Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
We can turn ON all AI blocks on the Drone but they will go on "pause" when an enemy is detected, the AI Basic will pause auto when AI Offensive take the lead and should unpause auto once the enemy is destroyed for example,
All is already auto but I don't know your exact Drone setup = ??
Here is the best Offensive Drone setup so you can compare :
AI Flight
+
AI Basic set to follow home (Beacon needed) so it can return home when Job is done.
+
AI Offensive set to attack enemy and Target weapons only.
+
-> Enable all AI in same time <-
=
Offensive Follow Guard Drone
(detect + attack enemy 2Km around and return home when Job is done)
-> No need to use a Timer block to enable AI Offensive.
-> No need to use a Timer block to enable AI Basic once the enemy is destroyed.
I use a Timer only to enable all AI blocks and the rest will be done automatically.
launch timer - "recorder launch" behavior to on, flight behavior on, flight collision avoidance off, "recorder launch" play
recorder launch waypoint 3 - start operations prep (1 second)
operations prep timer block - "recorder launch" behavior to off, operations timer block start (1 second)
operations timer block - Basic behavior to on, offensive combat behavior to on, event controller "low ammo" to on (25% and lower cargo. its full), return prep start (5min)
return prep timer block - Basic behavior to off, return timer block play (1 second)
return timer block - "recorder dock" behavior to on, "recorder dock" play, event controller "launch" to off, offensive combat behavior to off
recorder dock waypoint 1 - connect timer block play (2 seconds)
connect timer block - connector lock, thrusters to off, event controller "launch" to on
this is so frustrating i didnt change anything and yet in doing it as i type it out now it makes it past where the basic block would turn off but when the return timer block triggers it comes to a stop and wont return and the recorder "dock"is still off
May have something to do with the Event controller block that may be bugged, well saying so because my Offensive Drones are Nuclear and never need to be recharged so I don't have EC block on it to make it return to Recharging station.
=
-> Using Uranium as power removes one action.
+
They are set to return above home and wander around when enemy is destroyed.
+
I access the Drone from Remote access menu to activate the Recorder set to return home only when it's a must to repair or add ammos in.
The above is for my Offensive Drones but I also found the solution on how to create a loop for a Cargo Drone to transfer shtuff between 2 station.
BUT, it will become easier soon, well new setups to communicate with our Drones will be available in a few days, so it will not need the EC on the Drone because we will be able to add a button at the station or other ship with the action to return home.
Edit
Sorry corrections made.
-> I try to use less blocks and less actions as possible so I found solutions without the Event Controller block and probably why I did not noticed the "not able to return home" bug.
I'll say, wait to see what the SE Programmer will reply in your report, also wait for the next game update because the game is not the same after a major update.
+
If already reported
=
The bug you found may be fixed in the new game version.
can you paste in your Portal report?
I will add to my monthly report to help on this.
i assume the "portal report" is the report i sent to Keen
https://support.keenswh.com/spaceengineers/pc/topic/42948
in the report i included a copy of the save game and the blueprint folder. some of the timers on that are different than described above as i was manually triggering them
the one i have been testing is also nuke powered, a few of the blocks came into existence in an attempt to isolate the problem and or force it to work. the rest is an attempt at dummy (me) proofing lol
had to select something different then re select the "cargo filled %" EC works triggers the timer when conditions are met
I see you did not created a bug report but a "Request help" (private) and one had to move your report to Bug Report section so now we just have to wait and see what the SE Programmer will reply after testing your setup.
appreciate you
= May take a bit more time because they had to move it.
"Request help" is more for players where the game does not start at all for example, you need help to make it work.
https://support.keenswh.com/spaceengineers/pc/topic/42961-ai-drone-messes-up-on-return
i changed the title as to avoid "spamming" i know some support pages hate that so i try to avoid that
also havent heard anything back yet. its been 2 and 4 days respectively for the 2 reports
edited because im really good at spelling
= Now I can call back my Ai Drones from a button placed on the Mothership.
I have shared the setup in another Forum discussion, here is the link to my post :
https://steamcommunity.com/app/244850/discussions/0/4358999171574102238/?ctp=2#c4358999171574807337