Space Engineers

Space Engineers

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3 Axis Clang Drive Script
   
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21 Apr, 2017 @ 9:08pm
22 Apr, 2017 @ 9:30am
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3 Axis Clang Drive Script

Description
Prototype for:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=910527327

Operation:
https://gfycat.com/TidyVariableIcelandgull

A full fledged 3 axis control script for the clang drive. Made for people who want to tinker. See the prototype for how it is set up.

IF YOU ARE USING A SPEED MOD. Tweak the velTar field to say 10 m/s bellow the speed limit to prevent rotor lock but go above 100m/s.

Setup:
1. Tag all motors CD_MOTOR_A, CD_MOTOR_B, CD_MOTOR45_A, or CD_MOTOR45_B. A spins counter clockwise and B spins clockwise. 45 makes the rotors spin 45 degs out of phase.
2. Tag all the appropriate merge blocks. This part would have to be done manually because the script have no way to know what merge block does what. Tag them CD_MERGE+X if turning on that merge block moves the ship in the +X direction, CD_MERGE-X if it mvoes the ship in the -X direction, +Y if in the +y direction... ect.
3. Run "rescan" for the script to recheck all tags.
4. Put it on a timer that triggers every loop. (Trigger now, run program, start)
5. Profit.

Gravity gyros, if you need to abuse physics for gyros too: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=890464232
4 Comments
Quinnius 17 Apr, 2019 @ 9:55am 
There's a fix explained on the prototype's page:
Thaccus Jan 10 @ 1:39pm
Turns out it was a simple script fix. IMyMotorStator.TargetVelocity has been replaced by TargetVelocityRad and TargetVelocityRPM.
Simply replace every instance of rotor.TargetVelocity with rotor.TargetVelocityRad
CTH2004 5 Apr, 2019 @ 3:26pm 
Will it be fixed?
𝕹𝖆𝖙𝖗𝖎𝖚𝖒 13 Feb, 2019 @ 4:28am 
The script does not compile anymore, and I'm waaay out of my league to fix that
Purpleskin 31 Jul, 2017 @ 1:48pm 
I made a small ship variant of this, but it seems the small rotors are not powerful enough to harness the clang. I can post the ship file to save you some time naming one if you think it would be possible to get working with some script changes, perhaps pulsing the merge blocks on and off would stop the rotors getting stuck?