Difference between revisions of "BOBBY AI Module"

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(Added proper block description to help players understand how to use this block to some degree. Added all details I know about this module in relation to turrets.)
m (Added description for fire mode and missile damage prioritization)
 
(7 intermediate revisions by one other user not shown)
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Inside the block's UI (by activating it), there are several options to configure how the AI will work.  
 
Inside the block's UI (by activating it), there are several options to configure how the AI will work.  
  
The "active" checkbox is a toggle switch for the AI to initiate, however, if a player is inside the ship, it will immediately deactivate, forcing someone to turn it back on. This can be done using logic.
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The "active" checkbox is a toggle switch for the AI to initiate, however, if a player is inside the ship, it will immediately deactivate, forcing a player, or logic to turn it back on.
  
Fire modes description TBA
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Fire modes determine how the AI will fire its weapons.  The fire modes are the same as the ones that the player can use.  However, the AI currently cannot effectively make use of any mode other than "Focused".  Volley fire is bugged, and Unfocused makes the turrets incredibly inaccurate, especially when used with anti-missile turrets.
  
Missile Damage Prioritization description TBA
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Missile Damage Prioritization controls which missiles the AI turret will try to shoot down first.  "Highest" means that the turret will fire at the highest damage missile in range, "lowest" means that it will fire at the lowest damage missile, and "any" means that it will fire at the closest missile.
  
 
The "aim at" slider at the bottom is used to tell the automated turret (allowing the turret to aim at stuff using the AI module itself), what types of objects to shoot at. Keep in mind that turrets will only automatically shoot at hostiles unless the option "selected target", is set, of which will always aim (and shoot) at your AI target.
 
The "aim at" slider at the bottom is used to tell the automated turret (allowing the turret to aim at stuff using the AI module itself), what types of objects to shoot at. Keep in mind that turrets will only automatically shoot at hostiles unless the option "selected target", is set, of which will always aim (and shoot) at your AI target.
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The first thing to note is that if the ship with this block is on a "Rail Turret Axis", the AI type will ALWAYS be turret, and cannot be changed (unless undocked).
 
The first thing to note is that if the ship with this block is on a "Rail Turret Axis", the AI type will ALWAYS be turret, and cannot be changed (unless undocked).
  
The second option, Remote Control, if on, will allow the user to control the turret (if in turret mode) via the "turret control" weapon selection in the weapon menu on the host ship. With this on, and the "turret control" selected in the host ship's firebar, the turrets with this enabled will attempt to "look at" your cursor while flying, and using your fire key (default Left Click) will use the weapons as if you were using them manually. This is especially useful on larger ships that turn slowly. To note, the downside of this option is that the turret will no longer work automatically, and will only function if a player is manually controlling it (either on the host ship via turret control, or manually inside the turret barrel's core).
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Any Bobby AI modules that have been enabled on turret mode will automatically track and fire at any target that meets the criteria set. Just like docked ships, turrets use the power from the ship they are docked to. If nested, it will follow the line down to the host vessel. See the [[Turret|turret wiki page]].
  
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The second option, Remote Control, if on, will allow the user to control the turret (if in turret mode) via the "turret control" weapon selection in the weapon menu on the host ship. With this on, and the "turret control" selected in the host ship's firebar, the turrets with this enabled will attempt to "look at" your cursor while flying, and using your fire key (default Left Click) will use the weapons as if you were using them manually. This is especially useful on larger ships that turn slowly. Unfortunately, the downside of this option is that the turret will no longer work automatically, and will only function if a player is manually controlling it (either on the host ship via turret control, or manually inside the turret barrel's core).
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==Issues==
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Bobby AI modules cannot use any form of charge-up weapon (example: Missile Computer enslaved to a Cannon Computer), nor missile-enslaved missile computers.
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The turret control mode can only control one turret's missile computer at a time, so only 1 missile will fire from all controlled turrets. The turret of which will actually fire is the most recent AI module to get activated. In addition, missiles generally have a lot of issues (bugs) with remote control, so usage is not recommended. This does not apply to automated turrets, as missiles should work as expected.
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*[[Missile_Computer#Usage|See Enslaved Missile Computer effects]].
 
[[Category:Ship]] [[Category:Element]]
 
[[Category:Ship]] [[Category:Element]]

Latest revision as of 15:16, 28 July 2021

BOBBY AI Module
BOBBY AI Module.png
Hit Points100
Reactor Hit Points0
Mass0.10
Luminositynone
Data Value (ID)121

BOBBY AI Modules are simple AI system modules that grant ships basic AI functions. They are required in order to create turrets and drone ships. They can be activated/deactivated with Logic Signals.

Item Description

The BOBBY AI Module is a capable of providing basic and rudimentary automation and functions. Useful for building automated turrets, amongst a few other applications. It can be configured by opening up your Menu (Inventory, Weapons, Shop,Navigation), and looking for the AI Config button on the bottom right. Press Activate Key to Activate/Deactivate.

Production

Production Info
Produced in a Advanced Factory Advanced Factory.png
RequiresTo create
Mattise Capsule
x50
Mattise Capsule.png BOBBY AI Module
x1
BOBBY AI Module.png
Zercaner Capsule
x50
Zercaner Capsule.png

Usage

Inside the block's UI (by activating it), there are several options to configure how the AI will work.

The "active" checkbox is a toggle switch for the AI to initiate, however, if a player is inside the ship, it will immediately deactivate, forcing a player, or logic to turn it back on.

Fire modes determine how the AI will fire its weapons. The fire modes are the same as the ones that the player can use. However, the AI currently cannot effectively make use of any mode other than "Focused". Volley fire is bugged, and Unfocused makes the turrets incredibly inaccurate, especially when used with anti-missile turrets.

Missile Damage Prioritization controls which missiles the AI turret will try to shoot down first. "Highest" means that the turret will fire at the highest damage missile in range, "lowest" means that it will fire at the lowest damage missile, and "any" means that it will fire at the closest missile.

The "aim at" slider at the bottom is used to tell the automated turret (allowing the turret to aim at stuff using the AI module itself), what types of objects to shoot at. Keep in mind that turrets will only automatically shoot at hostiles unless the option "selected target", is set, of which will always aim (and shoot) at your AI target.

Turret Usage

The first thing to note is that if the ship with this block is on a "Rail Turret Axis", the AI type will ALWAYS be turret, and cannot be changed (unless undocked).

Any Bobby AI modules that have been enabled on turret mode will automatically track and fire at any target that meets the criteria set. Just like docked ships, turrets use the power from the ship they are docked to. If nested, it will follow the line down to the host vessel. See the turret wiki page.

The second option, Remote Control, if on, will allow the user to control the turret (if in turret mode) via the "turret control" weapon selection in the weapon menu on the host ship. With this on, and the "turret control" selected in the host ship's firebar, the turrets with this enabled will attempt to "look at" your cursor while flying, and using your fire key (default Left Click) will use the weapons as if you were using them manually. This is especially useful on larger ships that turn slowly. Unfortunately, the downside of this option is that the turret will no longer work automatically, and will only function if a player is manually controlling it (either on the host ship via turret control, or manually inside the turret barrel's core).

Issues

Bobby AI modules cannot use any form of charge-up weapon (example: Missile Computer enslaved to a Cannon Computer), nor missile-enslaved missile computers. The turret control mode can only control one turret's missile computer at a time, so only 1 missile will fire from all controlled turrets. The turret of which will actually fire is the most recent AI module to get activated. In addition, missiles generally have a lot of issues (bugs) with remote control, so usage is not recommended. This does not apply to automated turrets, as missiles should work as expected.