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The best Drones are the ones able to stop 100m/s to 0m/s in 4 seconds, so the most important thrsuters are the Backward and Upward to avoid crash landing and not able to stop on assigned waypoint.
-> Ai Drone will Bug if not made to stop fast.
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That said, it's Ok to add suggestions to the SE Dev "Choice list" on the Portal.
How 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)
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-> 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.
And share your Vote Feedback links here on Steam asking the community to vote on your ideas.
This short video Tuto is very very important :
https://www.youtube.com/watch?v=Xt9yMJrgDxU
I mean you're right but that doesn't actually address the issue. AI drones wouldn't need more thrusters if the calculation for autopilot was better implemented. The AI system should already know things like the weight of the craft, the location of the thrusters relative to the remote control/AI move block, the XYZ of the destination, the velocity of the craft, and the time to actually reach the destination.
Yet somehow, with a system as simple to calculate as this, the autopilot still functions extremely horrible with grids that do not have an equal thrust to mass ratio in all directions. Granted there are things the user can do to make their craft deliberately overshoot a destination point, like activating the autopilot only after the grid doesn't have a chance to properly slow down to reach the destination point. However, even when the autopilot is given time to recover or has much time to properly reach its location, it often doesn't.
As a user, I should not have to specifically construct normal grids to compensate for a bad AI/autopilot mechanic. I might open a thread on Keen's forums to see if they're willing to take a look at it, but I figured I'd make a post here to talk with some other users about it first.
Regardless, I'll suggest a fix to Keen and see if they can update it to where it handles better regardless of the craft.
in other words -> I can make it work and I wanted to share my working solution.
I failed a lot but I found a good solution for Offensive Follow Guard Drones so far.
Like this one I can Deploy and call back on connector using Action Relay blocks :
https://steamcommunity.com/sharedfiles/filedetails/?id=3246160866
My best setup
AI Flight
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AI Basic set to Follow home so bond to a Beacon placed on the Mothership or Station.
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AI Offensive set to attack enemy and circle 100m around the enemy.
Enable all AI in same time
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Offensive Follow Guard Drone
= Detect + Attack enemy 2Km around and return home when Job is done.
Most of my testing has been done purely with a few recorder waypoints in a straight line. My ship will overshoot these waypoints consistently, showing that there is definitely an issue with calculating proper deceleration timing. I can share the blueprint if you wish.
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I use "Apprroach Vectors" only if my AI Drones are made to stop Fast, and I will lower the AI Flight Max speed if the Drone is not made to stop 100m/s to 0m/s in 4 seconds.
Anyway, suggestions are always good and I will add my vote to your Portal Vote Feedback if you create one so don't be shy to tell me when ready.
https://support.keenswh.com/spaceengineers/pc/topic/44863-fix-the-autopilot
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You may create a new discussion in General Discussions forum where you will share your Drone setup to go in straight line ready to test in world and ask the community to help find a working solution.
-> You may share your save here, I will load to help you find a working solution, just save with your character in front of the Drone I have to test.
How to save a world in your Workshop :
1 - Select your save.
2 - Click the "Publish" button on the left.
3 - Choose a proper Tag, check Steam upload and click the OK button.
4 - Your world will be uploaded to Steam Workshop.
5 - Paste the Workshop item link here.
Here is video of player finding the solution with RC block, a long time ago :
https://www.youtube.com/watch?v=mCgou-HMmug