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One question however. I have the Warfare 2 DLC which includes the Spotlight turret. Does this turret work as the aiming ai for fixed guns? It doesn't seem to, but this may be a fault in my design.
Try to set the position relative to the antenna in the body of the transmitting station, maybe you have a knocked down grid of coordinates. I encountered this when I placed the antenna horizontally.
however, i seem to be having an issue with it on an atmo drone following a rover.
i followed the video tutorial, and it seems to activate, but it just hangs there and very slowly turns and loses bottom thrust and falls.
possibly something with the gyro limiter? small grid drone, kinda heavy, so has 2 gyros
only thing ive really messed with is the relative up, because the first try had it crash imminently into the ground, and i want it to be above the rover.
Is it possible to dock with the host to pre-specified positions as in auto-docking scripts? So that when the fuel / batteries / cartridges are almost completely used up, the drone will automatically return to the mother ship? This would make it possible to make a full-fledged defensive fleet without using 10 program blocks. It also made the "quick jump" task easier.
For example, by disabling the script, give it the docking position relative to the antenna, or something like that
For me, a good example of what I want is a PAM miner.
an idea where the problem is?
the ships are identical!
I had updated the formation in the custom data of the host, then send client, send go. The drones had no reaction. I attempted various other commands and I bricked them.
If I as the last think I do is recompile the client script, thats the script in a client drone it comes to live
no clue why.. but that works
Host:
1. Run "host"
2. Run "go"
Client:
1. Run "client"
2. Run "go"
Advanced Host:
1. Run "host"
2. Run "go"
3. Run "send client"
4. Run "send go"
Sent commands are received by every ship in the network except the one that sent the command. From the host you can activate clients en mass
Troubleshooting:
1. The relative positions of the clients may be set to all 0's, either set their relative position manually or wait for the host to distribute relative positions
2. Ensure the Broadcast Password is the same for both clients and host
3. Confirm both the host and clients have a Remote Control block
4. If clients have unique relative positions that are not all 0's, move the host a little bit to send new coordinates to the clients
and after that you get 3 active clients..I get 0
whats the typical error?
There is a video attached to this page with a demonstration of setting up some drones and flying them around
zorecati,
The script needs a gyro limiter built in to prevent it from maxing out the gyros and creating an endless spin. I ran into this bug recently on only one ship so I didn't know about it when I made this script
vanilla Jump Drives can't be controlled by scripts or timers
You will have to turn them off and attach them to your ship. You can send the go/stop command "send stop" and "send go" from the host
that sounds like the planetary autopilot bug
iirc It happens when you don't have downward thrust or your ship uses only hydrogen thrusters. It is a bug with vanilla autopilot
The script controls the vanilla Remote Control autopilot by providing waypoints. Vanilla autopilot has Collision Avoidance built in but it isn't always reliable
It will try to avoid asteroids and other objects. If it can't find a path around the obstacle it just crashes into them
When clients fly directly at each other they begin to avoid each other but they tend to do it too late to avoid crashing
Check the client's relative position. It if is 0,0,0 then it has no assigned position and will do nothing until it receives an assigned position
If you're still having trouble, upload your world and I will take a look today
That is vanilla autopilot
Fast clients can't make a small enough movement to get into position
It doesn't do anything until the host moves. It's a formation not a patrol
I have prepared a small demonstration of what can be done with this setup. I attached the recording to this page
The host-client communication systems are nearly finished
The formation generation needs some minor adjustments.They should be able to generate infinite preset positions and the system can handle an unlimited number of custom positions
Clients in formation will now align themselves with the host when they are idle
Shooting fixed weapons at targets has been improved to handle more turrets designating targets. Targeting avoids characters, missiles, meteors, friendlies, faction members, and owned grids
Faster ships can keep in formation even if they are Star Destroyers
Very impressive through! 5 stars
I have been working on automatically putting drones in formation for while. I can upload the current progress
The goal is preset formations that grow infinitely and custom positions
Clients contact the host every 10 seconds, if any client goes 30 seconds without contact then it's position is made available for the next drone
Clients that autoregister will be given a custom position if available, or the next available position in the formation
The formations use two distance settings
Initial distance from host + 2.5x the host size (Formation Offset)
Distance between clients (Formation Spacing)
It needs more work to get it all working in harmony, and programming infinite formations is not easy
Get grid ID. Then place drone in formation automatically?
Use Grid ID to find place based on distance apart setting?
Let me know if you find anything else out!
The script tells the Remote Control to use autopilot to go to a coordinate then the script waits until it needs to update the coordinate. It doesn't do anything in terms of controlling your ship's movement
I couldn't find a way to fix the bug by turning blocks on and off or changing settings with autopilot
I'm certain it is a bug with the autopilot, but not everyone has it for some reason. Until Keen fixes the autopilot bug on planets then autopilot and scripts that rely on it are useless on planets, sorry
If you can find some trick to get it to stop drifting on planets then I can try implementing it into the script to catch that bug
I set the dampeners to turn off when a new waypoint is set so the drone will drift along its previous course while the autopilot figures out how to get to the new waypoint
Most of the time this is a straight line so to make the average speed higher I turn off the dampeners. When the autopilot starts, the dampeners turned on in my tests. With the dampeners left enabled the ship will slow down for up to a few seconds then start accelerating again dropping the average speed
I will add settings to:
-Toggle the dampeners when resetting waypoints
-Never disable dampeners when in a gravity field