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Konchog

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Posts posted by Konchog

  1. 8 hours ago, corona_wind said:

    Coping with drone brains on the order of a Solarbotics kit, you have to take what you can get.  Many things are going to be impossible until complex logic is implemented, and even then, much will still be difficult.

    With enough speed and luck, these rollers can explore a large portion of planets with tunnels to the core (to the point I use them for core hammerhead missions).  Sometimes I use timed boosters to aim them specifically at certain lodes.

    Yeah - I’m hoping for a complex logic component so that I can tidy away the ten+ rules I have on some minidrones! They get so clunky.  It’s weird writing with these assertions - a bit like some cross between prolog and scratch 🙂

  2. On 4/15/2020 at 5:58 PM, Micha said:

    I also added a new sensor detection layer for the Container, so it can be distinguished from other objects

    This is super useful for the ancient artefact missions! Thanks!

  3. 7 hours ago, corona_wind said:

    2 sensors, 2 engines.

    GlbQW99.gif

    What tells it where to aim?  Absolutely nothing.  What tells it when to mine?  Absolutely nothing.

    So when the resource is buried under a load of terrain, how does your magic engine get it? Or do you just spam terrain eaters, which is what I currently do?

  4. There is one bug with tags - the tag editor allows one to delete characters from the right using backspace, but then adding a character wipes any remaining text.

     

    for instance if you have the tag “fire gun on right”, and a was any to change it to “fire gun on left”, you always have to rewrite the entire text. Which is annoying...

    • Like 1
  5. Enemies is great.  But being able to add waypoints, dummy resources, cans, terrain, etc. for testing autonomous drones would shave minutes of having to go on planet to run a test.

    For instance, doing 'collect ancient artefact' - I had to go through lighting all the beacons before I could begin to work on the artefact gathering itself - I got there, but it took 4 minutes of beacons for each test run...

    The most recent version is far better, but pick up and drop off and explore quests are hard to model!

  6. Hi! Yes - it does - but I'm not sure how to pick the artefact up yet. (I'm playing autonomous) - it gets the correct MO each time (including the artefact), but I've not yet worked out how to pick up / recover the artefact yet.  

    Designing a 'lamp lighter' autonomous drone was quite a challenge.

  7. Having the ability to contain a set of logic gates / sensors / etc within a subsystem component would keep space way down, and possibly allow for private/internal key triggers, with public key inputs / outputs also, possibly via logic splitter / connectors

    Bearing in mind that the internal components would need less shielding, one could also drop the internal mass value too?

    With some simple registers, serial memory,  and the equivalent of a PC, SP and ALU one would have a basic CPU.

    Because: Building RAM out of NAND gates loses it's cool after a while!

     

  8. A docking component would be awesome. It would need to be available as a sensed object (and whether or not it is currently docked). 

    For instance, It would really help for resource mining, especially if we also could manage resource/power/fuel transfer..

    That way, the drone core can sit above the container, and then mining subs can go do the mining, and dock to the core, which would then drop resource into the container.

     

  9. SO neither the VTOL nor the balance sensor can be used to find resources...  Ow!  It makes the programmer/autonomous campaign mode nearly impossible, especially as getting back to the TOP of the container is really hard. (Basically, one has to ensure one first gets to a high altitude away from the container, and THEN keep that attitude until one is above the container.)

    Basically, I cannot quite see how to build an autonomous mining drone.  

  10. With unconnected objects (especially factory-produced mini-drones) it would be good to be able to use the same key set for each group, without having to re-assign keys to all the components. Currently the drives work fine - they are isolated - but the prox. sensor, and distance sensor trigger keys that effect every drone across the planet.  Is that by design?  

    I get that there's a problem also with the camera sensor - maybe it would be a good idea to use the tab key to switch between cameras on the same key?

    Loving the game....

  11. When using full autonomy, especially for eg snake eggs, using a set of autonomous sub drones to actually do the mission works very well. However, the player cannot see what they are actually doing - because there's no zoom / pan of the planet.  I get the camera sensor helps a bit - but then, especially when using the factory, it is hard to switch between each camera sensor instance.

    cf2.png

  12. 34 minutes ago, corona_wind said:

    For that matter, the gun itself can rotate!  It just doesn't have a 'nearest enemy' setting.

    Yeah - but only cursor rotation - which sort of sucks for full autonomy.  I want to use full autonomy.

    The main problem I now have is not being able to zoom out so much from the core - especially when my sub-clones are doing all the work!

  13. Currently some sensors cannot sense things other sensors can. Eg - the container is not a valid sense target for distance/proximity sensors.

    Maybe that's some upgrade thing - but it is counter-intuitive that I have to find different sensors to target the container.

    Maybe separate out the 'sense discriminator' from the sensor type, and upgrade the number of discriminators a sensor can hold at any given time?

    Eg - start off with 3 sockets - or even 1?  Then any sensor / object-directed thing can be used for any set of discriminators?

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