Simple Fix For Wobbly Attack Drone Aim, Space Engineers Automatons Beta

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  • Опубликовано: 25 окт 2024
  • A short video on how to fix wobbly aim on AI attack drones on Space Engineers, this won't make your static weapon drones 100% accurate but it will increase the relative accuracy until Keen configure things to make them more accurate on the actual release of the Automatons or Grid AI DLC hopefully
    Discord: / discord

Комментарии • 33

  • @AdamSchadow
    @AdamSchadow Год назад +9

    Very good video. The cause for this behaviour is due to the vehicle swinging too much in a single frame of the game which is slightly under 17miliseconds. On larger craft all you need is to reduce the total amount of gyros.

    • @LucaTheGuide
      @LucaTheGuide  Год назад

      I see u wu x -x

    • @AH-64Delta
      @AH-64Delta Год назад

      Does the game simulate per your refresh rate does it? Is it always simulating at 60hz or what?
      I've never read how it works, would be interesting...

    • @AdamSchadow
      @AdamSchadow Год назад +1

      @@AH-64Delta Pretty much all games like this run on a logic loop with a set time increment in this case its 1/60s.

    • @AH-64Delta
      @AH-64Delta Год назад

      @@AdamSchadow huh ok

    • @i2gy
      @i2gy Год назад

      I've found that lowering the power of the gyro, or adding an additional override gyro helps.

  • @TheMhalpern
    @TheMhalpern Год назад +2

    Fixed weapon drones probably will mostly make sense for hit and run anyways, even if they fix this, "intercept" will probably end up countering stay at range too effectively most of the time, circle/orbit (if they get it to work) being constantly moving relative to target needs turrets anyways and wouldn't be as easy for missiles.

    • @LucaTheGuide
      @LucaTheGuide  Год назад

      They can certainly be used that way yeah c= and yeah x -x unless there's a way to make the drone super smart about staying at range x3 I also prefer circle / orbit myself for attack drones usually using turrets too c=

  • @criticalchai
    @criticalchai Год назад +2

    Wow, thanks for this. I made a ship test gauntlet and used the bullet trail mod to really see the accuracy and they were spraying bullets like a water sprinkler. lol. I made the mistake of adding more gyros thinking it would help...

    • @LucaTheGuide
      @LucaTheGuide  Год назад

      Np Chai x3 and ye xD the drones can be really bad at aiming x -x and rip, hopefully this will help with that x3 c=

  • @jsbaker2795
    @jsbaker2795 Год назад +1

    An excellent tip!

  • @YenzQu
    @YenzQu Год назад +3

    I'm interested in your opinion on the combat meta after Automatons. Are player made missiles the hot stuff now, or drones, or are railguns and artillery turrets still the way to go, of everything mixed together? 🤔

    • @LucaTheGuide
      @LucaTheGuide  Год назад +1

      Railguns and artillery turrets are still the way to go for most effective direct confrontation performance c= but drones can certainly be used effectively for more passive type players now especially against people in non-direct confrontations x3 like against most players and their bases or parked ships for example

  • @anonymoususer3561
    @anonymoususer3561 Год назад +1

    swiggity swooty, drone is coming for your boo(un)ty

  • @marcusinfestus1333
    @marcusinfestus1333 Год назад +1

    I've noticed similar behavior in custom turrets; have you covered that already?

    • @LucaTheGuide
      @LucaTheGuide  Год назад +1

      I think I've talked and made a video about how to make custom turrets more accurate yeah c= I think this is the one xD ruclips.net/video/UpLdAyIh3Cw/видео.html

    • @marcusinfestus1333
      @marcusinfestus1333 Год назад

      PERFECT! that's what I need; thanx!
      ... Wait; The CTC has been out for a WHOLE YEAR?! 😶🤯

  • @MediumRareOpinions
    @MediumRareOpinions Год назад

    Anybody else finding turrets fail to automatically engage a locked target beyond 800m like they are supposed too?
    My drones have been locking on and engaging fixed weapons just fine but turrets remain idle.

    • @LucaTheGuide
      @LucaTheGuide  Год назад

      I don't think drones' turrets can aim beyond the default turret range instead of maximum lockon range according to my tests, which is a problem x -x not sure though x3

  • @pickcomb332
    @pickcomb332 Год назад +1

    what about second gyro on overide?

    • @LucaTheGuide
      @LucaTheGuide  Год назад

      Oo good point, will see if that would work x3

    • @dakaodo
      @dakaodo Год назад

      By adding a second gyro on override, you're effectively introducing more force resisting the first gyro. Reducing the first gyro's power will have roughly equivalent effect.
      Most likely difference between the two will be some finer-grained tuning since a 1% gyro power change on the heavier and 2nd gyro resisted design will have a smaller effect than a 1% gyro power change on the single gyro design. So you can more aggressively experiment with a wider range of gyro power.

  • @pumpy2728
    @pumpy2728 Год назад +1

    0:48 aahh

  • @uncleweirdbeard86
    @uncleweirdbeard86 Год назад +1

    TCB drones > AI drones