Launch AI Fighters Carriers Now Viable - HOW TO - Space Engineers

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  • เผยแพร่เมื่อ 20 ต.ค. 2024

ความคิดเห็น • 288

  • @sonicsawblade
    @sonicsawblade ปีที่แล้ว +530

    Begun, the drone war has.

    • @MediumRareOpinions
      @MediumRareOpinions ปีที่แล้ว +59

      200,000 units are ready with a million more well on the way

    • @aidenbidulka8600
      @aidenbidulka8600 ปีที่แล้ว +33

      Lag wars have begun

    • @raythe9264
      @raythe9264 ปีที่แล้ว +29

      LAG, we will find.
      much, there will be

    • @badgerwildgaming6908
      @badgerwildgaming6908 ปีที่แล้ว +10

      Captain jack won't like dealing with this new tech. Mr castle on the other hand.

    • @unigodus1554
      @unigodus1554 ปีที่แล้ว +4

      You ain't no yoda, don't type like that

  • @tyler_bt3326
    @tyler_bt3326 ปีที่แล้ว +387

    With new drones like this, I’m imagining stations défense where cheap disposable drones are printed and launched at a terrifying rate

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +71

      Your right could be a whole new way to play.

    • @mrJMD
      @mrJMD ปีที่แล้ว

      This video is for a large block hydrogen drone missile printer and it's fairly nuts: th-cam.com/video/q64p85Q7GGs/w-d-xo.html

    • @carteradams43
      @carteradams43 ปีที่แล้ว +27

      imagine this but it's a giant carrier-dreadnought for maximum firepower

    • @Lokiawa
      @Lokiawa ปีที่แล้ว +10

      @@carteradams43 Like a USS Typhon? From Star Trek Invasion.

    • @TheJoshman01
      @TheJoshman01 ปีที่แล้ว +10

      Yesssss, just waves of them, all fed by mining drones.

  • @daylightmoonvideo
    @daylightmoonvideo ปีที่แล้ว +320

    Drones are completely changing the combat meta of space engineers, and I'm all for it!

    • @brilobox2
      @brilobox2 ปีที่แล้ว +12

      now we just need signal jammers to inhibit remote orders and telemetry.

    • @giannisupereroe2189
      @giannisupereroe2189 ปีที่แล้ว +20

      Now we need actual servers

    • @cadenvinson1267
      @cadenvinson1267 ปีที่แล้ว +6

      Agreed, I really wish there was a better multiplayer community for it

    • @a3.0001
      @a3.0001 ปีที่แล้ว +5

      they aren't is the thing. you saying this makes me think you most likely have never done meta combat, or maybe even PVP and just tested things against pve targets, which are not a good representation at all of actual combat. i've fought multiple drone carriers already with my gdrive meta brick (9 layers armor, 48 railguns, nonscripted, 4/8 gatling turrets 4/0 missile turrets). if you are a competent pilot and dodge, the drone AI is drunk and can't hit. they also can't keep up with a gdrive either, and just tend to fly straight at me until they get shot down while i shoot the main ship, or if hit an run they get hit on the way in and out. generally, hit and run is not good for meta, in fact drones aren't good at all for previously mentioned reasons. small grid drones especially are very pcu inefficient too among other things. missiles don't work to well for the reason of everyone has the same speed limit, so if you just go max speed they cant run into you and get shot down. also, drones are horribly material inefficient in survival compared to just firing artillery or railguns. another tactic is just to rush the mothership with your meta brick and take it out before they launch more than a few drones. also ramming the drones with meta bricks is a thing. small grid just disentigrates.

    • @Einxeld
      @Einxeld ปีที่แล้ว +3

      ​​​​@@a3.0001 dang, I never played space engineers pvp but you gave me so many robocraft flashbacks and I totally see your brick working

  • @LilTikiBoy
    @LilTikiBoy ปีที่แล้ว +53

    As someone who plays a lot of single player this new update is a game changer. Before this update the thought of building a whole fleet of large grid ships in my survival world was fairly pointless since I would only be able to fly one at a time, but now I can set the ships to follow the player and move an entire fleet by myself.
    Plus some of the harder AI encounters were also fairly daunting as a solo player. However, now that I can build an army of drones to assist me they seem much more manageable. I love that my success won't be hindered as much by playing solo and will instead be determined more so by my ability to design and build things that function in the way that I need them to.

    • @mystic5008
      @mystic5008 ปีที่แล้ว +1

      what is there to fight against in single player btw

    • @LilTikiBoy
      @LilTikiBoy ปีที่แล้ว +1

      They have Space Pirate's in single-player, too, but I always add more enemy factions like Assert, Cult, Reavers, etc.

    • @frankparker245
      @frankparker245 6 หลายเดือนก่อน

      @@LilTikiBoyAnother way of doing that is to just ravage neutrals until they don’t like you.

  • @chronaii
    @chronaii ปีที่แล้ว +99

    Finally! I love having ai fighters in games, they add the cinematic feel that you can achieve with real players! (to a certain extent)

  • @geoffhatch4996
    @geoffhatch4996 ปีที่แล้ว +97

    The AI fighter thing will be pretty nice to see in-game.
    Plus now this makes "drone battles" a whole lot more interesting because now you can set them up for the server according to what you want, rather than need players or admins to control them

  • @vision-of-dog
    @vision-of-dog ปีที่แล้ว +98

    You could also use timers on each drone fighter to activate a thrust override to get away from the ship for a few seconds to prevent the AI from getting stuck due to collision avoidance. Of course, you'd also need one to turn it off.

    • @jonasstahl9826
      @jonasstahl9826 ปีที่แล้ว +24

      If you dont care about looking nice you could make the carier more like a rocket shaped with drones on all 4 sides, if you roll the carrier the drones will be thrown away from the carrier by centrifugal force. Means you can launch 4 drones at once, with a little delay you can launch the next 4 you could probably launch 20 drones in 1 second with decent spacing in a helix formation. That would be very effectiv.

    • @jebeandiah
      @jebeandiah ปีที่แล้ว +1

      Yeh my missiles do that

    • @WulfgarOpenthroat
      @WulfgarOpenthroat ปีที่แล้ว +8

      @@jonasstahl9826Or if you're feeling fancy you could have Babylon 5-style cobra bays on a rotating section. Might be tempting Clang but it'd look cool.

    • @isaacdoggart4879
      @isaacdoggart4879 ปีที่แล้ว +7

      @@jonasstahl9826 Grav launch BSG style could also work, set up a bunch of grab generators pointing out and then artificial mass on the fighter.

    • @jonasstahl9826
      @jonasstahl9826 ปีที่แล้ว +1

      @@WulfgarOpenthroat I am not into fancy designs, I will try the rolling rocket type of carrier, eject all the attack drones and crash the carrier in the target or park it near the target as bulletsponge.

  • @-drey
    @-drey ปีที่แล้ว +43

    Thanks for that! A good use for a drone is to arm a warhead and switch to an intercept block when it runs out of ammo

    • @WulfgarOpenthroat
      @WulfgarOpenthroat ปีที่แล้ว +10

      Yeah, if it's not coming back you might as well get a one final use out of it and help clean up the server.

    • @evinbraley
      @evinbraley ปีที่แล้ว +3

      I guess you could set a timer to set the ai block to intercept mode after a certain amount of time. How ever long it takes for the drone to use up all its ammo.

    • @philfedorowick
      @philfedorowick ปีที่แล้ว +15

      @@evinbraley No need for a timer... it would be much better to use an event controller block. Set it to check the cargo capacity of your drone, and set it to trigger the intercept AI block and arm the warhead once it runs out of ammo.

  • @ethanthompson4198
    @ethanthompson4198 ปีที่แล้ว +46

    A good idea for drone recovery could be to have them fly to a set location far away from your main base that way the location of the carrier and your base isn’t given away when they run out of ammo ready to be collected for grinding

    • @Yukimaru0
      @Yukimaru0 ปีที่แล้ว +7

      Set up a recovery ship with a beacon as their home location.

    • @ethanthompson4198
      @ethanthompson4198 ปีที่แล้ว +1

      @@Yukimaru0 the whole idea is the drones aren’t worth as much resources as a recovery ship the carrier or your base so it’s better to just leave them in the middle of nowhere to be picked up later

    • @ethanthompson4198
      @ethanthompson4198 ปีที่แล้ว +1

      @@Yukimaru0 it could be possible with a complex set of timers and sensors but that would be more resources in the firing line then it’s worth to recover the drones still

    • @Jirodyne
      @Jirodyne ปีที่แล้ว +1

      @@ethanthompson4198 Maybe for the first drone. And the second. And the third. What about the 19,746th drone tho? What if you could even Automate it? Is there Sensor Blocks, and can the AI interact with them? If you could get the AI Drones to fly to the hidden garbage carrier, land in a specific spot on it, which triggers a Sensor. Then have the Carrier able detect when all Sensors are triggered and thus 'Full', and warp back to base untraceably? Well then, you have an Automated isolated system that works, and needs no oversight or changing. A background Routine you can always use for any and all drone collection needs.

    • @robertcoxon
      @robertcoxon ปีที่แล้ว

      Just use an event timer to command the used drones to fly back to a grinding pit on the rear of a carrier. Gravity genorator to pull them in once engines are off. Printers on a carrier to print new drones. Keep em small and nimble. Rinse & repeat

  • @flyingfrenchy1397
    @flyingfrenchy1397 ปีที่แล้ว +18

    I was exploring that today and i found that using a flight recorder referencing a small grid dock beacon you could make 4 drones connected to this grid and replicate it by only changing the reference beacon name on the duplicated one in the flight ai basic and the flight recorder . Once updated the drone will be able to return to their respective dock essentially creating a deployable 4 ship squadron that can go back to the deployed docking grid using the event controller to check for ammo, damage or charge . So basically set up once then all you do is print and change a name and you have a deployable autonomous squadron .

  • @christopherg2347
    @christopherg2347 ปีที่แล้ว +7

    4:20 If you could force them to do a 1-5 seconds one directional burn after activation, they would be better at clearing the deck. Like they would be launched for a Catapult or Galactica Launch Tube.
    This could also allow you to launch the waves closer together. But for that, you may want to organize them a crescent formation, so they always give each other space once they "fanned out".

  • @WulfgarOpenthroat
    @WulfgarOpenthroat ปีที่แล้ว +5

    Fun thought; use gravity and artificial mass blocks to launch fighters. This could just be kicking them off the deck, or you could get fancy and put them in downwards-facing cells with timer-activated doors freeing the top for guns(alternatively, launch sideways battlestar-style). Or you could get really fancy with launch tubes/internal flight deck and 2 pairs of opposed grav gens constraining the fighter to the middle while a fifth throws it out into space.
    Just remember to use timers to turn the mass blocks off after if you're worried about enemy grav gens messing with them.

  • @Marxon1134
    @Marxon1134 ปีที่แล้ว +29

    Thinking that maybe a gravity catapult system should be used for helping launch them.

    • @wepntech
      @wepntech ปีที่แล้ว +2

      oh hell yeah, like BSG stuff or well plenty of franchises use launchers for various purposes honestly.

    • @brillcrafter7417
      @brillcrafter7417 ปีที่แล้ว +1

      @@wepntech or maybe a space battleship yamato style revolver launch system

  • @odjob77
    @odjob77 ปีที่แล้ว +8

    SE has been stalled for many years in my opinion, but in the last couple years, Keen really put work into it.
    It is going in the right way, and I can't wait to see more about SE2 and the new VRage 3 engine!

  • @uristboatmurdered6051
    @uristboatmurdered6051 ปีที่แล้ว +27

    I wonder how effective drones will be for base defence as I'm guessing that's how they're mostly going to be used for most smaller groups.

    • @comet-of-doom
      @comet-of-doom ปีที่แล้ว +8

      Depends on how they're set up but my faction has been testing them in creative servers and they're very effective in numbers

    • @comet-of-doom
      @comet-of-doom ปีที่แล้ว +2

      We just need to design them to refuel themselves for survival

  • @party4lifedude
    @party4lifedude ปีที่แล้ว +5

    Battles are going to be a lot more chaotic and explosive and perhaps even cinematic. With all the little fighters flying around. I look forward to seeing them being used outside of tests that are set up specifically for them. Like in people's gameplay series and server events that would normally happen but are now going to be changed.

  • @FireLover7004
    @FireLover7004 ปีที่แล้ว +36

    I am one more step closer to making a protoss carrier

    • @ChildLikeEmperor1
      @ChildLikeEmperor1 ปีที่แล้ว +4

      We require more vespene gas!!!

    • @micahjestep
      @micahjestep ปีที่แล้ว +1

      This is the comment I was waiting for hahahaha

    • @ChildLikeEmperor1
      @ChildLikeEmperor1 ปีที่แล้ว +1

      @@micahjestep your comment was the one I was waiting for to make that reply

    • @FireLover7004
      @FireLover7004 ปีที่แล้ว +1

      @@ChildLikeEmperor1 YOU MUST CONSTRUCT ADDITIONAL PYLONS

  • @ryanlaurie8733
    @ryanlaurie8733 ปีที่แล้ว +7

    I feel like this might start an arms race with people trying to figure out the most efficant and optimal disposable drone designs, and carrier configs. Assuming they don't get banned on your server due to lag lmao

  • @orion9026
    @orion9026 ปีที่แล้ว +13

    I definitely want that next video on how to make them return too!

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +6

      Working on it the hard it has been trying to keep it short.

  • @scorpioncoreuniverse8981
    @scorpioncoreuniverse8981 ปีที่แล้ว +3

    Thank you for putting this out I've been wanting to do this for some time for my engineering.

  • @Xenro66
    @Xenro66 ปีที่แล้ว +2

    This single update has made this game feel 100x more alive and complicated lol. Love me some automations

  • @crunchynut007
    @crunchynut007 ปีที่แล้ว +2

    To avoid the limp fighters sitting on the deck, have a timer trigger max thrust on the downwards facing engines of the respective fighter to give it a nudge above deck level. This should fix the inherent collision checks causing the fighters not to move because of collision avoidance (and also a great way to push large AI torpedoes away on launch!). Alternatively, set collision avoidance off by default, then after 1 second turn it on upon liftoff. However I must caveat that if LOS to the target is below the deck line, the fighter will slam into the deck before collion avoidance gets placed on. Food for thought!

  • @alpacaofthemountain8760
    @alpacaofthemountain8760 ปีที่แล้ว +3

    Thanks! Great advice, can't wait to see what the community can do
    Also sick carrier

  • @infodumper9590
    @infodumper9590 ปีที่แล้ว +5

    Reminds me of the concept of tie fighters and their disposability. Its going to be fun to see all the designs that are created to protect the ai cores but also allow the to be cheap and effective weapons
    edit: maybe even making a ditch button so you can escape a crippled ship while it suicides the target or attempts to flee without crew. O isolated sections of a ship that will keep targeting if they get disconnected from the main control stations

    • @deloptin545
      @deloptin545 ปีที่แล้ว

      make escape pods look the same as ai fighters so the enemy won't think twice about shooting the fighter that isn't a threat yet

  • @malcontender6319
    @malcontender6319 ปีที่แล้ว +4

    Perfect, now I know how to make missiles for my hangar.

  • @someonerandom9939
    @someonerandom9939 ปีที่แล้ว +1

    A neat tactic I think would be a good reason to use a bunch of hangers is for like a battleship, enemies would come in expecting a straight 1v1 battle but suddenly you open a bunch of concealed hanger doors and suddenly there are a bunch of drones they weren't prepared for.

  • @clonechoopa31
    @clonechoopa31 ปีที่แล้ว +2

    This drone mechanics might have more versatility than one might see at first glance. For instance; you're on a gunboat that's really outnumbered but this gunboat is above a planet and is equipped with drop pods rated for plant atmo-entry, you plop the offensive block and activate it. While the gunboat is fighting you enter the drop pod and escape to the planet while your gunboat delays the enemy to the end. That is just the beginning in terms of potential for this update.

  • @death13a
    @death13a ปีที่แล้ว +3

    I want Devs to add a Signal transmitter and Signal receiver! Signal Transmitter will send a player number (0000-9999) through antenna and through antenna Signal receiver will receive number and if it matches Signal receiver then signal receiver will turn on. It essentially remote button function. It will round up Automatons nicely. 😊

  • @sragon67
    @sragon67 ปีที่แล้ว

    I grew up playing pinball, Pac-Man, asteroids, and Defender
    It's amazing to live to see the evolution of video games..
    Literally amazing
    I wonder if I am REALY going to play this thing - hopefully

  • @thecheshire2334
    @thecheshire2334 ปีที่แล้ว

    This update is awesome especially for my designs. My drones prior relied on remote control but they were well equipped to where i could orbital drop a miner and cruise it back with no problems. But now i can go full scale!
    One of my carriers is a big ship with 6 large ship drones with heavy cannons. Idea was for the deployment to allow a mass wing of cannons that shred large ships

  • @unexistedmatter1766
    @unexistedmatter1766 ปีที่แล้ว +2

    I always imagined self replicating ai colony, that can mine, deliver resources and fight on its own. Now it's possible I guess. Space Engies self sufficient AI. I am thrilled.

  • @Hagosha
    @Hagosha ปีที่แล้ว +2

    All i can think about is the old AI Swarm Drones (especially that orb mother) getting a revamp and how much more terrifying it'll be now hahaha

  • @AbysmalDemise
    @AbysmalDemise ปีที่แล้ว +4

    Would love to see a video about compact drone designs with the new ai stuff

  • @zamba136
    @zamba136 ปีที่แล้ว +6

    I am interested in a carrier that has a variety of ships with different AI.
    Hit &Run Bombers with autocannons & 2 AI controlled missiles each.
    Interceptors with normal machine guns and normal rockets
    A Carrier with Rail guns and Artilery being a Bot itself.
    A Large Grid Missile.
    And a personal fighter of my own preference that i dont think the AI would do well with.

  • @dacomputernerd4096
    @dacomputernerd4096 ปีที่แล้ว +1

    This gives me some ideas. Gotta mess with these things
    You could probably use pistons on timers or something to help move the fighters away from the grid automatically so they detect being separate properly
    If you turned off collision avoidance, they'd be pretty good at delivering armed warheads to a mobile target

  • @MrBlackdragon1230
    @MrBlackdragon1230 ปีที่แล้ว +1

    That is a swarm of death. Im looking forward to the self returning drone video.

  • @ghostbattalion1251
    @ghostbattalion1251 ปีที่แล้ว

    Heyo. I'm a console player and I'm getting a little crazy with my own AI drones. Got auto docking, auto launching, auto patrol/escort, and auto combat.
    List of items:
    2 Move AI (Both serve different functions)
    3 AI Record (1 Docks, 1 Launches, and 1 for Escort/Patrol)
    At least 3 timer blocks
    1 Event controller
    1 Combat AI
    I may have gone overboard with the setup but, it works. Fully automated, AI never shuts off, and one click of a button and watch it work/never shut off. Now, with what was shown in this video, I might actually be able to create a fully automated carrier.

  • @nikkotan2840
    @nikkotan2840 ปีที่แล้ว +1

    Ohh boy the Drones are back in business!

  • @crimsonclockwerk8503
    @crimsonclockwerk8503 ปีที่แล้ว

    I've been working on a mech that launches it's "wings" at the enemy. It's a small fighter that takes full advantage of the custom turret controller and the AI. This allows for a truly devastating combo.

  • @dakaodo
    @dakaodo ปีที่แล้ว

    Attack drones or suicide drones/missiles don't really have much distinction, for launching.
    Splitsie used a timer to launch his test missiles off the connector initially, for a top-down/indirect attack, the way you see many surface missiles launch. Vertical boost for 100m, then next timer block in the chain shuts off the override, turns on AI blocks. This way, you can achieve a consistent initiial launch that puts the drone reliably clear of your ship by X meters or seconds of boost.
    I imagine a moving carrier could use this to roll, pitch, or yaw as it fires off the sequential waves, to achieve a wider launch spread of drones. They'll attack from more angles on their initial approaches.
    With forward-launching drones, the initial boost could also be used to create even more stand-off distance -- your carrier could fire the drones from 3 km, with a boost phase timed for approx 500+ meters. This will put the drone AI into its 2.5 km detection range, but your carrier ship never has to enter that range itself. This could make the circle/orbit pattern more viable, since the boost launch phase won't get clogged with numbskull drone traffic around the carrier.
    I want to use the circle/orbit pattern more, b/c I'm trying out different drone roles. Heavy, cheap tank drones in the first wave -- mostly just a flying brick of heavy armor to serve as overbuilt moving decoys (since decoys have done !@#$ all in recent updates). A few long range circle/keep distance drones for railgun sniping (can be more expensive). And a bunch of cheap, disposable hit and run drones to fill out the menu (including missiles/suicide drones).
    I'm personally building on a rear connector vertical launch-to-direct-flight using all forward thrusters. As opposed to using up thrust to launch, then having to alter vector and course to forward thrust.
    Also, sometimes launching the AI off the connectors, the AI get stuck for a little while. This can cause the connection to reset and reactive its proximity magnetic force. I'd include an action on the timer disconnecting the connector to also turn off the connector. This is probably best done from the drone's timer block(s), so that if your carrier connector is included in a merge/welder/projector setup, it will immediately be ready to connect the next welded replacement.

  • @tiernanjelmeland464
    @tiernanjelmeland464 ปีที่แล้ว

    Can't wait to see the player's in your server play around with this!

  • @christopherpoet458
    @christopherpoet458 7 หลายเดือนก่อน

    I would honestly love to see a dedicated SE AI Fleet series on building, supplying, and maintaining an AI fleet in SE Survival.

  • @MrSaint1028
    @MrSaint1028 ปีที่แล้ว +1

    Thank you so much I was wondering how to do this thank you so much for this video I love the channel and the videos❤

  • @aurenian8247
    @aurenian8247 ปีที่แล้ว +1

    I've updated the original. I ended up putting all the launch control on the fighters themselves. That way they can either be launched as a group or one at a time.
    They seem to struggle a bit while changing direction because the AI wants to fly using the side engines instead of the bottom engines like they are designed to do.

    • @beefcake3543
      @beefcake3543 3 หลายเดือนก่อน

      Did you use the carrier in the video?

    • @aurenian8247
      @aurenian8247 3 หลายเดือนก่อน

      @@beefcake3543 Yes in one of the Lunacy iterations it was my ship for the end event.

    • @beefcake3543
      @beefcake3543 3 หลายเดือนก่อน

      @@aurenian8247 Could you share it as a blueprint? That would be a tremendous help.

    • @aurenian8247
      @aurenian8247 3 หลายเดือนก่อน +1

      @@beefcake3543 It's linked in the video description.

  • @thegovner3375
    @thegovner3375 ปีที่แล้ว

    what I like about AI fighter is that they don't completely make player manned fighter obsolete, sure AI's are far more spamable but player fighters will always maneuver and respond to orders faster / better

  • @astropond5081
    @astropond5081 9 หลายเดือนก่อน

    I can already see massive carrier wars starting.

  • @codysalyer1105
    @codysalyer1105 ปีที่แล้ว

    Love your return to making more SE videos!!!

  • @WeeADream
    @WeeADream ปีที่แล้ว

    one goal i have for a build is to have a carrier that has 4 2 frigates and 2 corvettes on its side acting as back up thrusters and extra armor but when it detects an enemy the side ships disconnect and engage the enemy, with both the frigates and the carrier launching their own fighters as extra support. so pretty much a Fleet Carrier class ship

  • @jamesscalzo3033
    @jamesscalzo3033 ปีที่แล้ว

    Loved the video @LastStandGamers! Can't wait for the next video man! Having an AI Fighter, Bomber or even Attack Aircraft would be Really Cool to see. Even AI Transport Units like Medium and Heavy Lift Utility and Cargo Helicopters in Space Engineers is cool!
    For me, I'd have a Flight Recorder to Record a Taxi Procedure, a Takeoff and a Landing Procedure, the AI Offensive Block to either Fight Enemy Fighters or have Attack Aircraft Fire Missiles or Drop Bombs on a Target and the Condition Block to have them Return to The Airbase or the Carrier when They're either Low on Fuel or they've Expended their Ammunition. This way should allow for the Set-up of some Strikes and even a Combat Air Patrol to Protect the Carrier and the Carrier Group.
    Let me know what you think about this and I'll catch you in your next video man!

  • @josephhurst4902
    @josephhurst4902 ปีที่แล้ว +1

    0:29, ERROR. if your not really caring about them Returing to the Carrier, then why are these Drones not Kamakazi Drones? They Fire all ammo until it is Depleted, then PLOW INTO the target before Detonating and inflicting the utmost damage.

  • @CubeAtlantic
    @CubeAtlantic ปีที่แล้ว

    These drones are so unique yet basically almighty & have good acceleration.

  • @Daniel-Strain
    @Daniel-Strain ปีที่แล้ว +2

    Great video thanks! I see a lot of people recommending to turn connectors off to part ways. But what if you turned off the magnetics on both connectors and relied on the positioning to be accurate. Then simply switched lock to part?

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +1

      Yes that would work, there's plenty of ways of achieving the same goal I just like the fact that they go red and it clear.

  • @nobodx
    @nobodx ปีที่แล้ว +1

    If you want them to return to the carrier after {ammo depleted, damaged, time, fuel low....} would you rather use a central beacon for reference, and set up waypoints for each fighter manually, or build multiple beacons on the carrier, and just change the beacon itself for each fighter ?

  • @KingYurtleOfTurtle
    @KingYurtleOfTurtle ปีที่แล้ว +2

    Would it be more effective to create a cylindrical carrier with drones on the outside circumference? You could deploy drones a lot quicker. Less launching collisions (because they deploy in different directions) means less need for delay, all with a smaller footprint

    • @KyleMan-my9wn
      @KyleMan-my9wn ปีที่แล้ว

      Definitely an interesting concept, although it may be a little difficult to build/engineer, however, you’re probably right about the larger waves.

  • @neddavies4358
    @neddavies4358 ปีที่แล้ว +2

    The ai recorder does not mind if the beacon goes out of range so you can set the ai to take off out of its rout i prefer to have all the fighters set up in line so they have the same Ai. Then they fly to a waypoint 10 km or even like 30km from the target or fly a loop around a you at 3k for example but you have to stay still because i don’t think it adjusts for you movement when outside of beacon range. then if the bomber detects an enemy, it fill fly a hit and run to 2.25km and fire its payload of missiles at 2.25km then even controller can detect this switch the bomber back to defensive ai but also set a timer turning off old recorder and turning it to another one with its last waypoint getting set to where it dropped missiles since you can have it automatically change its last waypoint. you need another offensive ai so you don’t trigger it again making it try and drop missiles twice on second run 3 times on third etc. then it will return and again reload its missiles and repeat. If it docks with a connector each time you can have the carrier reset the bomber using groups so it does not dump all your component into missile after the target is dead. this means your ai carriers like real carriers can attack targets way out of range even to a point were sometimes my bombers are running sorties on several enemies that I do know the location of.

  • @jackday9424
    @jackday9424 ปีที่แล้ว +1

    i cant wait till i make a swarm of tie fighters now, need to see if it works with the starwars armco mod. great work Arron !!

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +1

      That sounds awesome can't wait to see it.

  • @novantha1
    @novantha1 ปีที่แล้ว

    IMO for disposable drones I don't think you want them placed in rows; I think the ideal shape would be something like a flat grid shape whose face was towards the enemy ship. You would have one drone inside of each box of the grid. In other words, an open hanger design, essentially.
    The argument here is that you should be able to parallelize the launches with some sort of tiling method. ie: Assuming x = 0 is the furthest to the left, and y = 0 is the bottom, you could launch drones from x0 y0, x1 y3, x2 y6, x3 y9, x4 y1, x5 y4, x6 y7, and so on at the same time without them interfering because there should be enough distance between each fighter. You could then do a second wave offset either be one x or one y value.
    Alternative a cross shaped carrier should be able to launch two fighters from each "arm" without issue at the same time.
    I do think that the rate of launch matters a lot for this strategy, because the enemy should have an amount of PD that can take out X number of drones per second; in other words, there's a minimum number of drones to pierce the enemy's defenses at all, so you want to pay your "tax" as few times as possible, by launching in as close to a single wave as you can.
    Alternatively, I think another strategy could be to start the drones with inertial dampeners off, launch a few, move your ship, roughly equalize momentum, launch a second wave, and so on so forth to get a large wave built up. You would then need some sort of signal or event to activate them and turn on inertial dampeners (didn't think this part through, not sure what would be the best).
    One could imagine a welder ship with a single drone port building up a wave of fifty drones, for instance, on route to an enemy, and them all activating at once.

  • @CallumCBG
    @CallumCBG ปีที่แล้ว +1

    before having giant flight decks on your ships wasnt really worth it in my opinion atleast, because it was a giant, unprotected surface so your fighters would get destroyed so easily. However, now they are going to be so much more useful as you can launch large amounts of fighters quickly and easily instead of slowly coming out a hangar bay

    • @WulfgarOpenthroat
      @WulfgarOpenthroat ปีที่แล้ว +1

      Venator-style recessed flight deck with armoured doors for the drone fighters?

  • @stevenzeilinga5324
    @stevenzeilinga5324 ปีที่แล้ว

    I have been waiting years for a plug and play drone system! The new meta is Ganna be sic

  • @ironwarr
    @ironwarr ปีที่แล้ว +1

    I had the idea when this update was released to make a carrier with an artificial mass launch system, I don't have the time to do it myself so it would be cool if someone else tried it. Like a fabrication bay that manufactures and stores fighters and then launches them

    • @KyleMan-my9wn
      @KyleMan-my9wn ปีที่แล้ว

      I had the same idea of making a carrier that could manufacture fighters throughout a battle, although at that point, it might have to become a super carrier with its size, but definitely something I’ll look into!

    • @ironwarr
      @ironwarr ปีที่แล้ว

      @@KyleMan-my9wn I think for the artificial mass system to work the ai blocks need to have an offset with a timer block to avoid collision, and the storing should just be an assembly line

  • @misterymaster5678
    @misterymaster5678 ปีที่แล้ว +2

    I hope that one day we also get an “AI Drive“ for rovers…

    • @WulfgarOpenthroat
      @WulfgarOpenthroat ปีที่แล้ว +1

      You can fudge it, if you use 4-directional thrusters and set wheel friction to 0.
      Far from ideal and had issues with rough terrain but atleast it's something.

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +1

      You can make it work its not perfect but you can do a lot with it still.

  • @bobbywinicher9080
    @bobbywinicher9080 ปีที่แล้ว +1

    My biggest curiosity is that if u can make bombers with the new ai stuff

  • @evo3s75
    @evo3s75 ปีที่แล้ว

    what I was thinking with my design was to make a big ship with a lower hangar bay (which will hold about 4-6 drones) and that it will have those drones fall out with gravity and then they wake up and attack the target

  • @roboticintelligenceunit1a652
    @roboticintelligenceunit1a652 ปีที่แล้ว

    Strike craft researched
    When we getting fusion that uses ice but requires a lot of energy to start it off, and if it runs out of a set number of ice it shuts off and u have to start it again, like a pull cord on a chainsaw

  • @outrageous-alex
    @outrageous-alex ปีที่แล้ว

    Definitely have a few ideas with blueprints to make this easier, though setting up in SE is always the harder part.

  • @BoxableSocks
    @BoxableSocks ปีที่แล้ว

    okay hear me out. theres this roblox game called starscape.
    the primary enemies are drones and pirates. the drone lore is that a faction created them for defence but they went rogue. imagine a self-sufficient drone species that causes mass chaos and an entire war, that would be SICK.

  • @Angel90011
    @Angel90011 ปีที่แล้ว

    All I can think of is a mothership that has printers pushing out an endless stream of tiny fighters/missiles until the target is destroyed... u can also have the "return" point if they live be in a grinder pit to recycle old damaged ships

  • @vizender
    @vizender ปีที่แล้ว +2

    I think you could easily launch more drones at a time by launching every other, or every 3 rows at a time

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +1

      I agree but the issues I ran into then was them shooting each other in the back. The time also allows the attack to be spread out.

    • @Kakarot64.
      @Kakarot64. ปีที่แล้ว

      ​@@LastStandGamers
      Is there a way to disable their weapons temporarily until they're clear of the carrier?

  • @kitty5104
    @kitty5104 ปีที่แล้ว +2

    Takes alot of time but the potential of a drone carrier in a fleet is brutal and definitely worth it I think!

  • @tassiedevil3
    @tassiedevil3 ปีที่แล้ว

    What would be cool but clang would very much hate, is a launcher comprised of rotors that "fling" the drone into combat. Could make for a planetary defence laucher....

  • @xGhost4000x
    @xGhost4000x ปีที่แล้ว

    I think it would make a lot of sense to have the carrier mobile so that the drones get some separation once the landing gear is disabled

  • @alejandrotorcida9607
    @alejandrotorcida9607 ปีที่แล้ว

    i would like to see a "closed hangar" and see the carrier configuration for open the hangar doors, start the fighter, the fighter go, and get back and land in the "closed hangar"

  • @bobdersteve694
    @bobdersteve694 ปีที่แล้ว +1

    does this also work on ps4/5?

  • @wepntech
    @wepntech ปีที่แล้ว

    Looking at this I'm thinking a racker basicly a carrier type thing only it's an oven rack sort of structure with each rack being a deck to launch strike craft or wtvr to a fight or something, perhaps sliding out for launch or, rotating out, also one could do like a drop platform of fighters and such and drop them at various points like little hornet nests or something in space, super simple, not overly complex just a group of misiles or fighters or wtvr in a place that launches stuff as it sits there and is activated.

  • @garwynrosser8907
    @garwynrosser8907 ปีที่แล้ว

    I've not yet played this game, so I'm unfamiliar with the mechanics. In regards to "space carriers" wouldn't it make more sense to have the runway angled away from each other. Like a triangle shape with a runway in each side (Tri-Carrier?).
    This way would avoid many collisions due to heavy grouping as you would have three single lanes.

  • @Canoby
    @Canoby ปีที่แล้ว +2

    Who else wants to see a whole fleet of AI Henry's bringing the ruckus on a server?

  • @badkarma9809
    @badkarma9809 ปีที่แล้ว +1

    how do i get the fighter them self?

  • @eclipseslayer98
    @eclipseslayer98 ปีที่แล้ว

    The drones would probably benefit from an active launch system like a gravity catapult or something.

  • @guillermoelnino
    @guillermoelnino ปีที่แล้ว

    FINALLY!
    I can easily outsource the job I'm least effective at in Space Engineers.

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +1

      Soon the game will play its self and you can just log in to see what your drones have brought you.

    • @guillermoelnino
      @guillermoelnino ปีที่แล้ว

      @@LastStandGamers although the combat is fun in SE I've never been good at. More of a resource gathering/ship builder guy.

  • @fadedstorm3273
    @fadedstorm3273 ปีที่แล้ว

    The only thing I’d see could be a problem is that most carriers are very poorly armored or have no armor at all so having to get into 2.5 kilometers of a target is pretty risky especially if you don’t have a support fleet by your side to screen from enemy ships

  • @kerbalairforce8802
    @kerbalairforce8802 ปีที่แล้ว +1

    Remember to put at least one decoy block on every drone.

  • @piotrwojtowicz8913
    @piotrwojtowicz8913 ปีที่แล้ว

    (AN) very nice spacecarrier.
    (D) Sehr schöner Raumflugzeugträger.
    (PL) bardzo ładny kosmiczny lotniskowiec .

  • @thejuggernautofspades9453
    @thejuggernautofspades9453 ปีที่แล้ว +3

    We need defensive shields and more quality of life things

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +2

      Shields, one of the most debated topics in space engineers why do you think we need them ?

    • @KyleMan-my9wn
      @KyleMan-my9wn ปีที่แล้ว

      An interesting idea for shields would be to only block some projectiles, such as rockets (as much as those don’t need to be nerfed anymore as they are, just spitballing here) so it would create more initiative to use artillery. It could also be done where the shield only protects against projectiles from a certain range, (such as 1.5km or more) to try and protect against long range missiles and rail gun drones. There’s other ways too, and I definitely don’t think that they’re necessary, especially with the new flee ability for AI, and safe zones already existing, but if done right, it could be a great feature, (sorry about my bad grammar, it’s late)

  • @spirovarelis9637
    @spirovarelis9637 หลายเดือนก่อน

    How would restock the fighters? Would building them with a welder on the ship work? Or would you need to make them separate from the carrier.

  • @WulfgarOpenthroat
    @WulfgarOpenthroat ปีที่แล้ว

    So an event controller with something like Connector Connected = No -> activate AI doesn't work?
    Getting things set up so you don't need to configure the carrier and/or fighter block settings every time you put a newly printed replacement fighter onboard would make things a lot more practical, there has to be some way to get the fighter to key off of a change in carrier block status or the ilk.

  • @justnelson1634
    @justnelson1634 ปีที่แล้ว +1

    why you didnt uploaded it with the ia ?

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +2

      The base ship is not mine if the creator would like the AI version i can always give it them to upload

  • @jigsawalwayswins8636
    @jigsawalwayswins8636 ปีที่แล้ว

    I intend to get into this game, however I'm still waiting on our ps4 release.
    That being said i want a space aircraft carrier the size of a planet.
    When they ask how many aircraft you have at your disposal,
    You say "Yes!"

  • @tryorse8340
    @tryorse8340 ปีที่แล้ว +1

    This will be really helpful because I made a hangar that drops the fighters and activates them. But I can't get the ai to work, they just float there doing nothing.

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +2

      Working on something to show how to launch from hangers and return to them a few more steps are involved that requires more AI blocks.

  • @gamerelite3989
    @gamerelite3989 ปีที่แล้ว +2

    aaron did you ever think of bringing back your gutter nanites sticky bombs as ai controlled weaponry?? i was looking at this the other day since im an old fart in engineering and this might be interesting to see now :D the nanites wouldnt just wander off either they would stick to ships like bees on honey XD

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +1

      That's a great idea going to have a play around with that concept as soon as I get the time.

    • @gamerelite3989
      @gamerelite3989 ปีที่แล้ว

      @@LastStandGamers oh and i forgot to say to get the small drones away from youre grid you could put pistons in combo with even controller and timer for ejection pushes to send them up so the ai picks up faster???

  • @KyleMan-my9wn
    @KyleMan-my9wn ปีที่แล้ว

    Now I’m not 100% sure if this would work, but couldn’t you set up one fighter, copy and paste it with the controls, then use timers to fire off each row, just to make it a bit easier to set up? Or would this be hard to do in survival, and only viable for creative worlds?

  • @purpledragon2508
    @purpledragon2508 ปีที่แล้ว

    I feel like it would be better to have each wave of fighters be on a separate button, so you can commit just a few of your drones for smaller situations, rather than all or nothing

  • @joffreehudgins6929
    @joffreehudgins6929 ปีที่แล้ว

    Just saw your missed video. Please use that same system to launch drone battle ships like that instead on missiles!

  • @dash_lp
    @dash_lp ปีที่แล้ว +2

    This is the end of the dreadnoughts

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว

      Why do you think this ?

    • @dash_lp
      @dash_lp ปีที่แล้ว

      @@LastStandGamers well - I have a bit experience in Dreadnought designing and building - and usually a dreadnought has heavy weapons, maybe a super weapon and a lot of Point Defence - but it is much more inefficient to try to protect a huge ship like a dreadnought bcz if u could build like 4000 small fighterdrones with its resources and then swarm it - against 4K fighters even the best Point Defence would be useless 😫
      The optimized ship for this new kind of warfare would be some sort of a carrier like ship (I also designed a super carrier - but that one sadly will never be completed because of it being so big for one structure that it reached the physical block simulation limit 😭), destroyers with focus on Point Defence for the carrier group, frohstes with AI Controlled long range missiles for heavy striking, and maybe a heavy cruiser type with weapons to efficiently attack a base or finish critical damaged old battleships with cheaper ammo 🤷🏼‍♂️

    • @lukea1533
      @lukea1533 ปีที่แล้ว

      I mean irl battleships died due to the same reason. Missiles and Fighters were born, and with it having big gun would not save you since the threat you normally fought in the sea is in the air now.
      The better question is, why did it take so long for engineers to discover basic AI?

    • @dash_lp
      @dash_lp ปีที่แล้ว

      @@lukea1533 well - I guess bcz it was rather complicated to program it on his own - and finished scripts u could download usually need a few modifications depending on how ur built vehicle differed from the one the script was made for 🤷🏼‍♂️
      I guess that’s why basic AI wasn’t used that much

  • @micahjestep
    @micahjestep ปีที่แล้ว

    I wonder if you set every other or one row ever 3 rows to activate at the same time if you could avoid collision and have a much faster launch 🤔

  • @lop4453
    @lop4453 ปีที่แล้ว

    U cold also use a event controller set to connector locked to turn the thrusters and ai blocks on :)

  • @wafilia3805
    @wafilia3805 ปีที่แล้ว +1

    Couldent you give the drones an initial override or is the AI not capable to change that setting?
    Perhaps you can reduce than the time on the timerblocks and the starting sequence is much faster.

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +1

      Yes I had played with launching them with the recorder but it was just so time consuming plotting all the take off procedures.

  • @Sovreign071
    @Sovreign071 ปีที่แล้ว

    Played a vit of SE a while back, and my brain couldn’t even connect a container to a dispenser.
    If those are actual things.
    Still, regarding the carrier, in a PvP: scenario with disposable drones, could a carrier be refit to manufacture drones to replace the ones it launches?
    Also, if a disposable drone runs out of ammo, can it be programmed to ram its target?

  • @camer5371
    @camer5371 ปีที่แล้ว +2

    yo can you make Ai swarm warhead missiles ? i think that would be really cool

    • @wepntech
      @wepntech ปีที่แล้ว

      yup, thers an intercept thing.

    • @LastStandGamers
      @LastStandGamers  ปีที่แล้ว +1

      Yea of course large or small grid though ?

  • @CherryBlossom-mh6vv
    @CherryBlossom-mh6vv ปีที่แล้ว

    at first, I thought this was a creative writing experiment, and that the screen visuals were just a visualization 😅

  • @AidenRichards-tc3gw
    @AidenRichards-tc3gw ปีที่แล้ว

    honestly me personally i would make projector and welder system that produced new fighters so i am not just limited to the compacity of the carrier ship