Space Engineers

Space Engineers

Gun Fire Control System Mk3
imivi  [developer] 16 Sep, 2015 @ 5:07am
Changelog & previous script versions
This is the full changelog with links to old versions (if something breaks in a new version or if you're curious)

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Mark 3d
http://pastebin.com/EHuaAaDy

  • fixed an issue with turrets still not turning the best way to the target if the RotorX reached the max/min angle.
  • fixed an issue with how turrets in groups are counted.
  • the "Reverse" keyword for rotor/piston names now can be all lowercase ("reverse") or all uppercase ("REVERSE").
  • turret remote control blocks now only need to have "Turret XY" and "Remote Control" in the name. They can now have extra words or characters.
  • fixed an issue where the script would recognize directors belonging to other copies of the GFCS script that shared part of the director base name.

Mark 3c
http://pastebin.com/rgaWLYX6

You can now remotely direct the turrets from another ship. With the new override panel you can manually choose an aiming location for the turrets via an antenna; additionally, you can continuously send the coordinates in real time using a bug with merge blocks and rotors. Check out the GFCS full guide for all the information.

  • You can now place a text panel called "Text panel override" with GPS coordinates and the script will turn all turrets to aim at that location. Turn off the text panel to suspend the override mode. The status text now displays "override active" if override is on.
  • Added a new toggle timer, "Timer Block Fire All". It's like Auto Fire, but the guns fire even if no target is detected by the sensors.
  • Now, if a GFCS text panel has no turret groups in the public text, the script won't display an error anymore. However it will display a warning in the "Text panel warnings".

Mark 3b
http://pastebin.com/9YdE8Dsj

  • Single block turrets now aim even at points that are out of range. Before, the script would turn them off.
  • The status text (both in the terminal and on the status text panel) now displays the number of turrets whose target is in range.
  • Fixed an issue where the Mk3 version would not find a turret's center block in Mk2 setups without a remote control.

Mark 3 Update
http://pastebin.com/RjCdZU09

  • Instead of the three orientation blocks, you can now use just one remote control (both for directors and turrets). Turret directors (rotorless) don't need any orientation blocks anymore, although the script still recognizes them.
    Thanks to ZerothAngel on Reddit for the code.
  • Added support for multiple directors (but only one can be used at the same time)
  • Also added an option to make the script automatically switch to a director if it's being controlled (on by default)
  • The script can now work with no director (there's now an option in the settings), defaulting to Auto Target.
  • You can now switch on the fly between multiple GFCS text panels (with turret settings) by placing multiple panels and only having one turned on. If multiple panels are on, the script will read turret groups from all of them.
  • Fixed an issue with horizontal rotors causing the turrets to get stuck at the maximum angle or minimum angle (only if both a max and min angle were set). Now rotor turrets will always turn the best way to the target. Btw ♥♥♥♥ radians
  • All exception notifications have been replaced by detailedinfo notifications ("Echo") that don't stop the script. Now, if there's an error, you won't have to open the editor and recompile the script after fixing it. The detailedinfo area now also displays information on the script status (same as the "Text panel status").
  • The status text now displays the list of turret groups that have been found.
  • Fixed an issue where if a turret got destroyed or removed the script would skip controlling the last turret in the group (it would count one too few)
  • Added support for pistons to elevate and turn the turret (PistonX and PistonY). By default, each rotor will extend if the turret's aim is too low and retract otherwise; add "Reverse" to a piston's name to invert that.
  • Added an idle toggle. When on, turrets ignore all targets and all rotors return to zero degrees. If a rotor has a min angle and a max angle set, it will return to the angle between them instead. All pistons will retract completely.

Mk2, fixed
http://pastebin.com/NpAmzaMd

  • Fixed an issue with the turrets only following the single block director in the director's 90 degrees to the right. Rotor-based directors were unaffected.
  • Rotor turrets now aim in front of the average position of their guns rather than in front of the center block.
  • you can now have turrets with fewer than 1 horizontal rotor (RotorX) and 1 vertical rotor (RotorY).
  • Now a turret can even have no script-controlled rotors (you'll still want at least 1 rotor to turn it yourself though) or you can just let the script control one axis.

Mark 2
http://pastebin.com/rC4EWgmH

  • it's now possible to use a single AI turret block as the director (instead of a rotor-based director)
  • added toggle for auto lead
  • added the ability to customize all toggle defaults (in case a toggle is not found)
  • added the ability to use a text panel ("Text panel convergence") that sets the default convergence of the turrets in real time
  • added option ("vanilla tracking") to use the director movement to track speed for use without the BlueG Radar
  • added support for projectile acceleration (like gravity weapons or dumbfire missiles)

Mark 1
http://pastebin.com/NuVfNt9v

Feature set:

  • control multiple turrets via a single turret (director)
  • track targets using the BlueG_Radar mod to get the right convergence
  • deflection (lead) calculated using the target's speed, acceleration, projectile velocity and your own ship's speed
  • choose between having the turrets automatically lock on to the center of mass of the current target or exactly where to director is pointing
  • mode to automatically aim the turrets at the closest target without using the director
  • mode to automatically fire guns if on target and in range
Last edited by imivi; 9 Nov, 2015 @ 4:45pm