I'm one minute in and I already appreciate your style. You aren't making hard and fast rules...you're encouraging players to experiment on their own. Well done!
There is only one downside to using the offensive AI for finding neutrals: If your ship has any wheel suspension with a wheel attached, the AI will target that wheel, because for SE it is a neutral grid and doesn't belong to you, because there is no computer on the wheel subgrid in that case. Had shis issue with a missile truck
@@novacharlie490 Is that because when the wheel spawns in, it is neutral? and if so could removing the spawned wheel and placing one on manually fix the issue?
Man I didn’t even think about using the AI Combat Offense block in contracts. That’s brilliant! Normally I’d have either a spotlight or turret to help me find them but this is much better
I like to add an event controller into the mix for docking. Use the event controller to look for the connector being ready to lock. Then in actions put lock connector in the first spot on page 1. Then on page 2 put power off for that same even controller in slot 1. So that you can undock when the time is ready via just hitting P. You can add an action on one of your waypoints to enable the connector event controller. I like turning on docking lights at the first docking waypoint and having the event controller turn them off when docked.
Nice! Hopefully the Ai blocks get better at the collision avoidance without precision turned on - which seems to simply paralyze many vehicles just now... :)
I really wish we had a higher altitude in the flight block. Like 3k to keep over the ACS bases. I might just need to use an event controller and have some spare thrusters on override to push it higher into the air between waypoints.
I know relatively little, but I am learning, and the one question I got is- how do you have that HUD tied to the control seat in the ship? the one in line with the window in front
That's the Transparent LCD, which is available as part of the Decorative Pack #2 DLC. Set the content to Scripts, and choose the Artificial Horizon script. For style points, make the background black and the foreground a dark-ish colour.
I’ve been wanting some sort of speed control for atmospheric flight whilst still having control of steering. Is there any way to do that with the ai blocks?
Not with the AI blocks, but you can use an event controller to turn off your forward thrust if you're going over a certain speed. Check out this video for an overview of the event controller: ruclips.net/video/dvn0JryIg-4/видео.html
Speaking as someone's who's avoided all drones so far, thanks for this! (All except the subtle attempts to utilise 'P', which we all know is abomination.)
I've used them to create a 2-axis (pitch and roll) stabilized turret on a vehicle. Might try to make a 3-axis one, though keeping azimuth may be really difficult. Also, with plane parts, single-thruster missiles and guided bombs can be extremely fun. I might also he able to make automatic fuel booms with -ejectors- small connectors, since it is easy to have a subgrid just point at a beacon via Task(Basic).
@@GleebTorin I made one with 4 layers of subgrids, on 4 rotors: Azimuth, pitch-stabilizer, roll-stabilizer, elevation. On the subgrid of the azimuth rotor, have a beacon, preferably behind where the AI blocks will be(best to place it last), and on the same height level as pitch-stabilizer rotor. (so that the stabilizer doesn't try to point the turret to the side(up the slope, with beacon lower than AI) when you are on a sideways slope) Then On P-rotor subgrid have the roll-stabilizer rotor, on its subgrid have gyros and an AI Flight with 0 angle tolerance and Basic Task set to "follow home" targeting the azimuth subgrid beacon, as well as a the gun elevation rotor/hinge. I haven't figured out how to get it to stabilize the azimuth, Though, now that I think about it, I guess, a very far away GPS waypoint can approximate it, with BasicTask set to "Autopilot", and "One Way", although it will do the opposite of its job, when close to 2 points on any given planet (closest and farthest from the GPS), so switching between multiple points would be necessary.
@@magistrmaestro2845 The same way you'd make an AI block missile, except without thrusters, and with wing blocks acting as fins on the back of the bomb. Make sure the AI blocks only activate after the bomb is detached from the aircraft/ship. They can glide for kilometers, and one of my favorite ways to emply them is drop a bunch of them in such a way that they glide in a straight line into the 2.5km detection radius around the target in a fan spread, so that they engage it from multiple directions. It also keeps the bomber way out of harm's way, when you release them from out of detection radius, and you only need to point them in the general direction when you drop theme. It is also pretty fun to dodge missiles that have wing blocks instead of lateral thrusters. A bit easy, unless the missile has a very high thrust/weight ratio, but still pretty fun.
@@My_initials_are_O.G.cuz_I_am No Thrusters at all? Not even one? How can it correct its course then? Wouldn't you need at least one to able to have the bomb make mid course correction? A video of it in action would be good to see
Hey, does the record path block thing work for ship docks in motion? Like, say for instance, I have a large ship with two small hangars. Can i use the record block to have an "autodock" procedure of sorts?
@@MrSamuauto Sounds like you just need to turn on precise mode while using the recorder block, which will copy the exact orientation when following your motions.
I'm one minute in and I already appreciate your style. You aren't making hard and fast rules...you're encouraging players to experiment on their own. Well done!
That's the beauty of Space Engineers, there's so many different ways to do the same thing!
This is also why Gleeb's content is my favourite
There is only one downside to using the offensive AI for finding neutrals: If your ship has any wheel suspension with a wheel attached, the AI will target that wheel, because for SE it is a neutral grid and doesn't belong to you, because there is no computer on the wheel subgrid in that case. Had shis issue with a missile truck
Oh, wow, I hadn't thought of that! Thanks for the warning
@@GleebTorin You're welcome. I had to learn it the hard way, so i try to make it easier for others
@@novacharlie490 Is that because when the wheel spawns in, it is neutral? and if so could removing the spawned wheel and placing one on manually fix the issue?
@@wraithjam No unfortunatly that doesn't fix the issue... i think thats a problem only Keen will be able to solve
Man I didn’t even think about using the AI Combat Offense block in contracts. That’s brilliant! Normally I’d have either a spotlight or turret to help me find them but this is much better
Glad it helps! Being able to lock grids from 2.5km is useful, too, but it's great to be able to do it 100% hands off.
I like to add an event controller into the mix for docking. Use the event controller to look for the connector being ready to lock. Then in actions put lock connector in the first spot on page 1. Then on page 2 put power off for that same even controller in slot 1. So that you can undock when the time is ready via just hitting P. You can add an action on one of your waypoints to enable the connector event controller. I like turning on docking lights at the first docking waypoint and having the event controller turn them off when docked.
Love the simple explanations.
Very Useful 😊
Subscribed
Glad to hear the style is working for you :)
Nice!
Hopefully the Ai blocks get better at the collision avoidance without precision turned on - which seems to simply paralyze many vehicles just now... :)
Here's hoping! 🤞
Would love more tips about these blocks, thanks, video well made and very educational
I really wish we had a higher altitude in the flight block. Like 3k to keep over the ACS bases. I might just need to use an event controller and have some spare thrusters on override to push it higher into the air between waypoints.
I'm surprised you haven't popped up on my radar till now, great tips!
Apart from pressing "P"..... Fantastic video
Glad you enjoyed!
Great content, haven't messed with the ai blocks beyond the event controller setting up airlocks . Need to experiment. More.
The new block are great, you should check out my video about the event controller, it's such a useful block!
@@GleebTorin i will, i want to try and see if non scripted VTOL will work with the ai blocks and and turret controller maybe
I know relatively little, but I am learning, and the one question I got is- how do you have that HUD tied to the control seat in the ship? the one in line with the window in front
That's the Transparent LCD, which is available as part of the Decorative Pack #2 DLC. Set the content to Scripts, and choose the Artificial Horizon script. For style points, make the background black and the foreground a dark-ish colour.
I am loving these videos keep up the good work!
I’ve been wanting some sort of speed control for atmospheric flight whilst still having control of steering. Is there any way to do that with the ai blocks?
Not with the AI blocks, but you can use an event controller to turn off your forward thrust if you're going over a certain speed. Check out this video for an overview of the event controller: ruclips.net/video/dvn0JryIg-4/видео.html
Speaking as someone's who's avoided all drones so far, thanks for this! (All except the subtle attempts to utilise 'P', which we all know is abomination.)
I'm waiting for 'P' to cause shenanigans for him 😂
Accept P into your life 💙
@@GleebTorin Evangelicals are the worst.
That steps backwards thing sounds very familiar. :p
I've used them to create a 2-axis (pitch and roll) stabilized turret on a vehicle.
Might try to make a 3-axis one, though keeping azimuth may be really difficult.
Also, with plane parts, single-thruster missiles and guided bombs can be extremely fun.
I might also he able to make automatic fuel booms with -ejectors- small connectors, since it is easy to have a subgrid just point at a beacon via Task(Basic).
Wow, I wouldn't even know where to start with stabilising a turret, that's amazing.
@@GleebTorin
I made one with 4 layers of subgrids, on 4 rotors: Azimuth, pitch-stabilizer, roll-stabilizer, elevation.
On the subgrid of the azimuth rotor, have a beacon, preferably behind where the AI blocks will be(best to place it last), and on the same height level as pitch-stabilizer rotor. (so that the stabilizer doesn't try to point the turret to the side(up the slope, with beacon lower than AI) when you are on a sideways slope)
Then On P-rotor subgrid have the roll-stabilizer rotor, on its subgrid have gyros and an AI Flight with 0 angle tolerance and Basic Task set to "follow home" targeting the azimuth subgrid beacon, as well as a the gun elevation rotor/hinge.
I haven't figured out how to get it to stabilize the azimuth,
Though, now that I think about it, I guess, a very far away GPS waypoint can approximate it, with BasicTask set to "Autopilot", and "One Way", although it will do the opposite of its job, when close to 2 points on any given planet (closest and farthest from the GPS), so switching between multiple points would be necessary.
how exactly did you make the guided bombs?
@@magistrmaestro2845
The same way you'd make an AI block missile, except without thrusters, and with wing blocks acting as fins on the back of the bomb. Make sure the AI blocks only activate after the bomb is detached from the aircraft/ship.
They can glide for kilometers, and one of my favorite ways to emply them is drop a bunch of them in such a way that they glide in a straight line into the 2.5km detection radius around the target in a fan spread, so that they engage it from multiple directions.
It also keeps the bomber way out of harm's way, when you release them from out of detection radius, and you only need to point them in the general direction when you drop theme.
It is also pretty fun to dodge missiles that have wing blocks instead of lateral thrusters.
A bit easy, unless the missile has a very high thrust/weight ratio, but still pretty fun.
@@My_initials_are_O.G.cuz_I_am No Thrusters at all? Not even one? How can it correct its course then? Wouldn't you need at least one to able to have the bomb make mid course correction? A video of it in action would be good to see
Hey, does the record path block thing work for ship docks in motion? Like, say for instance, I have a large ship with two small hangars. Can i use the record block to have an "autodock" procedure of sorts?
Excellent question! I do believe it does, you'll need to have it set relative to the ship in question.
@@GleebTorin Ah! Thank you, just looked through my notifications, I legit did not expect you to reply XD
Real SE players use P. :p They just have to cleanup their other mistakes that can come along with it.
Can AI use jump drives? I need to make an automatic transport of hydrogen from tryton to petram
They can't, Jump Drives must be triggered by a player using a hotbar button.
@@GleebTorin : (
@@GleebTorin so, what else could i do to solve this issue?
Subbed.
ok so max pitch is the angle the ship is willing to tilt but why is there no 180 360? i dont understand
My ai move block only wants to move to one GPS location and I don't know what to do to change its home.
thx for the video, one thing tho.. dont you ever press “P” Ever !!
But it's so convenient!
Hello, can you follow ship in an escort mission?
If that ship had a beacon, absolutely. Otherwise, you'll have to use inertial dampeners
umm how are you typing in how fast you want it to go?
Can AMY make a AI controled Grinding-Hunter Ship? . . Oh my lord. I need to dig a deep hole.
auto docking is super complicated lol
Mf did you just say "press P"?! NEVER PRESS P
this shit never work
Sorry to hear you're struggling with it. What's the problem you're having? Maybe I can help?
@@GleebTorin in short let say you have à hangar bay, and the ship need to be back first. Its always try to go head first
@@MrSamuauto Sounds like you just need to turn on precise mode while using the recorder block, which will copy the exact orientation when following your motions.
So to you,50m/s is slow? That’s 118 mph! That is COOK’n it! 😱😈🫡