Stationeers

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Rocket Controller V3
   
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11 Apr, 2021 @ 2:34pm
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Rocket Controller V3

Description
I have adapted CowsAreEvil's rocket script with pre-flight Refill and automatic unload of silos.
This will work with multi silo/tank craft. Set the max fuel amount appropriate for your rocket with any line that has fuelVar 10000.​ 3 storage tanks filled and left the ship with around 2k fuel usually.

1 logic housing and ic chip
1 lever to continuously set the return mode until the rocket code reads through a full cycle to send the rocket back
1 button for launching the rocket
1 volume pump to pull fuel from a storage tank to the rockets builtin tank.
1 batch reader sum mode to read total silo item count if !=0 on landing sends a code to the silos to open untill =0
1 batch writer to open the tanks so they empty the contents in to the pipes/convayers attached to the scaffolding.

[All gages are optional]
1 MED display 1 batch reader sum mode 1 logic writer [silo quantity display]
1 MED display 1 batch reader sum mode 1 logic writer [Fuel status for multi tank rockets]
1 MED display 1 logic writer 1 logic reader [ Rocket Mode display]
1 MED display 1 logic reader 1 logic writer [ Sector Miniable items yes/no]

D0 is the Automated control module
D1 and D2 are the button to launch and the lever to return.
D3 is the volume fuel pump to automatically reload the rocket on landing.
D4 and D5 are Batch Reader and Writer to allow for multi silo status. you may be able to use a batch read via hash to free up those 2 pins [have not tested that thought]. CowsAreEvil used that option to turn the miners on and off so should be doable.

the screen shot of the med canisters is where the volume pump pulls fuel from to fill the rocket the pipe gage goes to the mixer on a separate network and turns the mixer on or off when the pipe pressure goes below 5mp so the rocket will fill quickly. [Med canisters blow at 5.5 or 6.5 mp iirc]

All the gauges used are via logic as CowsAreEvil has in his video to allow enough pins to manage the fuel pump and logic. the mode and miniables are read from the automated control module. the fuel status is read from the rocket tanks directly via batch read the silo quantity is batch read via silo class to sum up all items in all storage's. I have 2 miners per silo 3 silos on my current rocket. I may make a rocket for each type of resource so the silos will fill at the same time. i think but am not sure that the resources still mineable flag in the code may keep the rocket if say the junk silo is full and the others are not full since there is still junk available in the sector but not collectible.
4 Comments
[CoFR]Kendrick  [author] 27 Apr, 2021 @ 3:09pm 
the first pic with the 4 med displays on it. 0 = the amount of items stored in the silos. 1= in a sector with miniables. 10279 is the display for fuel and 6 is the rocket mode. the small display is a debug display i had put in for when i was rewriting the code.
soldiergraham84 27 Apr, 2021 @ 2:53pm 
thanks man i might give it a go and see if i can get my first rocket up.. thank you again!!!
[CoFR]Kendrick  [author] 26 Apr, 2021 @ 3:32pm 
edited and pics added. there's extra logic/displays in the pic since that was what I used to test the original code and then added on to it from there to get what I liked.
soldiergraham84 25 Apr, 2021 @ 3:58pm 
can i get some more info on this? what items are needed to make this work... i have read your script and like it just not sure how to implement it