Space Engineers

Space Engineers

Gun Fire Control System Mk3 [discontinued/broken, do not use]
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Update: 28 Sep, 2015 @ 2:34am

  • Single block turrets now aim even at points that are out of range. Before, the script would turn them off.
  • The status text (both in the terminal and on the status text panel) now displays the number of turrets whose target is in range.
  • Fixed an issue where the Mk3 version would not find a turret's center block in Mk2 setups without a remote control.

Update: 26 Sep, 2015 @ 2:13am

Mark 3 Update

  • Instead of the three orientation blocks, you can now use just one remote control (both for directors and turrets). Turret directors (rotorless) don't need any orientation blocks anymore. The script still works with existing setups that have orientation blocks instead of remote control blocks.
    Thanks to ZerothAngel on Reddit for the code.

  • Added support for multiple directors (but only one can be used at the same time)

  • Also added an option to make the script automatically switch to a director if it's being controlled (on by default)

  • The script can now work with no director (there's now an option in the settings), defaulting to Auto Target.

  • You can now switch on the fly between multiple GFCS text panels (with turret settings) by placing multiple panels and only having one turned on. If multiple panels are on, the script will read turret groups from all of them.

  • Fixed an issue with horizontal rotors causing the turrets to get stuck at the maximum angle or minimum angle (only if both a max and min angle were set). Now rotor turrets will always turn the best way to the target. Btw fuck radians

  • All exception notifications have been replaced by detailedinfo notifications ("Echo") that don't stop the script. Now, if there's an error, you won't have to open the editor and recompile the script after fixing it. The detailedinfo area now also displays information on the script status (same as the "Text panel status").

  • The status text now displays the list of turret groups that have been found.

  • Fixed an issue where if a turret got destroyed or removed the script would skip controlling the last turret in the group (it would count one too few)

  • Added support for pistons to elevate and turn the turret (PistonX and PistonY). By default, each piston will extend if the turret's aim is too low and retract otherwise; add "Reverse" to a piston's name to invert that.

  • Added an idle toggle. When on, turrets ignore all targets and all rotors return to zero degrees. If a rotor has a min angle and a max angle set, it will return to the angle between them instead. All pistons will retract completely.

Update: 18 Sep, 2015 @ 4:19am

  • Fixed an issue with the turrets only following the single block director in the director's 90 degrees to the right. Rotor-based directors were unaffected.
  • Rotor turrets now aim in front of the average position of their guns rather than in front of the center block.

Update: 16 Sep, 2015 @ 12:22pm

Very small update: turrets can now have fewer than 1 horizontal rotor (RotorX) and 1 vertical rotor (RotorY). Now a turret can even have no script-controlled rotors (you'll still want at least 1 rotor to turn it yourself though) or you can just let the script control one axis.

Update: 16 Sep, 2015 @ 3:27am

Mark 2 update
  • it's now possible to use a single AI turret block as the director (instead of a rotor-based director)
  • added toggle for auto lead
  • added the ability to customize all toggle defaults (in case a toggle is not found)
  • added the ability to use a text panel ("Text panel convergence") that sets the default convergence of the turrets in real time
  • added option ("vanilla tracking") to use the director movement to track speed for use without the BlueG Radar
  • added support for projectile acceleration (like gravity weapons or dumbfire missiles). See the mod page for more information.

Update: 12 Sep, 2015 @ 3:06am

Update: 12 Sep, 2015 @ 3:04am

Update: 12 Sep, 2015 @ 2:44am

Mark 1
Initial features:
  • control multiple turrets via a single turret (director)
  • track targets using the BlueG_Radar mod to get the right convergence
  • deflection (lead) calculated using the target's speed, acceleration, projectile velocity and your own ship's speed
  • choose between having the turrets automatically lock on to the center of mass of the current target or exactly where to director is pointing
  • mode to automatically aim the turrets at the closest target without using the director
  • mode to automatically fire guns if on target and in range