Space Engineers

Space Engineers

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Clang Drive Manager
   
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3 Jan, 2020 @ 3:30pm
6 Aug, 2024 @ 3:27pm
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Clang Drive Manager

In 1 collection by Major Jon
Helios Defence Systems (Plug&Play Guns/Turrets/Clang Drives etc.)
33 items
Description
Version v35 - 2023-07-29

This script is used to manage all of my clang drives (the ones below).
Your ship needs this script installed on a prog block and at least one of the drives below for the script to manage. You can mix and match them however you like.

This script is necessary for:
(These drives can only be used with the script, not manually
(These also all work in two directions i.e. also in reverse)
-MPD-1 Merge Pulse Drive
-MSD-2-21 Mass Shifting Drive (old)
-MSD-35 Mass Shift Drive (new)
-MSD-2-S Mass Shift Drive

This script is optional (but recommended) for:
(You can use these without the script, but limited)
-PDD-3 Piston Door Drive
-PDD-1 Piston Door Drive
-MID-6-3 Merge Inertial Dampener

This script no longer supports(old versions, superseeded):
-MID-6 Merge Inertial Dampener
-MID-6-2 Merge Inertial Dampener
-MPD-2x4 Merge Pump Drive

It can handle an "infinite" (script crashes after like 150 or so) number of drives in all 6 directions. These drives work everywhere, even in natural gravity.
The drives are detected and handled fully automatically by the script, you need to do zero setup besides actually placing the drives. You can build everything in survival, nametagging or grouping anything is not required, the script will detect the drives as soon as you have placed the blocks in the right order. There's building instruction videos for the more complicated ones (MID-6-3 & MPD-1).

The drives can be activated by WASD, even if your ship does not have any thrusters at all.
I also built in an inertial dampening feature for all drives, which is toggled just like normal thrusters with 'z'. Due to the nature of these drives, the dampening is not perfect and can only reduce the speed to about 0.2 m/s, so your ship will still drift ever so slightly if not backed up by normal thrusters. There is a gravity compensation to prevent downwards drift on planets, but you should still add one or two vanilla thrusters in addition to these drives to build stuff that hovers.

The whole script and all drives can be toggled on and off by running the programmable block with argument 'toggle'. Put this in your toolbar for easy access if your want. You can also switch to manual mode -> no wasd, no dampening, all forward drives always on (if script is toggled on).

Most of these drives can be easily built in survival by just copying the block layout, the script will detect them automatically. Just follow the building instructions on the respective pages.


Setup:
-Place programmable block and load this script into it
-Place or build a bunch of Drives on your ship (in whichever direction you need thrust)
-Done


Which drive should I use?
No drive is just better than the others, it always depends on what you want and what ship you have.
You can mix and match everything, but I would recommend to use only one or two different types for each ship. Torque means that the drives inflict a torque on your ship if placed offcenter. By simple I mean that the drives themselves work with a simple principle and are also easy to build in survival.

-PDD-3 Piston Door Drive:
super simple, won't ever blow up, little power, torque, good for small ships

-PDD-1 Piston Door Drive:
the same as above, but printable and tileable (and slightly more janky)

-MSD-35 Mass Shift Drive (new):
fairly simple, pretty safe, high power, torque, good for small-medium ships, tileable

-MSD-2-21 Mass Shift Drive (old):
same as above, less safe, larger, not tileable, but more powerful

-MSD-2-S Mass Shift Drive:
same as above, but for small ships - only small ship clang drive

-MPD-1 Merge Pulse Drive:
complex, a bit more risky, fixed acceleration, no torque, good for large ships


-MID-6-3 Merge Inertial Dampener:
Not a drive, just helps you do tight turns, fairly complex, fairly safe, good for medium-large ships
Popular Discussions View All (1)
0
24 Aug, 2024 @ 8:36am
Improvement for "docking with other grids"
Lynnuxx
259 Comments
Rightraoedhelontidae 22 Jun @ 1:01am 
Is it possible to disable the dampeners for one direction only? So I don't have to keep pressing W to go forward
Barkhan 23 Feb @ 1:50pm 
It seems like this script can't take input from AI flight blocks, is there something i'm missing or is that just not supported?
CTH2004 3 Jan @ 8:36am 
very nice!

I do have a question though: does it "handle" torque? What I mean is, does it alter the useage of drives to counter-act torque?

if not, here's an idea:
what if this script could steer? how it works is if you have a drive off-center, it can use that drive to apply torque, thereby steering. It works best in tandem, where it can use the thrusters to, say, the left of the Center of Mass (CoM) to push in one direction, the ones to the right in the other direction.

It could perhaps even change the generated thrust (when applicaple) so that if you have one way away from the COM, and another closer, it will use the one further away less. Basically, it will "steer" constantly in the opposite direction, overcoming that torque (to an extent). And at the small scale it counteracts the random fluctuations!

just a thought :)
Puddle46 28 Dec, 2024 @ 12:34pm 
how do i use this for my own mass drives?
colddna 21 Sep, 2024 @ 2:06am 
i am not sure where to change in the script to get it above 150ms
DrWatchMojo 9 Aug, 2024 @ 9:00pm 
Thank you very much!
Major Jon  [author] 6 Aug, 2024 @ 3:29pm 
I just updated the script, there is an argument for toggling the reversepower now, it's revtoggle by default
DrWatchMojo 5 Aug, 2024 @ 2:59pm 
Is there an argument to toggle "reverse" thrust on and off? An argument to change the reverse strength from the toolbar would also work.
DrWatchMojo 5 Aug, 2024 @ 11:10am 
Ok I figured it out. Because I was using a cargo container instead of a basic assembler as the base block, the cargo container was connected to other containers on the ship. By putting the [Ignore] tag on all of the containers the false positives disappear.

Also, just wanted to say that your script has made me put more time into this game than any other feature. It almost acts like a DLC for my games!
Major Jon  [author] 2 Aug, 2024 @ 1:16pm 
It sounds like it's detecting a bunch of drives that don't exist. It can only handle so many drives, so I guess it stops looking for more drives after reaching the limit. You should get rid of these false positives, then it'll probably find them again. You can make the script ignore blocks by tagging them with [ignore]. Just tag a bunch of rotors and stuff with that until it doesn't recognize them as drives anymore.