I've been using it for the combat drones that formation escort and orbit my mining drones - they wander @ ~2km from the mining area, if they detect an enemy they relay on a channel, that will trigger the flee function in defense blocks in the mining drones. Gives the miner drones much more time to start their way home since they're not built for speed, and they're likely to have a lot of ore weight on board. I'm still trying to figure out a way to have any additional combat drones on the carrier (ones that RTBd for refuel/recharge/rearm) to launch towards the patrol drones on the same signal.
@@Black-Phoenix Yeah, trying to sequence it is driving me insane - bitwise logic in SE is ... tricky! Doesn't help that half the time the miners think they're dodgems :P But the drone escorts works pretty well (although having the miners having active beacons means NPC's come looking more often), and the earlier warning triggering flee has meant the miners have all stayed away from combat so far. I'm using cheerkin's SCAM for the miners, I might end up using their APck script for the combat drones but I'd really like to see if I can make it work with vanilla blocks first. Thanks for the really cool video on the relay block, it's helped me figure out what I *can't* do with it :)
@@Black-Phoenix I'd be happy to when I get it further along on the carrier dispatch side *(or I bite the bullet and post it asking for advice from the madding crowd) ... just ignore the fact my carrier so far looks like a Borg cube. I'm good at making Borg Cubes in Space Engineers :) Also, I'm StyxRiverGynoid in WarThunder too, if you ever want to say hi if we're on at the same time!
Does it work without you jumping into range and out again and by that getting stuff into your personal space/los? Does it work for AI controlled NPC grids that stroll by? Usually those spawn close a player not close to unoccupied grid stationed a long way away from the player. Does it work on servers with other players or their grids if they are controlled by AI blocks directed towards a location to wrack havoc? Still would need directional identification from what direction/angle a grid enters range and equally should it leave again. So one could follow it or know roughly from what direction an attack afterwards may come from.
Firts the main system that I've finished using this videos system with some upgrades. Does work againsted AI and NPC grids. WIth the spawing close to a player you talked about I don't under stand what you mean by the wording. I believe it works on other servers with players and the Ai defence block will lock onto AI grids that are wracking havoc. And lastly with the direction on sending the missiles or drones to the relay that has been sent, in my system it has different projectors that have the same missiles but different task block that has the GPS location of the triggered outpost and will move there and will lock onto any threats on the outpost within 2.5km and if no threats are around the area the missiles will self explode but if there is the outpost will loop to send missiles to its location and only stop if there is no enemy grid locked.
@@Black-Phoenix thx for the response. What i ment was. There are different ranges the game interacts with the player. There ís line of sight i think default around 30 km, but then there are also NPC spawns close to a player and i am not sure about the exact distances there could be anything from 5 km to 100 km where trade ships and other grids spawn in(triggered by the players vicinity), also depending if you are in gravity on a planet or in deep space. I first got confronted with that when i looked into MES mods that provide addtional factions and functionality for NPCs.
Yea I was not gonna upload this due to that fact but I was in a rush to upload a video on the idea because it was an hour or two after the update. Thanks for the feed back too.
I've been using it for the combat drones that formation escort and orbit my mining drones - they wander @ ~2km from the mining area, if they detect an enemy they relay on a channel, that will trigger the flee function in defense blocks in the mining drones. Gives the miner drones much more time to start their way home since they're not built for speed, and they're likely to have a lot of ore weight on board. I'm still trying to figure out a way to have any additional combat drones on the carrier (ones that RTBd for refuel/recharge/rearm) to launch towards the patrol drones on the same signal.
Imagining the logistics is crazy
@@Black-Phoenix Yeah, trying to sequence it is driving me insane - bitwise logic in SE is ... tricky!
Doesn't help that half the time the miners think they're dodgems :P
But the drone escorts works pretty well (although having the miners having active beacons means NPC's come looking more often), and the earlier warning triggering flee has meant the miners have all stayed away from combat so far.
I'm using cheerkin's SCAM for the miners, I might end up using their APck script for the combat drones but I'd really like to see if I can make it work with vanilla blocks first.
Thanks for the really cool video on the relay block, it's helped me figure out what I *can't* do with it :)
@@StyxRiverGynoid You Better make a video on the finished build would love to see how it works and functions and thanks for the complement ❤
@@Black-Phoenix I'd be happy to when I get it further along on the carrier dispatch side *(or I bite the bullet and post it asking for advice from the madding crowd) ... just ignore the fact my carrier so far looks like a Borg cube. I'm good at making Borg Cubes in Space Engineers :)
Also, I'm StyxRiverGynoid in WarThunder too, if you ever want to say hi if we're on at the same time!
@@StyxRiverGynoid Will do man
That's the engineer spirit ;)
This is amazing to see! cant wait what you will come up with in the future.
Will be posting a video on the fully automatic version of this idea in some day just been last wanting to edit it and stuff with exams.
Make more. The more the better.
Will do
Nice work!
Thanks for the info dude, and yeah also perhaps as a call for backup type system?
Definitely man drones with a backup system with drones or message to your faction is cool
Great thinking and great execution! You connected the dots that we were struggling to do!
Good to see others working on this.
Basically have a setup now will make a new video showcasing it
Does it work without you jumping into range and out again and by that getting stuff into your personal space/los?
Does it work for AI controlled NPC grids that stroll by? Usually those spawn close a player not close to unoccupied grid stationed a long way away from the player. Does it work on servers with other players or their grids if they are controlled by AI blocks directed towards a location to wrack havoc?
Still would need directional identification from what direction/angle a grid enters range and equally should it leave again. So one could follow it or know roughly from what direction an attack afterwards may come from.
Firts the main system that I've finished using this videos system with some upgrades. Does work againsted AI and NPC grids. WIth the spawing close to a player you talked about I don't under stand what you mean by the wording. I believe it works on other servers with players and the Ai defence block will lock onto AI grids that are wracking havoc.
And lastly with the direction on sending the missiles or drones to the relay that has been sent, in my system it has different projectors that have the same missiles but different task block that has the GPS location of the triggered outpost and will move there and will lock onto any threats on the outpost within 2.5km and if no threats are around the area the missiles will self explode but if there is the outpost will loop to send missiles to its location and only stop if there is no enemy grid locked.
@@Black-Phoenix thx for the response.
What i ment was. There are different ranges the game interacts with the player. There ís line of sight i think default around 30 km, but then there are also NPC spawns close to a player and i am not sure about the exact distances there could be anything from 5 km to 100 km where trade ships and other grids spawn in(triggered by the players vicinity), also depending if you are in gravity on a planet or in deep space. I first got confronted with that when i looked into MES mods that provide addtional factions and functionality for NPCs.
Don't really know how this got 1k views tbh.
Don't really know why it isn't @ 10k tbh
Nice!
Hello.
Nice content but the camera shake and speed make this painfull to watch.
Yea I was not gonna upload this due to that fact but I was in a rush to upload a video on the idea because it was an hour or two after the update.
Thanks for the feed back too.