About [Archive] Rdav's Fleet Command ~Alpha Pack~
From Steam WorkshopRdav’s Fleet Command 100% vanilla Control an entire fleet of intelligent ships effortlessly from your mothership. NOTE: This version is no longer working and has been superseded by my MKII script!…
Rdav’s Fleet Command 100% vanilla Control an entire fleet of intelligent ships effortlessly from your mothership.
NOTE: This version is no longer working and has been superseded by my MKII script! please see my workshop for the latest vastly improved version of this code!
check out this link for the AI fleet used in the video!
Introduction + Setup Info
This script gives players the ability to command and control an entire fleet using an intuitive and easy to use LCD menu, commanding intelligent AI ships in advanced on-mass manoeuvres and tactics that were previously unheard of in space engineers, attack bases and ships with frigate and fighter support, watching ships slug it out while fighters and bombers roll and dive in between, launch, dock, and command fleets of massive quantity,
This is a vanilla blueprint Pack of pre-assembled components, Fighter, Frigate, and mothership, Simply paste or weld these modules onto a ship and follow the in-game setup tutorial on the LCD screens to instantly convert a ship to an automated fighting machine, that will automatically assign itself to a squadron, and follow commands after being connected to a mothership.
This is an Early Alpha version, not nearly feature complete or bug-free, it contains the core mechanics, and experimental versions of AI using the limited access us in-game scripters do, despite that, even in its current state it’s sure as hell fun to use, and the final version will be using the same setup, so if it works with it now, it will work with every new version of the script I release/update.
see the top of the page for a tutorial video showing basic setup!

Just a note before you continue
This is a massive project, and even in its current state has required over two months of work to get it to the state it is now, as such expect bugs, bugs will usually be of two categories, ship collisions, or the script ‘crashes’ and no longer works, it will say ‘exception during…etc’ in the p-block.
As stated earlier this is in early Alpha, and is continuing to be improved and optimised, bug reports of the latter type are more than welcome, just leave it in the discussions section and I’ll get right on it, along with any potential improvements you can think of! (just check that there is nothing in the ‘known bugs’ section before you do.)
Nothing this script does can crash your game, it’s purely 100% vanilla, although given I am still working on the enemy scanning function, I highly suggest you use this with a sensor range or radar mod, Also I highly recommend you first use this in a damage-disabled world! The script has been known to shoot fighter-craft out of motherships at quite some velocity, so be careful where you put your exit paths.
Finally: DOCK ALL YOUR SHIPS BEFORE YOU RELOAD THE WORLD, this is necessary or upon reload cross-grid communication can’t be re-established, and you will have to manually re-dock every ship.
Also worth mentioning DO NOT DISCONNECT SHIPS MANUALLY WITH 'P' the script undocks automatically, and undocking prematurely might confuse the poor drones, I'm looking for a fix, but I haven't yet pinned down a cause.
How to command your fleet!
The script will automatically assign squadrons to any ships that you connect to the mothership that currently have a version of the script running. Squadrons start at 0 and go to 9 for a total of 10 squadrons, with 0-3 being fighter-class squadrons of a maximum capacity of 5, 4-7 are frigate class squadrons, and 8, and 9, are cruiser class. (WIP cruiser-class just placeholders currently)
The script uses an intuitive LCD menu for command coordination, simply select a squadron and select the command you want to use, commands come in three categories:
Go-To, a squadron will fly in formation to the specified coordinates, these can be automatically generated, from a list, or input through the GPS panel
Attack, if you at any point have detected an enemy on sensors then you will have its coordinates here, simply select the coordinates to attack
Dock, a squadron will go 100m from its assigned connectors, and attempt to dock. In a straight line to the connector, orientation of the connector on the mothership tells which way the ship should land (eg possible to dock through launch tubes, control docking orientation etc)
All Follow Me, Every squadron that does not have ‘Dock’ as it’s command will assume formation around the mothership, matching course, velocity and heading
Also not included here is the AI’s own logic, for example AI will automatically attack enemies within 1500m of its idling position, if the enemy runs away, it will then return to its idling position, also if the command of a ship is anything apart from ‘dock’ or ‘blank’ (blank= initial state when you first load the script), it will automatically start the launch sequence, connector will disengage, and the thrusters pointing away from the connector will fire, launching the ship 100m from the ship, then engage rear thrusters and fly to location.

Using And Fighting with the script
The fighting systems use an advanced system of enemy tracking and location, if a player owned sensor, on ANY of the ships in the fleet detect an enemy grid, it will be permanently logged and stored, and the script will keep updates on its location. This requires a player to get a vanilla player owned sensor within 50m range INITIALLY, it’s a one-time thing, after that there is nothing the enemy grid can do to lose track, and very easy to achieve if every ship in your fleet has a maxed out sensor set to detect enemy grids.
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 10 yr ago.
[Archive] Rdav's Fleet Command ~Alpha Pack~ on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2016-05-10, released 2016-05-10
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of [Archive] Rdav's Fleet Command ~Alpha Pack~.
Run [Archive] Rdav's Fleet Command ~Alpha Pack~ on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogVehicles & ships
Cars, boats, aircraft, ships and other things to drive or fly.
Compatibility
- Game
- Space Engineers
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
- ✓AuthorRdav, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
