in 2:25 minutes you saved me from going insane, i tried docking a ship to a mobile space station without using the beacon as reference (big boo boo) thank ou so much for making this!
Very smart idea, this way you can just change the beacon reference depending on which port you want the fighter to dock to; as long as the beacons are in the exact same spots relative to the ports.
Thats very smart! But how would you do it if you wanted to print a fighter after it gets destroyed? Have a seperate blueprint for every fighter? Because if you would have to change the reference beacon of every fighter, its not automatous anymore
Ok so drone carriers are going to be a major thing now. Wonder if they are going to be something like capital ships or just general battleships with carrier capabilities
No it means we are going to need purpose built ships. Carriers, destroyers and screening ships will be a thing. The fact we can make reliable missles missle crusers and destroyers have to be built to deploy their ordinance.
It comes down to the PCU limit as low as 20,000 you're working with. A player flying a warship stacked with cannons won't have much score left for committing to drone grids without giving up cannons. The more you have of one thing the less you'll have of another. As it is now they seem a bit tedious to replace.
@@MagnificentXXBastard With a formation script you only need one mother to dock, all the others will stay in formation thus also fly the same path just with a set distance. If your mother dies tho, Bad times ahead
Honestly, this would be actually an amazing thing as a fighter assist aswell. Say you like to use a fighter to assist your main ship, which is able to fight and maneuver on its own. Tbf, that point is more to do with why you might want a fighter, but anyways. My idea stems from the ability to have maybe an internal hangar bay, where you could, instead of having to pilot it in, it could be clicked to automatically Dock inside. And maybe if you are clever with sensors and such you could make it if you are close enough it'd pull you in, but that could make leaving difficult. But either way, this system will be incredible for auto Docking
short and simple. small tip. for final waypoint, turn off connector and gently jam it in there for final waypoint, it helps assure it gets close enough. :)
This is gonna be so useful, I have a shuttle and a mining ship that only just fit in my carriers hangar bay and this is going to make docking them sooo easy. Just one question for science purposes, does the AI still dock properly and remain at correct relative position if the ship is moving?
@@Liberty_Bull thanks so much for the help, just some additional and probably stupid questions (I’m fairly new to space engineers.) is there a way to see the upwards thrust power of a grid? Do ion thrusters perform progressively worse in higher gravities than in lower gravities and if you have a gravity generator will you experience for example 2g on a 1g planet due to the extra 1g from the gravity generator? 😅
@@viper56tl36 No way to see, but there are calculators online where you put in the thruster amounts and ship weight. Ion thrusters do worse the higher the gravity, much like atmospheric thrusters do worse the lower the gravity. Hydrogen thrusters are unaffected by gravity and is full power in all environments; just keep in mind, your ship will get "heavier" the higher the gravity goes. And gravity generators are deactivated when in natural gravity.
Anyone having trouble with the drone not lining up properly or being generally goofy, try setting an action to disable collision avoidance on waypoint 0
Literal beacon, and I havent checked but I believe it may need to be broadcasting. Interesting dynamic. Almost like the drone capital ship in Star Wars Episode 1, you may want to target the motherships drone beacon.
I don’t get it when I tried it the ship will dock and line itself up perfectly but when it goes up to connect to the docking port it slams in to it Any help
Fair question. Interestingly enough you could program ships to move to waypoints not relative to a ship for a long time prior to Automatons, pretty much the whole point of this functionality of the update is the waypoints being able to move with the carrier.
They follow the ship wherever it goes thanks to the reference beacon. You can probably even change the reference beacon to another ship with the same layout and they would dock to it just as well.
One question what of you change the orientation of the docking ship will that affect the ai will it automatically flip the way points for you if you're ship is let's say at a 90° angle to when you set up the ai
I found that while they are traveling to the carrier, you can keep moving. You should stop before they get to the waypoint below the connectors so they don't miss. You could try and make some sort of gravity well that sucks up your drone into a very specific channel, or screw around with more robust systems like a big magnetic sheet to catch the drone mid flight. In my case the drones missed by a single block length behind the connectors, so having a small array of connectors next to each other with high strength may have even done the trick.
Make sure the AI blocks are facing the correct direction. Also I noticed using the "record" function to copy my movements instead of setting manual waypoints caused it to move slow and sluggish or act weird. I have a feeling that if waypoints are close together the AI has a harder time.
Yes, it may even work while the carrier is moving if you have a more robust docking situation, such as a connector on the nose of the fighter docking into the rear of the ship or something.
@@Liberty_Bull I kind of doubt a ship can return to the carrier if it is moving at a decent speed though. I was thinking about building a carrier that ships have to physically enter to dock. Perhaps even some cross between a blimp (parked ships on rails inside) and a modern-day ship (parked ships below decks using elevators) aircraft carrier. I assume docking while maneuvering is a no-go regardless but that makes sense.
@@6105boe I tried to have them dock while this carrier was moving and they got so close, the fighters ended up thrusting up right behind the connectors. If they had a straight shot to their docking ports it may work.
I believe the information may propagate with blueprints. If not, they should make a copy/paste function. I know they propagate between copy/pasting ships.
Your 3 minute video probably just saved me a solid hour of trying to figure out how this works, thank you so much!
Glad it helped!
true that
And just like that, carrier gameplay is now possible.
It was always possible with scripts, but now its much more streamlined.
Quickest turtorial I’ve seen on that topic yet.perfect
in 2:25 minutes you saved me from going insane, i tried docking a ship to a mobile space station without using the beacon as reference (big boo boo) thank ou so much for making this!
I hearby declare you a saint of clang
Thank you for this
Exactly what I was looking for, good and short,subbed 👊🏻
Thanks for the sub!
Jumo in deploy, jump out then slowly crawl to the combat and recover fighters and bombers...Or jump way if you lose all drones
Potential of THIS, is ENORMOUS !!!
If you want to make this whole process easier for a carrier, you can have individual reference beacons for each docking port
Very smart idea, this way you can just change the beacon reference depending on which port you want the fighter to dock to; as long as the beacons are in the exact same spots relative to the ports.
Thats very smart! But how would you do it if you wanted to print a fighter after it gets destroyed? Have a seperate blueprint for every fighter? Because if you would have to change the reference beacon of every fighter, its not automatous anymore
@@botenbouwer You might be able to do it using programmable blocks and a button setup in your factory.
As in, using scripts?@@carlodagunz
Love the TIEs docking to the Gozanti!!!
Awesome.
And straight to the point. You have helped many engineers with this video including myself.
Thank you.
And subscribed 😎👍
Ok so drone carriers are going to be a major thing now. Wonder if they are going to be something like capital ships or just general battleships with carrier capabilities
No it means we are going to need purpose built ships. Carriers, destroyers and screening ships will be a thing. The fact we can make reliable missles missle crusers and destroyers have to be built to deploy their ordinance.
It comes down to the PCU limit as low as 20,000 you're working with. A player flying a warship stacked with cannons won't have much score left for committing to drone grids without giving up cannons. The more you have of one thing the less you'll have of another.
As it is now they seem a bit tedious to replace.
The fact my carrier can house over 100 micro combat drones each with an assault cannon and gatling gun makes me very happy
how did u set up the docking? individually for each drone and connector?
@@MagnificentXXBastard With a formation script you only need one mother to dock, all the others will stay in formation thus also fly the same path just with a set distance.
If your mother dies tho, Bad times ahead
@@little_lord_tam For that i'd need antennas and programmable blocks on all my drones, as well as have scripts enabled.
Honestly, this would be actually an amazing thing as a fighter assist aswell. Say you like to use a fighter to assist your main ship, which is able to fight and maneuver on its own. Tbf, that point is more to do with why you might want a fighter, but anyways.
My idea stems from the ability to have maybe an internal hangar bay, where you could, instead of having to pilot it in, it could be clicked to automatically Dock inside. And maybe if you are clever with sensors and such you could make it if you are close enough it'd pull you in, but that could make leaving difficult. But either way, this system will be incredible for auto Docking
short and simple.
small tip. for final waypoint, turn off connector and gently jam it in there for final waypoint, it helps assure it gets close enough. :)
Alright, this is awesome
Nice, relative waypoints is the one thing that SAM autopilot was missing.
Wow that's really awesome. Interesting to see what players do with this.
Hell yea dude, thanks for this vid, I was struggling with that dam recorder block
You are very pog such good wows in this video
This is gonna be so useful, I have a shuttle and a mining ship that only just fit in my carriers hangar bay and this is going to make docking them sooo easy. Just one question for science purposes, does the AI still dock properly and remain at correct relative position if the ship is moving?
They give it their best effort but it can be hit or miss.
@@Liberty_Bull thanks so much for the help, just some additional and probably stupid questions (I’m fairly new to space engineers.) is there a way to see the upwards thrust power of a grid? Do ion thrusters perform progressively worse in higher gravities than in lower gravities and if you have a gravity generator will you experience for example 2g on a 1g planet due to the extra 1g from the gravity generator? 😅
@@viper56tl36 No way to see, but there are calculators online where you put in the thruster amounts and ship weight. Ion thrusters do worse the higher the gravity, much like atmospheric thrusters do worse the lower the gravity. Hydrogen thrusters are unaffected by gravity and is full power in all environments; just keep in mind, your ship will get "heavier" the higher the gravity goes. And gravity generators are deactivated when in natural gravity.
@@Liberty_Bull thank you so much for the help man :D
Thanks! I was really struggling to get it working
Thank you!
Anyone having trouble with the drone not lining up properly or being generally goofy, try setting an action to disable collision avoidance on waypoint 0
Automation, the docking computer DLC
Feels like this vid should be added in F1 menu
That's a huge compliment, thank you!
This is very cool if you build a PVP carrier and than you attach a drone to your pvp carrier and launch them into battle
Thanks for the video, looks like a snap! Does the carrier ship have to have a literal beacon block on it or is that just jargon?
Literal beacon, and I havent checked but I believe it may need to be broadcasting. Interesting dynamic. Almost like the drone capital ship in Star Wars Episode 1, you may want to target the motherships drone beacon.
Omg. Not only is it perfect for drones, I've always hated the docking process. Autopilot enabled hah, that's great, seriously
If I save this all to a blueprint and spawn it in will the blocks lose its waypoint information?
I wonder this too, have you tested yet?
It amazes me that there aren't simply standard actions for docking "at connector [name]" (and mining).
you should check out Star Wars Rebirth you would love the ships and tie fighters we have there.
I don’t get it when I tried it the ship will dock and line itself up perfectly but when it goes up to connect to the docking port it slams in to it
Any help
So will this work the same way if you move the ship at all because of the reference beacon or will it always travel to those waypoints?
reference beacon makes the waypoints that were set relative to the beacon, so if the carrier moves, the waypoints do too.
@@volkaineo that’s awesome. Thanks :)
Fair question. Interestingly enough you could program ships to move to waypoints not relative to a ship for a long time prior to Automatons, pretty much the whole point of this functionality of the update is the waypoints being able to move with the carrier.
If you change capital vessel position, drones will follow the new point, or this will need that a new configurate?
They follow the ship wherever it goes thanks to the reference beacon. You can probably even change the reference beacon to another ship with the same layout and they would dock to it just as well.
@@Liberty_Bull Really impressive this new project, thank you!
just to clarify those waypoints are relative to the beacon or antenna signal right?
Yes, so if the beacon is destroyed and rebuilt in a different part of the ship the drone probably won't be aligned properly.
Okay, those fighters are legit. Are you willing to link your workshop page?
bro your drones are wild, pls do a video about how to buildt the star wars drones
One question what of you change the orientation of the docking ship will that affect the ai will it automatically flip the way points for you if you're ship is let's say at a 90° angle to when you set up the ai
The waypoints face the proper direction after every sort of movement, rotation, distance, etc.
Thank you also can I get that tie fighter?
Is the blueprint for that TIE Fighter available?
so does those waypoints follow the carrier when it moves?
Yup.
i don't know why ... i do the same of the video, but my ship fly random way ...
Unfortunately the autopilot doesn't work very well if the waypoints are moving, so the carrier must stay still during the process.
I found that while they are traveling to the carrier, you can keep moving. You should stop before they get to the waypoint below the connectors so they don't miss. You could try and make some sort of gravity well that sucks up your drone into a very specific channel, or screw around with more robust systems like a big magnetic sheet to catch the drone mid flight. In my case the drones missed by a single block length behind the connectors, so having a small array of connectors next to each other with high strength may have even done the trick.
Been doing this but for some reason it gets close, angles itself away from the connector, and then thinks it's docked.
Make sure the AI blocks are facing the correct direction. Also I noticed using the "record" function to copy my movements instead of setting manual waypoints caused it to move slow and sluggish or act weird. I have a feeling that if waypoints are close together the AI has a harder time.
@@Liberty_Bull My recorder block was facing the wrong way, since the connector was on the back of the ship. Thanks!
Good, now try to make it dock with moving ship!
can the drones dock even when the ship has moved ?
Yup!
How you make that ship
Does auto-docking work even if the position of the carrier is changed?
I’d assume that is what the reference beacon is for, to make the wayoint position relative to the carrier beacon rather than static.
Yes, it may even work while the carrier is moving if you have a more robust docking situation, such as a connector on the nose of the fighter docking into the rear of the ship or something.
@@Liberty_Bull I kind of doubt a ship can return to the carrier if it is moving at a decent speed though. I was thinking about building a carrier that ships have to physically enter to dock. Perhaps even some cross between a blimp (parked ships on rails inside) and a modern-day ship (parked ships below decks using elevators) aircraft carrier.
I assume docking while maneuvering is a no-go regardless but that makes sense.
@@6105boe I tried to have them dock while this carrier was moving and they got so close, the fighters ended up thrusting up right behind the connectors. If they had a straight shot to their docking ports it may work.
Thats cool. but every time you lose a drone to combat, you have to teach new ones how to dock.
I believe the information may propagate with blueprints. If not, they should make a copy/paste function. I know they propagate between copy/pasting ships.