Great vid. I really think that keen should either make a event in the event controller. Detecting if the ship has target or not. So we could have some triggers. They could also make a trigger in the offensive block. I find that they did it in defensive but not in the offensive a bit odd This way.. after a successful attack, it could activate a return to base rutine. But i think modders will beat keen to this.
Defensive targeting for custom turrets beyond 800m seems to work with my testing but you need a regular "spotter" turret with long range before the custom turrets will register the target and begin firing. I'm not sure why that is, but like I said, it seems to work. The best turret to use is of course the artillery turret since it has the max 2km range which exceed or matches the range of vanilla weapon systems. Hope this helps
@@scottsadler4215 Hello. It's been a while since I did my test so I honestly don't remember. I imagine it doesn't need ammo though, but let me know if you figure it out.
@@Astrocat-od5cythank you my guy😊 this was really helpful tip. My custom assault turret would only get ready to shoot when enemy was around 1000 meters even though it has a range of 1600 meters or so. I then used the tip you gave. I put down artillery which has 1800-2000 meters, but I noticed that my assault turret would lock on at 2500 meters and then started shooting exactly when the target was within 1600 meters which is the weapons range. So yes the tip you gave definitely worked wonderfully. Also I did not have any ammo in my artillery turret so I think you are right that ammo doesn’t matter. So yes artillery turret can definitely be used as a spotter. Anyway thank you for the tips. And sorry for my poor grammar 😅
Highly practical against swarm. I think. I wonder how it work with multiple defensive block on a grid. Can you make "locking group" to engage multiple enemy a the same time?
Great bid This may be a nitpick but the d block doesn't increase the range. It just locks on which always allows it to shoot that far. To be clear if you lock on, in a cockpit, without a dblock the range goes past 600. But a single dblock still has uses, if you get knocked off your seat in combat it can maintain fire since the lock wont be lost.
One of the simplest but coolest features of the update. Perfect for my ships and bases that only use turrets for convenience in PVE. But how would that work with the offensive block on a drone that doesn’t use fixed weapons but also turrets on all sides? Can it also increase the targeting range to match the weapons range?
@Venator: Yes. Both defense and offense AI blocks lock target in order to do their functions. Locking a target is what extends turret range to weapon maximum.
@@dakaodo There is an extra step set the turrets to track the locked turret, so the only question would be whether the AI does that or not, but given the the defensive evidently does there's no reason to the the offensive wouldn't. My only concern would be whether or not turrets would still work for point defense, sense they'd be locked to a single target
Is there a way to make the AI Defensive Block on a Static Base activate something like a Timer Block when it detects an enemy? And then can it then activate another Timer Block when it no longer detects the enemy?
yes, you can add a flight block to your base which enables the defensive block to flee. you can select actions to perform when fleeing and when it stops fleeing and since the base is static it will only stop fleeing when the enemy leaves the detection range or is destroyed. you dont need to add thrusters or anything to your base and you can ignore the error messages given by the flight block. im using this to launch my combat drones. EDIT: Just did a quick test and it seems it will only trigger the second action when it reaches its waypoint, so thats pretty useless for a base. but it will trigger an action when it detects an enemy.
ive been trying to figure out a way to build "defensive drones", in which u launch drones, it follows you but the moment it detects a target, it will attack it.. but I want the drones to fall back to my ship and defend it again rather than staying still at the current area it was in. and it will repeat the process. as far as I'm seeing, the offensive block will follow a target forever, then my drone will be 2km away and useless after killing the target.
What you can do, to make your drone be able to return to your ship after killing an enemy is the following: Add an AI recorder block and record a single node close by to your ship (Make sure to use the reference beacon), then when your drone reaches that point, you can have it turn on an AI task block, that then follows along with your ship. Something like that should work for your needs, might have to experiment though.
I think you can do that with the "basic task ai" block, it has a "follow home" setting which can be a beacon. From my testing the "offensive combat ai" overides it. So the "basic task" block will have it follow your ship until there is an enemy in range. The drone will attack it until it until the set conditions are no longer met (weapons destroyed for example), and then return to your ship to resume following. So your "defensive" drones would actually use "offensive" combat.
That's super cool, I wouldn't have thought of using the Defensive block on my base turrets! Out of curiosity, what is the detection range for the Defensive block?
@@AliceDoesThings404 Nice! I guess that makes sense and should have been a logical guess haha. Really enjoying playing around with these new things, your videos have been very helpful.
Great vid.
I really think that keen should either make a event in the event controller.
Detecting if the ship has target or not. So we could have some triggers. They could also make a trigger in the offensive block.
I find that they did it in defensive but not in the offensive a bit odd
This way.. after a successful attack, it could activate a return to base rutine.
But i think modders will beat keen to this.
Defensive targeting for custom turrets beyond 800m seems to work with my testing but you need a regular "spotter" turret with long range before the custom turrets will register the target and begin firing. I'm not sure why that is, but like I said, it seems to work. The best turret to use is of course the artillery turret since it has the max 2km range which exceed or matches the range of vanilla weapon systems. Hope this helps
That is exactly what i was looking for! THANK YOU
Does the "spotter" need ammunition, or can it be purely for spotting?
@@scottsadler4215 Hello. It's been a while since I did my test so I honestly don't remember. I imagine it doesn't need ammo though, but let me know if you figure it out.
@@Astrocat-od5cythank you my guy😊 this was really helpful tip. My custom assault turret would only get ready to shoot when enemy was around 1000 meters even though it has a range of 1600 meters or so.
I then used the tip you gave. I put down artillery which has 1800-2000 meters, but I noticed that my assault turret would lock on at 2500 meters and then started shooting exactly when the target was within 1600 meters which is the weapons range.
So yes the tip you gave definitely worked wonderfully.
Also I did not have any ammo in my artillery turret so I think you are right that ammo doesn’t matter.
So yes artillery turret can definitely be used as a spotter.
Anyway thank you for the tips. And sorry for my poor grammar 😅
Highly practical against swarm. I think. I wonder how it work with multiple defensive block on a grid. Can you make "locking group" to engage multiple enemy a the same time?
Maybe you could separate "locking groups" by putting turrets and an AI block on different sub-grids
Extremely helpful, thank you.
Great bid
This may be a nitpick but the d block doesn't increase the range. It just locks on which always allows it to shoot that far. To be clear if you lock on, in a cockpit, without a dblock the range goes past 600. But a single dblock still has uses, if you get knocked off your seat in combat it can maintain fire since the lock wont be lost.
That is something I didn't know. Thanks for telling 👍
Good info, thanks for the video
Great vid. Explained very well and in a simple to understand way.
i like your delivery
Fantastic! Thank you for this video.
Wonderful video😊
Good vid! Useful tip about the interaction of targeting type between the defense AI block and turret.
Very well made content! Thanks. You get my sub and I wish your familly name is Cooper!
One of the simplest but coolest features of the update. Perfect for my ships and bases that only use turrets for convenience in PVE.
But how would that work with the offensive block on a drone that doesn’t use fixed weapons but also turrets on all sides? Can it also increase the targeting range to match the weapons range?
I do believe it can, something you'd have to test, but which should be the case.
@Venator: Yes. Both defense and offense AI blocks lock target in order to do their functions. Locking a target is what extends turret range to weapon maximum.
@@dakaodo There is an extra step set the turrets to track the locked turret, so the only question would be whether the AI does that or not, but given the the defensive evidently does there's no reason to the the offensive wouldn't. My only concern would be whether or not turrets would still work for point defense, sense they'd be locked to a single target
Is there a way to prevent the turret for shooting until it is within range, i think it would be cool to "pre aim" the target
🔥🔥🔥 Great video my friend!
way to make a static grid auto attack thing ? like you have static grid rockets that target and fire at stuff ?
Is there a way to make the AI Defensive Block on a Static Base activate something like a Timer Block when it detects an enemy?
And then can it then activate another Timer Block when it no longer detects the enemy?
yes, you can add a flight block to your base which enables the defensive block to flee. you can select actions to perform when fleeing and when it stops fleeing and since the base is static it will only stop fleeing when the enemy leaves the detection range or is destroyed. you dont need to add thrusters or anything to your base and you can ignore the error messages given by the flight block. im using this to launch my combat drones.
EDIT:
Just did a quick test and it seems it will only trigger the second action when it reaches its waypoint, so thats pretty useless for a base. but it will trigger an action when it detects an enemy.
my defense block will lock on a target out of range and then wont pick up targets that get closer is there a fix for this?
How big is the range of it
ive been trying to figure out a way to build "defensive drones", in which u launch drones, it follows you but the moment it detects a target, it will attack it.. but I want the drones to fall back to my ship and defend it again rather than staying still at the current area it was in. and it will repeat the process. as far as I'm seeing, the offensive block will follow a target forever, then my drone will be 2km away and useless after killing the target.
What you can do, to make your drone be able to return to your ship after killing an enemy is the following:
Add an AI recorder block and record a single node close by to your ship (Make sure to use the reference beacon), then when your drone reaches that point, you can have it turn on an AI task block, that then follows along with your ship.
Something like that should work for your needs, might have to experiment though.
I think you can do that with the "basic task ai" block, it has a "follow home" setting which can be a beacon.
From my testing the "offensive combat ai" overides it.
So the "basic task" block will have it follow your ship until there is an enemy in range.
The drone will attack it until it until the set conditions are no longer met (weapons destroyed for example), and then return to your ship to resume following.
So your "defensive" drones would actually use "offensive" combat.
That's super cool, I wouldn't have thought of using the Defensive block on my base turrets!
Out of curiosity, what is the detection range for the Defensive block?
The defensive blocks detection range is the same as offensive, 2.5km.
@@AliceDoesThings404 Nice! I guess that makes sense and should have been a logical guess haha. Really enjoying playing around with these new things, your videos have been very helpful.
Glad to be of help! 🙃
i have only a question, i need a defensive IA block for every turret, or one block is enought for all my ship turret?
A single block is enough for all turret. Only one is required per grid.
A single block is enough for all turrets. Only one is required per grid.
good, thenks