Space Engineers

Space Engineers

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Autumn Dec 29, 2023 @ 9:14pm
Questions with AI Recorder
First of all, do they require the beacon to be on and visible from where they are? I feel like having "Missile Guidance Beacon" might worry my targets a bit when I'm shooting missiles at them, and would like to either set the beacon to next-to-no range or just outright turn it off if possible. It's not a big deal since I kinda want to put antennas in my missiles anyways (since controlling them at long range with a camera, seeing them as nothing but icons in the distance, feels like something that'd be really cool), but better's better.

My second and bigger question is, how do they work with saved and loaded blueprints? If I load up my ship and start mass-producing missiles with AI recorders in it, will they recognize the beacon when they're made if they're set to follow it in the blueprint? What if I copy and paste the entire ship into another world? What if I copy-and-paste a second one into the same world?

Also, is there any way to just record a waypoint of something like "10km above this beacon"? Would make setting them up way easier.
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Dan2D3D  [developer] Dec 30, 2023 @ 7:44am 
Hi, the beacon is more used to save/bound the "Approach Vector" and "Exit Vector" of your Drones to the Mothership or Rover especially so the created waypoints can follow when your ship or rover is moving, also for the Path to follow with the Blueprint.

for example -> I use my Rover Beacon to save its bound Drone "Approach Vector" so to return to Rover connector :
https://steamcommunity.com/sharedfiles/filedetails/?id=3071957896

As to know if it will work with Mothership Beacon OFF = Testing needed to see how it goes because that I did not tested.

Second question
-> The preset Path created with AI Recoder will follow the Mothership Beacon they are bound to, and you may have the reselect the Beacon when building the Blueprint with Projector block, here too it is better to create a "Testing World" to test it and be sure it works.

Third question
That should work but like I said above-> Best to do the needed testing to sure it works.
Last edited by Dan2D3D; Dec 30, 2023 @ 8:37am
Dan2D3D  [developer] Dec 30, 2023 @ 8:21am 
Note

Kamikaze Drone/AI MIssiles are not good in combat because they fly in straight line to the enemy and can be detroyed very fast with a few turrets, so all good only if your enemy does not have any turrets.

EDIT

You will have better results creating 3 Aggressive Drones having Reloadable Rocket Launchers set to Target weapons only.

Here is my best aggressive setup :

AI Flight
+
AI Basic set to Follow me or Follow home(Beacon setup needed)
+
AI Offensive set to attack enemy
+
Enable all AI in same time
=
Offensive Follow Guard Drone

= Detect + Attack enemy 2Km around and return home when Job is done.
Last edited by Dan2D3D; Dec 30, 2023 @ 8:29am
Dan2D3D  [developer] Dec 30, 2023 @ 11:47am 
+
More details about Blueprint :

1 - I've created the 3 Paths I need first with 3 AI Recorder bound the Rover Beacon, one "Approach Vector" Path to return to Rover connector and 2 different "Exit Vectors" to deploy the Drone at a specific postion.

-> 3 Paths = 3 AI Recorder bound to Rover Beacon :
https://steamcommunity.com/sharedfiles/filedetails/?id=3071958184

2 - Blueprinted both grids separately so one for the Rover and one was the Drone.

3 - Tested in Survival by building the Rover first and the Drone after = All good but I had to REselect the Beacon in the AI Recorder blocks and AI Basic so keep an eye on those.

Note
It was not working when the AI update came out and we got the hotfix later so I recommend to retest after a game update cause it may break again.


Edit
Sorry corrections made.
Last edited by Dan2D3D; Dec 30, 2023 @ 11:51am
Autumn Dec 30, 2023 @ 11:56am 
Originally posted by Dan2D3D:
+
More details about Blueprint :

1 - I've created the 3 Paths I need first with 3 AI Recorder bound the Rover Beacon, one "Approach Vector" Path to return to Rover connector and 2 different "Exit Vectors" to deploy the Drone at a spesific postion.

-> 3 Paths = 3 AI Recorder bound to Rover Beacon :
https://steamcommunity.com/sharedfiles/filedetails/?id=3071958184

2 - Blueprinted both grids selaratly so one for the Rover and one was the Drone.

3 - Tested in Survival by building the Rover first and the Drone after = All good but I had to REselect the Beacon in the AI Recorder blocks and AI Basic so keep an eye on those.

Note
It was not working when the AI update came out and we got the hotfix later so I recommend to retest after a game update cause it may break again.

In that case slaving the missiles to a beacon definitely isn't going to work. That's a shame, thought I'd found a good way to extend their range a ton.
Dan2D3D  [developer] Dec 30, 2023 @ 12:18pm 
May be a good suggestion to add to their choice list / Vote Feedback on the Support Portal, they told the community they want to keep working on the game by choosing from Portal Feedbacks so don't be shy to create a new one and share the link here so all can vote.

If you want to participate = Click "Submit Feedback" on their Support Portal :

https://support.keenswh.com/spaceengineers/pc
(create "Bug report" or "Request help"(Private) or "Feedback"(Petition) on the Portal)

-> Important to know on Portal Feedback (suggestion) :

1 - Feedbacks must have only one idea in for the vote system to work properly, more than one idea to vote on will become unusable.

2 - A good title that shows what is in to vote on will give it a better visibility to have more votes.


____

That said, not sure if they will do something for AI Missiles because not so good in combat, but just give them a good reason why it's needed, a so good reason they will want to do the change right away, that will surely help.
Last edited by Dan2D3D; Dec 30, 2023 @ 12:22pm
Autumn Dec 30, 2023 @ 12:39pm 
Originally posted by Dan2D3D:
May be a good suggestion to add to their choice list / Vote Feedback on the Support Portal, they told the community they want to keep working on the game by choosing from Portal Feedbacks so don't be shy to create a new one and share the link here so all can vote.

If you want to participate = Click "Submit Feedback" on their Support Portal :

https://support.keenswh.com/spaceengineers/pc
(create "Bug report" or "Request help"(Private) or "Feedback"(Petition) on the Portal)

-> Important to know on Portal Feedback (suggestion) :

1 - Feedbacks must have only one idea in for the vote system to work properly, more than one idea to vote on will become unusable.

2 - A good title that shows what is in to vote on will give it a better visibility to have more votes.


____

That said, not sure if they will do something for AI Mussiles because not so good in combat, but just give them a good reason why it's need, a so good reason they will want to do the change right away, that will surely help.

Will do.

As an aside, AI missiles are way better than you're giving them credit for. I've done most of the testing with a 200m/s speed mod, but with that even lone missiles hit more often than not and they're so cheap it barely matters when they don't. I'm assuming a good salvo of 4-6 of them shouldn't be much worse at 100m/s against any reasonable number of turrets.
Dan2D3D  [developer] Dec 30, 2023 @ 1:00pm 
Indeed, and adding your reason why will surely help.

I've tested with only one missile sent to not moving grid and 6 enemy turrets deleted my Misslie, you may have more experience than me so the best to give them a good reason why it's needed.

I've focused more on making Warships able to win a battle while going in front very close to the enemy, so I surely need more experience with Missile ;)
Last edited by Dan2D3D; Dec 30, 2023 @ 1:10pm
carl.wear Dec 30, 2023 @ 1:12pm 
Originally posted by Dan2D3D:
Indeed, and adding your reason why will surely help.

I've tested with only one missile sent to not moving grid and 6 enemy turrets deleted my Misslie, you may have more experience than me so the best to give them a good reason why it's needed.

I've focused more on making Warships able to win a battle while going in front very close to the enemy so I surely need more experience with Missile ;)

So basically you can use missiles as movable decoys to draw enemy fire. I can make use of that.
Dan2D3D  [developer] Dec 30, 2023 @ 1:20pm 
Yes, using as Decoy is a good adding on Warships and even better with Reloadable Rocket Launchers on those "Decoys", they will do more damage before getting destroyed.

=
Give a short window big enough for the Warship Turrets to destroy all enemy weapons while they are busy shooting at your Decoys.
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Date Posted: Dec 29, 2023 @ 9:14pm
Posts: 9