Space Engineers

Space Engineers

[APck] AutoPillock Core 1.0
cheerkin  [developer] 17 Feb, 2024 @ 3:35pm
Feature suggestions
Your ideas how to improve go here.
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Showing 1-15 of 21 comments
. 11 May, 2024 @ 8:10am 
can you make it work with plane parts
have a automatic reinforcement part to it (one fighter gets destroyed carrier builds and launches replacement)
Last edited by .; 11 May, 2024 @ 8:11am
cheerkin  [developer] 13 May, 2024 @ 2:14pm 
No room for proper plane parts support as it is very different control model, the code is near character limit. Though I've heard that people use 1t mode with some aerodynamics mod, it kinda works they say.

The second one would need some sort of watchdog system asking every drone is it fine after each N seconds and imo just not worth it in the main script, also because of characters limit. Though it is a nice idea, maybe for some support script.
. 19 May, 2024 @ 1:22am 
How the drones alredy report with custom IDs, correct, so all we (you I suck at scripting) have to do is make a script that reads all that and triggers timers based off of type

As for the plane parts thing maybe it's setting i have
TheGamingNot 20 May, 2024 @ 2:24pm 
any chance for a ground vehicle mode? id assume its too much/not possible but doesnt hurt to ask
cheerkin  [developer] 20 May, 2024 @ 5:21pm 
ThrustProvider script can do rovers, but for now it is basic and not very user-friendly (gotta build them in certain way)
TheGamingNot 21 May, 2024 @ 12:56pm 
Originally posted by cheerkin:
ThrustProvider script can do rovers, but for now it is basic and not very user-friendly (gotta build them in certain way)
damn alr i wont even try then. i made a frictionless frame with a gun, vanilla ai can shoot but horrible at moving (wont go over 10ms). i just need something to move for it
TheGamingNot 21 May, 2024 @ 1:09pm 
oh never mind i went ahead and tried anyway and it works so much better lmao
Doomgoose 18 Sep, 2024 @ 1:38pm 
Would it be possible to allow it to support multiple gyroscopes on the same grid? For instance, for heavy drones where the turning rate is slower than the ability to accurately aim while strafing at distance?
cheerkin  [developer] 19 Sep, 2024 @ 1:43am 
It already does. The game itself handles it for you - script does not need to set override more than on one gyro, others would assist in rotation if you don't touch overrides on them.
AlfaFoxWolf 30 Sep, 2024 @ 7:07pm 
Is there a way to easily turn on/off this script from the ship you're flying? So have your main ship turn into a drone and start circling and attacking a target?
While solo scouting I sometimes like to board a ship, or need to because I run out of ammo or guns get destroyed. So having the ability to activate the script and have my vehicle circle (and possibly still attack) the target to distract the turrets while I board would be a pretty cool feature.
Or even using it for drop pods that you can fly to the target ship then have the auto pilot make it circle around it as a distraction.
cheerkin  [developer] 1 Oct, 2024 @ 1:21am 
Yes, you just... simply sit in the drone and it becomes the ship you're flying!
AlfaFoxWolf 18 Oct, 2024 @ 8:01pm 
Originally posted by cheerkin:
Yes, you just... simply sit in the drone and it becomes the ship you're flying!

So I've been giving that a go with OK results, but it's been pretty temperamental.
I'd say for the most part it's working really well (can circle and take out most enemies with minimal damage) and I've found workarounds for most issues, but there are still some aspects I don't have control over.
(not using any mods btw, so all base game)

Doesn't seem to like using the base game rail gun for some reason on my ship.
It also only takes over once the ship is within 800m of the target (using small grid turret and defense AI) so I can't get it to auto engage outside that range.

I've been able to use the turret to change targeting systems, and turning the turret on/off and hotkeying recycle/clear-defs I can regain full control or let the script take back over. However the Ignore feature doesn't seem to work at all (kinda how the Attack command doesn't kick in and take control until I'm within weapons range) so not sure what's going on there.

Is there any way to completely kill the script? sometimes if the PB or gyro or turret gets destroyed the ship just starts flying at max speed off to Narnia, so having a master kill switch would be nice.

At times I want to be able to turn thruster dampening off to conserve fuel/energy without having to kill all thrusters, but the script overrides that.
Also can't use the "match speed" command once I neutralize a ship in space because the script is still in control of dampening and brings me to stop every time.
Last edited by AlfaFoxWolf; 18 Oct, 2024 @ 8:08pm
cheerkin  [developer] 19 Oct, 2024 @ 1:48am 
>Doesn't seem to like using the base game rail gun for some reason on my ship.
- what are the issues specifically?

>It also only takes over once the ship is within 800m of the target (using small grid turret and defense AI)
- that's how the game works, a script can't access defense block target and works through turret, which gets its target through AI block locking feature. That means up to 2000m for large arty turret.

>However the Ignore feature doesn't seem to work at all
- response Ignore/Attack/FreeFire settings switch the reaction on emerged target, i.e. Ignore would ignore them, but if there Attack task going on it would continue even if you switch that
- so you need to batch Ignore setter and remove current task, e.g. using command:next. WIP version has a command to clear the whole task queue

>At times I want to be able to turn thruster dampening off to conserve fuel/energy without having to kill all thrusters, but the script overrides that.
- there is a dampening switch command

>Is there any way to completely kill the script?
- there is an internal command that releases thrusters, gyros and stops flight control, but it is not exposed to user. I'll consider adding that.
cheerkin  [developer] 19 Oct, 2024 @ 1:50am 
btw, the reference carrier module has the TMC menu set up with many useful commands, including the command combo to make APck disengage and ignore.
AlfaFoxWolf 24 Oct, 2024 @ 8:31am 
Originally posted by cheerkin:
>Doesn't seem to like using the base game rail gun for some reason on my ship.
- what are the issues specifically?
>> Ship will use the gattling gun and auto cannons, but not the rail gun. Like doesn't fire it at all. Have it in the static weapons group, it's hooked up, and I can fire it manually, but doesn't shoot with the other weapons.

>It also only takes over once the ship is within 800m of the target (using small grid turret and defense AI)
- that's how the game works, a script can't access defense block target and works through turret, which gets its target through AI block locking feature. That means up to 2000m for large arty turret.
>> So maybe I'm missing something, but shouldn't the ship move to attack once an enemy is within awareness range and have the Attack command set with a weapons distance?

>At times I want to be able to turn thruster dampening off to conserve fuel/energy without having to kill all thrusters, but the script overrides that.
- there is a dampening switch command
>> what would that command be? because I'm only seeing an auto-dampen when idle command. or are you talking about the suppress transitional control command?
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