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good work so far
1. Minor, broken behavior(?):
Executing "dock all" (command:w:command:request-docking) from the carrier, while drones are docked, results in all drones undocking and re-docking again to the carrier.
2. I sended all 5 drones to engage a pirate ship, 3 of them got damaged to the point where they couldn't go back to the formation but remained in active antenna range. Other 2 returned.
Upon selecting "Disengage to formation" and trying to dock the drones they stayed in the formation.
I think there may be issue with issuing attack command when you have no known point to attack - they will accept task and decide that they should listen to datalink for a certain targetId, which was not provided too.
In that case they get stuck in attack task waiting for data, and subsequent task just sit in the queue. So to make them go, you need to issue command:next (it is used in Break-Off TMC alias so you can just spam this one several times).
Yeah, that's possible. The thing is you can actually tell drones to dock to another carrier with just one click - they would undock automatically and dock to other ship. The issue is that to check if we are trying to dock to the same ship we are already at is not easy, yeah I know it sounds strange. I'll think about it more.
Thanks for feedback!
Is every command given from the carrier unit placed into the queue?
Also how complex the installation procedure of the final script is going to be? Is it possible to simplify it to be similar to TMC installation? (E.g. just group the components and go)
I'm afraid it's impossible to simplify installation because of the level of flexibility it has.
"Just group the components and go" won't work, imagine drones/missiles connected or even merged to the main ship, how would all APck units sort out their respective blocks?
The only simplification would be having non-tagged remote instead of autopillock-remcon.
Forward-gyro is needed to be specified explicitly, because it's the orientation block.
"docka" the same, since we don't want the carrier to dock to other ship with just any connector, and user may want to have non-apck connectors too, hence the "dock-host" tag.
Instead of grouping, there would be a "design mode" where you disconnect you grid from everything irrelevant and build it, then "save", and after that the APck would ignore any block changes on the grid.
idk how well that would work but that is how Artemis PMW missile script finds missile parts
idk how that works
Yes, it uses the same approach. I did that for possibility of having merged missiles/drones ran by the same PB as the main unit.
Server's creative world link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2862105342
Mods used by the server: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2360308845
Would appreciate to know which mod caused such behavior
it messes with any vanilla script that has turret targeting or uses cams for raycast
vanilla it works fine
if you add Weapon core it behaves weird
that is what i noticed in my test
just tested it again and it does work with WC just has some problems(cruise forwards does not stop if turrets would be in range) that are related to Weapon core targeting and the fact that this script is made for Vanilla not WC