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
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.
I see u wu x -x
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...
@@AH-64Delta Pretty much all games like this run on a logic loop with a set time increment in this case its 1/60s.
@@AdamSchadow huh ok
I've found that lowering the power of the gyro, or adding an additional override gyro helps.
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.
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=
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...
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=
An excellent tip!
Thanks Js x3 ♥
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? 🤔
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
swiggity swooty, drone is coming for your boo(un)ty
xD
I've noticed similar behavior in custom turrets; have you covered that already?
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
PERFECT! that's what I need; thanx!
... Wait; The CTC has been out for a WHOLE YEAR?! 😶🤯
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.
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
what about second gyro on overide?
Oo good point, will see if that would work x3
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.
0:48 aahh
xD
@@LucaTheGuide keen plz fix
TCB drones > AI drones
What's TCB O:
Turret control block?
Yus