a few words from one SE enthusiast to another: (all the solutions here are pure vanilla and and does not require scripts) -you can use move to waypoint from the AI block, and a designation drone, with a Signal block (set with create GPS marker) set 2 waypoints above the target (one above another, for aiming, the shortest and right path between two points is a line) if you also want terminal guidance capability, you can use a combat AI (but you need to turn OFF the move to waypoint AI with an Event controller or an Timer). -for autonomous circumnavigation of a planet, you can use a hinge (set to no resistance, and no movement, free to move and the block is ON), 3 (I think you can also use 2, but I use 3) event controls that detect the angle at which the hinge is (one at more than 3*, one at 0* and another at less then -3*) these controllers trigger and stop 2 gyros (set to override in an up and down direction) this forms an feedback loop, when the hinge acts like a pendulum and aligns with the planet's gravity, one of the override gyros will start and bring the rocket in the vertical plane until the gravitationally aligned hinge reaches an angle of 0* (this indicates that the nose of the missile and its trajectory is located at 90* to gravity, ----basically forward); but be careful about the altitude of the terrain, for example on Earth like plants the highest peak in the mountainous range was somewhere at about 8 Km altitude compared to ice lakes, so the minimum circumnavigation altitude set by me is around 10 Km; -by the way, to use the override function on gyroscopes and thrusters you NEED TO TURN OFF ALL AI BLOCKS AND ALL REMOTE CONTROL BLOCKS -and there is a more simplistic method for circumnavigation, in short, to use 2 event controllers set at an altitude (ex: Evnt Ctrl 1 at 12000 m, and Evnt Ctrl 2 at 10000 m) these 2 controllers start and stop 2 override gyros and form a movement of oscillation between 12 Km and 10 Km which has a feedback loop effect (because Evnt Ctrl reads the altitude from the ground up, as soon as the rocket moves away from the ground, it will be directed back towards it, and because the plants in SE are technically spheres, as soon as the trajectory of the rocket moves away from the planet, it will be corrected) -the only problem is the transition between circumnavigation and attack pattern, I currently use timers, and I calculate the time with a calculator IRL, but fell free to use another method
a few words from one SE enthusiast to another:
(all the solutions here are pure vanilla and and does not require scripts)
-you can use move to waypoint from the AI block, and a designation drone, with a Signal block (set with create GPS marker) set 2 waypoints above the target (one above another, for aiming, the shortest and right path between two points is a line) if you also want terminal guidance capability, you can use a combat AI (but you need to turn OFF the move to waypoint AI with an Event controller or an Timer).
-for autonomous circumnavigation of a planet, you can use a hinge (set to no resistance, and no movement, free to move and the block is ON), 3 (I think you can also use 2, but I use 3) event controls that detect the angle at which the hinge is (one at more than 3*, one at 0* and another at less then -3*) these controllers trigger and stop 2 gyros (set to override in an up and down direction) this forms an feedback loop, when the hinge acts like a pendulum and aligns with the planet's gravity, one of the override gyros will start and bring the rocket in the vertical plane until the gravitationally aligned hinge reaches an angle of 0* (this indicates that the nose of the missile and its trajectory is located at 90* to gravity, ----basically forward);
but be careful about the altitude of the terrain, for example on Earth like plants the highest peak in the mountainous range was somewhere at about 8 Km altitude compared to ice lakes, so the minimum circumnavigation altitude set by me is around 10 Km;
-by the way, to use the override function on gyroscopes and thrusters you NEED TO TURN OFF ALL AI BLOCKS AND ALL REMOTE CONTROL BLOCKS
-and there is a more simplistic method for circumnavigation, in short, to use 2 event controllers set at an altitude (ex: Evnt Ctrl 1 at 12000 m, and Evnt Ctrl 2 at 10000 m) these 2 controllers start and stop 2 override gyros and form a movement of oscillation between 12 Km and 10 Km which has a feedback loop effect (because Evnt Ctrl reads the altitude from the ground up, as soon as the rocket moves away from the ground, it will be directed back towards it, and because the plants in SE are technically spheres, as soon as the trajectory of the rocket moves away from the planet, it will be corrected)
-the only problem is the transition between circumnavigation and attack pattern, I currently use timers, and I calculate the time with a calculator IRL, but fell free to use another method
You just explained why my builds look like Ork ships from 40k. It has nothing of what you so elegantly explained and went over my head.
Does this harm the environment?
number 1 comment
Where have you been
dude is h
aving fun
Just wondering, why do people not use scripts/have scripts turned off in multiplayer servers? I don’t have infinite wifi so I only play single player.
Having a lot of scripts running on a server will cause lag