Space Engineers

Space Engineers

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johnlh12345 2024 年 6 月 15 日 上午 8:38
how to set up launch system
so ive followed a few guides on ai tracking missiles and even set up a system that continuously prints new missiles, but every time a new one is printed i have to rebind the launch timer to the launch button
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正在显示第 1 - 13 条,共 13 条留言
Dan2D3D  [开发者] 2024 年 6 月 15 日 上午 8:50 
Hi, I don't play with AI missile because I prefer Offensive Follow Guard Drone so i will not be a good help but a kind player shared his working missile creation that got added to community spotlight April 2024 by the SE Devs in the "news" link on top of the Forum and may be worth to have a look at his ready to paste Blueprint.

Read the item description and test in testing world set creative mode to see how it goes :

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3207356939
johnlh12345 2024 年 6 月 18 日 上午 6:24 
引用自 Dan2D3D
Hi, I don't play with AI missile because I prefer Offensive Follow Guard Drone so i will not be a good help but a kind player shared his working missile creation that got added to community spotlight April 2024 by the SE Devs in the "news" link on top of the Forum and may be worth to have a look at his ready to paste Blueprint.

Read the item description and test in testing world set creative mode to see how it goes :

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3207356939

thanks ill try it out and see what comes of it. if it seems to work ill see if i can get the creator to help me
Dan2D3D  [开发者] 2024 年 6 月 18 日 上午 7:08 
If I try someday I would add all the needed actions on the AI missile, use a Action Relay block placed on the "Mothership" and add that action block to a button with "Send signal" action on channel #1.

+
Action relay on the AI Missile set to enable AI recorder having the "Exit Vector" (waypoints).

+
Action relay on the Mothership set to "Send signal" on channel #1 so the AI missile Blueprint set on channel #1
Dan2D3D  [开发者] 2024 年 6 月 18 日 上午 7:13 
Oh! I would probably disconnect the AI missile having all AI blocks turned OFF first and hit the "Send signal" button after that will enable all AI blocks once disconnected.

Edit
Sorry, more details added.
最后由 Dan2D3D 编辑于; 2024 年 6 月 18 日 上午 11:32
Dan2D3D  [开发者] 2024 年 6 月 18 日 上午 7:19 
+
I may build a AI RADAR to auto launch when enemy detected, surely a cool challenge to do without using any Scripts :

https://www.youtube.com/watch?v=XRMawWc78a8
最后由 Dan2D3D 编辑于; 2024 年 6 月 18 日 上午 7:19
Dan2D3D  [开发者] 2024 年 6 月 18 日 上午 11:42 
引用自 Dan2D3D
If I try someday ...
+
Action relay on the AI Missile set to enable AI recorder having the "Exit Vector" (waypoints).

mmm I think that part may be a problem, so I would build my Bp missile outside the "Mothership" skin to avoid creating an "Exit Vector" for the missile to go out.

The testing I did so far showed me that I must reselect the "Mothership's" beacon when building the AI Drone Blueprint so it can have the exit vector waypoint bound to the Mothership.

Exit Vector with AI Recorder = No Go / Not auto on rebuilding the Blueprint
(edited)
最后由 Dan2D3D 编辑于; 2024 年 6 月 18 日 上午 11:55
Dan2D3D  [开发者] 2024 年 6 月 18 日 下午 2:20 
I just made my first AI Missile and looks like I found a good setup, well so far.

Unmerge first and send signal with Action Relay block to :
-> enable AI Flight and AI Offensive
+
-> Start a Timer to arm the Warheads
=
All good

AI missile merged on station rotor :
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3270569155
Unmerge first + Send signal :
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3270568785
Detected a small block enemy ship and went to it at 100m/s :
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3270569237
Destoryed it in one hit that adds -500 Rep. Points :
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3270569329
Testing done on not moving enemy ship with weapons OFF.
最后由 Dan2D3D 编辑于; 2024 年 6 月 19 日 上午 10:45
Dan2D3D  [开发者] 2024 年 6 月 18 日 下午 2:42 
I will add :

It was easier than I thought and I can tell we usually add too much actions on our first testing(s), it need way less because a lot is already automatic.

It only need AI Flight, AI Offensive, a Timer to arm the warheads, action realy setup to enable AI blocks + Start Timer, one antenna and a merge block.

"Simplicity is the ultimate sophistication"
最后由 Dan2D3D 编辑于; 2024 年 6 月 18 日 下午 2:44
Dan2D3D  [开发者] 2024 年 6 月 19 日 上午 10:21 
johnlh12345,
I've tested my new AI Missile against Vanilla enemy Drone Spawner and it got detroyed before it can hit, destoyed at about 100m.

Only one enemy Drone having one Gatling turret on it is enough to destroy a AI Missile :
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3271054309
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3271054641
Imagine a ship having 6 Turrets = AI Missiles have no chances to hit at all.

Conclusion :
-> Looks like sending only one Missile will just lose all the effort at making a AI Missile.
+
Surely better to send at least 3 AI Missiles so the first ones will get destroyed and give a window for the last missile to hit the enemy ship

EDIT
Solution to try :
Send 2 cheap missiles used as Decoys with 1 AI missile having the warheads following those Decoys.
最后由 Dan2D3D 编辑于; 2024 年 6 月 19 日 上午 11:22
Dan2D3D  [开发者] 2024 年 6 月 21 日 上午 3:38 
Info +

Another player, member on the Keenswh Discord, gave me some advice, he is able to hit not moving enemy with 3 AI Missile where the first one get destoyed while the 2 other can hit :

https://www.youtube.com/watch?v=1_ChMfZnmfw

But still -> Surely not the best against moving enemy having 6 turrets, well we have to send a lot of MIssiles and lose all.

ME = I will not use Missile in combat because AI Drones having weapons and set to "Target weapons" only can do a better Job and able return home after the enemy weapons are destoyed so I can loot the enemy ship.
最后由 Dan2D3D 编辑于; 2024 年 6 月 21 日 上午 3:40
Dan2D3D  [开发者] 2024 年 6 月 21 日 上午 4:31 
johnlh12345,
SE Dev Aragath on Keen Discord just told me the following :

Aragath — Today at 7:20 AM
Blocks have unique ID's. The timer block you put on your toolbar just flew away on board that rocket, a greyed out block means it's no longer present.
The copy you constructed after looks the same but is essentially a clone from different DNA.

To work around your particular case, make a group of that timer block and add another (empty) timer block to that group that is part of your persisting grid the rocket is launched from.
When you put this group on your toolbar, it will "trigger now" any timer block in that group, including the one from your blueprint.

That said, you will have to update your rocket blueprint to include that group as well.
最后由 Dan2D3D 编辑于; 2024 年 6 月 21 日 上午 4:31
Dan2D3D  [开发者] 2024 年 6 月 21 日 上午 4:37 
Conclusion

-> Never give up, because there is always a solution ;)
Dan2D3D  [开发者] 2024 年 6 月 21 日 上午 4:46 
+ Something to keep in mind :

That Vanilla enemy Drone can destroy AI Missile very fast with only one Gatling Turret :
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3272140857

A Warship having a few of those set as Offensive Follow Guard Drone will make you win the battle against players sending AI Missiles.
最后由 Dan2D3D 编辑于; 2024 年 6 月 21 日 上午 4:47
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