NEW AI BLOCKS FINALLY HERE - Space Engineers Automatons Beta

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 505

  • @Zer0sLegion
    @Zer0sLegion  ปีที่แล้ว +66

    What feature of the beta are you most excited for? Let me know!

    • @_Kattivo_
      @_Kattivo_ ปีที่แล้ว +6

      all of them, I have so many ideas that probably get overwhelmed

    • @normaldavid
      @normaldavid ปีที่แล้ว +5

      Having ships beat the crap out of each other autonomously.

    • @AubiNation
      @AubiNation ปีที่แล้ว +3

      I am most excited for automated drone carrier tactics!

    • @GuillotineRegent
      @GuillotineRegent ปีที่แล้ว +3

      Drones that carry my stuff, flying robot drones that stay close to me, and attack any enemies that get too close, and learning how to make auto mining drones for asteroid harvesting. I'm on Xbox, so scripts are a no-go, this is the closest I can get without learning to write scripts.

    • @Rbob86
      @Rbob86 ปีที่แล้ว +1

      I WAS excited but then my stupid drones wouldn’t work so that made me irritated but this video helped me figure out what I had messed up so thanks

  • @gustavosantos106
    @gustavosantos106 ปีที่แล้ว +193

    Space Engineers has done another step towards becoming another programming language itself.

    • @deathstrike6675
      @deathstrike6675 ปีที่แล้ว +8

      Imagine using this to get a get hired

    • @shouldb.studying4670
      @shouldb.studying4670 ปีที่แล้ว +8

      And a physics model. I made a big grid box full of small ship ion thruster balls and it does a good job of modelling diffusion, especially fun to "shake the box"... handles a surprisingly large number, >50, before it starts to chug on my potato 😆

    • @cron1807
      @cron1807 ปีที่แล้ว +4

      So it will pull a Minecraft then?

    • @gustavosantos106
      @gustavosantos106 ปีที่แล้ว +2

      A better Minecraft. One with planets and Physics!

    • @brandonfrye1834
      @brandonfrye1834 8 หลายเดือนก่อน

      It already uses c sharp What other programming language could you be referring to?

  • @shanepye7078
    @shanepye7078 ปีที่แล้ว +101

    The event controller should have a “View on LCD” function for when the event you choose is something like fuel, power, or storage capacity.
    Would be nice to display the info on a selected LCD and eliminate the need for that script as well, like the “Always face the sun” feature

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +12

      That would be cool!

    • @termiusprime
      @termiusprime ปีที่แล้ว +9

      @@Zer0sLegion I want a feature to view cameras on LCDs

    • @m1sz3lpl24
      @m1sz3lpl24 ปีที่แล้ว +3

      @@termiusprime That would require PIP tech and would murder the already poor performance even more

    • @asialsky
      @asialsky ปีที่แล้ว +1

      @@m1sz3lpl24 If a game as old as Garry's Mod can handle RT monitors attached to cameras, I think Space Engineers can manage.

    • @brandonfrye1834
      @brandonfrye1834 8 หลายเดือนก่อน

      ​​@@asialskydo you know anything about how the engine works and what it's actually being programmed in like what language? Because if you know that then you understand that it's pretty old of a language to use for a game today.
      You don't really see people using old c sharp anymore because there are better languages out there that have more dynamics

  • @SirSpence99
    @SirSpence99 ปีที่แล้ว +46

    Proportional navigation is a type of navigation where you try to keep the same angle with your target at all times. It behaves similarly to target prediction but it can deal with rapid direction changes better. It is worse at hitting a target from far away. So you would likely want to use two intercept blocks, one to close distance and then swap to proportional once close.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +17

      Cool, that's a much better explanation than other people have been giving.

  • @Anakinvoorhees
    @Anakinvoorhees ปีที่แล้ว +142

    The missile game with these new AI blocks are gonna be insane. Same with a swarm of fighters. Can’t wait

    • @randymotter51
      @randymotter51 ปีที่แล้ว +9

      Already made a launch and print system with this, though the process of learning the settings and fine tuning was as expected. A guided missile is PCU heavy even at the smallest I could make it while still having all the needed features, so that may be a constraint for some servers. At the very least, it is no longer walled behind learning scripts!

    • @TheyCommanderBacara
      @TheyCommanderBacara ปีที่แล้ว

      The missile game would be crazy if the game stopped crashing when i launch two of my four SAMS then again thats why its a Beta

    • @isaacm1929
      @isaacm1929 ปีที่แล้ว

      So... Clang Drive Missiles Swarms?

    • @moin517
      @moin517 ปีที่แล้ว +1

      ​@@TheyCommanderBacara bro waht are that for SAM? I can launch dozend missle without crashing.

    • @TheyCommanderBacara
      @TheyCommanderBacara ปีที่แล้ว

      @@moin517 I presume the game starts developing problems when simultaneously turning on thrusters and two AI blocks via timer block. How do your missiles work?

  • @andrewstephen2359
    @andrewstephen2359 ปีที่แล้ว +63

    Im just excited for the "follow the sun" button added to the turret controller. Auto tracking solar panels here we come!

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +10

      It's gonna be great!

    • @interstellarsnow
      @interstellarsnow ปีที่แล้ว +3

      I’m also excited for this as I use to be an Xbox only player and xbox doesn’t have scripts

  • @petrus6877
    @petrus6877 ปีที่แล้ว +43

    Back when I was more actively playing SE, my friend and I had to jump through a lot of hoops to get remotely-piloted ships operating properly in squads. We were on the Draconis servers and were fighting a much larger player-faction, so we needed to operate a lot of drone ships simultaneously to stand a chance. Doing so had a significant impact on sim speed, though, due to all of the scripts involved. Having the AI blocks back then would've made it a cake-walk, though, admittedly, it would've meant they could have done the same. Regardless, excited to see how this changes the game.

  • @daylightmoonvideo
    @daylightmoonvideo ปีที่แล้ว +63

    Great video! One small note, "Threatening Systems" doesn't set what your AI attacks, but what triggers the offensive behavior.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +15

      Thanks for the info!

    • @krirub8166
      @krirub8166 ปีที่แล้ว +9

      It also determines which blocks the drone will aim at during combat, it's the same as the option the turrets have.

    • @daylightmoonvideo
      @daylightmoonvideo ปีที่แล้ว +2

      @@krirub8166 That's a good point! It makes sense that it will attack the defined threat.

  • @Xenro66
    @Xenro66 ปีที่แล้ว +30

    Finallyyyyyyy we can control massive weapons systems and drive/fly at the same time. I've been waiting for an update like this for sooooo long. Yeah programming blocks are great, but getting granular logical operation blocks makes the game feel a lot more mechanically pleasing, esp when all the crazy piston, rotor, and hinge mechs start coming lol. Space Engineers Renaissance they should've called it lol

  • @paultaverne2788
    @paultaverne2788 ปีที่แล้ว +10

    Especially with the Event Controller and AI Task block, I would love to be able to send automated messages via antennas. That way the Event Controller can react to certain antenna messages from other grids.
    Currently I feel like antennas aren't always useful, but adding this ability just makes sense to me with such an update
    Edit: I just went to the feedback page so the Devs could see my idea. This is also a call to everyone who sees this to go there and upvote everything you want this update to have or write your own feedback. Only if we can show what we want the Devs will know

  • @milkytapwater1686
    @milkytapwater1686 ปีที่แล้ว +25

    really hoping I can use this to make a fleet of mining drones to completely mine up an ice lake.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +6

      That would be cool, better than building a giant mining rig

    • @darkehartplays
      @darkehartplays ปีที่แล้ว +4

      Interesting use case... My first thought is recording a straight path and using the relative to a beacon function with a scraper design. You wind up with a fleet of scrapers which take off a layer at a time as you slowly lower the beacon. That would be fun to watch in action.

    • @hyperteleXii
      @hyperteleXii ปีที่แล้ว +2

      @@darkehartplays No need for paths, just set an override to drive it forwards slowly, then have an event controller stop it when full and activate "pick me up" beacon! Automated surface harvester rover.

    • @darkehartplays
      @darkehartplays ปีที่แล้ว

      @@hyperteleXii That also sounds interesting! Rather than a "pick me up" signal you could also do automated cargo transfer. For an extra challenge it might be fun to implement swappable cargo containers with full automation. Moon'n'stars I'm looking forward to this update. XD

  • @darkehartplays
    @darkehartplays ปีที่แล้ว +11

    I'm finding that I rather like how these blocks fill a niche in between manual control and what scripts are capable of. There's always been this awkward niche where the remote control that we had before wasn't quite enough but scripting it was enough of a pita that people tended to just use a script somebody else published, which would almost always have a bajillion more features than what they needed and all of the resulting complexity and set-up difficulty. And we can now have these things on official servers and other servers without mods and scripts, which is going to be so, SO nice.

    • @WizardBrandon
      @WizardBrandon ปีที่แล้ว +2

      The event control block reminds me of how the timer block was meant to work lol

  • @Alpha_0ne276
    @Alpha_0ne276 ปีที่แล้ว +17

    Thanks for going over this, I was a bit overwhelmed after downloading the beta! (Especially the Recorder block)

  • @TminusDoom
    @TminusDoom ปีที่แล้ว +13

    Any way we can get the community to convince them into adding ore detection? They did say they were open to suggestions..

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +5

      Just beg them like I did with the weapon names 😜

    • @kerbalairforce8802
      @kerbalairforce8802 ปีที่แล้ว +2

      OP wants the drones to be able to detect ore, and choose wether or not to mine it

  • @Neuralatrophy
    @Neuralatrophy ปีที่แล้ว +5

    This AI will also make Random ship spawns far more interesting. Imagine the Reavers and such updated with crazy event and combat controls.
    Wonder if they have an "AI move Ground" block coming !
    Looking forward to finally being able to build a drone swarm !

  • @Undertaker1134Tx
    @Undertaker1134Tx ปีที่แล้ว +5

    Can't wait I've been designing a spider walker for a while, this event controller is gonna make the walking motion a lot smoother.

  • @tjpprojects7192
    @tjpprojects7192 ปีที่แล้ว +6

    Sounds like I finally have a reason to use beacons with the Reavers mod.

  • @kerbalairforce8802
    @kerbalairforce8802 ปีที่แล้ว +2

    I can now make my ECM decoy torpedoes dance around enemies confusing their turrets.

  • @skywatcher2025
    @skywatcher2025 ปีที่แล้ว +6

    This update could very well get me back into playing Space Engineers

  • @Honkious5824
    @Honkious5824 ปีที่แล้ว +2

    1:56 The AI flight (move) has both speed and altitude settings, meaning if you could the values right, you could make a proper orbit within a gravity field. Since once it reaches the target speed and altitude, it'll stop using it's engines since it already stays at the right values naturally, but if it starts to veer off course it'll make micro adjustments until it's in a stable orbit. The only catch is that it has to orbit high enough to have an orbital velocity below 100m/s. This could have a few applications, for example, a heliosynchronous orbit where a grid would orbit in such a way that it'll always be in sunlight, helping with solar panels' intermediacy. Of course it'd be different in SE since the sun moves around the planet instead of the planet around the sun in the real world, and real heliosynchronous orbits require the slight bulge around the earth's equator, but that might not be necessary in SE because of how the sun moves.

  • @foxtrotunit1269
    @foxtrotunit1269 ปีที่แล้ว +3

    *Proportional navigation* sounds like it will use main thruster to compensate side-drift
    it will work even if you have a single thruster, and *no side thrusters*
    But that's just my guess.

  • @wailfulcrab
    @wailfulcrab ปีที่แล้ว +2

    AI Recorder block works kinda like Remote Control autopilot, but you record the waypoints by moving the drone manually instead of putting GPS coordinates, and like the autopilot you can assign actions for each waypoint. Unlike the autopilot, waypoints can be relative to grids. So recording the waypoints towards connector on a ship and assigning Lock on the last waypoint will make your drone dock regardless where the connector is. Best way to do that is to record one waypoint under the connector, then another when the connectors are touching.

    • @codejester27
      @codejester27 ปีที่แล้ว

      The AI Recorder also records the orientation of the ship at each waypoint which is very important for docking.

  • @ploobooble1141
    @ploobooble1141 ปีที่แล้ว +2

    I love the end lol he knows his fan base too well

  • @WarGiver
    @WarGiver ปีที่แล้ว +2

    Two things I have become addicted to in the beta are: Using the event controller to put batteries and tanks on recharge/stockpile when connected via connector, and setting up an auto docking system.

  • @valeon7303
    @valeon7303 ปีที่แล้ว +1

    Imagine the drone survival scenario with these in it: we don't have access to programmable blocks so you can't use PAM or other scripts.
    But now, in theory, 1 player can manage an automated factory that produces mining drones and combat drones. I doubt we'll be able to automate finding resources with drones, but just...
    Legions of drones. This sparks JOY.
    Also that 1x1 connector will be a game changer

  • @lego_is_cool8687
    @lego_is_cool8687 ปีที่แล้ว +3

    i can already see 1 man army's coming straight to my base. This is going to be really fun!!!! I love this update. just think about it you have 10 large i mean really large ships and then in those ships you got interpreters, fighters, boomers, and much more ready to take out your friends base in seconds. Im going to have so much fun.

  • @frag2k12
    @frag2k12 ปีที่แล้ว +2

    Had a few goes at the drone creation and honestly it is game changing, especially for single players who can now command proper carriers and launch swarms of drones against NPCs, can see the NPC mods getting an overhaul and making for some great fun. The intercept option for custom missiles now saves on the rotor gyro annoyance while it seems also adding the ability for missiles to have some self preservation in evasive actions, so missiles avoiding PD might be a thing. As for the ejector, finally, now if we get the small grid 3x3 piston and 3x3 standard rotor we will complete the set.

  • @stevenfernandez7867
    @stevenfernandez7867 ปีที่แล้ว +1

    This game is slowly becoming a factory building survival game, and I love it

  • @MrGrownman455
    @MrGrownman455 ปีที่แล้ว +3

    Did you guys noticed now there is an extra row in the textures area with more empty spaces?? So I would imagine we have some more major updates coming on the future with more textures. I know keen has talked about updating survival, exploration and looking at end game content

  • @egornick9206
    @egornick9206 ปีที่แล้ว +5

    I really want something like suspension block. AND I'm sure those landing gears also must work like a suspension. They even look like a they have ability to retract.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +1

      We did see a teaser of that before so maybe it's coming in the full update.

  • @vuur150
    @vuur150 ปีที่แล้ว +3

    Thanks a lot for your videos mate!
    I've been wanting to get back into space engineers for a long time and your videos are really helping me both get in the mood as well as bringing me up to speed on everything.
    As soon as i saw the AI update i was just waiting for your video to roll out because you explain everything so well.
    Straight to the point yet still very accessible to newbies, love your videos!

  • @chrismcnabb2706
    @chrismcnabb2706 ปีที่แล้ว +2

    I've just realized, we may be able to turn AI comrades into potential "martyr" kamikazes if set up right. I don't know if its possible but if the AI were able to detect it's lost all it's weapons, it resorts to flying into the target

    • @MediumRareOpinions
      @MediumRareOpinions ปีที่แล้ว +2

      I think the Event controller can do that. If you set it to detect the integrity of the weapon blocks and the action takes is to turn on intercept behavior.

  • @Djkool-nj6fw
    @Djkool-nj6fw ปีที่แล้ว +3

    Thank You for telling me how these ai blocks work, now when it comes out Im not looking on the space engineers wiki "saying how does this block work?" When the update does come out I'm building a AI rocket to go to space for me.

  • @alterranlongbow5067
    @alterranlongbow5067 ปีที่แล้ว +1

    9:40 from the depths has similar options for missiles and according to a year old reddit post (very reliable source)
    Prediction Guidance flies the missile towards where it thinks the target will be when it gets there, which is better for targets that move in straight lines
    Augmented Proportional Navigation (APN) is better against more maneuverable targets, but takes a less direct route, making it have a better window to be shot down

  • @randymotter51
    @randymotter51 ปีที่แล้ว +2

    I believe proportional navigation is similar to the auto inertial damper setting in that it keeps the lateral movement relative to the target as close to 0 as it can. This means that it will also just fly straight to the target relatively speaking but is not as susceptible to evasive maneuvers where prediction guidance aims ahead of the target but sudden course changes can give it trouble. For big lumbering targets prediction will get it there on the shortest route, for smaller more agile targets you may want proportional to let the missile counter the evasive maneuvers with its own micro corrections. Whether or not this holds true in practice and will remain so is yet to be seen. Fingers crossed this goes well!

    • @hyperteleXii
      @hyperteleXii ปีที่แล้ว

      I wanna launch a salvo of missiles, each with a different targeting setting, so they work together like Pacman ghosts to trap the target!

  • @Exis247
    @Exis247 ปีที่แล้ว +1

    A quick note: Trees deal 0 damage to your ship, a good trick to lower your momentum when your ship is out of control is to hit as many trees as possible.
    Also I would love an AI block that will allow a drone to mimic the actions of a main ship.

  • @sowiwiody3681
    @sowiwiody3681 ปีที่แล้ว +1

    I have a dream of creating essentially an automated factory in Space Engineers. A giant rover slowly moving across Europa getting that ice, a drone getting ice from the rover to a station in orbit, and then another bigger drone moving that ice, or hydrogen to my capital ship anywhere in the solar system.
    Same with digging stone for basic minerals.

  • @kenossa666
    @kenossa666 ปีที่แล้ว +2

    Me and my friends have discovered Space Engenieers like a month ago. It's actually dangerous for us to play it because if we do, we end up having more than 7 hour sessions where we do everything lololol and I'm so happy that devs are actively improving the game still!!! I am very hyped for this!

  • @PLASMA_2005
    @PLASMA_2005 ปีที่แล้ว +2

    The previous turret block missiles where effective (yes iv used them in combat) but rather hard to produce and carry a significant amount without relying on a larger grid to act as a 1 launch platform that would retreat to store new missiles, tho these new blocks could prove to make some VERY interesting wepons!

  • @crystalclearchaos5387
    @crystalclearchaos5387 ปีที่แล้ว +1

    Oooo can’t wait to see all the new drone carriers with fully automated drone fighters that can deploy patrol around dock recharge or even deploy to defend the ship

  • @MothLockGames
    @MothLockGames ปีที่แล้ว +1

    I genuinely need these especially that intercept and event one
    Bassiclaly I got a ship idea called a HIVE drone that is carried on a large ship which is then launch and used a RC-Bombs
    So that intercept is going to be very very nice for it
    And event altitude can be used for automatic escape pods

  • @colonelmonkey990
    @colonelmonkey990 ปีที่แล้ว +3

    Very excited for the missile targeting on the combat AI

  • @Grumm-Nation
    @Grumm-Nation ปีที่แล้ว +2

    The AI blocks are going to be the most fun I will have once I get space engineers, I have been watching the game, and learning everything I can, and now this update will be the best for me to begin on, I am going to make a MASSIVE carrier and have many AI fighters, and different types of fighters, bombers, and stealth, snipers and scout.

  • @cpt.flapjack9287
    @cpt.flapjack9287 ปีที่แล้ว +1

    Recently got back in space engineers, I'm super excited to see the entire update. Can't wait!

  • @dwafakiin1792
    @dwafakiin1792 ปีที่แล้ว +1

    Not sure if anyone has answered yet, but I'm pretty certain that the different guidance types for missiles are virtually the same barring Target prediction. Basic seems to always keep the missile pointing at the target regardless of the target's speed, target prediction of course creates an intercept between the target and the missile and aims for that rather than the target (These will be foiled by reasonably fast manoeuvrable craft, as the craft can just do a 180 and the missile has to drop a substantial amount of velocity to change it's course). This will likely be the best bang for your buck guidance type, especially vs vehicles that you can expect to be at the world speed limit. Proportional Navigation IRL means that the missile is constantly facing the target, and always keeps the target directly infront of it rather than trying any fancy intercept manoeuvres. As I say this seems to be the same as basic from what I can tell? but I haven't actually played with the new blocks so this is just from your description. This guidance will struggle against ships that are at full speed, as they won't be able to catch up to them, atleast not quickly (Even if it's a small grid missile chasing a large grid ship)

    • @kerbalairforce8802
      @kerbalairforce8802 ปีที่แล้ว

      A ship at straight lines max speed is easier to hit with railguns.

    • @sea_kerman
      @sea_kerman ปีที่แล้ว

      That's not what proportional navigation does. APN guidance tries to keep the target at a constant angle from the missile (It doesn't care what that angle is, it just tries to keep it from changing), so if the target is moving left from the missile's POV it steers left. This results in the missile achieving an intercept course. It is foiled less by rapidly-maneuvering targets than target prediction guidance.

  • @dalrethliant8822
    @dalrethliant8822 ปีที่แล้ว +2

    I just made a few escort drones, played with them in survival and I'm loving the new update so far. **Just need to update my fighters now.**

  • @randallb84
    @randallb84 ปีที่แล้ว +3

    Proportional navigation is a guidance law used in some form or another by most homing air target missiles. It is based on the fact that two vehicles are on a collision course when their direct line-of-sight does not change direction as the range closes
    thank you wikipedia

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Got to love Wikipedia! Still don't understand how it's different to the other one though 😅

    • @cheaterman49
      @cheaterman49 ปีที่แล้ว +2

      @@Zer0sLegion I think it's just a matter of the math being used internally ; it sounds to me like target prediction is basically like basic guidance offset by a vector that's proportional to the target's velocity vector, while proportional navigation seems to be a bit different (and more elaborate), where the idea is to keep your trajectory as a whole aligned with the target, including considerations of your current angular velocity & acceleration. They should amount to the same thing in practice given Space Engineers' limit of 100m/s, but I suspect proportional navigation to be more accurate for scenarios where your missiles are extremely fast? It could still matter in scenarios where you're trying to design an anti-missile and they're traveling 100m/s head-on, though :-)
      EDIT: It could also matter with the atmospheric forces mod, I suspect proportional navigation to behave better when there's external forces acting on your missile too?

  • @KenjiStarwolf
    @KenjiStarwolf ปีที่แล้ว +1

    finally i can connect two bases with the laser antenna and through that give the other base a signal! its so awesome if u connect them via the laser antenna and make the event block register the autoput from the battery

  • @Light.--
    @Light.-- ปีที่แล้ว +3

    "The beeta"-Zer0

  • @anthonykodaski6161
    @anthonykodaski6161 ปีที่แล้ว +1

    I just realized that you can have a fighter screen around your bombers while also having a fighter screen around your carrier

  • @fearmaker1
    @fearmaker1 ปีที่แล้ว +1

    This has the potential to make awesome drones for scenarios

  • @darthrevan1785
    @darthrevan1785 ปีที่แล้ว +1

    WOW. Intercept type of attack introduces missiles, actual missiles as an option for vanilla pvp servers. I see loitering munitions patrolling some areas just for fun, missile aa systems, ATGMs, GBUs and maybe ADS against torpedoes without mods. Keen are best :)

  • @Wapzoopa
    @Wapzoopa ปีที่แล้ว +2

    The Space Engineers Automatons Beeta

  • @justafan8267
    @justafan8267 ปีที่แล้ว +1

    the event controller is just too perfect

  • @potatodealership8338
    @potatodealership8338 ปีที่แล้ว +1

    Right. So they added all these condition blocks, but nothing to detect and prewarn about weather. You'd think it would fit perfectly with the conditon blocks.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Make the suggestion to them on the forums. Weather doesn't effect anything mechanically, just visually so they probably didn't think it was needed.

  • @guillermoelnino
    @guillermoelnino ปีที่แล้ว +2

    Always looking to outsource my combat. With this update i will finally have the drone army i didnt have to download a script for.

  • @GimmeMyHandleBack
    @GimmeMyHandleBack ปีที่แล้ว +2

    Just realized ai move flight can be used to create an auto hover system, just set it at 0 speed, and activate it

  • @Ohhowmuchhavewefallen
    @Ohhowmuchhavewefallen ปีที่แล้ว +2

    Can’t wait to play battleship.

  • @cyberhorngaming
    @cyberhorngaming ปีที่แล้ว +1

    Finally! I can build my drone military force in the way it was meant to be: fierce and unyielding.

  • @Savsgames
    @Savsgames ปีที่แล้ว +1

    haha, yes, now I can finally make true-to-lore cylon raiders.

  • @aricbrandt1486
    @aricbrandt1486 ปีที่แล้ว +1

    I really hope this fixes some of the issues with the control block. Specifically I hope it doesn't randomly fire the engines in all directions running down the fuel reserves

  • @Ghent_Halcyon
    @Ghent_Halcyon ปีที่แล้ว +3

    Anyone who wants to get the Beta on Xbox, there are 2 ways. First way, get the deluxe edition on Xbox and it will automatically give it to you, second way, have someone who has it invite you to it and accept the invite, it will then take you to the store to download it. Fun facts, the beta is actually free and it is so much better than the regular, I’m talking running 20 mods with max players while having no lag. Please use the beta more? We get quite lonely without any posts on Xbox.

  • @Drefar
    @Drefar ปีที่แล้ว +1

    Finally Automatic Sun tracking Finally keen it just took you about Ever to realize some doesn't know how to script...

  • @kurt8127
    @kurt8127 ปีที่แล้ว +1

    I forsee some interesting carrier group battles

  • @RikkiNakesone
    @RikkiNakesone ปีที่แล้ว

    I spent a couple hours dabbling in making a to > fro drone that delivers cargo.
    Finally got it working after a million years.
    AI right now doesn't seem to like Unlocking + playing a recorded path at the same time using a controller so I found a way around it... maybe i'm just daft and don't need a workaround at all but it worked for me!
    As you may know, recording a path relative to a beacon and all that for accurate docking.
    On the final waypoint of a drone going to say, your refinery, make it lock the connector. Oh but we're not done yet! Manually lock the ship now after doing that, then add another waypoint. But this waypoint, tell it to "Play" the second path recorded: your mining vessel. Then do the same thing at your mining ship or rover, a connector locking waypoint, then add a waypoint after the locking phase to "Play" the first path recorded.
    Right now, i don't know how to make the mining ship fill the drones cargo container automatically, as i've never really spent time learning the game before so I manually do it. as filling the "Connector" with the pull function generally isn't enough to be worth sending a drone back to base. Soon as I fill the cargo manually to full, i use the controller to unlock the connector automatically. then when the cargo is empty at base it'll unlock itself and return.
    I'm not good at explaining so sorry if that's a jumble lol, just thought i'd share a workaround if it was needed or if you were frustrated about To and fro cargo drones not doing it.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      You should be using the event controller to toggle off different tasks, I wouldn't recommend having multiple tasks active at the same time.

    • @RikkiNakesone
      @RikkiNakesone ปีที่แล้ว

      @@Zer0sLegion Oh right, yeah I gotcha! had to read that a few times before my groggy brain understood baha
      But silly me learned today that I coulda just made the first waypoint of the second recorder do the undocking instead of an extra event controller haha.

  • @NeurosInTexas
    @NeurosInTexas ปีที่แล้ว +4

    well done KSH... it's been quite a while since we have had a ground breaking update such as this released in comparison to other games or mods

  • @alexmckeown123
    @alexmckeown123 ปีที่แล้ว +3

    I was looking forward to this and the most exciting thing is tiny connectors 😍 what a surprise reveal. My micro drones will look so good now and no more tiny merge blocks needed, #godsavethekeen

  • @stratometal
    @stratometal ปีที่แล้ว

    Did they add atmospheric drag? My ship started yawing and rolling when I went into Pertram atmosphere like crazy. I started that world in a fresh install no mods, just the beta. I took the dropship and once I was 2k from the ground it started misbehaving. Really weird.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      There's definitely no atmospheric drag in this update. Pertam does have a very thin and low atmosphere so maybe something to do with that.

  • @gamepad3173
    @gamepad3173 ปีที่แล้ว +1

    The event controller would be perfect say if your running a large cargo drone with the other AI blocks either in space or on planets (now if only we could use those AI blocks to build out planet based fighters based on todays fighter jets).

  • @Doctor_Appelle
    @Doctor_Appelle ปีที่แล้ว +1

    with the AI blocks you could have entire alien themed bug-like ships that can swarm and either disable, ram, and maybe even protect the mothership in some way? idrk i dont have the game yet

  • @eclipsedragons1477
    @eclipsedragons1477 ปีที่แล้ว +1

    Yay, we can now have fleets of warships that work

  • @andrewwalton6236
    @andrewwalton6236 ปีที่แล้ว +1

    You definately want to orient your planetary assault drone block correctly or it turns mid flight and ploughs into the ground

  • @fakshen1973
    @fakshen1973 ปีที่แล้ว +1

    Any game saves that you load into the beta will only work in the beta from that point forward. So only use copies of tour saves that you're willing to lose.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Yeah, found that out today

    • @MediumRareOpinions
      @MediumRareOpinions ปีที่แล้ว

      I'm glad I blueprint things I'm working on habitually then.

  • @daschapawhitewalker
    @daschapawhitewalker ปีที่แล้ว +1

    -Did you say pizza?
    -No, I said beta

  • @chadmclennan5644
    @chadmclennan5644 ปีที่แล้ว +1

    if we build a ship with these blocks should be build one with and one without so we can keep blueprints or will they be replaceable

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      The blueprints should preserve the blocks after the beta is over, the blocks will just get removed if you place it after the beta is over.

  • @Suzuki_Hiakura
    @Suzuki_Hiakura ปีที่แล้ว +1

    Really excited about the Recorder Task... hoping I can finally get my ship to auto dock with my orbital station... Tried using scripts that were really good yet they failed to update the fact it was moving... worked well at regular speed, but with a speed mod anything over 200 required manual landings. With the new blocks though, I figure it would be more viable to have it go at slower speeds.

  • @FocalPoint-xh6bi
    @FocalPoint-xh6bi ปีที่แล้ว +1

    Will the small connectors attach to large grid structures, in order to create a charging station?

    • @mrJMD
      @mrJMD ปีที่แล้ว

      Nope, small connectors only attach to other small connectors.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +1

      You'd have to adapt to small grid using rotors or hinges i'd image.

  • @slomow-1540
    @slomow-1540 ปีที่แล้ว +1

    These ai will be very very op in multiplayer but in singleplayer specially playing with MES this will be very usefull since you can have an fleet to defend you while AI enemies with multiple ships also come for you

  • @agustinmelar5496
    @agustinmelar5496 ปีที่แล้ว +1

    13:05 good bye war thunder, hellow space engineers

  • @Red_the_pirate
    @Red_the_pirate ปีที่แล้ว +3

    Has anyone tested having large escort ships yet? Say, I'm flying a carrier, and have two unmanned cruisers on my left and right, is it possible to get them to maintain a formation around me at all times?

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +1

      A couple of the guys on my discord were experimenting with it, don't know how far they got.

    • @Erik_Ice_Fang
      @Erik_Ice_Fang ปีที่แล้ว

      I did some basic testing. Maybe Im missing something, but the follow home thing seems to need manual activation. It goes to "home" once and then needs to be applied again. Collision avoidance and navigating are also pretty rough on larger grids. ESPECIALLY when turning in a single space. Had a drone get swatted by a large drone with that

    • @hyperteleXii
      @hyperteleXii ปีที่แล้ว

      If your ship has a beacon, make relative GPS markers where you want them to be, surely some AI block can hold station at a GPS.

  • @kahwigulum
    @kahwigulum ปีที่แล้ว

    Something a lot of people missed about the event controller is that it has 9 full hotbars. Not sure if this is intended or a bug, but for now, you can set up to 9 actions to occur if the condition is true and up to 9 action to occur if the condition is false.
    My own personal gripe is that the list of conditions is severely lacking. There are many conditional states I wish it had listed, like "detects a grid with x properties" (like an enemy or large ship or whatever), "when in range of x", and a bunch more. Hopefully when the _bay-tah_ is over, they read these comments that we've sent them and expand what the EC can do.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      They did say when it's over they're going to go over all of the suggestions people have been making. "If target's locked" is one I'd want as you can lock target with the defensive AI automatically and then preform actions based on that.
      Also,
      🐝ta

    • @codejester27
      @codejester27 ปีที่แล้ว

      The 9 hotbars are likely intended according to the dev stream

  • @null_focus5512
    @null_focus5512 ปีที่แล้ว +1

    I am going to pit my newest large grid ship against an AI Driven version of one I built ages ago. And Maybe, since the one I'm planning on making AI Driven is a carrier, upgrade it's fighters with AI and test the weird and complicated docking procedures with the AI blocks

  • @Comicsluvr
    @Comicsluvr ปีที่แล้ว +2

    The various mods that add AI warships and freighters are going to LOVE this stuff! I may have to reactivate my TH-cam channel!

  • @stanislambaksov
    @stanislambaksov ปีที่แล้ว

    Is there any option in turret controller to track the sun by whole ship? I mean can the tracker use gyroscope to change the orientation of ship if you have solar panels installed on it?

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Not easily, you could use the reverse gyro method people used before for missiles but the bigger the ship, the hard that is to use.

  • @bloodmoon0746
    @bloodmoon0746 ปีที่แล้ว +3

    I wonder what happens to our builds after the Beta ends

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +2

      I presume the same that happens when you remove a mod, the blocks just get removed.

  • @EntoSanto
    @EntoSanto ปีที่แล้ว +1

    I was watching your video in the bed. I just woke up. When it comes to the AI Event Controller, i jumped and turned on the PC. Cuz i remember my friend and I were using scripts to do something like these. 😂 That block looks fun.

  • @woodzyfox4735
    @woodzyfox4735 ปีที่แล้ว +1

    WELL! This will make my custom missles even better :U
    Also launch the Drone army! (20 Drones) with auto build :)

  • @LethalOwl
    @LethalOwl ปีที่แล้ว +1

    Well, now I'm stoked for SE once again. My most played game, how can I not let you go?
    *Probably because I don't want to let go.*

  • @normaldavid
    @normaldavid ปีที่แล้ว +1

    Will the drone use static weapons even if the setting to face enemy with static weapons is disabled?

  • @yuriymactavish74
    @yuriymactavish74 ปีที่แล้ว

    The new blocks are really interesting. As well as the opportunities that they give. For example, returning HOME. But it's not enough to just go home. Now you need to add, for example, a "Programmable Gateway or connector". And make it possible to set the "Home" point there in the settings, since this will make it possible to use all the capabilities of different drones more correctly. The drone will return home and will be able to join the desired connector. For example, a mining drone; it will fly to the base itself and directly transfer resources. Moreover, it will be able to charge the battery. The same goes for a combat drone. He should be able to return to base. Dock with the base. Replenish ammunition. Must charge itself. Otherwise, many features will not work correctly.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      You can do that using the event controller an AI Recorder (Task)

  • @DeadsTBD
    @DeadsTBD ปีที่แล้ว +1

    Interesting features... Then it come out I'll probably be wondering if I want the DLC or not and less than a month after I will get it as I want to use one of the skin...
    Anyway I Never used CTC before as I used mods that didn't play well with it... Now, making a tank (or a big battleship with custom aim of turret while moving around) May be something I'll consider doing.
    For drone stuff, having the flee is the best! I hate losing stuffs for some reason while I'm away and I didn't pay attention to it... The circle attack mode and the home to a ship and the record of paths will make some scripts I've subbed before (but never used as it had quite a long way to configure it) as well as following will maybe make me do drones.
    It also made me think of a blueprint I saw where it was a drop pod falling on a stationary target, with the drone option it could be made to aim at moving target...
    I want to see what the others will do with it but I hope there will be someone that make a 1 button have a lots of small drone fly out of a carrier ship and attack a target...
    And also the target the sun, I'll probably still use the mod "SmartRotors: Solar" as the skinny rotor is one of my favorite option but having it as an option is nice...
    So what I'll do with this? Maybe having decoy drone flying around drawing fire? TBH I don't know yet, I'll need to know what are the possibilities (and the limits) and being inspired before really using this...

  • @K.M.3.
    @K.M.3. ปีที่แล้ว +1

    eyyy beta release (cannot wait for the automatons)

  • @mikagrof9243
    @mikagrof9243 ปีที่แล้ว +2

    I hope they'll make the AI block work with rovers that would be awesom too :D

    • @kerbalairforce8802
      @kerbalairforce8802 ปีที่แล้ว

      They should. Remote control/autopilot works on rovers

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Apparently someone has made the current ones control a rover.

    • @mikagrof9243
      @mikagrof9243 ปีที่แล้ว

      @@Zer0sLegion interesting cause the AI move block is unable to controll wheels hmm

    • @mikagrof9243
      @mikagrof9243 ปีที่แล้ว

      @@kerbalairforce8802 the AI block needs a thruster + gyro and cant controll wheels, atleast not when I tested it.

  • @jonathantucker5534
    @jonathantucker5534 ปีที่แล้ว

    Where is the button for sun tracking on the Custom turret controller, I haven't been able to find it.

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      Are you using the beta? It should be on the list like I showed in the video.

    • @jonathantucker5534
      @jonathantucker5534 ปีที่แล้ว

      @@Zer0sLegion I figured it out it was the mod WeaponCore

  • @chocobroodje4128
    @chocobroodje4128 ปีที่แล้ว

    Is it weird that the 2x2 wheels and small connector got me hyped most? lmao

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว +1

      Same lol

    • @MediumRareOpinions
      @MediumRareOpinions ปีที่แล้ว

      Small connector was neat for making very compact hydrogen missiles.
      I threw one together which can fit into a 2x1 large grid space.

  • @rannma1
    @rannma1 ปีที่แล้ว

    you missed the full block sized vent that's in the upper right hand corner of the teaser screenshot, as well as the new railing blocks

    • @Zer0sLegion
      @Zer0sLegion  ปีที่แล้ว

      I did a whole video on that screenshot where I went over it. Also they're not railings, they're unwelded plates.

  • @DrSid42
    @DrSid42 ปีที่แล้ว +2

    Sweet !

  • @oxymoron2196
    @oxymoron2196 ปีที่แล้ว +1

    happy engineer sound

  • @Dannydave43
    @Dannydave43 ปีที่แล้ว +1

    Every time he says “beeta” I feel like hurting something

  • @chefnerd
    @chefnerd ปีที่แล้ว +1

    Exciting stuff.