Space Engineers

Space Engineers

[totally broken] Ore Particle Cannon
Throttle  [developer] 7 May, 2014 @ 4:12pm
Auto Targeting?
It was suggested by user Ishakaru that there code the turret use that allow them to track decoys. I've opened this discussion to explore the feasibility of implementing this into controlling rotors and gyro torque.

Ishakaru: ""The code is "normalize(target-tower);" This gives you a precise unit length vector plus or minus floating point error(small enough at these ranges to be negligible). In fact, the code is already being used in the game by turrets. Then all that's needed is to turn the rotors, the code for that is a little tougher, as it has to take into account the full ship, not just the section that has the "aiming" block ""

If it can't be done, it can't be done. Personally, I enjoy shooting "from the hip".
Last edited by Throttle; 8 May, 2014 @ 11:39am
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Showing 1-9 of 9 comments
2468wdwa1 8 May, 2014 @ 2:38am 
It would require being able to define "sets" of configurable blocks, such as a "turret" set in this case, allowing you to define 2 rotors and/or some gyros (however in reality gyros would not be used for auto targeting when perfectly good rotors are availiable to aim/rotate with) as the axis's of movement, and it would also require wireless or for electrical signals to be sent through rotors, because the 2 rotors would, in the current game, be defined as being on two seperate "ships" and wireless would also be needed to allow a certain target to be defined on a far off ship, station, or whatever.
silverslyder 8 May, 2014 @ 11:11am 
I like the idea of having some sort of auto-targetting system, however as mentioned above, it would be difficult given that each rotor creates a new entity. If there was a way to change wether the rotor creates a new entity or have everything 'downstream' of a given rotor is considered only ONE entity then it might be feasable. If the 'downstream' idea I mentioned is possible, then it would not only make mining much easier but also the possibility of captial warships ie. true battleships with mobile turrets. As for the problem if wireless signals to the targetting, that would be easily adjusted if the antennas were made active and you could adjust the frequency of them and have them aim towards a matching frequency.
Captain_Stronk 8 May, 2014 @ 11:28am 
Originally posted by Lighthalk:
the beacons would be a great way to distinguish targets. only if you are able to lock on to them would you have a plausible target. unfortunately the game is not programmed for locking targets.

It is, Decoys in fact allow you to point and lock onto a target
Last edited by Captain_Stronk; 8 May, 2014 @ 11:29am
2468wdwa1 8 May, 2014 @ 11:52am 
Yes but decoys aren't distinguishable from one another in the turret AI as far as I know, priority is just given to the nearest one
Karl Pilkington 9 May, 2014 @ 2:08am 
what I want to know is how did was the mouse control over the rotors accomplished? I posted a question in the workshop comments of course there's no real discussion functionality there but I was under the impression at first of having to manually adjust rotors and was having a real hell of a time aiming that cannon after i had moved the ship around.
I was specifically wondering where is the listing for the secondary rotors (the rotors past the main ones connected to the ship hull)? I was looking for that while trying to adjust the rotors manually.

Then I watched your video again and you just get in the cockpit and stuff moves. I tried it and was amazed...How do you link mouse input to rotor movement?

Also I was wondering if you had tested with more collectors/connectors to maximize the throughput of the ship and if it had caused a bunch of problems or not? Would it require more conveyor pipes and lag the hell out of everything etc?
Last edited by Karl Pilkington; 9 May, 2014 @ 2:17am
2468wdwa1 9 May, 2014 @ 2:50am 
the rotors are basically just hinges in the current drivable turrets, and gyros on the "gun" itself are used to turn, just like a ship not attached to another with rotors
Elethio 9 May, 2014 @ 6:33am 
This is a great idea, but I think it leads to a better one...

Why not include a block that targets objects in the same way turrets do, but without weapons- and instead with a smaller block section that other things can be weilded too.

Also alow the "turret" block to automatically trigger an activation command to any of the blocks attatched to it.

This way Engineers can build custom automated turrets, which fire thier weapons or activate any machines that is built onto it.:spazdreaming:
Throttle  [developer] 9 May, 2014 @ 6:36am 
@Thrashaero, 2468wdwa1 is correct. The rotors are passive hinges and were left exactly as they are. The gyroscopes are what provide the torque. The settings changes I did make to one or two rotors were the upper and lower limits to help prevent colliding with the main hull.
Last edited by Throttle; 9 May, 2014 @ 6:56am
Throttle  [developer] 9 May, 2014 @ 7:04am 
Originally posted by Elethio "China" Burton:
T
Why not include a block that targets objects in the same way turrets do, but without weapons- and instead with a smaller block section that other things can be weilded too.

Also alow the "turret" block to automatically trigger an activation command to any of the blocks attatched to it.

I was thinking along those lines too.Something that would attempt to re-orient itself to a certain position. Something like the Artificial Masses but for rotational movement instead of linear translation.
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