Space Engineers

Space Engineers

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Rdav's Fleet Command MKII
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Type: Blueprint
Tags: large_grid
File Size
Posted
Updated
6.706 MB
Oct 8, 2017 @ 11:59am
May 23, 2020 @ 8:20am
9 Change Notes ( view )

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Rdav's Fleet Command MKII

Description
Script LCD UI update is WIP (currently non functional) 30/09/2023


Rdav's fleet command is an entirely Vanilla in-game script aimed at allowing players to play space engineers like a strategy game.
Giving advanced automated intelligence to ships and systems, watch on in awe as massive fleets battle it out with fighters rolling and diving between as railguns fire on targets, frigates batter each other and engage in massive fleet maneuvers.




Introduction + Setup Info
============================
This script gives players the ability to command and control an entire fleet using an intuitive and easy to use LCD mouse-operated menu, commanding intelligent AI ships in advanced on-mass maneuvers and tactics that were previously unheard of in space engineers, attack bases and ships with frigate and fighter support, watching ships slug it out while fighters and bombers roll and dive in between, launch, dock, and command fleets of massive quantity,

The Code Comes in pre-installed modules that simply need pasting onto a ship, these are found in your f10 menu along with other blueprints.
Remember to check out the Tutorial video up top for info on how to set up and use the modules!

Just an FYI, DO NOT USE the LCD-based UI in multiplayer, for this use the turret based UI, instructions for this can be found below.

Key Features:
~ Automatic ship control, combat & docking
~ Player interactive LCD minimap to control a whole fleet
~ Improved AI, PMW support, new classes and more




Basic Setup/Use
=====================================
Basic instructions are included on the module, usual policy in ever any doubt copy what is shown on the modules exactly, and if it works then try and work out what is different about your setup.

Setup Of Central Command
This should be done first and is the most important part of the code, without it nothing else will run, copy a central command module and paste onto a ship, after this, turn the ‘USER_INTERFACE’ and ‘CENTRAL_COMMAND’ programmable blocks on. To Control the UI, ‘Remote control’ the RFC_RC remote control attached to the module, doing so will lock you out of commanding the ship you are on and allow you to interact with the menu.
Use 'Q' as left click and 'E' as right to interact and command the menu.

Setup Of Drones:
All types of drones need a camera, turret and connector, the drones utilize rearward thrust to cancel drift so priority should be given to rear and stopping thrust in the drones design. To install the AI, firstly ensure that you have all the necessary components, then paste on the module. The AI should spring to life and show on the menu

Setup Of Dockpoints:
To setup dock-routes you need to place down your docking routes, a connector, two LCD’s minimum, pointing in a dock/undock direction/route. Note that the connector should be on the same plane as the LCD'S, (see my setup example pics) Install the AI as normal after this and the code should automatically configure the dockpoints. If you change or update a dockpoint at any point click ‘recompile’ on the Programmable block on the module to update the docking route.
(On LCD the button in bottom right is undock)



Turret Based UI:
=====================================
The turret based UI is a user interface for multiplayer.
The turret UI is only for people who have already used and mastered the regular UI
To install the UI is the same as you would normally, copy paste the module and turn the two programmable blocks on.
Ensure you are sitting in a flight seat or cockpit and control the turret on the module to command.
Important to remember to set HUD symbols to Always Visible! otherwise you won't see the HUD & icons in turret-command.

Basic Command With The Turret UI:
Use Spacebar as left click to select ships, double click Spacebar on empty space to issue a goto order. You can press and drag over multiple ships in your fleet to select multiple or (with nothing else selected) double click on a ship to select all of it's type
Use Left and right (Q and E) keys to adjust the distance you want the drones to go for a goto command. (double click on empty space to issue command)
Double click on a ship in the fleet to set selected drones to follow it.
Pointing at an enemy ship within 10km will raycast lock that enemy ship and the UI will show an 'attack' option if you are pointing to it.

Docking And Undocking With The Turret UI:
To Dock and undock, select interceptors and double click on a ship with carrier capacity, they should start to dock.
To Undock, select a ship with drones docked and use left and right (Q and E) until the HUD shows which drone you want to undock, double click (with space) to undock this drone from the ship.


Gif Showing turret UI in operation


Getting The Enemy To Show Up On The Menu/Locking Enemies
====================================================================
The Enemy are located via two methods.
Firstly localized lock, this is engaged when a ship with lots of cameras engages an enemy (will automatically engage at 800m) if you have enough cameras this target will then be locked and updated on the LCD.

Second method, manual designation, for this your central command ship needs a lot of cameras in all directions Control a turret on the ship (turrets customdata has to be 'DIRECTOR' like the one that comes on the module) and point at an enemy, cameras on your central command ship will scan out and detect a target, and it will be locked and show up on the LCD.

Lastly an additional method using a modded sensor, the best method for machima makers and general singleplayer fun, i used this for creating the videos.
Put a modded sensor on your central command ship, called 'RFC_SENSOR' set it to detect asteroids and enemies and max the range out, the code will do the rest and you will see any enemy within 5k of your ship.


FAQ
====================================
~ Does this work in planetary environments?
=> No, a new code is planned to fulfill this function

~ Do I have any plans for mining/recourse gathering ships
=> https://steamcommunity.com/sharedfiles/filedetails/?id=1356607768

~ Can the ships use jump-drives?
=> No, Currently ingame API does not allow for jump-drive access

~ Can the drones use modded weapons and thrusters?
=> You bet! go nuts with them, they should all work properly


Bugs And Issues?
=======================
Best way to get in contact is via the discord link at the bottom, or leave a comment in the bugs discussion.


Thanks And Acknowledgements
=======================================
All the ships in the promo video were created by BruceLeedleLeedleLeedleLee, check out his awesome workshop here!: http://steamcommunity.com/id/bruceleedleleedleleedlelee/myworkshopfiles/?appid=244850

Also massive thanks to all the beta testers and discussion that went down in my discord, check it out if you want to get in on the discussion!: https://discord.gg/MXz8Gkj

Feel Like Giving Something Back?
To this day I've been working on this project over a year and a half, working in my free time, holidays weekends and evenings, I don't ask that you give something but if you feel like giving me a few quid for some beer money to celebrate release and help support my future projects I've set up a patreon page you can find here: https://www.patreon.com/Rdav
Popular Discussions View All (11)
207
Apr 16, 2023 @ 10:26am
PINNED: Known Bugs And Issues
Rdav
65
Feb 18, 2023 @ 10:41am
PINNED: More Advanced Setup/Features & Tips
Rdav
15
Nov 7, 2019 @ 9:04am
Turret UI
McVoy
1,857 Comments
Carros de Combate May 21 @ 3:10am 
I inform him as first person about a problem. Its been 9 mounths till then
fAce May 19 @ 8:48pm 
So this mod currently doesnt work?
Docalophagus May 7 @ 12:49pm 
Loved playing with this a while back. Will be awesome when it's up and running again!
Major Payne Apr 11 @ 10:59pm 
the user interface doesnt work for me either. anyone able to help
JBM49RS Mar 31 @ 9:05pm 
The user Interface block doesn't do anything after i Activate it, does the central command have to be in the front?
Boy17000 Mar 7 @ 2:49pm 
Anyway we could assist you
Rdav  [author] Mar 7 @ 12:46pm 
At some point yes,
Boy17000 Mar 7 @ 11:30am 
Will this ever update?
gooddiehl Feb 18 @ 10:49pm 
Looking forward to trying this again. :winter2019joyfultearsdog: Thanks for making awesome scripts.
Fakerion Jan 11 @ 10:47am 
but it doesnt work