Space Engineers

Space Engineers

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Whornet ASF (Area superiority drone)
   
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1.898 MB
24 Mar, 2019 @ 2:12pm
18 Aug, 2020 @ 10:41am
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Whornet ASF (Area superiority drone)

Description
IMPORTANT! This is now kept for nostalgic reasons. Full AutoPillock release is now available here:
https://steamproxy.net/sharedfiles/filedetails/?id=2900108843

Next iteration of the Xenon ASF.
https://steamproxy.net/sharedfiles/filedetails/?id=1336226317

================= Reasoning and changenotes =================

Recent update has severely reduced the effectiveness of poor Xenon drone. The problem raised because of the new logic behind vanilla turret targeting - it now takes into account line of possible fire for turret, and now it ignores targets in its back semi-sphere, thus making Xenon ASF unable to lock on forward targets.

I redesigned the platform, trying to keep low cost, mass and dimensions the Xenon ASF was famous* for.
* among a dozen of users lol

New platform has two designator turrets for reliable coverage and about 50% more thrust, along with slightly better protection and survivability.

Now it ships with two scripts services - Autopillock and TGP (targeting pod) for advanced target sorting, support for raycast locking, custom rotored turret mounts and much more.

================= Description from the Xenon ASF page =================

Area superiority drone.
Can be automatically produced as shown in the videos.
Aggroes at enemy types specified in it's turret checkboxes.
Fires rockets when closer than 300m, otherwise uses gatlings.

Usage:
CTRL-V drone, have fun. You can change them to pirate faction and then copy them. No aditional actions needed*

Autopillock is my unpublished (untill now) script for general drone control (docking, wingman, inertia strikes, rocket assaults, raycast locking, gravity drive control, evasive maneuvors, etc).

If you are into this, ask me in comments how to configure drone for more advanced stuff. All is included in it's script, but "as is" it utilizes like 1% of it's features.
Popular Discussions View All (1)
84
3 Jun, 2022 @ 8:15am
Advanced features - knowledge base and your questions
cheerkin
185 Comments
cheerkin  [author] 11 Dec, 2022 @ 2:33am 
AutoPillock is finally released. Sample control module, two drones, and the Building guide is ready.
https://steamproxy.net/sharedfiles/filedetails/?id=2900108843
Gr1m 21 Nov, 2022 @ 11:47am 
Hello do this drones works on planets?
cheerkin  [author] 11 Nov, 2022 @ 11:08am 
Just wait a bit for a full release, it's hopefully coming soon.
Ной 11 Nov, 2022 @ 6:24am 
Hey, I was wondering if you could help me with my ship please... I would like to make my drone also autonomous but it does not work...
Phoenix 7 Nov, 2022 @ 4:23pm 
Awesome, and hilarious on that last drone. I can definitely design a carrier around a system like this, or even adapt one of my existing ones or drones to fit better with it.
Phoenix 6 Nov, 2022 @ 6:52pm 
My drones are too PCU heavy for spamming so I'd like to have them back if they survive lol
cheerkin  [author] 6 Nov, 2022 @ 3:28pm 
Yeah, I agree. On the other hand, while it is interesting to implement from a research point of view, it's not a big deal. Deployment of drones is a tiny fraction of their lifetime, and they are usually disposable and aren't meant to return (at least in PvP rather than roleplay).
Phoenix 6 Nov, 2022 @ 1:19pm 
Once again, more excited for this than Grid AI. I don't think anyone's tried having a drone be able to know when it's inside the carrier versus outside before. That could make a world of difference.
cheerkin  [author] 6 Nov, 2022 @ 11:00am 
I don't plan to support any mods yet, at least not in the upcoming release. So yeah, if the modded weapon implements the same IMyUserControllableGun interface, then it would trigger without need for timer (velocity, range and precision can be set via group tags). Otherwise, you can add a timer to that group.

I've just spend a few hours building a HighFleet-themed carrier for proper testing. Navigation works good (the A* search itself) but I realized that I need a different kinds of nodes - normal and "external", the latter represent entry points for world-carrier transition. Otherwise, the drone just picks the closest path node and goes straight for it through carrier wall. In general, it looks promising.