Space Engineers

Space Engineers

[APck] Commander (fleet RTS control)
54 Comments
cheerkin  [author] 16 hours ago 
Could be issues, I haven't used it for a while and it's not very polished. If you can figure out specific and simple steps to reproduce the issue, let me know in the bug reports.
Dominator1559 19 hours ago 
I notice that after few in/out of the rts mode the screen bugs and doesnt allow me to draw with mouse, or display real time data, before i recompile. is this my fault? first time touching this. Otherwise insane work
cheerkin  [author] 6 May @ 4:23am 
Пока нет, планирую добавить.
Размер шрифта (и некоторых иконок) можно менять командой command:set-value:interface-upscale:{размер}
Steven_Hakket 5 May @ 7:39pm 
А есть поддержка мультиэкранов для (Black screen view) ? А так же есть ли возможность изменять шрифт и размер иконок на экране ?
cheerkin  [author] 2 May @ 12:53pm 
Not without changing the code: look up the "0.3f" value (there would be 2 of them, you need the first one).
Mac and Cheese 2 May @ 5:20am 
is it possible to change cursor speed?
cheerkin  [author] 6 Oct, 2024 @ 10:05am 
1.0 Release!

Pre-1.0 scripts of APck ecosystem (APck, TGP, TargetEmitter, etc) would cause a crash if they are running in the same world due to comms data incompatibility.

1.0.225 fixes HUD projections oscillations caused by in-game bug.
cheerkin  [author] 30 Jun, 2024 @ 11:16am 
I don't have discord server for this but you can ask for help here:
https://discord.gg/veeGwKSh
There are people experienced in using APck scripts for pretty complicated scenarios and they often are willing to help.
Kira 29 Jun, 2024 @ 10:22pm 
This is amazing but... .jeeez its so complex.... Cant figure out how to get it to work with my existing ships. The documention on autopllock isnt exactly intuitive.
cheerkin  [author] 19 Mar, 2024 @ 6:38pm 
If I update this item, then everyone who still runs pre-1.0 stuff would get crashes. That's why for now new version is only in the 1.0 command bridge example blueprint, as mentioned on this page.
Dragontail 19 Mar, 2024 @ 2:45pm 
Can you please update this to 0.9.188 that is running in the 1.0 command bridge example blueprint in the Red PB block. I get a critical system error, System.InvalidCastException.
Soulless Jelu 3 Jun, 2023 @ 8:06am 
What about mining ?
cheerkin  [author] 20 May, 2023 @ 11:24am 
No, but I can give you a hint. There are many ways of doing that like just using projection matrix, or using properties of right triangles, etc, but I think the easiest to understand way is just finding the intersection of ray (your POV is origin, direction towards 3d point) with screen plane. There is a Keen method for that (iirc PlaneD.IntesectWith(RayD)). Then you have a point in 3d space on your screen, you can subtract screen position (its center) and scale the result based on screen resolution and physical size.
skjolbir 20 May, 2023 @ 8:50am 
Is there a github for this script? I am trying to understand how to use transparent LCDs as a screen HUD for displaying information about asteroids I have catalogued (by their coordinates). This script seems to have that functionality, but for a different purpose.
cheerkin  [author] 5 Apr, 2023 @ 4:02pm 
Most is found on the main AutoPillock script page. I don't really know what to say about this script except Quick Start and other stuff that is already in the description.
TPRQHR 5 Apr, 2023 @ 10:13am 
@cheerkin Hey dude this is awesome but for beginners like me are there any guides you made or made by other people I couldn't find any on media since this mod is not very popular but it's amazing!
cheerkin  [author] 25 Feb, 2023 @ 2:35pm 
You would have lower refresh rate of the GUI on server (Keen limitation) compared to local game, other than that you should be fine.
Legobear 25 Feb, 2023 @ 1:55pm 
@cheerkin
Thank you that does answer some questions, to clearly i mean could me and a friend both use our own versions of this script? or at the very least it doesn't break with more than one person in the world.
Secondly WC is/was my main concern, i used a script like this in the distant past however WC broke it.
Thanks for the answers and such!
cheerkin  [author] 25 Feb, 2023 @ 7:52am 
- beta certainly breaks some things but I haven't used it yet. There is a fix for APck that gets git of some issues
- wdym by multiplayer compatible?
- mods are not supported or tested, you have to figure out on your own. Exception is WC, there is a script to deal with WC-based mods
- using blueprints is smarter that setting up each grid from ground up, we can all agree on that
- for me setting up is easy, for others it's harder, for those who's bad at reading it's impossible. Generally this system is for experienced script users.
- grids can be dynamically added as soon as you build/spawn them
- this is not a mod, but an interface script. To have this working to a full potential, you'd need to learn and run several scripts
Legobear 24 Feb, 2023 @ 3:03pm 
First i assume no, but does this work with the beta? Secondly, is this multiplayer compatible, thirdly how does this react with mods and are there any big no no mods. Finally how easily set up able is this? Is it like a quick slap on a programmable block and name a few blocks or does it require time to set up each ship which at the point would be smarter just to blueprint and copy and paste the ship for the fleet. Another thing could i use this to somehow construct new ships into the fleet? such as having a projector shipyard that builds and deploys a new ship and it is auto added to the fleet in the screen, and maybe even allow me to hit a button that is simply connected to a timer block to begin the construction process be it with Nanite mod or just the normal printer/weld station. I'm sure some of these questions could be answered in the description of the mod but i just want some simple direct answers
cheerkin  [author] 28 Jan, 2023 @ 4:21am 
Yeah, if there is no CommanderViewScreen it would attempt to draw on internal screen. The UI is not optimized for it though, so it may be less convenient than on a big LCD.
Bear118 27 Jan, 2023 @ 4:22pm 
Is it possible to make the script display to one of the panels in a cockpit instead of on an LCD block?
cheerkin  [author] 26 Jan, 2023 @ 10:57am 
It does not matter. I've used it to send ships to a point 100 million meters from my position.
Tueem 26 Jan, 2023 @ 10:53am 
how well does this script handle targets multiple hundred kilometers away? will they be shown on the display somehow?
Xejijikot 20 Jan, 2023 @ 1:45pm 
Все, я разобрался как сделать интересующий меня фпс, больше помощь не требуется)
Xejijikot 20 Jan, 2023 @ 12:48pm 
Привет, я пытаюсь сделать скрипт который выводит на экран информацию о цели. Скрипт уже готов, но он выдает низкий фпс. Я пытался найти в твоем коде функцию dispose, которая должна по идее выводить фрейм на дисплей, и понял, что ты вообще ее не используешь. Подскажи, как ты выводишь информацию на дисплеи?
Dreus 17 Jan, 2023 @ 4:10pm 
will this work on planet atmospheres? for units with wheels and atmospheric engines?
Cosmonautical_Alex 14 Jan, 2023 @ 3:29pm 
Now all we need is a mech that walks around and can build blueprints using some nanite welders and we can play Supcom in Space Engineers!
cheerkin  [author] 11 Jan, 2023 @ 7:32am 
BS mode indeed requires at least one screen-equipped cockpit even if you intend to use separate LCD. You are not required to sit in it though, it just needs to be in that group during initialization. It is a defect and I'll fix when I have opportunity.
AR (transparent) mode does not need that and can work with remote/sensor combo.
cheerkin  [author] 11 Jan, 2023 @ 7:16am 
@Greenie moved to Bug Reports discussion.
Greenie /Taxibutler 10 Jan, 2023 @ 4:17pm 
Been trying to set this up myself, but can't seem to get the LCD to actually draw anything. Autopillock is working, since the reference command vessel can move it, and with the same names and setup it seems to not work for me. Tips?

The LCD is named "[CommanderViewScreen] LCD" and the group it is in has the Camera, Remote Control, the PB, antenna, and is named the same as reference (outpt svc). Does it not work with remote controls?

I also noticed that it says "svc: False" on the side (the original autopillock script), but it also said that for the reference, so I ignored it.
cheerkin  [author] 9 Jan, 2023 @ 3:20pm 
Nope, haven't done that. That camera is intended to be around the stuff you control, rather than your ship. To teleport camera to selected unit, double tap E in camera control mode (if you are commanding your own ship then you have it selected, right?). I thought of adding follow-unit camera mode but unfortunately had no time to do so. Can add that later though, should not be hard.
Greenie /Taxibutler 9 Jan, 2023 @ 3:00pm 
Is there a way for the LCD (non-transparent) to follow the main ship? I have the issue where I move around then the camera is nowhere near my ship, making it a bit harder to actually control stuff.
cheerkin  [author] 9 Jan, 2023 @ 6:58am 
@yūrei.dll it works as a visual interface on top of AutoPillock script (it is required to make a grid respond and to tasks, you can call it a homemade Grid-AI). All info you need is on that scripts' page - in essence, you name a few blocks in a certain way and let AutoPillock fly your ship. And this script is used to give orders, while the main magic happens inside AutoPillock script. Once you get familiar with APck, its' trivial to make new ships controlled by it, be it a small drone or huge capital carrier.

Then you can get a pre-built command module from the link above, which is a bunch of grouped LCD screens and few other blocks. I can probably write a guide on how to build this kind of module from the ground up, but honestly I think its' self-explanatory - add/remove screens and other blocks until it works.
cheerkin  [author] 9 Jan, 2023 @ 6:47am 
@Virion I haven't tried, but it should work. You would get less refresh rate on LCD screens though (Keen restriction), making it feel a bit laggy.
cheerkin  [author] 9 Jan, 2023 @ 6:44am 
@mugsy yeah, but through a transparent screen. Nothing stops you from having multiple control vessels, and transparent-HUD mode is intended to be used like you say, top-down view (does not require player presence on a satellite - can be through remote control block).
yurei.dll 8 Jan, 2023 @ 11:02pm 
This script is absolutely amazing! Can you go more into depth on how it works? I'm trying to integrate it into a survival ship, but I can't seem to figure it out :sefacepalm:
Hearth 8 Jan, 2023 @ 4:53pm 
this game just became a mix of supreme commander and original SE
Dreus 8 Jan, 2023 @ 2:57pm 
+1 on Virion's comment. is this mp compatible?
(WTH)Virion 8 Jan, 2023 @ 2:15pm 
Does it work in mp?
Myth 7 Jan, 2023 @ 8:14pm 
This is amazing. Keen needs to hire you STAT.
mugsy 7 Jan, 2023 @ 7:35pm 
wow, this will have some serious potential when the next update drops.
can you use these controls while looking down from a camera on a satellite above your base or is it only in view of the player? it will be fantastic for mining and transport drones.
TATAKAE 7 Jan, 2023 @ 1:37pm 
This entire mod is pretty f-ing nuts... Like... HOW?!
cheerkin  [author] 31 Dec, 2022 @ 4:10am 
Thank you, I appreciate!
Mantha 30 Dec, 2022 @ 2:31pm 
Mother of god...I...I didn't think such things were possible to make with SE.
Absolutely outstanding, man, this is phenomenal. Not to mention cool as all hell!
HATE|DeathKnight/ALLKEYSHOP 28 Dec, 2022 @ 5:46pm 
ok seams it cant detact enemys when weponcore is enabled in the world could be that it cant read the info of the turets then
cheerkin  [author] 28 Dec, 2022 @ 1:40pm 
It should work - the second render mode works with non transparent screen and you can move its' camera like in RTS
Projekt Pleasure 27 Dec, 2022 @ 8:37pm 
I was wondering if you could use it like a table top RTS style?
to clarify i mean using them on a horizontal axis, (Positioned like a plate on a table).
I was wondering if standard LCD's with armor behind them work.

Because if it does work, would the controls end up as a couple green & red dots/triangles moving on a black screen?

Im just asking if it would work or what i need to do to make that idea work, because i have a few neat ideas i wanna try out but i dont want to go through all that effort to find out it doesnt work.
Praetor Paktu 23 Dec, 2022 @ 4:37pm 
Wow.
HATE|DeathKnight/ALLKEYSHOP 23 Dec, 2022 @ 12:07pm 
dose this work with weaponcore