|This article is about the block for modifying the AI's control. For the block for non-AI automatic control, see Bread Board.|
|“||Connects to the AI and can control various things like which behaviours are active, based on the Mainframe's current target, or other vehicle based information.||„|
|~ In-game description|
The AI Breadboard allows you to build logic circuits to control actuators such as spin blocks and pistons, augment AI behavior, or construct your own custom behaviors from scratch without requiring any experience in coding. The block is located in the AI build menu and is distinct from the 'Bread Board' located in the control build menu, as it must be either directly or wirelessly connected to a mainframe. The AI Breadboard also has special components that the Bread Board does not, such as being able to access information regarding the mainframe's primary target and steering points used for navigation.
Controls[edit | edit source]
Press Q on the AI Breadboard to open the interface. You can navigate the circuit using directional zoom by scrolling up/down to zoom in and out on the area you want to focus on. At the top right are the Breadboard components, which you can spawn in by left clicking on. Components spawn in at the top left of the interface, which may be out of view. If you don't see the component, right click to center it at your cursor. Each component has either an input or output tab, in some cases both, which you can use to connect them to other components. You can do this by left clicking to select the input/output tab of the first component, and then right clicking the input/output tab of the second component.
Examples[edit | edit source]
Here are two examples of circuits you can build using the AI Breadboard. There are many possible applications for breadboards, but these two circuits might give you somewhere to start. After you have constructed a couple circuits from example, you should have a good feel for the logic and start realizing some other potential applications.
This circuit generates a sine wave, which is a value that shifts between (-1, 1) over time, and sends it to our strafe control. Where “sin(a*100)” we can increase or decrease the value “100” to increase or decrease how quickly the value shifts between (-1, 1). Strafing is an excellent way to dodge low velocity projectiles such as slow missiles and cram shells.
This circuit allows you to pitch stabilize engines for vertical take off and landing using spin blocks. The pitch will be within a range of (-180, 180) which is divided by 180 as the spin block can only receive an input between (-1, 1) and sent to the misc axis that the spin block responds to, in this case we are using misc axis A. This keeps the engines pointing straight down when the craft is below an altitude of 100m. When above 100m the switch sends an open value of -0.5 which rotates the spin block so the engines point backward to provide forward thrust. If the engines on one side of your craft are pointing in the wrong direction, set their misc axis response to -1.
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