Space Engineers

Space Engineers

Spug's Easy Auto-Docking 2
Showing 11-20 of 23 entries
< 1  2  3 >
Update: 7 Jul, 2020 @ 7:14am

-Adding [recall dock] to a connector will now make this script ignore it, but other auto-docking ships can still dock to that connector. This is useful for recalling drones onto your mothership, without the mothership seeing them as docking locations itself.

Update: 6 Jul, 2020 @ 7:00pm

- Added "rotate_on_approach" option. When enabled, the ship will rotate to the saved direction when approaching the connector.

Update: 6 Jul, 2020 @ 6:37pm

- Added "connector_clearance" option. Changing this will alter the height at which it will fly to before coming down onto the connector.

Update: 6 Jul, 2020 @ 2:00pm

- Added LCD output panel feature. Add [dock] to the name of your LCD panel and this script will output it's text there.
- Added timer block feature. Add [dock] to the name of a timer block and this script will immediately trigger it (not start the countdown) when the ship has successfully docked.

Update: 5 Jul, 2020 @ 8:14pm

Changed the thumbnail to show the new big update.

Update: 5 Jul, 2020 @ 7:50pm

Removed some debug info that I accidentally left in from the last update...

Update: 5 Jul, 2020 @ 7:41pm

Added fix for a bug in the moving platforms update.
If the ship didn't have enough thrust to keep up with the acceleration of the moving platform, the script would crash. Until I can get a full fix underway, I detect the crash, and disable accounting for acceleration for the rest of the duration of that flight.

Update: 5 Jul, 2020 @ 4:02pm

Moving platforms update:

- Added ability to dock onto a moving platform (using optional home script: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2155667657).
- Added ability to perform drone recall from the optional home script.
- Added option for super soft landing.

Update: 30 Jun, 2020 @ 5:54pm

Changed the default acceleration.
Instead of 15m/s^2, it is now defaulted to 12m/s^2.

Update: 30 Jun, 2020 @ 1:19pm

Fixed a bug where if an unexpected error occurred in a specific part of the script, it wouldn't safely exit (aka, didn't have time to turn off all thruster and gyro overrides).