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I've made a big APS that's able to deal over 10k EMP damage per shot. I was very hyped to try it out, I'm into that futuristic stuff.
Went to test it against a few constructs and it was either killing ships in a small number of shots or never.
Tested this extensively. ... Forget air gaps! EMP damage can't even arc over turret mounts! It's pretty useless against any ship pointing its big gun at me, let alone ships covered in turrets. I was hoping to hit an enemy gun barrel with a ton of EMP damage and have it disable the Local Weapon Controller. Naturally, an AI would have trouble doing such a thing, especially if I want to hit every turret in sequence. Doing it manually would've been rewarding if it worked. Unfortunately, a gun's trigger is perfectly electrically isolated from the LWC, let alone the AI controlling it.
The tutorial mentioned "Dijkstra's algorithm", so I went to check that out, too. Turns out, if your ship has more than a 1000 metal blocks connected, you can put your AI on a single wooden block and it'll be safe. Heck, it won't even jump to a surge protector if it's on that wooden block. Many in-game ships abuse this and I bet it's making EMP useless in PvP, too.
I'm not really code-savvy, but I realize running such a code without that 1000 block limitation for every shell that hits would be quite taxing for many PCs.
I suggest generating a complete EMP path for every ship upon the ship being manually saved. Until it's saved, let it act as it does now. After it's saved, it should have proper shortest paths from anywhere to everywhere else. Destroyed blocks could update the live blocks beside them. If a destroyed block is not connected to a live block, it doesn't even need to update. This way, cutting off a large area of a ship won't cause many calculations.
Whoever is in charge of coding this stuff, I wish you simple solutions for solvable problems and easy workarounds for the unsolvable ones!
P.S.: The version is actually 18.104.22.168, but the latest available in the drop-down was 3.0.5.