Space Engineers

Space Engineers

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Shield Controller Weaponcore
   
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408.717 KB
31 Jul, 2021 @ 8:11pm
23 Aug, 2023 @ 6:44am
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Shield Controller Weaponcore

Description
Designed to boost shields in combat automatically while allowing low level
shields to conserve power out of combat. Requires the mods:
Defense shields Mod: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1365616918
Weapon core Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1918681825

Non-Weaponcore version of this script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2561758573

There are arguments you can run with this script.
"OFF" disables automatic controls
"ON" enables automatic control
"TEST" triggers the boosted shield mode as if the shield is attacked
By default the script will start in the "ON" when recompiled or run

Warning user will have to specify the lower and upper power levels.
The top set of settings can be changed they include the power levels for
low power non-boosted shield mode and high power boosted shield mode
as well as a delay timer for how long to wait before returning to low
power non-boosted mode after high power boosted mode.
Note when the shield drops from high power boosted mode to low power
non-boosted mode it uses 2.6 times the power that its actually set to.

There are three triggers to activate the high power shield boost mode.
1. A turret has a target to shoot at. If weaponcore turrets are available
it will use those. If weaponcore isn't enabled it will check normal
turrets for targets. Note if the turrets are setup to shoot something
then the shields won't boost either.
2. If the current shield HP is lower than the previous tick then the shield
is taking damage.
3. If the script is run with "TEST" argument.

When the shield switches from high to low power there is a brief time
period where the script won't detect damage to the shield. This avoids
a never ending loop of cycling power levels.

This script can also be set to control the same grid batteries. This
allows you to make it so that the solar panels keep the lower power shield
up and charges the batteries. When in high power mode the batteries will
be set to discharge mode to power the shields and weapons. This can be
disabled in the script settings.
26 Comments
Deapri 4 Mar @ 11:34pm 
Would be better if the editing entries were in the custom data if possible.
Deapri 4 Mar @ 11:34pm 
Working for me, make certain you correct the line

<u>string shieldname = "[A] Shield Controller"; // Name main shield controller contains this/u.</u>
StarAlone¹ (Starry-Kun) 26 Feb @ 1:46pm 
Seems it doesn't work anymore, returns error on boot up
Titan Nya 18 Feb, 2024 @ 2:29am 
haven't tested recently but going through my subbed mod list to see which one got updated dependency after Darkstar departure and this one seems to still use the old one, so maybe update to the new one to make sure it doesn't interfere with other mods? (not sure if it does)
hugums247 25 Dec, 2023 @ 9:17pm 
Can you show the shield info on a LCD screen, Other then the Program Block
MrFox 6 Nov, 2023 @ 7:24am 
Thank you for the responce
Mork  [author] 4 Nov, 2023 @ 3:39am 
It takes over the program block LCD screen and outputs the some status information there. Mostly some script status information, turrets found, targets, shield hp, power mode, power setting. Since it doesn't control any of the other values I didn't include them. I tried to keep it simple, so more people use it.
MrFox 3 Oct, 2023 @ 9:04pm 
Does this or can it have a shield status LCD to show
Shield HP
Shunting points
Shield heat
Shield damage balance Energy/kentic?
Mork  [author] 23 Aug, 2023 @ 6:46am 
Been away from the game for a while. Updated script with new APIs for weapon core and defense shields. I had to find a working copy for the defense shields API from someone elses script. Seems to be working now.
McyD 11 Jul, 2023 @ 10:34pm 
Seems broken currently. Throws errors on boot up. assuming the api is out of date for weapons core again?