Space Engineers

Space Engineers

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MRF Paladin User Manual
By tunneler
Detailed user guide/manual for configuring, operating and deploying MRF Paladins.
   
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User Manual
EXODAR's official user manual provided with each new purchase of an MRF Paladin.
Scripts and Mods
The following mods and scripts are used on EXODAR's three official configurations of the Paladin:

Mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2325483917
Used on all three configurations. Technically optional, but highly recommended. It makes Paladins far more independent, and lets them make intelligent targeting decisions in combat.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=499841541
Used in place of vanilla gatling guns on the Superiority and Scout configurations. Much cooler looking and more powerful. Also optional, but you will need to modify the Paladin to use vanilla guns instead.

EXO Images is a simple cosmetic mod that adds EXO themed textures for LCDs. This is 100% optional and has zero function.

Scripts
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3158053231
REQUIRED for unmanned operation. This is already included on each Paladin and does not need any setup from the user. However, you will need to install this on a command ship if you plan to use the Paladins in a larger battle group.

EXODAR highly recommends reading the basic user guide for APCK before using Paladins as unmanned units. This user manual will cover most relevant aspects of the APCK integration, but you should also do your own research.
New Purchases
Quick-start guide
Newly purchased Paladins are in a "idle" state. Neither their Manned/Unmanned mode has been fully activated - you will have to select one and activate it.

Toolbar 1, Buttons 1 & 2 will activate Manned & Unmanned mode, respectively.

Ideally, you should first disconnect your Paladin from a welder/printer/assembly bay, remove the merge block, and then select the mode of your choice.

Paladins do not come with merge blocks installed. If you plan to weld/assemble your own, you should add merge blocks depending on the configuration of your welders. Just grind them off once the Paladin is built and disconnected.

You can use the 1 & 2 buttons to cycle between Manned & Unmanned mode at any time you wish - but please wait about 3-4 seconds between cycles to let the control script make the needed adjustments.

Note: Scout Paladins do not distinguish between these modes, they are not truly intended for head-on combat and do not need these distinctive features. They do not have a switch between the two modes.

Manned mode
If you select this mode, please use Toolbar 2(CTRL+2).

Selecting manned mode will enable your dampeners, enable salvo firing (in the case of Strike Paladins) and give you access to software assisted aiming. This will allow you to focus purely on flying and shooting, and aiming will be handled by onboard software. You can enable/disable aim assist at any time with Button 2 (on Toolbar 2), and it is disabled by default.

Once it is enabled, simply shoot your weapons while looking near an enemy, and it will handle aiming for you.

Buttons 5 & 6 on toolbar 2 also switch between Manned & Unmanned mode, for your convenience.

Unmanned mode

If you select unmanned mode, it will disable access to Aim Assist and manually controlled salvo fire (for the Strike Configuration).

It will also disable your dampeners. DO NOT ENABLE THEM, this is intended.

By default, in Unmanned mode, Paladins are ready for combat and need no configuration. They will engage and attack any threat within their awareness range right away.

However, there is quite a bit more that you can do with Unmanned mode, so read on.
Deploying in a Battle Group
When used in their unmanned(drone) form, Paladins excel as units in a larger battle group. However, using them this way requires some setup and configuration from their user.

The Basics
In order to deploy Paladins into a larger battle group or fleet, you'll need a command ship. The command ship will act as a commander to any number of Paladins, like how a captain might lead soldiers into battle.

If you'd like to view APCK's official documentation on setting this up, see this guide.

EXODAR also highly recommends reading APCK's provided user guide.

The command ship
Your ship must have:
  • A programmable block named a-core[rank=5] with the latest version of APCK core loaded.
  • An Antenna. EXODAR recommends a range of 10,500m.
  • Exactly one gyroscope named forward-gyro. This gyro needs to actually face forward; the forward-side has a red dot slightly off-set from the "band" that runs across the top of the gyro. On the large grid one, the control panel indicates forward.
Refer to the image below to orient it correctly. Blue arrows indicate forward direction. Green arrows point to the red dot in question.


If your ship is an actual carrier, and you'd like to have Paladins dock to it, you will need accessible connectors tagged with dock-host.

If you are NOT using the designator mod, your ship will need a turret named x-designator somewhere on-board. EXODAR seriously recommends using the included designators.

The commander-subordinate relationship
Note that the programmable block you placed on your command ship included the text [rank=5]. Paladins are tagged [rank=6] by default. This relationship of ranks, where the commander is exactly one rank above the subordinate is how the relationship/link is established.

Paladins will link to a commander of rank 5 as soon as one exists, and by default, will search for one within a radius of 5000m. Note that rank 4, 3, 2 or anything other than 5 will not work. And of course, one command ship can have multiple Paladins linked to it.

If you built the commander ship after building/welding a Paladin, you need to recompile the APCK script on-board the Paladin. The block will be named a-core [rank=6][tag=PAL].

Once the relationship is established, you can start issuing commands to your Paladin(s)!

Issuing commands
Each Paladin comes with some relevant commands in their toolbars. But this is a primitive and inefficient way of doing things. Instead, you should aim to command all of your Paladins at once from your command ship.

Commands are executed by running them in the command ship's a-core programmable block. To send commands to Paladins, they should be prefixed with either:

  • w<PAL>:command-goes-here
  • bc<PAL>:command-goes-here

The first one will only send the command to Paladins linked to your command ship, the second will send it to every Paladin in antenna range. This is useful if you have multiple command ships with multiple Paladins in the same fleet.

Basic commands

Example command to run:
w<PAL>:command:wingman

"command:clear-defs" APCK keeps a record of each block it needs to work with, these are so called "block definitions". Every time you make changes to, repair, or assemble/weld a new Paladin, you should manually run this command right away.
Button 3, toolbar 1 in each Paladin.

"command:recycle" resets APCK. Similar to a recompile, can be used if something is bugging out and you need to quickly gain back control of a Paladin.
Button 4, toolbar 1 in each Paladin.


"command:wingman" this commands your Paladin(s) to enter a wingman formation. They will fly/move in formation with the commander ship, and maintain a distance/offset from the commander ship and each other.
Button 5, toolbar 1 in each Paladin.


The distance/offsets can be configured, keep reading.

"command:request-docking" commands your Paladin(s) to all return to the ship and seek docking. Docking itself requires setup, and will be covered later in the guide.
Button 6, toolbar 1 in each Paladin.


"command:request-depart" opposite of docking.
Button 7, toolbar 1 in each Paladin.


"command:set-response:Attack" this commands your Paladin(s) to attack as soon as a target is available. They will execute their attack sequence as soon as a target is found.
Button 8, toolbar 1 in each Paladin.


"command:set-response:Ignore" opposite of Attack. Paladin(s) will ignore targets even if available. They will not attack anything.
Button 9, toolbar 1 in each Paladin.


Configurable Settings
Commands placed in each Paladin's a-core block custom data will be ran on every time you hit the recompile button. Assembling/welding/pasting in a new Paladin forces a recompile, so you should update your blueprint once you adjust these for future Paladins.

These would be placed without the w<PAL> tag, so something like this:
command:set-value:awareness-range:1500

This can be used to configure some aspects of Paladin behavior that are not already preconfigured by EXODAR.

"command:set-value:awareness-range:1000" Sets the range at which a Paladin becomes aware of a target. For example, of you want Paladins to only attack available targets within 1000 meters, set it to 1000.


"command:set-value:tg-autolink-range:2000" Sets the range at which a Paladin can link to a command ship. For example, if you want Paladins to only search in a 2000m radius for a commander to link to, set it to 2000.


"command:set-value:sp-limit:250" Set this to whatever the maximum speed in your server/world is.


"command:set-value:dpath-speed-limit:24" Sets the maximum speed that a Paladin can reach when trying to dock. More on this later, but EXODAR recommends 24-30.


These are formation offset overrides:

"command:set-value:w-mod-value:base-fw:50" Overrides the preconfigured value for how far in-front of the command ship the formation should fly.

"command:set-value:w-mod-value:base-up:50" Overrides the preconfigured value for how far above/below the command ship the formation should fly.

"command:set-value:w-mod-value:interval:50" Overrides the preconfigured value for how much space should be kept horizontally between each Paladin.

"command:set-value:w-mod-value:echelon:50" Overrides the preconfigured value for how much space should be kept vertically between each Paladin.
Defending a Static Target
Paladins can be used to protect a static target/grid, such as a base, outpost, installation, fort, etc.

Initial Setup

Setting this up requires you to make the static target a commander, just like you would do for a command ship. Your defending Paladins will link to the static grid using the commander-subordinate relationship.

Please read the section above on Deploying in a Battle Group, and learn how to setup a commander. The process is identical for a static grid; the forward-gyro orientation does NOT matter for static grid defense.

EXODAR recommends changing the rank of the static base a-core block, and Paladins assigned to it, to be different then those that might be deployed elsewhere to avoid mismatched links.

For example, the static grid could be [rank=9] and the defending Paladins could be [rank=10].

At this point, you'll need to decide whether you want your Paladin to defend a static position, or patrol along a path.

Static positions are better performance wise, and easier to setup; Patrol paths look cooler.

Static position
  • Find a position nearby your base/installation/outpost you'd like to have a Paladin protect. Remember, by default, they can see 1,500m out, so spread them out.
  • Go to toolbar 3 (CTRL+3).
  • Press button 6. This will toggle logging.
  • Once in the position you like, press button 2.
  • Open the control panel, and go to the Paladin's a-core block. Click Edit Text (below Text and images)
  • You will see a line that looks something like this...
    Parsing task: command:create-task:move:<coordinates here>
    Copy the command (exclude the Parsing task: part).

  • Now open up the Custom data of the a-core block. Find the line that looks like this...
    //command:default-task:move ... <replace this line with default task>
    Replace that line with the line you copied earlier.

  • In the line you just pasted in, replace create-task with default-task.
  • Recompile the script (a-core block).
From this point forward, the drone will return to that location after doing things, such as docking or attacking enemies. It will remain there until it discovers an enemy to attack, or gets an order to dock.

Patrol path
  • Go to toolbar 3 (CTRL+3). You will not need logging active.
  • Press button 1. This sets up your drone to fill a "task-queue" with the patrol points it should follow.
  • Fly to the start of the patrol path. Press button 2. This sets a waypoint for the drone to follow. Continue to set waypoints with button 2 until you finished your patrol path.
  • Press button 3, then 4, in that order.
  • Now open up the Custom data of the a-core block. Find the line that looks like this...
    //command:default-task:move ... <replace this line with default task>
    Replace that line with the following line:
    command:default-task:exec:FollowUp=command;exec-queue

  • Recompile the script (a-core block).

Done. The Paladin will patrol through those waypoints unless a more pressing task (attacking, docking) comes up.

Additional notes
In both cases, if you ever need to stop a Paladin while it's along its patrol path, or at its static position, you can just comment out (add "//" to the front of) the line you added to the a-core block's Custom Data. Then just hit recompile and move on.

Paladins are capable of self-maintaining while defending. These features are disabled by default, but EXODAR highly recommends using them. See Resupply and Repair section for more information.

Docking
Paladins are capable of Docking to both static and moving targets, so long as a properly named connector is available, and a path to it is has been configured by the user.

APCK automatically assigns each Paladin to a connector. This means minimal work for you, but also means hangars must be designed to fit the largest space-craft that needs to be docked, at any given connector. If you only plan to use Paladins, you can safely ignore this.

Basics of Docking

There are two relevant commands for Docking. Paladin's already have the relevant commands on their toolbars:
  • Toolbar 4, button 1 will add a NODE at that location.
  • Toolbar 4. button 2 will add an ENTRY at that location.
These commands do nothing if the Paladin has no commander, as the commander stores the node/entry data.

Nodes and Entries are used to represent a navigation sequence for Paladins to follow. It is created in relation to their commander, whether that be a static grid (base, outpost) or a ship.

Entries represent the start of a docking path. This is where the Drone will always head for initially, before starting the path. These should be comfortably offset from the physical entrance (i.e. hangar door) to avoid unwanted accidents.

Nodes represent the docking path itself. Paladins will slowly follow this path, until they reach the closest node to their desired connector.

Remember, the connectors you plan to dock to must be tagged with dock-host in order for docking to function.

Docking to a moving target
This video by cheerkin is a great reference that explains the setup process.

EXODAR's video(specific to the Paladin), once it's out, will be here.

Docking to a stationary target
Lets use EXODAR's manufacturing installation 02 as an example.


Circled in the red are 12 open-air docking connectors. For a first time setup, EXODAR highly recommends an open air setup. It is far easier to work with.

Now we need to setup a navigation sequence for Paladins to use. This is easy enough for an open air setup like this one.


For this setup, we only need one node, since there are no obstacles to avoid within the docking area.

It should be located ~5-10 meters above the connectors(to avoid Paladins flying into each other as they dock), and centered in the middle.

So the middle of the central docking column will be perfect. Fly a Paladin there (roughly where the "N" on the image is) and place a node.

This specific installation has decently high structures; we want to avoid Paladins crashing into them during docking.

So in this case, we'd place the entry well above the tallest point in the installation. Fly your Paladin up until you clear any potential obstacles(ideally by at least 50-100m), and place the entry. The "E" is where installation 02's was placed.

And that's it! request-docking and request-depart will handle the rest.

If for some reason you need to restart/redo your navigation sequence, you need to run the command "command:clear-navs" on the command ship's, or static grid's a-core.

Important notes
  • If your hangar/docking area is more complex than this, and contains potential obstacles, use additional nodes to avoid them. Reference the video(s) above or ask for help if you need it.
  • APCK prevents multiple units from using the same navigation sequence at once, avoiding crashes.
  • Paladins will always head to the nearest entry point. Make sure this is well offset from any potential obstacles.
Resupply and Repair
Paladins come equipped with a variety of systems and integrations to handle resupply and repair.

Handling resupply
Each Paladin is equipped with a resupply and repair routine(off by default). To enable this, search for timer blocks on the Paladin's grid.

You should find three, named "Docking Sequence", "docking.OnComplete" and "Maintenance Sequence". Turn all three on.

Maintenance Sequence's timer is 60 seconds by default; feel free to change that to your liking. That time is how long they will remain docked for.

The rest of the sequence should not be played with. It can be started at any time by triggering the Docking Sequence timer.

EXODAR does not provide any integrated way of actually resupplying the Paladin - this should be handled by an inventory management script, or APCK's built-in cargo task.

All Paladins come preconfigured to work with Isy's Inventory Manager script, and will automatically be resupplied by it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1216126863

Handling repairs
Each Paladin carries a projector with its own projection loaded inside. The projector is configured to be on during the 60 second docking period, meaning you can set up automated repairs. Welders setup correctly near the docking port, or a mod like Nanobot Build and Repair System will work well here.

The projector will turn off when the docking sequence concludes.

Automated Docking
Each Paladin carries a programmable block named PAL EXODAR Controller; one of its features is a standard EXODAR diagnostics package. It is disabled by default.

To enable Diagnostics, find the EXODAR Controller, and click Edit.

At the top, you should see:
bool diagnose = false;
Replace "false" with "true", and click OK.

Enabling diagnostics will make the controller routinely check the Paladin for lack of ammunition, fuel, or critical damage. The software itself does not actually resupply your Paladin - it will simply direct the Paladin to dock itself if any of those criteria are met.

You should have enabled the three timer blocks described above, since the timer blocks will be used to execute the resupply/repair routine, and will interact with the diagnostics functionality (telling it when to reset).

Configurable values

By default, Paladins are programmed to fill their connector with ammunition. This is a fixed number that is specific to 10x inventory scaling (world settings). If you play on different settings, you may want to consider changing this.

To configure the amount of ammunition retrieved, open the custom data of the Connector. Look for either...
AmmoMagazine/NATO_25x184mm=... AmmoMagazine/MediumCalibreAmmo=...

And adjust them as you like. The default values for 10x are as follows...
  • Superiority = 360 NATO_25x184mm
  • Strike = 192 MediumCalibreAmmo
  • Scout = 90 25x184mm

To configure the threshold for resupply, open the EXODAR Controller, and click Edit. Look for...
int uraniumThreshold = 10; int natoAmmoThreshold = 40; int assaultCannonAmmoThreshold = 20;

And edit to whatever you'd like.

Uranium is handled using the reactor balancing feature of Isy's Inventory Manager - see their guide on the topic.
Conversion to Vanilla
If for some reason you cannot use the two recommended mods, you can convert Paladins to work on pure vanilla instead.

Strike requires no changes to work in vanilla. Just remove the turrets and leave it alone.

Superiority and Scout will need Gatling Guns in place of the modded Gatling Cannons. Replace the 4 Gatling Cannons with vanilla guns, and rename all 4 guns to PAL Gatling Gun [apck-fixed].

Run clear-defs and then recycle (toolbar 1, buttons 3 and 4 respectively).

Remember - you need a vanilla turret on your command ship for targeting, or one of the other targeting forms provided by APCK (see the official documentation).
Scout LAMP Uplink
Scout Paladins are equipped with a programmable block running LAMP by Whiplash141, and can be used as long-range designators for remote firing missiles.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2108744940
This is disabled by default.

Whiplash explains in great detail how to use LAMP and remote fire in his LAMP/WHAM guide.

Toolbar 1, Button 4 is your remote fire key - assuming you set everything up.

Also, Scout Paladins carry a laser antenna set to 300km range, which should be linked to the missile ships laser antenna. This is for really long range missiles.
Credits and Final Notes
Huge thanks to cheerkin for APCK and the surrounding ecosystem, which made the unmanned functionality possible.

Thanks to Harbinger Ace and Ravenbolt for modded assets.

Finally, thanks to Whiplash141 for LAMP and some formatting stolen for this guide.

Future
As EXODAR releases more products to the public, and more informational videos, this user manual will be updated accordingly.

Thank you all for considering our products.