Space Engineers

Space Engineers

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[GAPS] - Gravity Active Protection System
   
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5 Mar, 2022 @ 5:44am
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[GAPS] - Gravity Active Protection System

Description
The idea

Gravity Active Protection System, formerly GRA and VectorCIWS, is an omni-directional gravity torpedo barrel-less high-scalable launcher.

It fires player-made war blocks from surface hardpoints with velocities up to 1070m/s using dynamically-crafted gravity field (in vanilla it works thanks to speedbreaking exploit).

Originally intended as hard-kill APS against incoming heavy PMW projectiles, hence the naming.








Distinctive features:
  • Shells are potentially faster than railgun (under speedbreaker exploit)
  • Super scalability - build as many gravgens as you want, add hardpoints for more volume of fire and/or coverage
  • Instant fire solution and shot to interception point
  • Any number of shells can converge on a precise target point without need to move/aim in autofire mode
  • No moving parts, no barrel, can fire and any platform speed
  • Speedbreaker variant does not require batteries
  • Five targeting implementations - GPStargeter, RaycastSingleTargeter, TurretControllerTargeter, TurretAiTargeter, DataLinkTargeter
  • Shells shut down mass and are immune to gravity shields
  • Shells are both proximity and timer-fused
  • Bypass any conventional PD setups
  • On-the-fly changing shell types (AP/HE)
  • Ripple fire mode and spherical boost salvo mode (cloud)
  • Self-tuning velocity estimation
  • Compatible with autopillock script (to be used on automated drones) and TGP (advanced targeting / datalink)
  • Uses CTC ai range exploit (set to 5000m range) - definitely would be patched soon

Building guide
  1. Watch the basic video. More text coming soon.
  2. Add all hardware except gravgens and hardpoint merge blocks to the same group that has programmable block in it.
  3. Add custom turret controller, normal turrets, cameras to use TurretControllerTargeter, TurretAiTargeter, RaycastSingleTargeter

Sample CustomData startup batch

It gets executed once during the first program tick. Slashes comment line out (to be ignored).

//toggle:fire
command:set-value:max-speed:400
command:set-value:uncapped-speed:true
command:set-value:interval:0.1
//command:gps:100035.85:121407.46:80639.89
//command:bind-targeters:GPStargeter,RaycastSingleTargeter,TurretControllerTargeter,TurretAiTargeter,DataLinkTargeter

Blueprints
Hardpoint with dual blueprint and speedbreaker: https://steamproxy.net/sharedfiles/filedetails/?id=2773606980

How to use

Start with watching the basic setup video guide.
Add more stuff when you got the basics.
Autofire works towards targets that are within -+45 degree cone, so place hardpoints from all sides for full coverage.
Spherical salvo ignores all checks, so be careful, think about placing hardpoints in a way that would not get you toasted.
If your ship uses any sort of gravity drive, you need to either separate it away from the GAPS hardware, or use Autopillock-based gravity drive as the script detects it and blocks it during shell acceleration phase.
Targeters are checked in the listed order, top-down. That defines their priority. I.e. by default, if you have GPS target, it would ignore all other targeters. To change priority or presence of targeters, use command:rebind-targeters.

Script argument reference

See Discussions section of this page.
Popular Discussions View All (2)
4
11 Apr, 2022 @ 10:38am
Bug reports & issues
cheerkin
2
15 Mar, 2022 @ 1:14am
Feature suggestions & change requests
cheerkin
13 Comments
cheerkin  [author] 13 Apr, 2022 @ 3:55am 
Thanks! I've just checked that actually, and it worked. So go ahead and try it, in case of issues with HD raycast feel free to ask me there, on its' page.
overwerk 13 Apr, 2022 @ 3:51am 
Got it! nice that you have that implemented within your codes, that is neat
cheerkin  [author] 13 Apr, 2022 @ 2:22am 
It does not have internal implementation for raycast tracking, only single raycast designation. For tracking you'd need to feed it through IGC ("scanlock" channel) using HudDog, TGP or something else. For HudDog:
- follow guide for setting up raycast
- add [hd-subscriber] tag to this PB name (they need to be on the same grid)
- add this PB to HudDog main group
- when you lock something with HudDog, this one should have DataLinkTargeter: true appeared indicating that lock data is being channeled
overwerk 12 Apr, 2022 @ 11:28am 
How to setup the raycasting tracking?
cheerkin  [author] 29 Mar, 2022 @ 3:51am 
To use TurretControllerTargeter or TurretAiTargeter target feeds simply add turret controller or turrets into the whole group.
For CTC, sometimes you may need to turn AI off and back on to start tracking (it's a game issue).
Zeusiboy 26 Mar, 2022 @ 10:18am 
How do i use it in the TurretControler mode? will it auto fire on any enemy grid in 5k range?
This is an crazy strong script and defense system if that works, good job engineer!
overwerk 14 Mar, 2022 @ 4:05pm 
ah, i think I know what was wrong, I had a spherical gen but it was in the GRA cluster and not in the general
cheerkin  [author] 13 Mar, 2022 @ 3:12pm 
For salvo to work, you need at least one gra-cluster with normal gens and hardpoints, and a spherical gen in the general group.
Did you set up everything like I do in the video? I show command:salvo there at some point.
overwerk 13 Mar, 2022 @ 5:04am 
Also the command list you highlighted was going to be in the discussion isn't aviable. Which I am guessing contains what I need to fix that particular problem
overwerk 12 Mar, 2022 @ 7:39am 
For some reason, the command:salvo isn't functionning for me but regular fire does. I have 3 spherical gen in the group too. Something i'm doign wrong? Its like command:salvo isn't even being registered by the script