Space Engineers

Space Engineers

Gun Fire Control System Mk3
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Update: 10 Nov, 2015 @ 4:13am

I somehow screwed up the 5 November fix to idle behavior, and turrets would idle even with Auto Target off if there was no target detected or no sensor.
Now it should work properly.

Update: 9 Nov, 2015 @ 2:35pm

Bug fixes and tweaks:

  • The aiming inaccuracy of turret block directors (without rotors) has been completely fixed, at least for the vanilla turrets. Modded turrets may still have issues, since the pivot point doesn't always match the turret block's location. You can manually adjust this by adding <N> to the director's name, where N is around -1 to +1 meters or so (above or below the block's center), depending on the turret model. Try different values, like <-1.5> or <0.5>.
  • Fixed the Auto Fire toggle behaving like Fire All (it would fire even if there was no target in front of the director)
  • Changed the behavior of "only_shoot_in_range". Now, if true, it will simply stop Auto Fire from firing turrets when out of range, rather than turning the guns off at any time. Now, guns will only be turned off if the turret is not on target (i.e. the bearing is way off).

Update: 5 Nov, 2015 @ 1:36am

Important fix

  • Fixed an issue where the turrets would idle if no target were detected, even if Auto Target was off. Now turrets will idle only if the Idle toggle is on or if Auto Target is on and there's no target detected (and idle_if_no_targets is set to true).

Update: 30 Oct, 2015 @ 6:33am

  • The script now checks every 10 seconds for any new turrets in each group. The status text will update accordingly. If you remove a turret and want the counter reduced, restart the script (PB -> Edit -> Remember & Exit) to reset the counter.
  • Fixed the sensor count. Before, it would only count the BlueG Radar sensors. Now it counts both BlueG Radar sensors and Super Sensors.
  • Fixed an issue that would sometimes stop the script when using the targets text panel and multiple super sensors.

Update: 28 Oct, 2015 @ 3:22am

  • You can now use the Super Sensor mod (or any sensor, for that matter) in addition to (or instead of) the BlueG Radar. Simply call each sensor "Super Sensor". However, note that sensors will detect the pivot point of a ship instead of the center of mass.
  • When Auto Target is on and there is no target, rotor turrets will now idle (all rotors return to zero degrees or between their max/min angle).
  • Fixed idle behavior where rotor turrets would only turn counter-clockwise (negative velocity) and at a reduced speed at angles other than 0-180 degrees. Again, fuck radians
  • Added the target count to the status text (both in the terminal and on the status text panel).
  • You can now place a "Text panel targets" that will display coordinates of all targets detected by BlueG Radar sensors and their distance to the targets.

Update: 23 Oct, 2015 @ 4:31pm

A small addition to the latest update on turret timers: now the turret timer can have "Start" in the name (for example "Turret A1 Timer Start"), and the timer will be started instead of triggered. Additionally, while Auto Fire is on, the script now turns on/off the timers depending whether a target is in range (as is the case with turret guns).

If a turret's timer fires the guns, you'll probably want to have the script *not* control the guns (simply avoid naming them "Turret XY Gun"), so that the guns are only fired by the timer.

Update: 18 Oct, 2015 @ 2:23pm

Rotor turrets can now have any number of associated timer blocks ("Turret A1 Timer"); they will be triggered automatically if a target is found while Auto Fire is on. You can use these timer blocks to activate merge blocks (for gravity weapons), spotlights (for a searchlight turret), salvos with the precise timer script, and other such things.

Note that these timer blocks are triggered continuously. If you want a timer to trigger only every few seconds, simply set that timer to [1] turn itself off, [2] do whatever you want it to do, and [3] to start another timer that turns it back on after a few seconds.

Also I have posted a modified version of the BlueG Radar script. It ignores ship debris (and displays target mass/radius, which I'll use in future updates).

Update: 14 Oct, 2015 @ 1:17am

  • fixed idle toggle behavior

Update: 12 Oct, 2015 @ 8:32am

A few bug fixes:

  • fixed an issue with turrets *still* not turning the best way to the target if the RotorX reached the max/min angle.
  • fixed an issue with how turrets in groups are counted.
  • the "Reverse" keyword for rotor/piston names now can be all lowercase ("reverse") or all uppercase ("REVERSE").
  • turret remote control blocks now only need to have "Turret XY" and "Remote Control" in the name. They can now have extra words or characters.
  • fixed an issue where the script would recognize directors belonging to other copies of the GFCS script that shared part of the director base name.

Update: 4 Oct, 2015 @ 8:10am

You can now remotely direct the turrets from another ship. With the new override panel you can manually choose an aiming location for the turrets via an antenna; additionally, you can continuously send the coordinates in real time using a bug with merge blocks and rotors. Check out the GFCS full guide for all the information.

  • You can now place a text panel called "Text panel override" with GPS coordinates and the script will turn all turrets to aim at that location. Turn off the text panel to suspend the override mode. The status text now displays "override active" if override is on.
  • Added a new toggle timer, "Timer Block Fire All". It's like Auto Fire, but the guns fire even if no target is detected by the sensors.
  • Now, if a GFCS text panel has no turret groups in the public text, the script won't display an error anymore. However it will display a warning in the "Text panel warnings".