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Overview


https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2933287799
FCS Ash is designed to assist in aiming weapons to the maximum firing distance through the use of a ballistic computer, control of gyroscopes, use of raycast, control of subgrids and visualization of lead mark information, distance to the target, position of the subgrid turret/gun turret relative to the hull, as well as the location of internal subsystems in the grid of a potential enemy.

FCS Ash is a script exclusively for military purposes.

FCS Ash can operate in three main positions:
  1. Visualization of the lead mark and distance to the target
  2. Assistance in hull guidance
  3. Help in targeting turret
Fast installation


Minimum functionality - visualization of the lead mark
To visualize the lead mark, the script can be installed in any place or on any subgrid with creating the "Ash" group, to which you need to add the following blocks:
  • cameras for radar [raycast] (cameras with the tag "SIGHT" will not be used in lock),
  • one or more lcd for display graphical information about the guidance status
Then you need to install the correct weapons using one of the commands given in the "All commands" section
Help in hull guidance
To assist with hull guidance, the script must be installed in the main grid with creating the "Ash" group, which includes the following blocks:
  • cameras for radar [raycast] (cameras with the tag "SIGHT" will not be used in capture),
  • one or more displays for displaying graphical information about the guidance status
And also have on the structure in which the programmable block is located, a cockpit (or remote control) and gyroscopes. If you don't want all the gyros on the ship to be used, add the ones you want to use to the "Ash" group

Blocks that need to be added to the "Ash" group are shown in red.
Yellow - necessary blocks, the presence of which in the group is not necessary

The script will automatically select ballistic parameters for the installed weapon

At the end, if you are not satisfied with the automatically found weapons, you need to install the correct weapons using one of the commands given in the "All commands" section.

Help in targeting the subgrid\gun turret
To assist in turret guidance, install a programmable block in theturret, as shown in the picture


Blocks that need to be added to the "Ash" group are shown in red.
Yellow - necessary blocks, the presence of which in the group is not necessary
Green - optional blocks
To work, you also need a cockpit to look through the camera and control the tower, place it anywhere

The "Ash" group includes the following blocks:
  • cameras for radar [raycast] (cameras with the tag "SIGHT" will not be used in lock),
  • one or more lcd for displaying graphical information about the guidance status
The script will control rotors on which:
  • a turret was installed(azimuth rotor);
  • locates a camera included in the group;
  • weapon installed
  • OPTIONAL a certain number of gyroscopes installed on the horizontal and vertical subgrid (for this they need to be added to the group)
The script will automatically select ballistic parameters for the installed weapon

At the end, if you are not satisfied with the automatically found weapons, you need to install the correct weapons using one of the commands given in the "All commands" section

IMPORTANT
Cameras for the radar must be open, there should not be any blocks in front of them;
The cameras must be directed strictly in the direction of firing of your forward weapon, and they must also repeat the vertical deflection angle of your forward weapon to avoid problems with target acquisition

Full installation


Hull guidance
To assist with hull guidance, the script must be installed in the main grid with creating the "Ash" group, to which the following blocks must be added:
  • cockpit from which the grid will be controlled and weapons aimed
  • cameras for radar [raycast] (cameras with the tag "SIGHT" will not be used in lock),
  • gyroscopes
  • one or more lcd for displaying graphical information about the guidance status
  • weapons


Turret guidance
To provide assistance in aiming a turret, you need to create an “Ash” group, to which you need to add the following blocks:
  • cockpit from which the grid will be controlled and weapons aimed
  • cameras for radar [raycast] (cameras with the tag "SIGHT" will not be used in lock),
  • one or more lcd for displaying graphical information about the guidance status
  • rotor with the "Azimuth" tag on which the entire turret is mounted (horizontal guidance)
  • one or more rotors with the "Elevation" tag on which cameras or guns are installed (vertical guidance)
  • mark the main rotor for vertical guidance with the "Main" tag.
  • OPTIONAL add a number of turret-mounted gyroscopes to the group to improve guidance

All blocks must be in a group!
Control


To operate, you must look through the display either using a camera or sitting in the cockpit.




To activate the radar, use the command
switch_lock
Radar operation is indicated by X-shaped lines around the sight.




The captured target is indicated by a square, the radar range (by default) is 2 km.



The ballistic calculator indicates the lead point with a circle, and the cross - the point where a projectile from a weapon marked with the tag "Main" will hit.

If the capture fails, a vertical scale will be displayed to the right of the sight, which shows the remaining time until the capture is canceled.

If the ship has turrets or custom turret controllers installed, the script will collect information about the targets that these turrets are capturing, marking them with incomplete squares.



To capture the target closest (on the display) to the sight, use the
action
command
Ballistic calculator


The ballistic calculator calculates 2 points:

The first - indicated by a circle for a locked target, shows the lead point for the current weapon, taking into account gravity and velocitys of target and script carrier

The second is indicated by a cross. In the absence of a locked target, but an active radar, it shows where the projectile will hit the surface if the radar “passes” over it
When a target is locked, it shows the point where the current weapon will hit the target
Additional features:

--------Turret centralization--------
In turret guidance mode Custom Data contains information about its default position. The turret is returned to its default position using the command
centering
--------Interactive mode--------
Only works in turret guidance mode

To activate set the "Interactive mode" parameter to "true" in CustomData

In this mode, the following hotkeys are assigned:
  • "E" - lock on the target closest to the sight, reset lock
  • "Q" - block of the tower rotors
  • "C" - return the tower to its default position
--------FPS Limit--------
By default, the script removes the FPS limit on lcd, which can lead to overload and blocking of the script on servers. To reduce the load, set "FPS Limit" to true in Custom Data
--------Internal enemy subsystems--------
If there are turrets or custom turret controllers (hereinafter referred to as CTC), the script will collect information from them and display them



If you add turrets or CTCs to the "Ash" group, the script will begin to collect information about the internal modules of targets using them. This can disrupt the shooting of turrets, so add them to the group carefully :D

When a target is captured, its internal modules will be marked with colored dots:




Where:
  • Blue - modules that are responsible for movement (accelerators, wheels, etc.)
  • Yellow - power subsystems (batteries, generators, etc.)
  • Red - combat subsystems (guns, warheads, tools, etc.)
Selecting a weapon and parameters


By default, set the main weapon with the "Main" tag
In order to change a weapon during operation, or set parameters for a modded weapon, use "use"
use [option] [argument]
After the word "use", use one of the options below and its argument.

-n
A weapon (or camera) will be found by name

Example:
use -n Artillery
A weapon named "Artillery" will be found[if it exists]; if the gun is vanilla, the ballistic parameters for it will be set automatically; further guidance will be calculated from the position of this weapon. If a camera is found, the ballistic parameters from Custom Data will be used

If the weapon name consists of several words, put it in quotation marks
use -n "My Big Gun"

The current weapon and its type can be seen on the interface


-p
Setting the parameters of one of the vanilla weapons for the current weapon

Example:
use -p gatling
The ballistic parameters of the machine gun will be set for the current weapon
List of available weapons;
  • "gatling" - gatlng;
  • "autoCanon" - autocannon;
  • "assaultCanon" - assault canon;
  • "artillery" - artillery;
  • "smallRail" - small railgun;
  • "largeRail" - large railgun;
  • "custom" - parameters from CustomData will be set;
  • "default" - parameters corresponding to this weapon will be used;

-v
If the weapon is modded and the script cannot have its parameters, the projectile flight speed can be set using the "-v" option

Example:
use -v 300

-d
Sets the parameters to standard, "reset settings" for the commands above. No arguments

Example:
use -d

Combination
Several options can be written in a row, for example, to use a mod weapon

Example:
use -n "modded weapon 1" -v 500
A weapon with the name "modded weapon 1" will be selected, and the projectile speed will be set to 500 m/s
All comands


use
The command for setting up weapons is described in detail in the section "Selecting a weapon and parameters"
use [option] [argument]

Other commands:
  • "action" - locking on the closest target to the sight, resetting the lock, "E" in Interactive mode;
  • "switch_lock" - turn on/off the radar;
  • "switch_aimAssist" - turn on/off stabilization relative to the target;
  • "switch_aiMode" - changing in turn auto-guidance and stabilization relative to the target, as well as turning them off;
  • "switch_stab" - turn on/off the stabilizer (in turret guidance mode);
  • "block" - blocking the rotors (in turret guidance mode);
  • "centering" - returning the tower to its original position, will be disrupted by mouse movement;
Custom Data


Names
Main tags for searching modules, interface language (English and Russian supported)

Display
  • FPS Limit - limit on frames per second, activate for increase performance. Does not affect guidance
  • Show Weapon Info - show or not the current weapon
  • Show Tank - show the tank icon in turret control mode
  • Interface color - interface color in RGBA format, where A is transparency
  • Target color - color of the captured target
  • Ballistic point color - color for the ballistic calculator point
  • Target weapons color - color of target combat systems
  • Target power color - color of target energy subsystems
  • Target propulsions color - color of target propulsions

Radar
  • Initial Range - Radar scanning range. With a radar power of 1 camera per kilometer, a lock attempt will occur every half second

Controls
  • Elevation Rotor Multiplier - this and below - multipliers for user input to control rotors and gyroscopes
  • Azimuth Rotor Multiplier
  • Yaw Gyro Multiplier
  • Pitch Gyro Multiplier
  • Interactive Mode - interactive mode, described in the corresponding section

Weapon
  • My weapon is a weapon, different from the standard one, use the "use" command
  • Custom settings - use custom settings for the weapon, use the "use" command
  • Shot range - shot range
  • Projectile velocity - projectile flight speed
  • Reload Time - reload time

Cockpit
  • Observer position - up - position of the observer in the cockpit, if the cockpit is not in the database
  • Observer position - back - the same

Defaults
  • Azimuth default angle - default position of the tower
  • Elevation default angle - the same

Targets
Parameters for radar acquisition
  • Allie=false
  • Neutral=true
  • Enemy=true
  • Displayed Target - tracking point; 0 - first point locked, 1 - center of target, 2 - last point captured by the radar. In this mode the camera will jump! These settings do not affect the operation of the radar; these are parameters for visualization