Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Navigation Map with Autopilot
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29 Jun, 2024 @ 4:29am
22 Aug, 2024 @ 11:29am
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Navigation Map with Autopilot

Description
How it Works




This microcontroller is made up of a navigation map and autopilot combined together. Simply set up some waypoints on the navigation map and it will allow you to activate the autopilot. The waypoints will be cleared upon reaching a set distance (which you can set). The autopilot only controls the turning inputs, it does not control your throttle.



Screen Size Compatibility




This microcontroller works on any monitor size except for monitors smaller than 2x2.



Features


  • Highly customizable
  • Customizable colour scheme (input your own RGB values)
  • Settings can be adjusted during gameplay
  • Light & Dark mode colour schemes
  • Unlimited amount of waypoints can be set
  • Accepts keypad input for GPS coordinates
  • Able to hide UI
  • Able to override autopilot with seat inputs
  • Smooth transition between autopilot and pilot seat inputs
  • Displays waypoint distance and ETA (Estimated Time of Arrival)
  • Customizable autopilot sensitivity and PID



User Interface






Autopilot Screen Information




Autopilot Status:
  • Standby - No waypoint added
  • Ready - Waypoint(s) added and autopilot is ready for activation
  • Active - Autopilot has been activated

ETA - Estimated Time of Arrival to current waypoint
Dist - Distance to current waypoint



Setting Up The Microcontroller


The components which are to be connected with the nodes are listed on each microcontroller node.

Just ensure that the physics sensor is placed upright, facing forwards and connected to electricity.

There is an example vehicle included which you may copy from for your creations.

The "Autopilot Active" and "Last Waypoint Reached" boolean outputs are optional nodes which you may use for your own throttle controller or other systems. You may reduce the width of the microcontroller and omit these nodes if they are not needed.



Microcontroller Properties




  • Minimum Distance to Clear Waypoints - This is how close you have to be to the waypoints to clear them. (WARNING: Setting a very low value may cause your vehicle to miss and overshoot the waypoints)
  • Default Map Colour Scheme - Set the default map colour scheme when the creation is spawned in.
  • Grid Lines Default State - Set grid lines to be on/off when the vehicle is spawned in.
  • PID Proportional Gain - Proportional gain for the PID of the autopilot
  • PID Integral Gain - Integral gain for the PID of the autopilot
  • PID Derivative Gain - Derivative gain for the PID of the autopilot
  • Initial Turning Sensitivity - How quickly it transitions between autopilot and seat inputs. It also affects transition speed when it clears a waypoint and turns towards the next waypoint.
  • Seat Controls Override Autopilot - If enabled, pressing A/D on the pilot seat will override and turn off autopilot
  • Colour Scheme (Red Value) - RGB red value for UI colour scheme
  • Colour Scheme (Green Value) - RGB green value for UI colour scheme
  • Colour Scheme (Blue Value) - RGB blue value for UI colour scheme
  • ETA Calculation - Variable Speed (ETA calculated based on real-time speed) / Fixed Speed (ETA calculated based on average vehicle speed manually inputted)
  • (ETA Variable Speed) Calculation Decay - If variable ETA calculation is chosen, a higher value would make it more resistant to speed variations at the cost of responsiveness while setting it to the lowest value would make it use the real-time vehicle speed.
  • (ETA Fixed Speed) Average Vehicle Speed - If fixed Speed ETA calculation is chosen, this value is used to calculate the ETA to your waypoints.



Closing Notes


Thank you for taking the time to read through the description.

For PID tuning with your creation, I recommend you set the “Initial Turning Sensitivity” to 100% first. After the PID has been tuned for your creation, then you can start tuning the “Initial Turning Sensitivity”.

You are free to use this microcontroller on your vehicles but please credit me by providing a link to this page if you upload your vehicle to the workshop with my microcontroller. Please do not reupload my creation/modified versions onto the workshop.

Please report any bugs or issues you find and any feedback is welcomed. I would also appreciate it if you leave a rating/favourite if you find this microcontroller useful.
Popular Discussions View All (2)
0
18 Aug, 2024 @ 5:22am
2nd LUA Script (Unminified Code)
SeaWeed
0
18 Aug, 2024 @ 5:21am
1st LUA Script (Unminified Code)
SeaWeed
68 Comments
Frag2000 15 May @ 8:12am 
Thanks a lot. My bad.... I was trying to open it from the ship dock. Took for granted that it would be on a ship example. I would recommend to add the note to your description. I am pretty sure other people could do the same error.

Thanks again!
SeaWeed  [author] 15 May @ 8:07am 
You can access it in large hangar
Frag2000 15 May @ 8:03am 
Werid one here. I have tons of experience with this game but cannot access this microcontroller. First it does not show in the inventory list. I can see a creation in the vehicle workshop, but I tried to open it at many large dock and I get the error "Vehicle too big for the area". Am I missing something?
Frank Renson 6 May @ 8:04am 
Alright, thanks for the availability
SeaWeed  [author] 5 May @ 12:06pm 
Yes of course, I uploaded it for people to use :pickax:
Frank Renson 5 May @ 11:27am 
Greetings, may I can use it on my ship? Credits will be given
hunter_vertigo17 27 Apr @ 2:34am 
Hi, I have made some adaptations and now when I try to drive flippers it slowly powers down
SeaWeed  [author] 8 Jan @ 10:06pm 
It can but you would be required to set up autopilot for yaw, pitch and roll
Snefflz 8 Jan @ 11:41am 
does it work with aircraft?
Snefflz 8 Jan @ 11:41am 
never mind i figured it out, didnt merge lol