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I believe Keen's just uses bounding boxes and intersects which is why its so drunk all the time.
Interesting, I'll have a look at that option. I ended up writing my own scripts to do dumb undocking, pretty much shoot up for X amount of distance and also used the carrier bounding box to determine if they should launch backward or forward and then I activate Keen's blocks.
The Basic Task block still sucks, they still run into each other when following the Beacon.
I also interfaced with SPUG's docking script, after using my script to run the the remote control to fly to a waypoint above their saved connection, with collision avoidance on, to get them to return to carrier without smashing into each other, as SPUG doesnt use collision avoidance either.
So between my script the Keen blocks and SPUG's I have them functioning really well in terms of dock, un-dock & combat. Even with APCK though I've seen the grids smash into each other, I'm assuming you're also using thrust over rides with no collision detection due to how dumb it makes the grids fly.
There are Inert and Disabled states that release control, but iirc in current version there is no set-state command. You can try a workaround using thrust delegation, i.e. "command:thrust-delegation:Vtol" to make apck think that vtol script would handle movement (without actually having it).
how ever you can extend APck range to 2KM (Vanilla 0 mods) to 2KM with the Arty turret and the offencive ai block since it will extend the range of the arty turret to its full 2KM
The best mixture I think would be as you suggest, have a function in APCK that basically 'releases' them and allows the Keen AI block to takeover. You could then use APCK using IGC to turn off the Offensive block I guess and return them to formation?
Feels like it would be a tricky thing to code, I'm currently using SHART to send a command to a timer block with activates the AI recorder block to make them dock. As I mentioned though the Move block is awful at keeping them with your main carrier, constantly see them clump and run into each other like Collision Detection is off, even though its not (according to the Move block settings).
I've made a complete carrier using AI automation blocks, I haven't looked if the offensive block has ingamescript functionality, thats an interesting thought..
So the Move block just keeps the Drones using the AI automation blocks following your carrier, its horrible though, they messed up something with collision and they run into each other, they have no beautiful formation like the linear or circle one you made.
The Offensive AI block is different to the move block. It basically 'detects' an enemy then attacks them using the settings you put in, they are pretty effective, I would say they actually out perform APCK in combat against 6 x MES drones which is pretty impressive.
They come back less damaged and more of them return.
Hmm, I think that offensive block does not expose its targeting data to script API, so the only way to utilize it is to poll ai turrets for their targets (which extends "awareness" to 2km in case of arty turret coupled defense block). I suppose you mean you have used just Move Block driving your grid to the target, but iirc there is no way to get target position.
It is an interesting suggestion though. I think I could maybe have a APck mode like "release control and let vanilla Defense block detect target and rotate towards it", and when that happens create a move task towards that direction, turning Automaton blocks off and flying on its own.
I've been testing this out and from what I can understand it requires the enemy to be in 600/800 range before the wingmen will respond and break formation to attack.
I was looking to basically deploy them as wingman and then if an enemy is detected within 6000 then break formation and attack them, basically a drone screen.
With the new AI Automation Offensive block they have a setting in entity components where you can set the range of detection and I've used it to successfully detect enemies at 6000 and then go blow them up.
I'm basically trying to replicate that using APCK as the movement functionality in the vanilla AI blocks is atrocious!
@BrutalRIP try it this way: get this blueprint, don't change anything. Use command to clear nav graph on the carrier, check that it says 0 nodes, then take a drone and try adding nodes with those commands, like in the guide. Check what node count the carrier shows.
If it works out, then do your building thing step by step, put the carrier module on your actual ship, etc, make sure that the carrier has non-zero children count, and that drones have parent ID (so they are linked). If you recompile (or copy-paste the carrier) don't forget to refresh drones too, by recompiling their PBs manually or using global recycle command.
Wingman grouping is a tree structure (carrier can have children ships and they can have their own children ships, etc). A ship can have only one parent, and currently parent does not differentiate children, so it's not possible to have many groups per carrier. I may change that, it's just like this atm.
But you can have non-child ships docked, like I said - the inconvenience is that you'd have to command each of them directly using TMC script or however you want.
I can see having multiple logical groups of subordinates per carrier useful, with some kind of docks grouping, but I have to do many other important features before I handle this.
Is there a way to control another group with the command vessel? The wingmen are awesome, but would love to be able to dock another group of ships. In my case I'm running 2 mining vessels and would like to have them dock while my carrier is moving. Would also need to set their docks to be different then the wingmen.
i love this already time to dig into the BP to make my own shit work to make my mega fleet