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Just finished a grav-drive build and I always use this script...but strangely, when I re-enable the dampeners, my ship turns around (torques) exactly 180 degrees...perfectly even. Weird but cool.
I've also noticed that the grav gens seem to cap at about 0.5G...not making full use of the available power. No idea if that is due to my build or if it's script related...I just noticed it. First time trying it on a build with a small grid grav gens mod.
I really hope you continue working on this script..I really do think it's the best I've found on the workshop. Thanks for this and I'll keep watch for updates!
Secondly, from a recent project i did, I actually have some thoughts on fixing the offset forces, hovering in (moon) gravity and reducing the game workload, just need some free time to get into the project again (which i should have soon!)
If my ideas don't pan out, I will definitely look at what you mentioned, appreciate it :)
Wouldn't say that I have gotten good, but i have gotten better and I am (slowly) updating my old scripts, so will get this fixed up eventually!
The script is super beta, and from when I was worse at C#, it grabs hold of the first IMyShipController it can find, so if you have multiple cockpit/seat/remote it may be selecting another. IIRC, Passenger Seats may also be picked up as IMyShipController.
A temp fix could be to replace:
GridTerminalSystem.GetBlocksOfType(cockpits);
on line 31
with:
cockpits.Add(GridTerminalSystem.GetBlockWithName("INSERT HELM NAME HERE") as IMyShipController;
That'll force it to use a specific controller.
Vector3D LinVel, AngVel;
LinVel, AngVel are not used so you have to comment out as follows to use atm;
//Vector3D LinVel, AngVel;
Also I could not get the script to work with the Helm. Does the script search for Control blocks?