Space Engineers

Space Engineers

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WCCS - Nav [OBSOLETE]
   
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10 Nov, 2016 @ 10:29am
22 Dec, 2019 @ 11:10pm
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WCCS - Nav [OBSOLETE]

In 1 collection by Wicorel
Wico Drone Control Scripts
8 items
Description
OBSOLETE. Use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073024104
and my "new" modular system

NAV Autopilot

Autopilot in-game script that will fully steer and fly your ship
from point A to point B

Coordinates and other instructions are easily given without editing code.

Supports limiting top ship speed.


Ship requirements

This is a sub-module of the Wico Craft Control system.

It requires the Wico Craft Control main (WCCM) script to be running.

To support sub-modules (like this one) WCCM requires a timer with [WCCS] and a text panel with "Wico Craft Save" in it. Optionally, a timer with [WCCT] in the name can be used to improve responsiveness when modes change.

  • Named block, name starting with "NAV:" followed by instructions
    See below for instruction list

  • instructions passed as arguments to the script
    See below for instruction list




Navigation instructions

Multiple instructions can be given in a sequence, separated by semi-colon
or new line. A space is required between the instruction letter and any
parameters you pass to it.

NOTE: currently only one waypoint command can be given; patrols are not (yet) supporte)

C <text>
Comment, to help label your instructions.
Has no effect on the program. Does not count towards instruction limit.

D <distance>
Sets the arrival distance (how close to get to the destination), in meters,
for the next waypoint.
Distance can be a single number, which the ship will try to reach

Distance is measured from the chosen Ship Orientation Block, so if that block is in
the back of your ship, you'll need to increase the arrival distance by at
least the length of your ship (in meters, not blocks).

Default value is 50m.


S <number>
Sets the maximum ship speed, in meters. If set to 0, no limit is enforced.

Default value is 0.

W <coordinates>
Adds a waypoint, at the specified coordinates. Coordinates are a set of
three numbers, separated by commas (i.e. 123,456,-78) or colons
(i.e. 123:456:-78). The last waypoint given (or only waypoint, if only
one given) is the final destination.

GPS Formatted coordinates are also suppoted

O <coordinates>
Orients the FRONT of the ship towards the coordinates.


EXAMPLE:

You can add comments, and you can even set a different speed or distance for
each waypoint:

NAV: C This is a test;S 200;D 500;W 100,200,300


Commands can be issued through Programmable Block arguments


Instruction List:
D Distance D min
C Comment C [text]
O Orient O [x,y,z|x;y;z]
W Waypoint W [x,y,z|x;y;z]


Sensors
The navigation will use a sensor for collision detection. The sensor must have [WICO] in the name or customdata.
For now, the sensor must be front and up facing.

Cameras

The navigation will use camera raycast for collision detection. All cameras will automaticlly be used.

Mainly, cameras on the front (direction of travel) are used. However, when the ship is 'inside' an asteroid, it will pathfind to find an exit; it uses cameras on all sides to do this.

Example Ship
For an example ship, see my Quad Miner: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1209208025

Drone Script Collection
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1436521807

28 Comments
Wicorel  [author] 26 Feb, 2022 @ 12:50pm 
I've got a new system for the past couple of years.

Use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073024104
and my "new" modular system
PepperJack 25 Feb, 2022 @ 6:54pm 
WCCS-NAV
PepperJack 25 Feb, 2022 @ 6:54pm 
This script gives an "assembly not found" error. Is there a chance to get it fixed?
Wicorel  [author] 5 May, 2021 @ 4:39pm 
It's not obsfucated ; it's minified.. The PB has a limit of 100k and the code needed to be made smaller to fit into that limit. It IS hard to tell the different, tho.

What problem are you having compiling? You should be able to load the project and compile it.

I have tons of blueprints (and scripts). Too many, really. Which one needs to be updated?
TidBuryFukles 3 May, 2021 @ 3:10pm 
UPDATE: I found your GIT site that has the source. Looks like nothing compiles though. Yes, I am using Malware's MDK and Visual Studio. MDK won't build. I can even copy/paste code directly into a PB. It has tons of errors.

I tried your Orbital Rocket example blueprint. Nothing compiles in the PBs there either.

Oh well. I guess you don't maintain this stuff anymore it seems.
TidBuryFukles 3 May, 2021 @ 12:17pm 
Disappointed that you obsfucate your scripts. Its not like you or anyone makes any real money off these. Since Keen's doco on modding is all but non-existent, the best way for people to learn is by reading other people's scripts.

I am looking for a better autopilot for planets without having to start-from-scratch on my own. I see your example Quad Miner is for space only. Do any of your scripts improve on autopilot on planets?

Example, I have a large ship that Keen's autopilot cannot handle. It will not control the altitude. It sits at about 300m above or something and won't descend. The ship has ion, hydro and atmo thrusters. I turn atmo off, the autopilot starts descending, full force right into the ground. It sucks.
Wicorel  [author] 13 Nov, 2019 @ 8:26pm 
The world is a multiplayer save. So I had to join the faction and then select a spawn location.

I don't have any GPS points to see where you where sending a craft.

Can you provide a little more information? DM is fine.
Wicorel  [author] 13 Nov, 2019 @ 12:19pm 
Did a quick test and it didn't roll/etc.

Can you send me the world so I can see what's going on?
Wicorel  [author] 13 Nov, 2019 @ 12:11pm 
I'll check. I've done updates for the code, but haven't pushed them recently.