I stopped playing space engineers years ago because it always lacked THIS (among other things). The ability to actually have fleets of ships/drones controlled by AI. While there are still changes to the core gameplay that I believe are needed for me to truly dive back into SE, I do love thinking about making flagships with AI frigates protecting them and launching small ship drones to fight enemies. Cinematic ship battles are finally conceivable without 10+ players or complicated scripting.
Ha, just thought, imagine a super carrier, which carries large ships, and after launch they all launch fighters. Better have a supercomputer to run it, but damn would that be glorious to watch lol.
Can relate to this so much, when i got the game (also years ago) i built a bunch of ships and vehicles and bases as expected, but then lost interest completely after only a month or so, when i tried learning the scripting stuff. While i did get some results from it, it was meh and the scriptable block thing was way to massive, these new more specific ai blocks look like fun to play with. Also recently heard some stuff about a SE2 and saw some dev footage that seems pretty promising, maybe its time to get back into this game and start preparing for the next one ^^ (on a side-note: i do hope next game they wont do dlc-blocks, that's the other thing that made me stop playing, just sell cosmetics and block-skins and stuff, dont sell new blocks, that's just bad)
I have a Friend who have create a fleet like the infinity in halo with a mega ship who deploy 6 and who they Carrier deploy like 10-15 drone it was Amazing with this video i juste learn how je do that
usually problem too is this kinda stuff could theoretically exist or projector repair systems and hinges, but none of it worked well in any decent sized multiplayer for years
So many RUclipsrs get popular through extreme luck and a few viral videos launching themselves further upwards algorithmically, but as somebody who has been subscribed for more than 6 years, I have watched you work tirelessly making content and experimenting with different styles gradually and organically, while still staying true to your sandbox/space engineers related content. You are an example of the truly hardworking and quality members of the youtube community that we all so dearly miss nowadays. Hats off to you, laststandgamers.
Eh, just use the custom turrets on your flagship, your fighters should be agile enough that they don't need turrets to keep your weapons trained on the enemy.
Its hard to believe that this is the vanilla game now. This video represents the culmination of a well developed game and a well developed youtuber! Congrats on the brilliant content a well explained build process. These blocks as wonderful as they are at bypassing the need for scripting are still going to create something of a wall to new players and any video that helps to explain and simplify annd showcase the potential is going to be very important in continuing the success of the game.
I know this comment probably won't be seen, but just a tip for people following this guide: Make sure you place the recorder, and movement blocks directly above or next to the connector that will connect to a base or ship. Otherwise your waypoints will be off by quite a bit on direct landings.
Thankyou for taking the time to comment, its been one of the best updates I think. Was a little sceptical with the beta but the full release was worth it.
I think it's probably better to set up a rendezvous GPS point if you want to conserve your fighters. That way, you won't have your fighters leading enemies back to your ship, and they won't be trying to dock to your ship while it's in motion.
But the whole point is that these things are pre-built logic that's using the coordinates of the beacon (of the 'mothership') you give them, it should even be able to dock while the 'mothership' is in motion, because as that moves, so do the coordinates that these blocks calculate & use. Honestly i'm already thinking a step ahead, make enemies think that they can 'hack' your drones (for example you use beacon name of mothership to call the drones back home, then enemies might try and see if they can do that too) but then at the last second they just start attacking instead of docking/holding formation near their 'hacker' ship 😊
@@LastStandGamers noice i will definatly check it out and make some modifications (most likely i will upscale them so that they have more functionality)
0:54 oh... I made a weird missile then, it was a large grid drill attached to a small grid missile base Super effective The drill went straight through the hulls in some cases
I really appreciate this tutorial. Im not quite sophisticated enough yet to worry about a small fleet of fighters, but my single defense drone would not properly enable/disable collision avoidance and Pgravity during landing. Setting up 2 different Basic blocks and switching between them with a timer block was a great idea. 8:00 Thanks mate. o7
I take back what I said about auto-docking scripts in a previous video, the recorders are a lot easier than I expected (I suck at flying, thus my aversion toward them initially.)
Just a heads up, event controllers on the drone that are searching for events on the carrier (EG a door being opened) will still work regardless of if they are docked or not. Use this to have a manual RTB switch rather than a timer if needed :D
There's something powerful about pushing a button and watching as your fleet return. Better still, set up a dooorway with a projector, and as you walk through it they are triggered. I love SE =)
I happened to think what's going on with space engineers and behold it happened to be update day and I said ah shit this looks great and I've hooked on playing space engineers again.
It's so frustrating that after all this we basically still have to say "just don't bother" with all the coolest things the game can do because they break everything. Damn subgrids continue to be more headache than they're worth and it's maddening because WE LOVE MOVING PARTS, DAMNIT. We don't want everything to just be flying statues; we want S-foils in attack position! We want ships that become mechs! We want tools that move around and work! We want trailers and cranes! We want modular armor systems and flip-out cockpit displays! And we want all the completely rigid objects to learn how to flex just a little so it all stops wobbling furiously as two solid objects compete to occupy the same space! Immovable object versus unstoppable force equals CLANG! We have Lego; we WANT lego technic.
I really wanna make a 2 Story hangar flythrough carrier with 40 drones ready to spam my enemy to death 20 drones in each hangar and everything optimized for quick repairs and restocking
You can get more drones on a grid by having them mounted on the exterior. The added benefit is that you can launch more drones at once without explosive mishaps, and recover more at once. It is also less of a pain to setup. Save the hangar space for something you fly without AI or something you launch infrequently.
my friend did this in a server and used his AIs to annoy some players in their base and it was amazing to see how the Ai docked back up after swarming like bees
Now to make it even more complicated! Thinking a fully pressurized hangar with airlock hangar doors. Fighter is stored in the main hangar deck. Fighter is moved to hangar airlock. Internal door closed, external opens, fighter launch.
@@LastStandGamers Plus an few extra AI recorders to move the drone inside the carrier. Thinking you got three or four areas You got the hangar deck where the fighters are stored on, lets say the right side. The launch tubes, where the fighters fly to for launch. The recovery airlock, where the drones return to in order to get back to the hangar deck and fly on the left side before moving right to their connector pad.
What would be really cool is if you can have some AI drones that follow a remote control master drone in formation, and if you lose the master drone, they just go normal hit & run mode
I havent played with the new update yet, bit im wondering if you could use the event controller (on a deployed drone) to detect another beacon on the ship that would recall the drone.
The AI doesn’t like collision next to sub grids haha. Finding that out, made a back pack drone for a giant mech that has a custom turret rail gun. Not like Dora’s back pack, this one goes and fights for you. I did find that with braking and torque all the way on both hinge and rotor. Share inertia on the hinge and it stabilizes the shooting. Got it to start re docking itself when low on hydro. It does still get confused sometimes. Glad it started coming home though.
The timing on that drone reminded me when I was playing a game with my friend and his kids and I told his kids "Don't ram that ship". His daughter said "Ok!" And the proceeded to ram the ship next to it. I mean she listened....
You don't need to recover your fighters if your target is armed as they all would have been smoked as drones are easily dispatched by turrets when they fly straight at the target on approach to attack. The only viable AI grids are the smallest missiles possible (3x3 small block frontal area) on the intercept pattern and they are only good at stationary or lightly maneuvering or very big targets as their target prediction needs work. However, if you fire more than one, typically the first one gets smoked but the others get through as long as they don't out run or out maneuver them.
This reminds me of my plan I made when AI first released in the game, to build a fleet of 1 personally controlled ship (probably a carrier) which is escorted by 2 or 3 AI-controlled frigates (and a destroyer) and launches AI fighters. The choice to make the carrier be the personally controlled ship is mostly due to concerns over how the AI will handle launching AI fighters out of an AI carrier.
when setting up the take off and landing recorder sets, why not record both sets of points while taking off and then use the "reverse order" button on the landing block to put those waypoints in the correct direction?
This is how I had it originally set up but it requires keeping track of weather the waypoints have been set to forward or reverse. I had two incidents the of the reverse sequence not working and it flying into the side of the ship. But if you are carful it uses less blocks so go for it.
Enclosed bays are for aesthetic purpose only. It would be more efficient to let the fighters attach to the external hull. You could protect them, from direct fire with an hammerhead shaped carrier.
Does anyone remember that "virus torpedo" from YEARS ago in this game? I can't seem to find anything on it anymore. It took over the ship it pierced into. Like messed with engines, velocity, direction, life support.
warfare II straight up patched a ton of stuff, including my clang shields. I've been doing the clang shield exploit and potentially was the person who came up with it in 2015, I used it as a means to suicide burn onto planets safely even if I slammed into the ground. they patched my method in WF II, which included tricking the game into believing a block state was something else basically, to my understanding.
@@AtlasEnthusiast0368 Aaaahhhhh. That explains lol now. Damn. It's been a good few years since I've played Space Engineers. I always thought that virus control torpedo was the coolest thing I ever saw in the game. This AI video reminded me of it.
@@BaronFeydRautha I believe I was the first person to discover the clang shield exploit. I once was able to compress it so small that I could use it on fighters. I presume you know what clang shields do: Clang Shields manipulate grids and make them invincible to any damage minus grinding.
one question, would the auto docking/launching also work in a base/carrier with long corridors with turns or will the ai just bumb around the walls all the time if the connector is not very close to the exit like in this video?
Would it be possible to have these just require the return sequence? I have drones that will be launched from exterior landing pads that don’t require it to maneuver through anything complex
I’ve been testing (before AI) with launch and recovery while carrier is in motion. Have you tested to see if AI will launch and recover on a moving carrier?
@@Neuralatrophy ahhh nah I don't think there is a way to interact with multiple grids remotely like that. You gotta connect directly to the grid you want to send a command to
Part of me wants to have the fighters land nose-in on a small grid large connector with a merge block and projector on the back, connected to the carrier by an advanced rotor, so you get fun visuals and damaged fighters can be auto-repaired(or replaced).
or you could have an EC on ship for each connector and have it kick on a piston with a welderto run up and down the drone real quick alo less complicated and probably wont confuse the ai as much
@@chrishoule6910 The visual of the fighter landing nose in and then being rotated back into launch position is half the point tho; the polish and presentation is what makes things as extra fun and satisfying. And it won't confuse the AI as the AI should be shouldn't be active after it docks; the issue with subgrids sounds like it's related to collision detection and you want to turn that off when docking anyway.
quick question does the Ai combat block only activate when an enemy is detected before the block is activated? I've built a similar fighter and the rest of your tutorial is working some what perfectly (my faults are from my own ooga booga brain) aka I have a vertical hanger bay and the AI doesn't like RTB when it has to go over a wall (It just goes 9/11) but for me my fighter takes off sits there for the 20 seconds and I never see the combat AI block activate but I see the combat timer flicker
Hey Aaron i have to ask: did you setup the take off & landing sequence before or after pasting the ship into the world? I have a issue when i record the landing in my SP world. and then when i go to multiplayer (creative) then my recorded landing doent work 😮
Really cool walkthrough, thank you. But how do you manage the fighter to fly backwards? I tried that on eahrthlike planet and it NEVER flew backwards but turned arround - my plan is a transport drone that docks forward (with the connector in front) and undocks backward. I didn't find a way so far, do you have a clue?
I'm really new to the game. Very neat design. Making me want to attempt building Drones of my own. Question. What exactly is a "Sub-Grid"? is it like a Custom Turret?
I think i need some help with this problem: I want to create a group of territory defense drones that automatically detects enemies, disconnects from their connectors, go attack, and when the threat is eliminated they turn back automatically So if i have them on the connector in defense mode and they detect an enemy they will activate the takeoff sequence, switch to combat and engage, eliminate the threat and then turn back to base and automatically reconnect But when the offensive takes over for the defensive, there is no way to have it turn itself back? The defensive block has "setup actions for when enemy is detected and for when enemy is no longer detected" But the offensive just turns itself off and gives way to the task block, with no "setup actions" function Any tips to work around this? or am i forced to have it on buttons or a timer block that automatically recalls the drone after a set amount of time? please let me know
I wonder how viable small, one use disposable drone fighters would be. Like prioritize numbers over individual strength, and just disgorge a flood of stinging flies to harass and overwhelm the enemy while better armed, player controlled ships focus on damage? *Imperial march plays*
I got this working in space (thanks) but found that in atmosphere, the ships turn around for the return trip. Because I don’t have the connector toward the back, the ship crashed into a wall trying to pull far enough forward. Perhaps this is an argument for rear connectors only in atmosphere?
I can't find how you made the points show as numbers because im on Xbox and can't make stuff work like you, like the ship just rotates to go back to the point and not go backwards
I would love to do this but my ship keeps turning around to dock. It doesn't back up like this shows. I found out it is because of the align with p-gravity option was on. Turning it off seemed to be the fix.
Can you save this to a blue print so you can use this with a projector and some welders, if so, making a few disposeble drones to send out and self destruct when they run out of fule and ammo would be awesome.
@@CaptainFlips You might have put the Move and Recorder blocks in different orientations by accident. Ensure they're facing the same way. The Move block is trying to position and align itself to the waypoint created by the Recorder block. If one of them is backwards, you'll get that behaviour you experienced.
@@cybersteel8 I've even seen this example a couple times in videos where the drone doesn't face in any particular way unless it has a first way point which lines it up. That's why I find this weird. I will day thoigh, personally I haven't done much with drones. I messed around with a hover bike and now I'm building a drone, but it's still a bit way until I add the AI.
When i attempt this with a stic grid the ai will not back into the space. They will try to fly forward into it. I'm unsure if this is because its a static grid or not.
i have to say, not only the video theme is very interesting but the angles and cinematics are great
Thankyou for the kind words.
@@LastStandGamers thanks for years of really cool content
I stopped playing space engineers years ago because it always lacked THIS (among other things). The ability to actually have fleets of ships/drones controlled by AI. While there are still changes to the core gameplay that I believe are needed for me to truly dive back into SE, I do love thinking about making flagships with AI frigates protecting them and launching small ship drones to fight enemies. Cinematic ship battles are finally conceivable without 10+ players or complicated scripting.
Ha, just thought, imagine a super carrier, which carries large ships, and after launch they all launch fighters.
Better have a supercomputer to run it, but damn would that be glorious to watch lol.
@@Nevir202 usnc infinity
Can relate to this so much, when i got the game (also years ago) i built a bunch of ships and vehicles and bases as expected, but then lost interest completely after only a month or so, when i tried learning the scripting stuff. While i did get some results from it, it was meh and the scriptable block thing was way to massive, these new more specific ai blocks look like fun to play with.
Also recently heard some stuff about a SE2 and saw some dev footage that seems pretty promising, maybe its time to get back into this game and start preparing for the next one ^^ (on a side-note: i do hope next game they wont do dlc-blocks, that's the other thing that made me stop playing, just sell cosmetics and block-skins and stuff, dont sell new blocks, that's just bad)
I have a Friend who have create a fleet like the infinity in halo with a mega ship who deploy 6 and who they Carrier deploy like 10-15 drone it was Amazing with this video i juste learn how je do that
usually problem too is this kinda stuff could theoretically exist or projector repair systems and hinges, but none of it worked well in any decent sized multiplayer for years
So many RUclipsrs get popular through extreme luck and a few viral videos launching themselves further upwards algorithmically, but as somebody who has been subscribed for more than 6 years, I have watched you work tirelessly making content and experimenting with different styles gradually and organically, while still staying true to your sandbox/space engineers related content. You are an example of the truly hardworking and quality members of the youtube community that we all so dearly miss nowadays. Hats off to you, laststandgamers.
Aaron: 'Don't use subgrids with AI'
Custom Turret Controller: *cries in subgrid*
That gave me an idea, more subgrids with AI.
I mine the ore around here i can build subgrid AIs all dame day!
Eh, just use the custom turrets on your flagship, your fighters should be agile enough that they don't need turrets to keep your weapons trained on the enemy.
@@kiritotheabridgedgod4178 Yes, but turret fighters are Cool.
@@WulfgarOpenthroat not if they don't function properly they don't.
@@mattstorm360space engineering isn't about "Why?"
It's about "Why not?"
Its hard to believe that this is the vanilla game now. This video represents the culmination of a well developed game and a well developed youtuber! Congrats on the brilliant content a well explained build process. These blocks as wonderful as they are at bypassing the need for scripting are still going to create something of a wall to new players and any video that helps to explain and simplify annd showcase the potential is going to be very important in continuing the success of the game.
I know this comment probably won't be seen, but just a tip for people following this guide: Make sure you place the recorder, and movement blocks directly above or next to the connector that will connect to a base or ship. Otherwise your waypoints will be off by quite a bit on direct landings.
thanks for the tutorials! this new update has been great
Thankyou for taking the time to comment, its been one of the best updates I think. Was a little sceptical with the beta but the full release was worth it.
I'm impressed that they handled the narrow entrance reasonably well, I expected them to have a lot less precision.
Strong Homeworld vibes and I’m totally here for it. Thanks for putting this video together. Very excited to try it out
I think it's probably better to set up a rendezvous GPS point if you want to conserve your fighters. That way, you won't have your fighters leading enemies back to your ship, and they won't be trying to dock to your ship while it's in motion.
But the whole point is that these things are pre-built logic that's using the coordinates of the beacon (of the 'mothership') you give them, it should even be able to dock while the 'mothership' is in motion, because as that moves, so do the coordinates that these blocks calculate & use.
Honestly i'm already thinking a step ahead, make enemies think that they can 'hack' your drones (for example you use beacon name of mothership to call the drones back home, then enemies might try and see if they can do that too) but then at the last second they just start attacking instead of docking/holding formation near their 'hacker' ship 😊
Now I not only want to build a whole homeworld armada in space engineers but also want to play homeworld 3 by this point
ik this is 4 months old but ive just built this and its seriously the coolest thing ive ever seen in SE
i love how this video is done using Hiigaran ships
Ships used can be found in the description of the video if you want to check them out. There Epic.
@@LastStandGamers they're*
@@LastStandGamers noice i will definatly check it out and make some modifications (most likely i will upscale them so that they have more functionality)
I’ve always loved making carriers but I have no friends to fly the fighters or bombers with so this is a great help for me thank you
0:54 oh... I made a weird missile then, it was a large grid drill attached to a small grid missile base
Super effective
The drill went straight through the hulls in some cases
This update is exactly what I needed to jump back into space engineers! thanks for the How-To!
I was about to abandon an old drone boat, but I decided to hang on until somebody figured this mess out.
Thank you!
I really appreciate this tutorial. Im not quite sophisticated enough yet to worry about a small fleet of fighters, but my single defense drone would not properly enable/disable collision avoidance and Pgravity during landing. Setting up 2 different Basic blocks and switching between them with a timer block was a great idea. 8:00
Thanks mate.
o7
13:44 these are the parts where the AI gets some personality, :D made me laugh, the bump
I take back what I said about auto-docking scripts in a previous video, the recorders are a lot easier than I expected (I suck at flying, thus my aversion toward them initially.)
Honestly great to see this fairly complex stuff be so straight forward to do these days! thanks for a interesting video
one of the best videos that you have ever made imo, thank you
lovin the homeworld 3 ship designs
Thank you. This was what I was looking for to set up some ship guard drones.
Just a heads up, event controllers on the drone that are searching for events on the carrier (EG a door being opened) will still work regardless of if they are docked or not. Use this to have a manual RTB switch rather than a timer if needed :D
Unfortunately, it appears that was just removed in the recent patch.
Edit: Or not apparently? Wasn't working for some reason but now it is.
There's something powerful about pushing a button and watching as your fleet return. Better still, set up a dooorway with a projector, and as you walk through it they are triggered. I love SE =)
I happened to think what's going on with space engineers and behold it happened to be update day and I said ah shit this looks great and I've hooked on playing space engineers again.
This helps so much
Very handy to know, will have to try it out. Love the homeworld fighters
It's so frustrating that after all this we basically still have to say "just don't bother" with all the coolest things the game can do because they break everything. Damn subgrids continue to be more headache than they're worth and it's maddening because WE LOVE MOVING PARTS, DAMNIT. We don't want everything to just be flying statues; we want S-foils in attack position! We want ships that become mechs! We want tools that move around and work! We want trailers and cranes! We want modular armor systems and flip-out cockpit displays! And we want all the completely rigid objects to learn how to flex just a little so it all stops wobbling furiously as two solid objects compete to occupy the same space! Immovable object versus unstoppable force equals CLANG!
We have Lego; we WANT lego technic.
nice gunboat design, looks like Homeworld style.
I really wanna make a 2 Story hangar flythrough carrier with 40 drones ready to spam my enemy to death
20 drones in each hangar and everything optimized for quick repairs and restocking
Make the return pathing drop all the drones into a grinder and just re-print them at that point?
@@Nevir202 Not a bad idea 😋
You can get more drones on a grid by having them mounted on the exterior. The added benefit is that you can launch more drones at once without explosive mishaps, and recover more at once. It is also less of a pain to setup. Save the hangar space for something you fly without AI or something you launch infrequently.
You did it🎉😮🎉 you amazing mad man carrier commander is a go
Well done on that Hiigaran carrier design tho👍
I emotionally identify with the fourth drone at 4:12 🤣🤣🤣
my friend did this in a server and used his AIs to annoy some players in their base and it was amazing to see how the Ai docked back up after swarming like bees
I am loving the Homeworld themed ships
Now to make it even more complicated!
Thinking a fully pressurized hangar with airlock hangar doors.
Fighter is stored in the main hangar deck. Fighter is moved to hangar airlock. Internal door closed, external opens, fighter launch.
Sounds like its time to get the stopwatch out record the time it takes and stick an extra time block into the sequence to count for it.
@@LastStandGamers Plus an few extra AI recorders to move the drone inside the carrier.
Thinking you got three or four areas
You got the hangar deck where the fighters are stored on, lets say the right side.
The launch tubes, where the fighters fly to for launch.
The recovery airlock, where the drones return to in order to get back to the hangar deck and fly on the left side before moving right to their connector pad.
how does ur drone facing backwards on landing? my drone is facing always forward on landing
Thank you for all the cool videos you make 😊
ima going to have a star destroyer filled with ties now
What would be really cool is if you can have some AI drones that follow a remote control master drone in formation, and if you lose the master drone, they just go normal hit & run mode
I havent played with the new update yet, bit im wondering if you could use the event controller (on a deployed drone) to detect another beacon on the ship that would recall the drone.
The AI doesn’t like collision next to sub grids haha. Finding that out, made a back pack drone for a giant mech that has a custom turret rail gun. Not like Dora’s back pack, this one goes and fights for you. I did find that with braking and torque all the way on both hinge and rotor. Share inertia on the hinge and it stabilizes the shooting. Got it to start re docking itself when low on hydro. It does still get confused sometimes. Glad it started coming home though.
Absolutely mind blowing
The timing on that drone reminded me when I was playing a game with my friend and his kids and I told his kids "Don't ram that ship".
His daughter said "Ok!" And the proceeded to ram the ship next to it. I mean she listened....
You don't need to recover your fighters if your target is armed as they all would have been smoked as drones are easily dispatched by turrets when they fly straight at the target on approach to attack. The only viable AI grids are the smallest missiles possible (3x3 small block frontal area) on the intercept pattern and they are only good at stationary or lightly maneuvering or very big targets as their target prediction needs work. However, if you fire more than one, typically the first one gets smoked but the others get through as long as they don't out run or out maneuver them.
I been seeing people using this to make Borg ships
This reminds me of my plan I made when AI first released in the game, to build a fleet of 1 personally controlled ship (probably a carrier) which is escorted by 2 or 3 AI-controlled frigates (and a destroyer) and launches AI fighters.
The choice to make the carrier be the personally controlled ship is mostly due to concerns over how the AI will handle launching AI fighters out of an AI carrier.
I see the epic battle of Red vs Blue, some Ai drones have the fight of their life, whereas others are trying to find a way to the war :D
I like those fighter designs nice and sleek
when setting up the take off and landing recorder sets, why not record both sets of points while taking off and then use the "reverse order" button on the landing block to put those waypoints in the correct direction?
This is how I had it originally set up but it requires keeping track of weather the waypoints have been set to forward or reverse. I had two incidents the of the reverse sequence not working and it flying into the side of the ship. But if you are carful it uses less blocks so go for it.
Good to know. Thank you 😊
Great work on debug and showing how it works. I bet it a lot of testing which work or not.
Enclosed bays are for aesthetic purpose only. It would be more efficient to let the fighters attach to the external hull.
You could protect them, from direct fire with an hammerhead shaped carrier.
the dammaged fighter played its role quite well ngl haha
Im gonna need this whole ship with drones i love the design
I'm reminded of the Symbiote Ship, now those interceptors can be sent out!
Does anyone remember that "virus torpedo" from YEARS ago in this game?
I can't seem to find anything on it anymore.
It took over the ship it pierced into. Like messed with engines, velocity, direction, life support.
its just something that doesnt work anymore, the exploit it used was patched.
warfare II straight up patched a ton of stuff, including my clang shields. I've been doing the clang shield exploit and potentially was the person who came up with it in 2015, I used it as a means to suicide burn onto planets safely even if I slammed into the ground. they patched my method in WF II, which included tricking the game into believing a block state was something else basically, to my understanding.
@@AtlasEnthusiast0368 Aaaahhhhh. That explains lol now.
Damn. It's been a good few years since I've played Space Engineers.
I always thought that virus control torpedo was the coolest thing I ever saw in the game. This AI video reminded me of it.
@@AtlasEnthusiast0368 Sweet. You made it?
It made sense in game for something to be able to do that to an enemy ship. It was such a great idea.
@@BaronFeydRautha I believe I was the first person to discover the clang shield exploit. I once was able to compress it so small that I could use it on fighters.
I presume you know what clang shields do:
Clang Shields manipulate grids and make them invincible to any damage minus grinding.
i have an AMAZING idea, a mine layer! if you could print off AI blocks with a config that would be amazing.
The DRF hive will rise again?
Also Orby 2 when?
Good job on the tutorial, nice to see it all put together like this.
one question, would the auto docking/launching also work in a base/carrier with long corridors with turns or will the ai just bumb around the walls all the time if the connector is not very close to the exit like in this video?
Would it be possible to have these just require the return sequence? I have drones that will be launched from exterior landing pads that don’t require it to maneuver through anything complex
Can’t wait for this irl with the CCAs
I’ve been testing (before AI) with launch and recovery while carrier is in motion. Have you tested to see if AI will launch and recover on a moving carrier?
I'd like to see if there's a way to have the Event controller make automated 3D Printers
Is there a way to issue them commands remotely with a button press like switch their combat modes or a return to base on command ?
I think it works only with antenna remote control
Have an Antenna and a Remote Control on the drone, and on the RC toolbar you can put whatever actions you want to trigger.
@@cybersteel8 Nothing to issue to all at once tho eh... Was more of what I was going for rather than controlling a swarm 1 by 1
@@Neuralatrophy ahhh nah I don't think there is a way to interact with multiple grids remotely like that. You gotta connect directly to the grid you want to send a command to
@@cybersteel8 We can only hope keen gets the idea to add it in the future I guess :D
Lets call it an AI swarm controller.
Part of me wants to have the fighters land nose-in on a small grid large connector with a merge block and projector on the back, connected to the carrier by an advanced rotor, so you get fun visuals and damaged fighters can be auto-repaired(or replaced).
or you could have an EC on ship for each connector and have it kick on a piston with a welderto run up and down the drone real quick
alo less complicated and probably wont confuse the ai as much
@@chrishoule6910 The visual of the fighter landing nose in and then being rotated back into launch position is half the point tho; the polish and presentation is what makes things as extra fun and satisfying. And it won't confuse the AI as the AI should be shouldn't be active after it docks; the issue with subgrids sounds like it's related to collision detection and you want to turn that off when docking anyway.
quick question does the Ai combat block only activate when an enemy is detected before the block is activated? I've built a similar fighter and the rest of your tutorial is working some what perfectly (my faults are from my own ooga booga brain) aka I have a vertical hanger bay and the AI doesn't like RTB when it has to go over a wall (It just goes 9/11) but for me my fighter takes off sits there for the 20 seconds and I never see the combat AI block activate but I see the combat timer flicker
Hey Aaron i have to ask: did you setup the take off & landing sequence before or after pasting the ship into the world? I have a issue when i record the landing in my SP world. and then when i go to multiplayer (creative) then my recorded landing doent work 😮
Maybe you should build a projector in the fighter which contains its own blueprint. It will be easier to repair the fighters if they are damaged.
Does all the setup get saved into bps so that if one is "printed" on the carrier it can just be instantly launched or does this require resetting up?
This is what I’m curious about. I’d assume so, since that’s how custom torpedoes work
How did you get the ship to aim facing away from the mother ship and back in? When I try to do have my ship land a certain way it will not do this
Really cool walkthrough, thank you. But how do you manage the fighter to fly backwards? I tried that on eahrthlike planet and it NEVER flew backwards but turned arround - my plan is a transport drone that docks forward (with the connector in front) and undocks backward. I didn't find a way so far, do you have a clue?
Very good 👍 😊
if i was to blueprint this after setting up all the actions and then print it would it still work or would i have to set it all up again.
does the carrier need to stay in place or can you have this work while ur flying the carrier around ?
I'm really new to the game. Very neat design. Making me want to attempt building Drones of my own.
Question. What exactly is a "Sub-Grid"? is it like a Custom Turret?
I think i need some help with this problem:
I want to create a group of territory defense drones that automatically detects enemies, disconnects from their connectors, go attack, and when the threat is eliminated they turn back automatically
So if i have them on the connector in defense mode and they detect an enemy they will activate the takeoff sequence, switch to combat and engage, eliminate the threat and then turn back to base and automatically reconnect
But when the offensive takes over for the defensive, there is no way to have it turn itself back?
The defensive block has "setup actions for when enemy is detected and for when enemy is no longer detected"
But the offensive just turns itself off and gives way to the task block, with no "setup actions" function
Any tips to work around this? or am i forced to have it on buttons or a timer block that automatically recalls the drone after a set amount of time? please let me know
Is it possible to have the recorder not kill off the craft's speed before reaching the final waypoint in the takeoff sequence
I wonder how viable small, one use disposable drone fighters would be. Like prioritize numbers over individual strength, and just disgorge a flood of stinging flies to harass and overwhelm the enemy while better armed, player controlled ships focus on damage?
*Imperial march plays*
Can you show an example of an automatic launch of missiles from a ship when enemies are detected , automaton
How do you create the launch sequence to get them to leave in the first place?
I got this working in space (thanks) but found that in atmosphere, the ships turn around for the return trip. Because I don’t have the connector toward the back, the ship crashed into a wall trying to pull far enough forward. Perhaps this is an argument for rear connectors only in atmosphere?
what will they do if no target is acquired?
wait, so the Carrier shouldn't have sub-grids (do custom turrets count?) or the fighters shouldn't have sub grids?
The fighters, to my understanding.
I can't find how you made the points show as numbers because im on Xbox and can't make stuff work like you, like the ship just rotates to go back to the point and not go backwards
I would love to do this but my ship keeps turning around to dock. It doesn't back up like this shows. I found out it is because of the align with p-gravity option was on. Turning it off seemed to be the fix.
Yes ! that was it the p-gravity option is the biggest pain! turn it off!!!
Since it is possible to build automated mines, would it be possible to build a mine that gives resources to an automated drone factory?
Can you save this to a blue print so you can use this with a projector and some welders, if so, making a few disposeble drones to send out and self destruct when they run out of fule and ammo would be awesome.
So when the fighters return to there bays there can me an ai automated repair for any damages
How do you get them to land back on the carrier after you moved it?
u need one more waypoint right before the dock to prevent it get damaged I suppose
I think the internal hangar walls need some tires just for those occasional bumps.
how do you get it to back up like that? Mine won't turn around and back up, it just goes straight forward and crashes into the hangar
Why does the Landing recorder not fly in forwards? Shouldn't it try to come in forwards even though that's not how you recorded it?
Because it records the orientation of the grid when the waypoint is made, giving you more control over AI behaviour.
@@WulfgarOpenthroat Weird because I've seen the exact opposite happen
@@CaptainFlips Same here and my drones bug out after the second launch were they will land sidways
@@CaptainFlips You might have put the Move and Recorder blocks in different orientations by accident. Ensure they're facing the same way.
The Move block is trying to position and align itself to the waypoint created by the Recorder block. If one of them is backwards, you'll get that behaviour you experienced.
@@cybersteel8 I've even seen this example a couple times in videos where the drone doesn't face in any particular way unless it has a first way point which lines it up. That's why I find this weird. I will day thoigh, personally I haven't done much with drones. I messed around with a hover bike and now I'm building a drone, but it's still a bit way until I add the AI.
the fighters smashed to enemy grid because they switched to landing movement AI and had avoid collisions off
When i attempt this with a stic grid the ai will not back into the space. They will try to fly forward into it. I'm unsure if this is because its a static grid or not.
I have a hard time with the dock procedure. Any tips ?
How did you get them to BACK in? My ships keeps going nose first!
So is it possible to make missile frigates now
nice video, but you might want to correct your title, as shirts might find their place on a hanger, ships are more likely to fit on a hangar.