Space Engineers

Space Engineers

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Rdav's Fleet Command MKII
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Type: Blueprint
Tags: large_grid
File Size
Posted
Updated
6.706 MB
8 Oct, 2017 @ 11:59am
23 May, 2020 @ 8:20am
9 Change Notes ( view )

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Rdav's Fleet Command MKII

Description
Script LCD UI update is WIP (currently non functional) 30/09/2023


Rdav's fleet command is an entirely Vanilla in-game script aimed at allowing players to play space engineers like a strategy game.
Giving advanced automated intelligence to ships and systems, watch on in awe as massive fleets battle it out with fighters rolling and diving between as railguns fire on targets, frigates batter each other and engage in massive fleet maneuvers.




Introduction + Setup Info
============================
This script gives players the ability to command and control an entire fleet using an intuitive and easy to use LCD mouse-operated menu, commanding intelligent AI ships in advanced on-mass maneuvers and tactics that were previously unheard of in space engineers, attack bases and ships with frigate and fighter support, watching ships slug it out while fighters and bombers roll and dive in between, launch, dock, and command fleets of massive quantity,

The Code Comes in pre-installed modules that simply need pasting onto a ship, these are found in your f10 menu along with other blueprints.
Remember to check out the Tutorial video up top for info on how to set up and use the modules!

Just an FYI, DO NOT USE the LCD-based UI in multiplayer, for this use the turret based UI, instructions for this can be found below.

Key Features:
~ Automatic ship control, combat & docking
~ Player interactive LCD minimap to control a whole fleet
~ Improved AI, PMW support, new classes and more




Basic Setup/Use
=====================================
Basic instructions are included on the module, usual policy in ever any doubt copy what is shown on the modules exactly, and if it works then try and work out what is different about your setup.

Setup Of Central Command
This should be done first and is the most important part of the code, without it nothing else will run, copy a central command module and paste onto a ship, after this, turn the ‘USER_INTERFACE’ and ‘CENTRAL_COMMAND’ programmable blocks on. To Control the UI, ‘Remote control’ the RFC_RC remote control attached to the module, doing so will lock you out of commanding the ship you are on and allow you to interact with the menu.
Use 'Q' as left click and 'E' as right to interact and command the menu.

Setup Of Drones:
All types of drones need a camera, turret and connector, the drones utilize rearward thrust to cancel drift so priority should be given to rear and stopping thrust in the drones design. To install the AI, firstly ensure that you have all the necessary components, then paste on the module. The AI should spring to life and show on the menu

Setup Of Dockpoints:
To setup dock-routes you need to place down your docking routes, a connector, two LCD’s minimum, pointing in a dock/undock direction/route. Note that the connector should be on the same plane as the LCD'S, (see my setup example pics) Install the AI as normal after this and the code should automatically configure the dockpoints. If you change or update a dockpoint at any point click ‘recompile’ on the Programmable block on the module to update the docking route.
(On LCD the button in bottom right is undock)



Turret Based UI:
=====================================
The turret based UI is a user interface for multiplayer.
The turret UI is only for people who have already used and mastered the regular UI
To install the UI is the same as you would normally, copy paste the module and turn the two programmable blocks on.
Ensure you are sitting in a flight seat or cockpit and control the turret on the module to command.
Important to remember to set HUD symbols to Always Visible! otherwise you won't see the HUD & icons in turret-command.

Basic Command With The Turret UI:
Use Spacebar as left click to select ships, double click Spacebar on empty space to issue a goto order. You can press and drag over multiple ships in your fleet to select multiple or (with nothing else selected) double click on a ship to select all of it's type
Use Left and right (Q and E) keys to adjust the distance you want the drones to go for a goto command. (double click on empty space to issue command)
Double click on a ship in the fleet to set selected drones to follow it.
Pointing at an enemy ship within 10km will raycast lock that enemy ship and the UI will show an 'attack' option if you are pointing to it.

Docking And Undocking With The Turret UI:
To Dock and undock, select interceptors and double click on a ship with carrier capacity, they should start to dock.
To Undock, select a ship with drones docked and use left and right (Q and E) until the HUD shows which drone you want to undock, double click (with space) to undock this drone from the ship.


Gif Showing turret UI in operation


Getting The Enemy To Show Up On The Menu/Locking Enemies
====================================================================
The Enemy are located via two methods.
Firstly localized lock, this is engaged when a ship with lots of cameras engages an enemy (will automatically engage at 800m) if you have enough cameras this target will then be locked and updated on the LCD.

Second method, manual designation, for this your central command ship needs a lot of cameras in all directions Control a turret on the ship (turrets customdata has to be 'DIRECTOR' like the one that comes on the module) and point at an enemy, cameras on your central command ship will scan out and detect a target, and it will be locked and show up on the LCD.

Lastly an additional method using a modded sensor, the best method for machima makers and general singleplayer fun, i used this for creating the videos.
Put a modded sensor on your central command ship, called 'RFC_SENSOR' set it to detect asteroids and enemies and max the range out, the code will do the rest and you will see any enemy within 5k of your ship.


FAQ
====================================
~ Does this work in planetary environments?
=> No, a new code is planned to fulfill this function

~ Do I have any plans for mining/recourse gathering ships
=> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1356607768

~ Can the ships use jump-drives?
=> No, Currently ingame API does not allow for jump-drive access

~ Can the drones use modded weapons and thrusters?
=> You bet! go nuts with them, they should all work properly


Bugs And Issues?
=======================
Best way to get in contact is via the discord link at the bottom, or leave a comment in the bugs discussion.


Thanks And Acknowledgements
=======================================
All the ships in the promo video were created by BruceLeedleLeedleLeedleLee, check out his awesome workshop here!: https://steamhost.cn/steamcommunity_com/id/bruceleedleleedleleedlelee/myworkshopfiles/?appid=244850

Also massive thanks to all the beta testers and discussion that went down in my discord, check it out if you want to get in on the discussion!: https://discord.gg/MXz8Gkj

Feel Like Giving Something Back?
To this day I've been working on this project over a year and a half, working in my free time, holidays weekends and evenings, I don't ask that you give something but if you feel like giving me a few quid for some beer money to celebrate release and help support my future projects I've set up a patreon page you can find here: https://www.patreon.com/Rdav
Popular Discussions View All (11)
207
16 Apr, 2023 @ 10:26am
PINNED: Known Bugs And Issues
Rdav
65
18 Feb, 2023 @ 10:41am
PINNED: More Advanced Setup/Features & Tips
Rdav
15
7 Nov, 2019 @ 9:04am
Turret UI
McVoy
1,870 Comments
Tyrosus 8 May @ 5:44am 
Came back to the game after a while and was eager to use my favorite script, but it seems like I'm having some issues that aren't really listed here. I implemented the fix Maethorin suggested, and I can get my drones and ships to move on the single player LCD UI, but I can't detect an enemy whatsoever. I've tried the turret UI, the RC LCD, but nothing. I also can't get them to land on the central ship, or even the carrier.
Does anyone have a fix for this?
ItsAzael 8 Apr @ 3:36pm 
Huge fan of all your work and especially this script! Just wondering if with the upcoming release of SE2, will you still be working on these scripts and past projects from the first game? Pls keep up the mind bending work, your truly a magician!
Rdav  [author] 27 Jan @ 11:44am 
still needs me to fiddle with it
Fake 27 Jan @ 2:05am 
has this been fixed and updated? Or is the manual fix still needed?
(36th) HammerOfKrieg 14 Sep, 2024 @ 3:27pm 
As of today, using both of the suggestions by maethorin the script still runs as intended for me. Thank you for the fixes my man.
CrackheadCrimson 6 Aug, 2024 @ 9:50am 
Thanks maethorin!
MDFieldMarshal 28 Jun, 2024 @ 2:03pm 
The large grid ships seem to work, but the drones do not show up.
MDFieldMarshal 28 Jun, 2024 @ 8:23am 
@maethorin It doesn't really work for me, the programmable block starts running but the interace breaks and it does not see any other drone and or module for some reason. Ill try some more but for now it doesn't work fully for me.
Rdav  [author] 14 Jun, 2024 @ 9:30am 
I lost a harddrive a few months ago, but if the fix is this easy I will see about downloading and getting this updated
Sonidu 13 Jun, 2024 @ 4:40am 
Nice!!! we love u :steamthumbsup: