Space Engineers

Space Engineers

[Archive] Rdav's Fleet Command ~Alpha Pack~
 This topic has been pinned, so it's probably important
Rdav  [developer] 24 Apr, 2016 @ 5:10pm
Bug Reports Thread + Improvements / RFC Beta Dev Log
#See the end of the thread for a Dev Log with the latest progress on RFC MKII!#


This is a list of all the bugs currently known and being worked on, I'm ordering them from most important (game breaking) at the top to least important at the bottom,

If you want to post a bug, first check it's not already on the list, and try and explain as fully as you can what's happening! an uploaded world file, picture, or video would be great, given how large this script is, it's hard to pin things down without!

#See the end of the thread for a Dev Log with the latest progress!#


KNOWN BUGS:
  • Auto-restart the timer block every time a player manually triggers the script
    (prevents fly into the distance on launching issues)
  • Hopefully increase some dogfight performance (less kamikaze, more shooty)
  • Some people are reporting odd behaviour when follow command is issued (need more info, if you are suffering from it, let me know!)
  • PID values on small drones need adjusting to reduce the wobbling effect (issue difficult to fix, need to do some more maths, anyone know how to reduce steady-state error for a constant ramp input let me know)



  • Mothership size isn't equated in launch sequence
  • Issue where initial drone launch is rather sporadic (random squad assign)
  • Stop the script from detecting every damn sensor on the ship [X]
  • Even more LCD instructions refinements? (let me know what you think!) [X]
  • Pressing Enter while there are no enemies detected on the attack menu crashes the script [X]
  • Large thrusters sometimes don't get recognised by the drones [X]
  • LCD instructions about connectors are a bit unclear [X]
  • docking precison sometimes off (lands 0.5m away from where it should) [X]

SUGGESTIONS +PLANNED FEATURES:
  • Add a Remote control block for mothership orientation options
  • Support for advanced docking procedures (internal docking)
  • An automatic timer trigger to enable folding wings on dock and launch of fighters.
  • Add laser antennae support in-case of a game crash or server restart
  • Better Dead-ship recognition
  • Utilities management is on the way, (welding, grinding, salvage resupply), although perhaps for a later version of the script (long-term)
  • Multi-Capital-ship support for multiple carriers in one fleet
  • Redo the attack menu interface, and add 'proper' radar scanning
  • Add support for multiple LCD screens
  • Add support for an 'advanced commands' panel, eg ability to control advanced formation + behaviour of drones (eg 'hold position' 'defend area' 'intercept incoming' 'hold fire' etc)
  • Unified Tagging system to reduce terminal clutter
Last edited by Rdav; 9 Sep, 2016 @ 9:31am
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Showing 1-15 of 437 comments
Marcelo ACFM 24 Apr, 2016 @ 8:31pm 
Hello again. Apparently I am now getting the same issue @Dragon Engineer had. My drones undock but don't move away after that, they just point at the direction they are suppossed to go. This is the drone model I am currently using. I have gone over it time and time again and can't find what I did wrong. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=473094698
Rdav  [developer] 25 Apr, 2016 @ 3:00am 
@Marcelo
Can I see two large thrusters on the back? The script has had issues automatically detecting large thrusters for some reason, (sometimes does sometimes doesn't) so it would be pointing the way it should, but not thrusting, try swapping them out for small thrusters (if that is the case) see if it works then,
Bad Humour 25 Apr, 2016 @ 3:45am 
Space engineers just became an RTS as well. This couldnt be any cooler.

I havent tried it yet but I have read all the features in it and some of the comments what I think should be added as well are

- Mine, repair/build and grind options for drones (repair/build and build might not be possible due to script limitations. Hopefully there is a way around it)
- remotely operated construction of ships and vehicles
- Hot-keys
- Give command one after the other where it would complete one first and then do the next task.

These are all RTS inspired ideas, which would allow players to play this as an RTS and would make managing and maintaining a large fleet easier.

EDIT: Just throught of this: How would the ai classify the ship as destroyed or will the person in control have to give the order to stop attacking?
Last edited by Bad Humour; 25 Apr, 2016 @ 3:58am
Yual 25 Apr, 2016 @ 4:10am 
just make a mods of this. more simple.
Rdav  [developer] 25 Apr, 2016 @ 4:13am 
@Bad Humour
Thanks for the suggestions!, Utilities management is on the way, (welding, grinding, salvage resupply) but it's still got quite a while to go yet, and remotely operated things is possible, just using the vanilla P-block! I'll make a separate suggestions list at the top too,

Regarding destroyed blocks, it's a combination, grids below a certain size are disregarded, at the moment, anything larger and you have to manually re-designate, It's something I'm working on, and trying to get keen to release some more API for!
Bad Humour 25 Apr, 2016 @ 4:24am 
Originally posted by Rdav:
@Bad Humour
Thanks for the suggestions!, Utilities management is on the way, (welding, grinding, salvage resupply) but it's still got quite a while to go yet, and remotely operated things is possible, just using the vanilla P-block! I'll make a separate suggestions list at the top too,

Regarding destroyed blocks, it's a combination, grids below a certain size are disregarded, at the moment, anything larger and you have to manually re-designate, It's something I'm working on, and trying to get keen to release some more API for!

Cool cant wait for updates
Malimber 25 Apr, 2016 @ 5:07am 
***No Blueprints no script***
Hi Radav I dont seem to have any blueprints showing up in my library. Am I missing something here? Theres no mod to load in the mod loader and nothing for me to find in the scripter library.
Last edited by Malimber; 25 Apr, 2016 @ 5:07am
Rdav  [developer] 25 Apr, 2016 @ 5:14am 
Subscribing to the blueprint on this page should put it in your blueprints library (with other ship blueprints), right at the bottom with the other workshop ships, sometimes it takes a while to come up there, let me know if it's still not showing up and I'll see what I can do
Bad Humour 25 Apr, 2016 @ 5:29am 
Found what I think is a bug or a setup issue. I was setting up the script and it displays the interface but it doesnt allow me to control it with any of the non-default arguments.

The Programmamble block also states "Caught exception during execution of script:Object reference not set to instance of an object"

The programmable block was also a part of a sub-grid of the ship maybe that is what's causing the issue.
Rdav  [developer] 25 Apr, 2016 @ 5:41am 
@Bad Humor
Thanks for the bug-report, sounds like the script has 'crashed' if you recompile the mothership script (press edit, check code, ok, remember and exit) it should work again, did you press anything on the menu before this happened, or was it just when setting up?
Bad Humour 25 Apr, 2016 @ 5:49am 
Originally posted by Rdav:
@Bad Humor
Thanks for the bug-report, sounds like the script has 'crashed' if you recompile the mothership script (press edit, check code, ok, remember and exit) it should work again, did you press anything on the menu before this happened, or was it just when setting up?

I did recompile it a couple of times but the error persists. Its my own setup not from the your own modular setup but it should still work as there is no difference other than the programmable block being on a sub-grid. I tried it on the main grid and I still have the issue.
Rdav  [developer] 25 Apr, 2016 @ 5:55am 
And it doesn't say 'Missing text panels' in the programmable block at all, hmm very odd, it should stop automatically if any key-components aren't detected? Does it happen instantly after it's placed or does it happen after you try navigating the menu? Lastly do you have any sensors on your ship?
Bad Humour 25 Apr, 2016 @ 5:56am 
Originally posted by Rdav:
And it doesn't say 'Missing text panels' in the programmable block at all, hmm very odd, it should stop automatically if any key-components aren't detected? Does it happen instantly after it's placed or does it happen after you try navigating the menu? Lastly do you have any sensors on your ship?

It now happens every instant I place the programmable block and load the script but I first found it when I was trying to navigate the menu.

EDIT: Yea it happens the first time it runs
Last edited by Bad Humour; 25 Apr, 2016 @ 6:02am
Bad Humour 25 Apr, 2016 @ 6:05am 
I have stopped the crash from happening by manually running the default argument by just pressing run without the timer block.

Its like the script is running too fast
Last edited by Bad Humour; 25 Apr, 2016 @ 6:05am
Rdav  [developer] 25 Apr, 2016 @ 6:08am 
@Bad Humour
Hmmm, that is weird, how many times can you press it before it stops? also, the sensors are there many on your ship? I have a feeling they could be detecting something that's not a grid, and going funky because of it,
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