Space Engineers

Space Engineers

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Diemosthenes Oct 29, 2024 @ 9:06pm
Automating Remote Control of Torpedo once welded?
So I have a torpedo that is mounted via merge blocks and connector (for fuel) and can be rebuilt via projector. Currently they're remote controlled; is there a way to have the tactical seat automatically see the newly welded remote control to jump in and fire the torpedo?
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Showing 1-15 of 17 comments
TheHellKat Oct 30, 2024 @ 1:55am 
Not really for remote viewing.
You could have an observation area overlooking the torpedo area but I don't think that's what you are after.

My suggestion would be to use an event controller and either set it to the health of one of the last blocks built or, if it's an option, the projector progress, then have a screen Infront of the tactical seat turn on saying something like torpedo ready for launch.
carl.wear Oct 30, 2024 @ 4:11am 
What about a carefully positioned sensor. Once the torpedo is built, the sensor can trigger a light or sound block?
TheHellKat Oct 30, 2024 @ 5:20am 
I did think of that, but what if your low on a resource, you might build enough to trigger the sensor but not enough to complete the torpedo.
Dan2D3D  [developer] Oct 30, 2024 @ 5:29am 
Hi, it take a few seconds to build AI missile, well almost "Insta-build" when I hit the button to build one with large block Welders on my Destroyer so there is no waiting if you have the needed components.

+ like TheHellKat said -> Event controller may be the best if you can make it work.


____________

Just something to test :
One player shared a Blueprint ready to use, he may have added something that can help :

https://steamcommunity.com/sharedfiles/filedetails/?id=3207356939
Last edited by Dan2D3D; Oct 30, 2024 @ 5:40am
Dan2D3D  [developer] Oct 30, 2024 @ 5:43am 
I have a Tiny Offensive Follow Guard Drone that I use as "Decoy" on my Rover and large block welders build it in 2 seconds, no waiting at all :
https://steamcommunity.com/sharedfiles/filedetails/?id=3356923345
But I don't know how big is you AI Missile = ??


EDIT
I just doubled checked and takes 2 seconds to build Tiny AI Drone, not much waiting time :
https://steamcommunity.com/sharedfiles/filedetails/?id=3357219812
https://steamcommunity.com/sharedfiles/filedetails/?id=3357219961
https://steamcommunity.com/sharedfiles/filedetails/?id=3357219593
Last edited by Dan2D3D; Oct 30, 2024 @ 7:17am
Dan2D3D  [developer] Oct 30, 2024 @ 7:34am 
Oh! It could be triggered by the Battery, so Event Controller on "When battery is 30%" or "When Hydro tank is Full", for example.
Last edited by Dan2D3D; Oct 30, 2024 @ 7:36am
Diemosthenes Oct 30, 2024 @ 4:16pm 
Thanks for all the replies, the videos and blueprints are greatly appreciated! Your replies made me realize I should have put a bit more detail into the request (and unfortunately I think I know the answer now). Is there a way to get the tactical seat to have the control icon auto-fill a spot in the hotbar? Pretty much, the tactical officer presses a button, torpedo is welded and prepped behind the scenes, and now he sees the control option on his hotbar.
TheHellKat Oct 30, 2024 @ 4:38pm 
Not as such no, however as a printed grid it will share the same naming and groups so the controls should still work.

It'll be greyed out until the new grid is printed enough for the related block to be ready.

Hope this helps.
Dan2D3D  [developer] Oct 31, 2024 @ 7:58am 
I always disconnect the AI Missile or AI Drone or RC Ship from the Mothership before controlling it.

-> and not sure what I would have to create to have a button popup when ready = ??

Looks like a cool challenge at finding the solution and best advice I can share is keep testing and trying different setups is the way to find all the not working and working solutions.
Last edited by Dan2D3D; Oct 31, 2024 @ 9:41am
DivineEvil Oct 31, 2024 @ 9:37am 
Technically it should be possible if you assign the Remote Control Block as a named Group. In that case, the toolbar actions should be linked to that named Group rather than specific block, and therefore a newly-welded torpedo should be able to fill that in. It is questionable whether it will work while torpedo is still being welded while you're seated.
Dan2D3D  [developer] Oct 31, 2024 @ 9:46am 
May be Action Relay block placed on the RC ship set to "Send signal" on channel 1 when disconnected from the "Mothership", a second Action Relay on the "Mothership" will detect signal sent on channel 1 to move a piston with LCD saying :
-> "The RC ship is ready to control, please open the Remote Access menu to control it"
Last edited by Dan2D3D; Oct 31, 2024 @ 9:48am
Dan2D3D  [developer] Oct 31, 2024 @ 10:05am 
I will add :

A problem I have with this is the "Mothership's antenna" that must stay ON to control another ship having Antenna ON + Remote Control = Antennas conflicts can happen when both are connected and why I disconnect the RC ship first to see it available in the Remote Access menu.


EDIT
+
I lose control of the RC when I disconnect the "Torpedo" that is another reason why I disconnect first.
Last edited by Dan2D3D; Oct 31, 2024 @ 11:23am
Captain Canard Oct 31, 2024 @ 10:44am 
This one has gone way over my head. I'm more of a "build them at a factory, load them at the docks, fire them from my ship" kinda guy. I also gave up on merge blocks for this, rather I use mag plates to hold the torpedoes / bombs to my ship and release them upon firing.
Dan2D3D  [developer] Oct 31, 2024 @ 11:35am 
I must say :

-> I have stations and Motherships with A Lot of RC ships connected in their hangar and I have noticed antenna confilcts when all antennas are ON. I now turn Off all connected ships antennas when connector locked and turn ON only when needed.

That said, may have less problems with only one RC ship connected but will still lose the connection to "Torpedo" when controlling it before disconnecting.
Last edited by Dan2D3D; Oct 31, 2024 @ 11:36am
DivineEvil Oct 31, 2024 @ 11:42am 
Originally posted by Captain Canard:
This one has gone way over my head. I'm more of a "build them at a factory, load them at the docks, fire them from my ship" kinda guy. I also gave up on merge blocks for this, rather I use mag plates to hold the torpedoes / bombs to my ship and release them upon firing.
Merger/Connector setup allows you to print new missiles directly on the ship. You need a Merger in order to print the missile, since the Projector work on the same grid it is placed on, and you need connector to refuel and charge the missile when its finished. That's all the difference there is.
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Date Posted: Oct 29, 2024 @ 9:06pm
Posts: 17