Space Engineers

Space Engineers

Rdav's Fleet Command MKII
 This topic has been pinned, so it's probably important
Rdav  [developer] 9 Oct, 2017 @ 8:35am
Known Bugs And Issues
Just a list of bugs I know about and are in the pipeline for fixes:

~ Right clicking the undock button removes that ship from the UI (use left click to undock)
~ Central command will find antenna on ship that is off to use for broadcasting on init (causes drone ships to be nonresponsive)
~ Dragging a box top right down to bottom left doesn't work, needs to be top left down to bottom
right
~ Central command direction is reversed so allfollowme command means ships align backwards until you start moving
~ Ships colliding more than normal (fixed for large ships)
~ Following self will end in infinite loop
~ The turret UI has a bug which means it cannot be controlled properly, this will be fixed ASAP
~ Ships not showing on the LCD, no runtime indicators
~ Docked ships on reload sometimes get their RC incorrectly collected
~ Gyros on small ships overriding those on the carrier
~ Small ships love colliding
~ Refinements to the enemy detection scheme
Last edited by Rdav; 3 Nov, 2017 @ 1:01pm
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Showing 1-15 of 207 comments
geniusface1234 9 Oct, 2017 @ 11:46am 
bug ive seen: ships are able to be told to follow themselves, and when told to do so, they fly in a random direction for a very large distance
envy 9 Oct, 2017 @ 12:54pm 
bug (I think): Sending a scout fighter forward, the figter engages (and dies), but the enemy does not appear on mini map lcd. This happend every time, from my fleet of 3 scouts and a frigate left only the weakened frigate. Which died.
Rdav  [developer] 9 Oct, 2017 @ 4:15pm 
@spookiusface1234
Bug acknowledged, added to the list :P

@Milord check out the workshop page updated it to instruct on best ways to lock targets

@AetheroN That's odd, is this occurring on the central command ship only?
ryder2341 9 Oct, 2017 @ 7:11pm 
I pasted everything correctly, but the drone does not pop up on the screen even though it has a camera and a turret. The drone AI does not appear to be running when i look at it in the control panel.
Lander1 (Banned) 9 Oct, 2017 @ 8:37pm 
@ryder does your Drone have a connector?
Raelsmar 9 Oct, 2017 @ 9:09pm 
I can't seem to get my carrier to be recognized as such with a central command module on it. If i am using the default blueprint as central command, it appears, but if I remove it and place the exact module onto the carrier, it gets deleted from the list and I get no runtime info when running the carrier programmable block.
posthy 10 Oct, 2017 @ 9:47am 
Same experience as AetheroN. Have to reload world, or at least cut re-paste ship after using lcd ui
Rdav  [developer] 10 Oct, 2017 @ 9:47am 
Originally posted by Raelsmar:
I can't seem to get my carrier to be recognized as such with a central command module on it. If i am using the default blueprint as central command, it appears, but if I remove it and place the exact module onto the carrier, it gets deleted from the list and I get no runtime info when running the carrier programmable block.
Currently I haven't programmed in support for this as I never intended it as a feature, however enough people have asked so I'm in the process of creating a patch to allow it
Rdav  [developer] 10 Oct, 2017 @ 9:49am 
Originally posted by posthy:
Same experience as AetheroN. Have to reload world, or at least cut re-paste ship after using lcd ui
hmm, That's odd, as the central command dopesn't interact with the ship command controls, hmm, are the gyros in the ship 'override enabled' still, and have you got anything but the central command module on the ship?
aleks2eev 10 Oct, 2017 @ 10:10am 
When you copy the content of a programmable block (interceptor PB tested) which contains 99000+ symbols, and paste in to a default programmable block with empty code, it says that there are too much symbols (more than 100000) and it refuses to save all the code
Rdav  [developer] 10 Oct, 2017 @ 10:13am 
Originally posted by aleks2eev:
When you copy the content of a programmable block (interceptor PB tested) which contains 99000+ symbols, and paste in to a default programmable block with empty code, it says that there are too much symbols (more than 100000) and it refuses to save all the code
That's very weird I know another person who's had this issue too, I think the game doesn't like scripts of this compexity, despite it actually being under the limit :P You might need to repaste the module if you can;t get it to work, do you delete everything before you paste it in? like: ctrl-a > delete > ctrl-v?
posthy 10 Oct, 2017 @ 10:31am 
@Rdav: no, gyros are not in override mode. I didn't copy the whole module, but the block and stuff one by one (ui works, I can send a drone to wherever I want, so I'd say I did it succesffulyy :) ) and since I'm among those who'd like to have the command ship to be a carrier as well, I added a pb with the carrier script fot a test, but I realised it doesn't work so I turned the block off. Nothing else.

@aleks2eev: it seems like the game doubles the pasted code's indentation and spaces also counted in character limit. Alt + tab out, paste the script in a text editor (ex: notepad++) and remove the indentation, then paste it in the pb. Character counter will be below 80k :)
Last edited by posthy; 10 Oct, 2017 @ 10:31am
Raelsmar 10 Oct, 2017 @ 11:29am 
@Rdav: thank you for the reply! I'm glad to know it isn't my ship that is causing this issue. Also, I have a system with a connector on a piston as a lift for my drones into launch tubes. Are there plans for allowing the undock/dock procedure to have more flexibility with LCD placement or allowing only one if the route is a simple linear track to the connector?
Marked One 10 Oct, 2017 @ 3:05pm 
Originally posted by ryder2341:
I pasted everything correctly, but the drone does not pop up on the screen even though it has a camera and a turret. The drone AI does not appear to be running when i look at it in the control panel.
I have this problem too, my drone has camera, turret and connector
Rdav  [developer] 10 Oct, 2017 @ 4:04pm 
Originally posted by ROZWALACZ3000:
Originally posted by ryder2341:
I pasted everything correctly, but the drone does not pop up on the screen even though it has a camera and a turret. The drone AI does not appear to be running when i look at it in the control panel.
I have this problem too, my drone has camera, turret and connector
On your central command ship are both programmable blocks both turned on and running? and antenna turned on?
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