AUTOPILOT

Keywords: AUTOPILOT, AUTOP

Category: Space

=== USER MANUAL === Usage: autopilot Description: Toggle the ship's autopilot from the cockpit. Each invocation flips the current state -- there are no on/off arguments. Autopilot holds the ship's current course and speed and takes over combat. It is a cruise + combat AI mode, not a navigator: plotting a new destination still requires course or calculate with autopilot disengaged. What Autopilot Does: Ignore gravity ..... The ship no longer drifts toward nearby stars, planets, or stations; you hold your vector cleanly. Auto-fire ......... If a target is locked and in range and arc, the ship's best primary weapon fires every cooldown. Retaliate ......... Incoming hits that land on a nothing-targeted ship cause autopilot to snap-target the attacker. Interceptors ...... If equipped, interceptor fighters launch against the current target automatically. What Autopilot Does NOT Do: - Navigate to a destination -- set heading with course before engaging, or plot a jump with calculate + hyperspace. - Track a target's position (that's autotrack). - Fire the whole weapons package (that's autocombat from the gunner's chair). Blocked While Engaged: Autopilot holds the helm, so these manual commands refuse to run until you toggle it off: accelerate, course, calculate Each returns "You'll have to turn off the ship's autopilot first." Requirements: Cockpit ............ Must be in the ship's cockpit/pilot seat. Pilot access ....... Must own the ship or be a listed pilot (addpilot). Notes: - Every toggle echoes "$n flips a switch on the control panel." to the room. - NPC ships permanently behave as if on autopilot (they are always autoflying), regardless of the flag. - Pair with autotrack (from the pilot seat) and autocombat (from the gunner's chair) for hands-off dogfighting. Related Helpfiles: AUTOTRACK, AUTOCOMBAT, COURSE, ACCELERATE, CALCULATE, TARGET, SHIPSTAT === END MANUAL ===