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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3419652740
As identified in many comments, the original script fails when the block group with the required blocks (default group name : "Flight Assist") does not exist. This very simple fix throws an exception instead of crashing. You can now create or rename the group and recompile.
There are no other changes.
This is useful when running Flight Assist on multiple ships that are sometimes connected on the same grid, to differentiate WHICH ship a certain flight assist group is controlling.
To help reduce overhead when not in active use, you can edit line 23 startCommand "hover smart" to "stop" instead. On every reload of the save game, the script will start in stopped mode by default.
1) Delete existing pro block. Don't know why, but this exception error won't let you recompile in a pre-existing prog block once you screw up the steps here.
2) Add/build fresh new prog block.
3) MAKE SURE YOU ALREADY HAVE A GROUP with control seat and gyros. Default name "Flight Assist". If you use a different name, copy that group name for...
4) Edit prog block and add Flight Assist script. Near top of code, ADD YOUR GROUP name if not the default. I believe it's case sensitive. Click OK.
5) Profit. Everything should work at this point. Add Run argument commands to your control seat toolbar, per description above. Arguments are not case sensitive.
You want to use Whiplash's Subgrid Thrusters script, or the new reworked Vector Thrust OS (based on the old well-known script by Vermilion).
IRL an Osprey primarily has two flight modes. Whiplash's script doesn't control rotors, so you'll have to set up a basic 2-position rotor setup using Reverse direction to switch rotor/thruster positions. Then per Whiplash's script page, LOCK rotors to avoid Clangy behavior. I'm using exactly this two-position rotor/thrust setup on my current mothership.
Bonus: This Flight Assist script WILL work with Whiplash's subgrid thrusters, since Flight Assist only uses gyros, not actual thrusters. (I'm using both together on my mothership)
@Waipa: Check comments further down: Req blocks (control and gyro) need to be in the "Flight Assist" group BEFORE editing and compiling the prog block, or else it'll throw an exception when it can't find the named group of blocks (if this happens, grind/delete the prog block, place a new one, and do it again).
Hover stop, hover glide, and hover freeglide have never allowed me to turn -- I'm locked into a single direction along with keeping level. But this has been true for several years.
OTher than these quirks of usage, I still consider this script a must-have on all my most important ships. In case it helps reduce system overhead, I make sure to run "stop" on each prog block AND turn off the block (b/c reloading a saved game with the block on will restart the script in hover smart mode) until I need to use the ship running the script.