Space Engineers

Space Engineers

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Full Control
   
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3 Jan, 2017 @ 8:12am
6 Mar, 2018 @ 12:23pm
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Full Control

In 1 collection by p3st|cIdE
Scripts
13 items
Description
A vessel guidance assistance script. Works in vanilla game, takes player inputs and uses them to steer the ship. The entire ship. Including utilizing all attached thrusters and gyros, even ones on other grids, even ones attached by rotor or piston or connector, even ones of other grid sizes, even ones the game would not ordinarily allow you to control from that cockpit. If they're in the group, it uses them.

To set it up, load script into a programmable block.
Make a group called "Full Control" containing all your thrusters, gyroscopes, the above programmable block, and any cockpits or remotes you wish to be able to drive from. Add optional LCDs for diagnostics.
Make sure all the blocks in the group have the same owner.

The main arguments are "go" to start the script, and "stop" to stop it.

Configuration is in the CustomData field. Use "load" command to reload config after manual editing. You can tune the sensitivities etc.

The display for each LCD is determined by its Public Title, various things you can put there it scans for are: "yaw", "pitch", "roll", "movex", "movey", "movez", "logo", things like that. There are more in the script.

An example ship or two:

FAQ:

Q: What do you mean, it drives the ship?
A: It obtains player cockpit inputs from the game (a recent feature Keen added) and uses overrides to replace the standard ship controls.

Q: Does it rotate thrusters like a VTOL?
A: No, it doesn't mess with rotors, it just doesn't care if its blocks are on one, or how you rotate it. I'm not Whip. Use his script for that. But if you do happen to rotate your thrusts, this script will handle it fine so long as you do it slowly enough, or if you shorten the rescan time period so it can know about the new combined thruster capability.

Q: Why so jerky?
A: So you don't drift around. You can tune the response in the CustomData.

Q: Why does my ship lose altitude?
A: Because my calculations aren't perfect. Odd mass balancing and such will have an effect. Make sure you have CargoMult set according to your world settings, for survival. Try ExtraMass, maybe. Hey, it's better than what you get without my script!

Q: My ship crashed! Can I call your lawyer?
A: I don't know anyone named Pesticide. I don't know what you're talking about. Try not putting gyroscopes on remote grids next time? I'd definitely test in Creative w damage off first.

TROUBLESHOOTING:

Check common ownership!!!
PB must read or mess with settings on all other blocks, especially cockpit.
Check PB console for error message when you give it "go" command from terminal. Most common issues are detected and logged there.
Put an LCD in the group and check its Text and its CustomData for diagnostic messages. PB needs access to that, too.
84 Comments
p3st|cIdE  [author] 28 Aug, 2024 @ 8:23pm 
@Sgt Gumbo is it?
Sgt Gumbo 28 Aug, 2024 @ 2:56pm 
Dead?
p3st|cIdE  [author] 18 Sep, 2021 @ 4:05pm 
That sounds bizarre; like the H2 tanks are set to Stockpile On or something, preventing them from distributing H2, or maybe the line doesn't connect? Does not sound like a problem with my script.
Enderstar99 18 Sep, 2021 @ 2:30pm 
Ok now,

I only now tested the script with another ship and I thought, if the ship with the issue would maybe work with the hy coming directly from a O2 / H2 gen, instead of an hy tank, and it did.

So it does now work but it is buggy once the O2 / H2 gen runs out of ice. It will just try to turn the thrusters on really quickly, without fuel even beeing there. And altho there is no fuel, it will start flying off...

While it is nice knowing a way around the problem by redesign it, it would be nice to know if I could change something to just make it use the normal h2 tank.
Enderstar99 4 Sep, 2021 @ 1:13pm 
I have now checked the ownership of each subgrid, looked for error messeges on the PB and LCD and tryed a bunch of other things but it still didnt work nor give any error message that seemed relevant. The only error messages that it spits out up-on checking the code in the sript manager is about some code lines for textpanels being irelevant, but nothing changes with there being a LCD or not and if im in survival or creative. Im also testing the ships in survival using creative mode tools and with pasting the ship from the blueprint menu, but pasting the ship also works just fine in creative, so that leaves me quite confused now.

It still probably is some mess up on my end but i havent figuered any out just yet.

Also, im quite glad about your response, hands the last comment being from over 3 years ago, so thanks :D
p3st|cIdE  [author] 4 Sep, 2021 @ 5:25am 
@Enderstar99 that's weird, I just tried it and despite the deprecation warnings, it seems like it's running fine and working... are you sure you own all the blocks in the group? Set a lcd public title to 'log' and include in the group, see what it says, check the PB itself for any error messages
Enderstar99 3 Sep, 2021 @ 12:32pm 
Hay, I have been using your nice script for a little while now and just started to test some ships in survival worlds while having your script enabled . As it turns out, while in survival mode, the script doesnt really seem to be working right. I have set it all up correctly, including the world settings, and even tryed to find some clues, from which i found out, that it tryes to fire up large thrusters, but it just instantly stoppes after doing so.

Any suggestions or help anyone could give me, that might explain why this is happening?
p3st|cIdE  [author] 25 Feb, 2018 @ 9:32am 
Good to hear! Maybe I can finally make that mobile base I'd been trying to build. Last time I tried it was just falling through the ground and other nasty bugs. Bad bad placement and mirroring bugs. It was heinous!
Omen 25 Feb, 2018 @ 6:12am 
Wheels are now more or less perfect.
p3st|cIdE  [author] 24 Feb, 2018 @ 5:01am 
Sorry, haven't been playing SE lately. How are the new wheels btw? They used to be all kinds of problematic.