Space Engineers programming - autonomous capital killer drone

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https://steamcommunity.com/sharedfiles/filedetails/?id=1365360463

Test fight vs my Draugr branch of drones. This time they are equipped with Targeting Pod module, which makes them fully autonomous, and I pilot the victim ship, trying to fight back. They start hunting the nearest player right after they spawn.

TGP module has a script and camera array. It substitutes the mothership role of giving targeting data, making this Draugr branch fully independent automatic player hunters (with no need for antenna, so you can see them only visually). TGP uses hybrid raycast/GetNearestPlayer to lock on player ships withing 20km range.

This one is an second version of Draugr medium strike drone.
https://www.reddit.com/r/spaceengineers/comments/82grrr/second_gen_strike_drone_test_vs_bismarck_heavy/

All is powered by Autopillock script, my solution for general purpose craft controlTest fight vs my Draugr branch of drones. This time they are equipped with Targeting Pod module, which makes them fully autonomous, and I pilot the victim ship, trying to fight back. They start hunting the nearest player right after they spawn.

TGP module has a script and camera array. It substitutes the mothership role of giving targeting data, making this Draugr branch fully independent automatic player hunters (with no need for antenna, so you can see them only visually). TGP uses hybrid raycast/GetNearestPlayer to lock on player ships withing 20km range.

This one is an second version of Draugr medium strike drone.
https://www.reddit.com/r/spaceengineers/comments/82grrr/second_gen_strike_drone_test_vs_bismarck_heavy/

All is powered by Autopillock script, my solution for general purpose craft control, with features like
- cross-grid communication and hierarchy
- flight formations
- thrust vector control independent from rotation control
- automatic support for all thruster types, including graviational drives
- interception of threats (turret-based) with different strategies vs different types of threats
- danger area avoidance (stays away from enemy turrets)
- inertial torpedo strikes
- changing rotation matrix on the fly (can shoot from side mounted weapons for example, i.e. treat side like forward) for specific fighting or docking scenarios
- dynamic connection to host on startup (can be mass-produced in welding factory and automatically added to formation group)
- the only in existence proper docking to moving carrier, with request-response docking ports assignation (give me the link if I'm wrong)




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Tags:
Space Engineers
drone
programming
combat drone
guided weapons
raycast
pirate drone



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cheerkin presently has 146,202 views for Space Engineers across 207 videos, and about 11 hours worth of Space Engineers videos were uploaded to his channel. This makes up 67.82% of the content that cheerkin has uploaded to YouTube.