Okay Andrew, since you are getting into more and more drone stuff its time for some drone lessons. Any moderate to large sized drone you expect to enter combat needs a core, that is a becon and a small battery surrounded by heavy armor. Trust me, it just makes finding and salvaging wrecks easier. Again, if you are throwing drones into combat then it's import to remember how the AI sees things, they typically focus on closest target, with some focusing on weapons. I typically use a phalanx of drones that rush in to the enemies face as a distraction why my larger drones plink away at a safe distance. If you use missles then trust me, do not have them be surface to air. I know it's tempting but the angles almost always mess them up. Have a raised platform, or something that allowes them to target at as horizontal an angle as possible.Also, have your missles target largest. It's tempting to say target weapons but your just gonna miss 3 out of 5 shots. Now, if you wanna be cray cray you could do space to air missles, I have had some success with this, because it's almoat never seen coming, but it does put whatevers under it in the line of fire. Also also also, keep the speed around 40-50. Any faster and they miss, any slower and the enemy will just move. Now, I can't remember if you have a defense block on your base or not. If not, get one. It increases the range of almost all weapons when set up properly. The flight control module does not need a thruster in every direction to function. It will complain, but it will function. Also flight control moduels can control rovers. Maybe some kind of coffee deliver truck? The signal update really posted AI modules as now you can switch things around on the fly from a single base. You could totally have a Red Alert system to send everything away, or bunker them down automatically and scrambke a defensive force.
Thank you for the tips! I would love to set up some sort of drone system to defend the main bases. I'll have to put some thought into that as it would be great for it to work with the signal system for auto deploying. For missiles, that's good to know that surface to air aren't great. Maybe I'll outfit the new recaffinator with some missiles as a secondary.
You could have used the relay blocks with programmable blocks on the drone and had it use your signal system with the controls being sent from the base and executed remotely... would probably make it easier to scale up or add more transports to the system... it would even allow for multiple drones using the same connector if they don't even launch unless the arrival point is clear, and even then only one at a time... (super-basic-example: "I.D.-cargo_status-location-destination" = "2-0-1-3" = "second_drone-empty_cargo-at_first_base-going_to_third_base" or "2-2-3-2" = "second_drone-full_cargo-at_third_base-going_to_second_base" or "2-2-0-2" = "second_drone-full_cargo-in_flight-going_to_second_base"... the exact numbers and amount of digits may need changed depending on what tasks are being relayed)...may even be able to use A.I. combat blocks as enemy detector and be able to tell drone to run away from hostile grids from base...
a suggestion for the fighter's and possibly for base defence... a launch system with decoy missiles that are disposable... have cheap missiles that have a couple of decoys in them whereby they fly towards the target... 2 - 3 at a time and avoid direct contact but remain just within range to get the target's attention and make it waste a lot of rounds... giving you enough time to get that kill shot, and distract the target away from vital assets on your base... maybe have something set up around the base in 2-3 locations to better provide an alternative for attackers.... maybe even have something like that for the ships.... like 2 decoys that you can launch either as an escape tool for times when you need to run.... or launch ahead of the intercept to keep the target(s) preoccupied which can be launched under the the ships this way when you return, those missiles can be rebuilt each time when docked
To fix the Trafaso Maniac you can change the action of the eventcontroller that is looking for the fill percentage. Instead of triggering the takeoff it should trigger the minimum base timer and the minimum base timer triggers the takeoff when it is finished. so going through the landing procedure: When landed checking for cargo fill percentage -> when empty trigger wait timer -> after wait timer, take off. Love the videos, pls keep 'em coming
@@Verynotcoolsike Hi, I know you need the blueprint, I was referring to it as being a great help when it comes to welding, which for me is the most tedious part.
I thought for sure you were going to have to remove a block or two from the doorway to get the new transport ship out of the hangar. I didn't consider going out sideways.. silly me. Sorters on the transport ship aren't fighting each other? Just as you were leaving the cargo screen one of the times you were checking on it filling, it looked like the ore quantity dropped some right after increasing some. If my eyes weren't playing tricks on me, perhaps set up a couple more EC's. One turns off the sorter that drains the ship, when connecting to the SPAM base, the other turns off the sorter to fill the ship, when connecting to the PAM base.
So far as what I want to see, NATURALLY I wanna see the Sandstorm fly and go destroy evil reavers like there's no tomorrow. And the CoFiNi base full of happy space engineers dancing, eating, drinking, and playing billiards.
Thank you for your amazing content AnderwmanGaming you really make my day sometimes. Things have been a lil tough lately but you really make me look forward to watching your channel. PS: feel free to share my message to your subscribers 🙂 and you deserve all the good that comes your way. ☀️
Thank you for the kind words and for the donation :) I'm glad these videos help in some way. Your comment and comments like it are why I enjoy making content!
I would suggest you give the SPAM transport a fixed altitude limit that it can't accidentally fly up above. It may not fix the problem, but I think its worth trying at least.
I think you can use your relay system paired with defense ai block. If I'm not mistaken, you can set a response to damage in its settings. This way you can remotely receive a notification if one of the drones has been shot down (as in the case of the first transport)
other things I would really enjoy are guided missiles, either AI or WHAM, LAMP - haven’t saw your take on this yet 😊 controlling them with scripts would be a good opportunity to also show the radar , targeting, different modes, state etc - scripting showcases are super interesting imo, you covered both methods already, imo AI blocks are more prominent at the latest episodes
Binged your pertam series and escape from mars and now caught up finally 😂 thoroughly enjoyed them all bud keep smashing them out 👍 just a thought your cargo ships can be setup with the PAM script as a transport save all the timers and move blocks etc? i have one ferrying goods from earth like to my asteroid base using PAM 👍
I had an idea for the transport ship that I have no idea if it would work, if I remember correctly event controllers can detect when a block is turned on and off so set two event controllers that monitor both battery percentage and cargo, then have them turn something off, possibly themselves, and have another event controller monitor those block with an and gate to take off once both is off and have them turn back on again during the landing or takeoff. Bit of a weird workaround though. As someone else said though you could have the event controller just start the minimum timer instead of the takeoff, bit of a rough solution but it would work.
Just had a second idea, the two blocks the first event controllers toggle could be status lights so if the ship is idle you can see visually what it’s waiting on so they could turn on a light once their criteria is fulfilled and the third event controller detects if both of those lights have been turned on yet before take off. I cannot test whether or not this would work how I think right now though.
For the minimum base timer issue, what if you reverse how its triggered? Have the event controller trigger the minimum base timer, which then triggers takeoff. Event controller triggers when cargo is empty, then you get at least an additional wait at the base with the timer.
If you set an event controller to detect altitude, and if it goes over a certain altitude. You can reset the recorder blocks and have it return to one of the stations to patch the issue of it going to high. 56:02
Here is a suggestion you should Try making a Scout ship that's agile speedy quick turner and armed with 4 auto cannons and 1 gatling in the middle you could use it for fast transport to get to places faster than having to jetpack your way to a place or you can build try building a mech factory that can do what ever you want with it with the arms as what ever you want
hope you will solve the AI blocks, because I was not able to made my drones working... always going in random directions... as playing at console, I have no possibility of PAM script, so I need to know how to make AI working :D
Okay Andrew, since you are getting into more and more drone stuff its time for some drone lessons.
Any moderate to large sized drone you expect to enter combat needs a core, that is a becon and a small battery surrounded by heavy armor. Trust me, it just makes finding and salvaging wrecks easier.
Again, if you are throwing drones into combat then it's import to remember how the AI sees things, they typically focus on closest target, with some focusing on weapons. I typically use a phalanx of drones that rush in to the enemies face as a distraction why my larger drones plink away at a safe distance.
If you use missles then trust me, do not have them be surface to air. I know it's tempting but the angles almost always mess them up. Have a raised platform, or something that allowes them to target at as horizontal an angle as possible.Also, have your missles target largest. It's tempting to say target weapons but your just gonna miss 3 out of 5 shots.
Now, if you wanna be cray cray you could do space to air missles, I have had some success with this, because it's almoat never seen coming, but it does put whatevers under it in the line of fire. Also also also, keep the speed around 40-50. Any faster and they miss, any slower and the enemy will just move.
Now, I can't remember if you have a defense block on your base or not. If not, get one. It increases the range of almost all weapons when set up properly.
The flight control module does not need a thruster in every direction to function. It will complain, but it will function. Also flight control moduels can control rovers. Maybe some kind of coffee deliver truck?
The signal update really posted AI modules as now you can switch things around on the fly from a single base. You could totally have a Red Alert system to send everything away, or bunker them down automatically and scrambke a defensive force.
Thank you for the tips! I would love to set up some sort of drone system to defend the main bases. I'll have to put some thought into that as it would be great for it to work with the signal system for auto deploying.
For missiles, that's good to know that surface to air aren't great. Maybe I'll outfit the new recaffinator with some missiles as a secondary.
You could have used the relay blocks with programmable blocks on the drone and had it use your signal system with the controls being sent from the base and executed remotely... would probably make it easier to scale up or add more transports to the system... it would even allow for multiple drones using the same connector if they don't even launch unless the arrival point is clear, and even then only one at a time... (super-basic-example: "I.D.-cargo_status-location-destination" = "2-0-1-3" = "second_drone-empty_cargo-at_first_base-going_to_third_base" or "2-2-3-2" = "second_drone-full_cargo-at_third_base-going_to_second_base" or "2-2-0-2" = "second_drone-full_cargo-in_flight-going_to_second_base"... the exact numbers and amount of digits may need changed depending on what tasks are being relayed)...may even be able to use A.I. combat blocks as enemy detector and be able to tell drone to run away from hostile grids from base...
a suggestion for the fighter's and possibly for base defence...
a launch system with decoy missiles that are disposable... have cheap missiles that have a couple of decoys in them whereby they fly towards the target... 2 - 3 at a time and avoid direct contact but remain just within range to get the target's attention and make it waste a lot of rounds... giving you enough time to get that kill shot, and distract the target away from vital assets on your base... maybe have something set up around the base in 2-3 locations to better provide an alternative for attackers....
maybe even have something like that for the ships.... like 2 decoys that you can launch either as an escape tool for times when you need to run.... or launch ahead of the intercept to keep the target(s) preoccupied which can be launched under the the ships this way when you return, those missiles can be rebuilt each time when docked
To fix the Trafaso Maniac you can change the action of the eventcontroller that is looking for the fill percentage. Instead of triggering the takeoff it should trigger the minimum base timer and the minimum base timer triggers the takeoff when it is finished. so going through the landing procedure: When landed checking for cargo fill percentage -> when empty trigger wait timer -> after wait timer, take off.
Love the videos, pls keep 'em coming
At the end of the series or something you should check your entity list to see if you can find the decafinator floating through space
Andrew builds a printer and proceeds to not use it to make his life easier when building the Jafa MK2. I'm loving this survival season.
He needs a blueprint to make it with his printer
@@Verynotcoolsike Hi, I know you need the blueprint, I was referring to it as being a great help when it comes to welding, which for me is the most tedious part.
@@gustavoacosta8952I get what your saying
I thought for sure you were going to have to remove a block or two from the doorway to get the new transport ship out of the hangar. I didn't consider going out sideways.. silly me.
Sorters on the transport ship aren't fighting each other?
Just as you were leaving the cargo screen one of the times you were checking on it filling, it looked like the ore quantity dropped some right after increasing some.
If my eyes weren't playing tricks on me, perhaps set up a couple more EC's.
One turns off the sorter that drains the ship, when connecting to the SPAM base, the other turns off the sorter to fill the ship, when connecting to the PAM base.
Hmmm I'll have to double check. They should be acting like a radio button where whenever one is turned on, the other is turned off.
So far as what I want to see, NATURALLY I wanna see the Sandstorm fly and go destroy evil reavers like there's no tomorrow.
And the CoFiNi base full of happy space engineers dancing, eating, drinking, and playing billiards.
Thank you for your amazing content AnderwmanGaming you really make my day sometimes. Things have been a lil tough lately but you really make me look forward to watching your channel.
PS: feel free to share my message to your subscribers 🙂 and you deserve all the good that comes your way. ☀️
Thank you for the kind words and for the donation :) I'm glad these videos help in some way. Your comment and comments like it are why I enjoy making content!
@@AndrewmanGaming I'm glad. Keep up the great work.
Andrewman calls purple blue then proceeds to call pink purple
I now realize that he did call it pink a few seconds later
Hahaha one of my friends gets on to me all the time for this 😂
I would suggest you give the SPAM transport a fixed altitude limit that it can't accidentally fly up above.
It may not fix the problem, but I think its worth trying at least.
I think you can use your relay system paired with defense ai block. If I'm not mistaken, you can set a response to damage in its settings. This way you can remotely receive a notification if one of the drones has been shot down (as in the case of the first transport)
other things I would really enjoy are guided missiles, either AI or WHAM, LAMP - haven’t saw your take on this yet 😊 controlling them with scripts would be a good opportunity to also show the radar , targeting, different modes, state etc - scripting showcases are super interesting imo, you covered both methods already, imo AI blocks are more prominent at the latest episodes
God damnit, I CANT ESCAPE THE GOD DAMN SNAIL!
I CAN'T WATCH A SINGLE SERIS WITHOUT A WAR THUNDER MENTION
You really need a bigger ship buildig hangar. That is claustrophobic! :D
You're right, it would benefit from an expansion!
Binged your pertam series and escape from mars and now caught up finally 😂 thoroughly enjoyed them all bud keep smashing them out 👍 just a thought your cargo ships can be setup with the PAM script as a transport save all the timers and move blocks etc? i have one ferrying goods from earth like to my asteroid base using PAM 👍
I had an idea for the transport ship that I have no idea if it would work, if I remember correctly event controllers can detect when a block is turned on and off so set two event controllers that monitor both battery percentage and cargo, then have them turn something off, possibly themselves, and have another event controller monitor those block with an and gate to take off once both is off and have them turn back on again during the landing or takeoff. Bit of a weird workaround though. As someone else said though you could have the event controller just start the minimum timer instead of the takeoff, bit of a rough solution but it would work.
Just had a second idea, the two blocks the first event controllers toggle could be status lights so if the ship is idle you can see visually what it’s waiting on so they could turn on a light once their criteria is fulfilled and the third event controller detects if both of those lights have been turned on yet before take off. I cannot test whether or not this would work how I think right now though.
For the minimum base timer issue, what if you reverse how its triggered? Have the event controller trigger the minimum base timer, which then triggers takeoff.
Event controller triggers when cargo is empty, then you get at least an additional wait at the base with the timer.
We added lights! They go around in circles. That's what it is... -classic
Cool stuff as usual! With those WW2 planes, it helps to remember that amphetamine use was common, especially in Germany 😂
If you set an event controller to detect altitude, and if it goes over a certain altitude. You can reset the recorder blocks and have it return to one of the stations to patch the issue of it going to high. 56:02
That's a good idea. Self diagnosing and correcting ships!
Here is a suggestion you should Try making a Scout ship that's agile speedy quick turner and armed with 4 auto cannons and 1 gatling in the middle you could use it for fast transport to get to places faster than having to jetpack your way to a place or you can build try building a mech factory that can do what ever you want with it with the arms as what ever you want
The f-82 twin lightning had two cockpits
I watched your season 3 between your last video and now
You need to bring back the ant ship lol
Now that's a name I haven't heard in a loooooong time 😂
Pamazon Delivery Drone
17:35 welp I'm a child
Hahahahaha I didnt notice until you pointed it out!
Can't you have it trigger a signal relay to activate the sorter on the base?
what seed or mod does he use for the world? i want to start my own one on an ice planet like he has.
am i the only one witing for him to finsh the armor plates on top of his base
does pam not have a transport mode built in
hope you will solve the AI blocks, because I was not able to made my drones working... always going in random directions... as playing at console, I have no possibility of PAM script, so I need to know how to make AI working :D
🛡 Spoiler Shield 🛡
LET HİM COOK
love it 🫶
would really enjoy your take on a vtol thruster ship (w/ merge blocks)