Space Engineers

Space Engineers

[Archive] Rdav's Fleet Command ~Alpha Pack~
726 Comments
overwerk 5 Mar, 2021 @ 3:33am 
@Skyhawk this is the old, archived version. Fleet Command MK2 is aviable and that's the one that works
Skyhawk 4 Mar, 2021 @ 7:04pm 
Very cool project here and I am looking forwards to giving it a try. I only have one small problem setting it up though. When I had set up the Code and checked it, I keep getting An Error Message Program(898,36). How do I fix this Convert type issue?
Copycat80 4 Nov, 2017 @ 3:44pm 
obselete? ie unsub?
DeAnti 27 Sep, 2017 @ 9:29pm 
soo close till MKII comes out !!!
https://www.youtube.com/watch?v=N2ZfHdN3fpw
funhans 23 Sep, 2017 @ 5:50am 
Hey man, even if this version isn´t working at the moment, there is a new - working - version out in a few weeks so how would you think should others find a great script like that if it isn´t in the workshop anymore?? The next time you say some shit like that go on and read the comments or even better the threads ... Btw. how much do you weigh ;-)
ModGame 27 Aug, 2017 @ 11:12am 
if y now when beta pack come pls post:steamhappy:
ModGame 23 Aug, 2017 @ 9:00am 
nice, awesome mod
overwerk 18 Aug, 2017 @ 2:40pm 
Soon(to), very soon
ModGame 18 Aug, 2017 @ 11:06am 
is this still working, when comes beta?
Concrete Slurper 25 Jun, 2017 @ 11:44am 
@sdf1666 Theres a discord link in the description, you can sign up to be a beta tester from there and have direct contact with him and a community of testers
Titus Brutus Avituis 11 Jun, 2017 @ 8:58am 
no henrys
Greenie 11 Jun, 2017 @ 8:56am 
swarm of "bee ships"
Girthquake 11 Jun, 2017 @ 12:28am 
This + AI turrets using nukes = win
Titus Brutus Avituis 3 Jun, 2017 @ 1:22pm 
if you read the previous comment you would have seen i said --- HES MAKING A REPLACEMENT --- that means i wont exist yet and i m sure that he will thell us all when the time comes
sdf1666 3 Jun, 2017 @ 12:53pm 
Where's Rdav's fleet command 2.0?
I have no idea how to find it
Can someone plase send me a link?
Titus Brutus Avituis 31 May, 2017 @ 12:18am 
why does everybody keep asking the same thing hes making a replacement a mk 2 and also its not a mod
MrSqueak 30 May, 2017 @ 11:41pm 
Am I to assume this mod is dead?
flori1994 26 May, 2017 @ 12:33am 
@finalfrontier2048 no as the skript is broken
finalfrontier2048 25 May, 2017 @ 12:44pm 
Is it possible to control two opposing fleets?
Azhael 24 May, 2017 @ 2:25pm 
Thanks's E-Man
E-Man720 23 May, 2017 @ 7:04pm 
Azake, look at the comments and you'd have your answer.
Azhael 23 May, 2017 @ 12:39pm 
this mod is working???
i tested this mod with IMDC Skirmish Fleet ~AI-Drone Retrofit~, but not working....

please, i want use this scrip in one of my fleets, but, before i need to know :X

funhans 7 May, 2017 @ 2:45am 
@Wrechn 2.0:

Look at the comments :steamfacepalm:
Shotty_gunny 6 May, 2017 @ 1:39pm 
UR SCRIPT IS BROKEN please fix it
funhans 2 May, 2017 @ 12:01pm 
;)
Schwarzengel 2 May, 2017 @ 11:41am 
@funhans it will take some time to build a new carrier the new programm is on the ship
funhans 29 Apr, 2017 @ 8:08am 
@Schwarzengel: Great :steamhappy:
Schwarzengel 29 Apr, 2017 @ 4:23am 
@E-Man720 at the same time our team have made the 2.0
E-Man720 27 Apr, 2017 @ 4:35pm 
Everyone knows that Rdav is working on the MKII still don't you?
Schwarzengel 27 Apr, 2017 @ 8:31am 
@overwerk yes we all get one point "lidar" but we need to let target command work well
overwerk 27 Apr, 2017 @ 5:17am 
@Schwarzengel it won't work as well as the previous GFD but you can use it to aquire long range positions, and if you want more prescision i recomend using turrets as a way to precisely locate targets
overwerk 27 Apr, 2017 @ 5:15am 
YES i can give you a solution! tho it is harder to implement, you can use the lidar function that was added to cammeras
Schwarzengel 26 Apr, 2017 @ 3:02pm 
Our team is going to fix this one , the old way doesn't work becasue you use the "getfree",have you another idea or we can talk about it?
funhans 12 Apr, 2017 @ 8:08am 
@IAMGroot:
You had to place a bunch of sensors tagged RFC, set their settings to fit your needs and there you go (Everything that the sensors could detect was seen also by fleet-command)
MrPlayerYork 11 Apr, 2017 @ 8:13pm 
i've got a question about the hole targeting your targets, before this script broke, i couldn't figure out how to target enemy ships. how was i suppose to do that
AryxCami 9 Apr, 2017 @ 4:30am 
Before this mod broke, I used a tactic which I called "The Swarm" which was basically all my fighter squadrons going in and attacking, while sending my frigates to attack the larger ships, and the mothership providing repairs to damaged fighters using welders.
SlaveToTheNuggets 1 Apr, 2017 @ 4:38am 
My only problem is I can never get the LCD to work. DO it exactly as it says and it doesnt change at all
overwerk 27 Mar, 2017 @ 7:42am 
indeed, space sappers was just too cool
saqib126 26 Mar, 2017 @ 5:20pm 
Now all we need is to have Space Sappers working again so we can have an an enemy that warrants this level of firepower.
Devlah 24 Mar, 2017 @ 1:01pm 
I believe there's a Discord channel for the Beta testing. You may be able to get in touch easier with the "Powers that be" that way. The link is in the announcements above.
Philron 24 Mar, 2017 @ 10:57am 
is there a eta for releasing the fleet command mk. II yet? If not i would be interested in becoming a beta tester for this^^
AryxCami 8 Mar, 2017 @ 1:00pm 
Ditto
jokerace45 24 Feb, 2017 @ 3:20pm 
Fantastic. I eagerly await the next version.
overwerk 23 Feb, 2017 @ 8:30am 
the script is broken, don't try to use it, the new reworked MKII is on it's way.
AryxCami 23 Feb, 2017 @ 2:24am 
Problem i'm having is, the code (no matter HOW much I try to fix the error) just fails either way, which is a bit vexing.
Rdav  [author] 23 Feb, 2017 @ 12:11am 
Sensors will not be used in fkeet-com mk II, the script will detect things via other means
MarbleMan 22 Feb, 2017 @ 7:18pm 
when it comes out anyway.....
MarbleMan 22 Feb, 2017 @ 7:18pm 
do you have to name the sensor on the mothership/fighter/frigate anything specific? ik the script is unfortunately broken/not supported anymore but id like to know in the rdav fleetcommand mkII script.
Saxmo 14 Feb, 2017 @ 8:41pm 
i am designing a replica of the U.S.S. Lexington from the PC DOS game Mission Critical and am planning on using this mod for the Autonomous attack drones. In the game, the drones are held in an interior maintnance bay. before deployment they are loaded into a rack in a secion of the ship just inside of an airlock. it is unnessesarily complicated, any single rocket or missile hit in the wrong place with space engineers physics would prevent you from deploying a third of your fighter compliemnt. But it is something i chose to attempt to recreate. so... with that being said, Am i able to have each ship rally at the same point for retrieval? basically 3 fighters would be deployed from exactly the same spot, (or the same spot on a moving ship) and i want to see if i can have them return to the same spot and dock one at a time for retrieval.

thank you so much for this work and i hope to experement with it soon.
Dr. Distortion 6 Feb, 2017 @ 9:31pm 
MK II, bigger and better? How could this be? The alpha was basicly as big as it can get!
In other words, this is going to be a game changer. Thank you for supplying us with all that good good!