Space Engineers

Space Engineers

Rdav's Fleet Command MKII
 This topic has been pinned, so it's probably important
Rdav  [developer] 9 Oct, 2017 @ 9:22am
More Advanced Setup/Features & Tips
there are too many features of the code that I can't cram into the workshop page! Read on for some more more advanced setup features of RFC:



Advanced Setup:
=====================================
Manual Squad command
want to lead a small group of drones into battle? simply remote control or hop in a cockpit in any drone in the fleet and the system will allow you to override it, allowing you or your mate to control a fighter wing into battle.

Docking On Your Own Ship
As Of Update 005 docking on the central command ship is now facilitated!
Simply set up docking routes on your own ship as you normally would, remember to hit recompile on the central command programmable block after you change or set up a new route.

Custom Setup
If you want to tear a module apart for putting in and around a ship you can, just remember to copy the blocks on the module and their orientation and all customdata, names etc.. EXACTLY, also (for drone modules) remember to relink the antenna to the p-block
Remember to recompile Prog blocks after you have finished setting up and moving things around to reinitialize them
Duplicating the lcd screens at this moment is not possible.


Setting Up Missile Frigates And Railguns
Missile frigates and railgun frigates are cool new AI's that utilize powerful player made weapon. Setup is fairly straightforward, the 'HW_TIMER' block on the module is triggered when the AI engages, so simply get this timer to run your favorite missile script with a fire command, or trigger your railgun.

For Fellow Modders/Coders
Inside the 'Central Command' Customdata you will find ALL of the fleets current information, parse this information out or change it to control the fleet or use it for your own projects. the code is commented enough inside to hopefully allow a stranger to the code to parse out the information they want to, and change the bits they want to.

Target Acquisition Locking And Tracking
The system uses a full-fleetwide raycast net to track targets, to use this to it's maximum potential and allow manually designated targets place onto your central command ship lots of cameras in all directions, and interior turrets with the customdata 'DIRECTOR'
Upon controlling one or any of these turrets (so your mates can designate targets for you while you command) if you point at an enemy the central command will lock onto a target and add it to the locked targets list, and will then show up on the LCD menu and be actively tracked.

Interceptor AI on Large Grids? Frigate AI's On Small Grids? etc
You can change the AI of ANY ship by (before pasting the module on) renaming what's in the customdata of the p-block on the module, eg it should say 0#INTERCEPTOR, you can change this to 0#FRIGATE then when you install the code it will initialise as an Frigate etc...

Number Key Shortcuts
All should be made to 'run' the the USER_INTERFACE programmable block and are as follows:
ALLFOLLOWME ~ gets all ships to follow command ship in formation

(planned not released)
ALLSTOP ~stops all ships current commands
UNDOCKME ~ Will undock a ship from the central command ship
DOCKME ~ Will dock selected ships on the central command ship


A More Detailed Description Of The Enemy Detection Scheme
Target tracking is mostly via raycasting, there are two types of enemy lock and both are treated in different ways
Type:1 lock
the type 1 lock happens when a drones turrets start firing, when this happens the drone recognises that an enemy is present and it engages the hypothetical predicted position that the turrets give, at the same time it will cast raycasts from cameras towards the predicted target location to try and aquire a type 2 lock, the exact amount of raycasts able to be sent depends on camera availability.

Type:2 lock
The type 2 lock is a more permanent lock, this occurs when a rayscan returns 'true' that it has hit an enemy ship, if this is a drone detecting it it feeds this back to central command, and central command will log it, and use it's own cameras to try and maintain lock, rememebring that cameras have only a limited FOV this is why cameras on all sides of ships are necessarry, at this point the target will be available on the LCD or turret UI menus.

A type 2 lock can also be obtained by pointing turrets on the central command ship, if a turret is pointed at an enemy ship and there is a camera with enough raycast charge to scan that far it will lock it, as per normal.
For each target, lock is maintained by sending raycasts every 16 milliseconds towards the predicted target location, aiming at the centre of mass of the ship, taking into account the targets velocity and where it was originally.
at the same time each individual drone with this target locked will do the same, providing multiple sources of enemy detection in case one looses this lock due to an object in the way, or insufficient camera charge.(edited)
to see exactly what I'm talking about you can enable the 'Debug draw' option from the f11 menu, and it will show where the raycasts are being sent
good for identifying where and if scans are being provented or if you have a 'dark' area where cameras can't reach



Under Construction

Last edited by Rdav; 29 May, 2020 @ 10:11am
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Showing 1-15 of 65 comments
[UTD]mjr121 9 Oct, 2017 @ 7:29pm 
interesting in if your going to bring back your formations like MK1 did. was useful.
Rhea.licious 11 Oct, 2017 @ 2:07pm 
Do interceptors have to dock with a carrier, or can you just make a command ship meant for drones?
Rdav  [developer] 11 Oct, 2017 @ 3:02pm 
Originally posted by Lt.Starbound:
Do interceptors have to dock with a carrier, or can you just make a command ship meant for drones?
i do intend at some point to allow ships to dock with their central command ship, but the functionality is not yet implemented
Lander1 (Banned) 12 Oct, 2017 @ 6:39am 
I have torn apart the command module and installed it's parts into my ship but there is one or two small problems.

When pasting in the Timer Block it loses its PB run commands, I found it easy enough to run both with default argument afte a little tinkering.

When pasting in the RC block it loses it's Toolbar command for "All follow Me", I need to know what the Run Argument is for this command and which PB it is linked to...

Answer; Argument is "ALLFOLLOWME" and it must be run on the UI PB.
Last edited by Lander1; 12 Oct, 2017 @ 8:31am
Rhea.licious 12 Oct, 2017 @ 9:39pm 
Okay thanks.
AryxCami 14 Oct, 2017 @ 7:28am 
For setting up a fighter squadron, set all of them to follow a single ship and then fly that ship.
Matt 14 Oct, 2017 @ 7:36am 
Rdav, i've got an issue with the mod could you friend me its hard to explain ;l
Mardrigon 14 Oct, 2017 @ 11:41am 
people asking bout following script i was wondering if any tried your flight script with

Formation Script by Kinesi

since that script is about distance and range of ships from one another

wonder if maybe you both could colaberate with a combined script or add a sub-routine adding one to the other and if this is possible
Last edited by Mardrigon; 14 Oct, 2017 @ 11:44am
[UTD]mjr121 14 Oct, 2017 @ 2:03pm 
BTW FYI, the screen that reads RFC Intercepter, is supposed to go to the front of the craft
Muttl3y 14 Oct, 2017 @ 2:52pm 
Originally posted by mjr121:
BTW FYI, the screen that reads RFC Intercepter, is supposed to go to the front of the craft
Yeah I learnt that the hard way.
Oneill_SFA 15 Oct, 2017 @ 1:22am 
any chance that mining drone control could be added to this?
Mardrigon 15 Oct, 2017 @ 6:31pm 
there was one posted seperate

created by

Schwarzengel

real automining aircraft carrier ship
sdf1666 15 Oct, 2017 @ 11:30pm 
Originally posted by Oneill_420:
any chance that mining drone control could be added to this?
In the FAQ section of the main page Rdav said that adding mining functionality was his next project to update the script.
Oneill_SFA 16 Oct, 2017 @ 12:58am 
Originally posted by sdf1666:
Originally posted by Oneill_420:
any chance that mining drone control could be added to this?
In the FAQ section of the main page Rdav said that adding mining functionality was his next project to update the script.

Nice! I didnt see that part ty
TheSilverInfinity 20 Oct, 2017 @ 3:29pm 
Originally posted by mjr121:
BTW FYI, the screen that reads RFC Intercepter, is supposed to go to the front of the craft
you dont need the lcds at all, they're just labels
You just need: a gatling turret, the copy pastaed module, a camera?, antenna, and a connector
Last edited by TheSilverInfinity; 20 Oct, 2017 @ 3:29pm
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