Space Engineers

Space Engineers

[APck] TGP TargetingPod
cheerkin  [developer] 10 Feb, 2024 @ 1:57pm
Feature suggestions
Your ideas how to improve go here.
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Showing 1-5 of 5 comments
I know you don't always look here, but this isn't really anything I expect or need a response to, just something for you if you wander by sometime.

I gotta ask ... how the hell come you're not being hired by KSH to make the entire APCK/SCAM/TGP ecosystem part of the game officially?

I mean, sure, WeaponCore is "It" right now for models and hard coded behaviors in their system, but you're doing this one all by yourself, without the models, and every iteration is tighter than the last - no mean feat getting it to fit inside the character limit of a programming block given how much you've added.

Best of all, you've written it with documentation even I can understand, and I'm generally as dumb as GridAI ... maybe worse.

Seriously man, you *are* a steely eyed missileman, as they used to say, and it's truly a delight to use your scripts!

Oh, right. Suggestions ... is there a way to have the script talk with the broadcast controller so that you can have it send the target ID, range, or GPS from a raycast to the chat window?
cheerkin  [developer] 4 Jul, 2024 @ 10:21am 
Thanks, I appreciate a lot!

I'm actually working at Keen since the beginning of 2023. Things that are already done rarely see big reworks unfortunately, and to make GridAI having similar level of flexibility would require complete rework from scratch, while also having responsibility of keeping backwards compatibility, not breaking mods, not choking poor consoles performance, and many other concerns. That is a hard truth about gamedev, while you may have a lot of ideas on how to improve stuff, the business rarely sees the picture from the same angle. Personally I prefer complex and detailed solutions, but it is not always good for the general audience. Although I try my best to bring good stuff to the game and fight against oversimplification whenever I see possibility.

Output to broadcast controller is a nice suggestion, I'll add that to the list.
Thanks for the reply! Congrats at the job, I hope it's fun for you! I hear you on the problems with just going and putting everything into place in the main codebase, especially backwards compatibility!

Have a better one, and I look forwards to tormenting your code some more trying to get it to do impossible things :)
TheGamingNot 23 Sep, 2024 @ 11:27am 
im loving your scripts bro they are amazing, and suprisingly easy to use

but my suggestion is adding a way for the TGP to track grids that other drones have found automatically, so i could build a spy station that tracks whatever anything else has found. this could go well with so much stuff

ive got this nice arsenal of drones and missiles but no good and safe way to keep tracking the enemy long after the scout grid died.

but either way i love you work thanks for making it!
cheerkin  [developer] 24 Sep, 2024 @ 2:38am 
Thanks, I actually have something like that on todo list. The issue is range, as the station would very quickly exhaust raycast charge if it would try to track everything. And drones are passing their targets to the network anyway. So the only advantage would be keeping track of the target if a drone dies (just like you said) or files away (the latter happens very rarely). But maybe its worth it for a big carrier that keeps itself close to combat area, and use cheap disposable drones for initial detection.
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