Space Engineers

Space Engineers

[Archive] Rdav's EZ- Turret AI
 This topic has been pinned, so it's probably important
Rdav  [developer] 16 Jan, 2017 @ 5:38pm
Bug-Reports & General Discussion
As title, please try and be as descriptive as possible in bug-reports! world files or blueprints are very much appreciated for bug-hunting!

Current Confirmed Bugs:
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~ Some mods are incompatible
~ Small ship module does not detect azimuth rotor in one of the two allowed orientations (fixed)
~ Small ship reloadable launchers currently have some issues
Last edited by Rdav; 20 Jan, 2017 @ 11:52am
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Showing 1-15 of 88 comments
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Linaret 18 Jan, 2017 @ 3:40am 
If you only have one leading turret (the one where the custome turrets get their settings) and you delete this one, the custome turrets keep firing without stop (well until they have no ammo anymore).

maybe you can add a line if no lead turret is avaible they stop shooting always?

Also, i saw that alot of my custome turrets aim a way off, the leading turret is hitting the right spot, but some of the customes just miss the target ~10-20m
Rdav  [developer] 18 Jan, 2017 @ 4:30am 
Originally posted by BFFLinaret:

Also, i saw that alot of my custome turrets aim a way off, the leading turret is hitting the right spot, but some of the customes just miss the target ~10-20m

If you add more interior turrets each module will grab the most suitable turret for guidance, so if you put a guidance turret near each rotor turret (it can even be on the turret itself) the turret will detect and use this to be far more accurate.

Also yes, I'll look into to the error handling some more to turn off all the launchers, seems like a useful feature to have!
Supaman 18 Jan, 2017 @ 4:47am 
i have a problem where the turret shoots over the head of my practice ship... literally misses hundreds of shots when both ships are at a standstill. its an awkward bug in my opinion, atleast the pirates can consider themselves warned as i fired hundreds of warning shots in their direction.
Last edited by Supaman; 18 Jan, 2017 @ 4:47am
Rdav  [developer] 18 Jan, 2017 @ 5:01am 
Originally posted by Supaman:
i have a problem where the turret shoots over the head of my practice ship... literally misses hundreds of shots when both ships are at a standstill. its an awkward bug in my opinion, atleast the pirates can consider themselves warned as i fired hundreds of warning shots in their direction.
Few questions help me suss out the problem:
-how close is the target ship?
-How close is your directing turret (the vanilla turret used for guidance)

The guns are default calibrated for 200-800m ranges so if your target is closer than that it can be a bit out of sync, I thought this would be alright calibration range although I think I might update it to 100-800m.
Also the closer the directing turret the more accurate it will be! For best accuracy you can put it on the rotor turret itself and it will train it's sights are almost spot on, the closer the better!
stoicboss101 18 Jan, 2017 @ 2:21pm 
i seem to have trouble with multiple rocket launchers. f they are connected together via junction and conveyor tube to separate them for the recoil function. i only have one missile launcher fire. and no recoil at all. are they supposed to be regular rotors and not advanced rotor compatible, or am i doing something wrong? perhaps if you uploaded a sample turret i could see what i am missing.
Linaret 18 Jan, 2017 @ 3:05pm 
stoicboss want to try it out together? i'm testing myself some turret designs
stoicboss101 18 Jan, 2017 @ 3:58pm 
sure im down. add me and message and ill let you know when i can
ScrapHeap 18 Jan, 2017 @ 8:44pm 
i found a Temp fix for the azimuth problem, mount the rotor on the turret and not the hull (So the rotor is upside down) this lets the module detect it,

Then just use a merge block to connect the turret to the hull of the ship :)
Rdav  [developer] 19 Jan, 2017 @ 3:48am 
Originally posted by stoicboss101:
i seem to have trouble with multiple rocket launchers. f they are connected together via junction and conveyor tube to separate them for the recoil function. i only have one missile launcher fire. and no recoil at all. are they supposed to be regular rotors and not advanced rotor compatible, or am i doing something wrong? perhaps if you uploaded a sample turret i could see what i am missing.
All recoil rotors need to be called 'RECOIL' but it will detect advanced rotors, I think I might upload some of my turrets as examples actually, it's not a bad idea!



Originally posted by ScrapHeap:
i found a Temp fix for the azimuth problem, mount the rotor on the turret and not the hull (So the rotor is upside down) this lets the module detect it,

Then just use a merge block to connect the turret to the hull of the ship :)
It's definitelt a workaround!, although I'll be getting a proper fix out as soon as I can!
Linaret 19 Jan, 2017 @ 5:19am 
Is it possible that the lead turret don't have to have ammunition? and only work as a target system?
JCapt 21 Jan, 2017 @ 6:13pm 
If I had a small grid turret on a large grid block, would I be able to have the turret work? Would it accept small grid turrets as directors? If the director were on the turret, would the small grid turret be able to follow the lead?

Edit: Found out that the first question was a yes, but what about the last two questions?
Last edited by JCapt; 21 Jan, 2017 @ 6:16pm
Linaret 22 Jan, 2017 @ 2:48am 
Originally posted by Son o'Petrified:
If I had a small grid turret on a large grid block, would I be able to have the turret work? Would it accept small grid turrets as directors? If the director were on the turret, would the small grid turret be able to follow the lead?

Edit: Found out that the first question was a yes, but what about the last two questions?

That are easy question you can simply find out by trying... And will be much faster for you.
Rdav  [developer] 23 Jan, 2017 @ 6:07am 
Originally posted by BFFLinaret:
Is it possible that the lead turret don't have to have ammunition? and only work as a target system?
Yeah that would work, no ammunition is needed for the script to work properly.

Originally posted by Son o'Petrified:
If I had a small grid turret on a large grid block, would I be able to have the turret work? Would it accept small grid turrets as directors? If the director were on the turret, would the small grid turret be able to follow the lead?

Edit: Found out that the first question was a yes, but what about the last two questions?
All should work, the script really doesn't care much about grid sizes so feel free to use whatever combinations you wish, and yes it should follow the lead easily
Linaret 23 Jan, 2017 @ 6:13am 
Originally posted by Rdav:
Originally posted by BFFLinaret:
Is it possible that the lead turret don't have to have ammunition? and only work as a target system?
Yeah that would work, no ammunition is needed for the script to work properly.

Well it did not work for me, only if I put ammo in the turret my custom turrets start shooting with the lead turret.
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