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.
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.
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.
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 😊
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.
@@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 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.)
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 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.
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
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.
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....
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.
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
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 =)
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.
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.
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.
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.
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.
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.
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?
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?
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*
You probably want to avoid interior hangars. Or at least ones that are too small. The AI is barely able to land while the carrier is stationary. Unlikely it will manage in the middle of combat. If you are using a top deck, how about mounting them on a piston? - starting order makes the piston expand - when the piston is fully expanded, the mothership connector is released. Then the piston retracts. - when the fighter connector is released, the fighter AI turns on. Now having a piston of separation to the mothership - add 1 beacon to each piston/connector, so the fighters can find their way back to their landing spot
the undocking procedure is from my experience more easily achieveable with a super small chain of timer blocks on the fighter drone itself timer1: unlock merge+connector blocks, start separation engine, start countdown on timer 2 timer2: shutdown separation engine, turn on thrusters + ai blocks if programmable blocks allowed, a small 5 or 6 liner script to scan for blocks with the name timer 1 and to start them on the carrier grid absolutely kills it, to the point of making projector +welder built torpedoes VALID even in rapid succession, (you might be a bit carefull to not launch them into each other but they absolutely work by now! (i already made guided discettes for my next attemt on visiting a server) havent yet attempted the docking part but am working on a scaleable support fighter drone
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.
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?
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?
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 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.
Imagine if in space engineers game are using AI build units of both land, sky, and space, in warfare, such as space carriers are using AI operated fighters, bombers, and assault units, without a player or pilot to be with you in the carrier.
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?
Would this work with a ship that’s moving? Both with just flying a single direction and active movement. Because I know that if you are using your jet pack and “lock on” to a ship, your character keeps it’s distance as the ship turns. So it would be cool if the AI did the same.
What are some tips to stop fighters from obliterating friendlies? Ive followed this tutorial, but have had to repair SO much damage from friendly fire. Is having multiple ammo types really causing that many issues?
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
The waypoint coordinates are relative to the ship's beacon, so as the ship moves, the beacon moves, and thus the waypoints move. The drone movement AI is targeting the waypoint so by design, it should follow the waypoint as the waypoint moves until it reaches the waypoint, then target the next. Your question does make me wonder about the time during the waypoint transition. The Drone seems to come to a complete stop when it reaches a waypoint (while it aligns to its next waypoint target), which might be a problem if your waypoint is moving. I wonder if the complete stop is using normal Dampening or Relative Dampeners. The Move AI should use relative dampeners so that it matches the velocity of the ship while coming to a "complete stop" at a waypoint.
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 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
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
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.
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.
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?"
I'm impressed that they handled the narrow entrance reasonably well, I expected them to have a lot less precision.
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
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.
ik this is 4 months old but ive just built this and its seriously the coolest thing ive ever seen in SE
Strong Homeworld vibes and I’m totally here for it. Thanks for putting this video together. Very excited to try it out
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
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)
This update is exactly what I needed to jump back into space engineers! thanks for the How-To!
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.)
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 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
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.
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 😋
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
lovin the homeworld 3 ship designs
13:44 these are the parts where the AI gets some personality, :D made me laugh, the bump
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.
nice gunboat design, looks like Homeworld style.
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....
Honestly great to see this fairly complex stuff be so straight forward to do these days! thanks for a interesting video
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.
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
Very handy to know, will have to try it out. Love the homeworld fighters
one of the best videos that you have ever made imo, thank you
ima going to have a star destroyer filled with ties now
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 am loving the Homeworld themed ships
I been seeing people using this to make Borg ships
This helps so much
Well done on that Hiigaran carrier design tho👍
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
I'm reminded of the Symbiote Ship, now those interceptors can be sent out!
Im gonna need this whole ship with drones i love the design
You did it🎉😮🎉 you amazing mad man carrier commander is a go
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.
Absolutely mind blowing
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 emotionally identify with the fourth drone at 4:12 🤣🤣🤣
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.
Can’t wait for this irl with the CCAs
Thank you for all the cool videos you make 😊
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.
i have an AMAZING idea, a mine layer! if you could print off AI blocks with a config that would be amazing.
I like those fighter designs nice and sleek
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.
Great work on debug and showing how it works. I bet it a lot of testing which work or not.
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 😊
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.
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
how does ur drone facing backwards on landing? my drone is facing always forward on landing
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.
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?
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*
You probably want to avoid interior hangars. Or at least ones that are too small. The AI is barely able to land while the carrier is stationary. Unlikely it will manage in the middle of combat.
If you are using a top deck, how about mounting them on a piston?
- starting order makes the piston expand
- when the piston is fully expanded, the mothership connector is released. Then the piston retracts.
- when the fighter connector is released, the fighter AI turns on. Now having a piston of separation to the mothership
- add 1 beacon to each piston/connector, so the fighters can find their way back to their landing spot
the undocking procedure is from my experience more easily achieveable with a super small chain of timer blocks on the fighter drone itself
timer1: unlock merge+connector blocks, start separation engine, start countdown on timer 2
timer2: shutdown separation engine, turn on thrusters + ai blocks
if programmable blocks allowed, a small 5 or 6 liner script to scan for blocks with the name timer 1 and to start them on the carrier grid absolutely kills it, to the point of making projector +welder built torpedoes VALID even in rapid succession, (you might be a bit carefull to not launch them into each other but they absolutely work by now!
(i already made guided discettes for my next attemt on visiting a server)
havent yet attempted the docking part but am working on a scaleable support fighter drone
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.
the fighters smashed to enemy grid because they switched to landing movement AI and had avoid collisions off
The DRF hive will rise again?
Also Orby 2 when?
Good job on the tutorial, nice to see it all put together like this.
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?
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 think the internal hangar walls need some tires just for those occasional bumps.
Can you show an example of an automatic launch of missiles from a ship when enemies are detected , automaton
u need one more waypoint right before the dock to prevent it get damaged I suppose
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
Ok so I need to make a carrier. That is my SE goal
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
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!!!
Very good 👍 😊
Imagine if in space engineers game are using AI build units of both land, sky, and space, in warfare, such as space carriers are using AI operated fighters, bombers, and assault units, without a player or pilot to be with you in the carrier.
Ah the Hiigaaran interceptors
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?
Since it is possible to build automated mines, would it be possible to build a mine that gives resources to an automated drone factory?
I'd love to make AI swarm missiles that all bombard a set GPS or beacon location at full speed.
You could send a missile with a beacon on it and all other missiles follow it.
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.
imagen the Hell you could have brought if this was a thing back during season 1 of Coloney Survival when you invaded.
Would this work with a ship that’s moving? Both with just flying a single direction and active movement. Because I know that if you are using your jet pack and “lock on” to a ship, your character keeps it’s distance as the ship turns. So it would be cool if the AI did the same.
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 ?
Hmm maybe I'll give the game another shot. I was always frustrated how limited in functionality you were. This however changes things a bit
Is it possible to have the recorder not kill off the craft's speed before reaching the final waypoint in the takeoff sequence
Imagine launching a good 50 fighters like this. And blowing up your pc in the progress.
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
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.
What are some tips to stop fighters from obliterating friendlies? Ive followed this tutorial, but have had to repair SO much damage from friendly fire. Is having multiple ammo types really causing that many issues?
what will they do if no target is acquired?
How do you create the launch sequence to get them to leave in the first place?
Can you please do a long range drone bomber? Especially in gravity
How do you get them to land back on the carrier after you moved it?
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
Does this work with the ship moving? Will the fighters match velocity?
The waypoint coordinates are relative to the ship's beacon, so as the ship moves, the beacon moves, and thus the waypoints move. The drone movement AI is targeting the waypoint so by design, it should follow the waypoint as the waypoint moves until it reaches the waypoint, then target the next.
Your question does make me wonder about the time during the waypoint transition. The Drone seems to come to a complete stop when it reaches a waypoint (while it aligns to its next waypoint target), which might be a problem if your waypoint is moving. I wonder if the complete stop is using normal Dampening or Relative Dampeners. The Move AI should use relative dampeners so that it matches the velocity of the ship while coming to a "complete stop" at a waypoint.
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