Space Engineers

Space Engineers

Wico Small Auto Miner Mk3 -- [OBSOLETE]
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Update: 25 Sep, 2015 @ 12:31pm

Tested on SE1.101

Blueprint Features:

  • Added two more Programmable Blocks to the 'computer' section of the ship to allow for more expansion

Script Features/BugFixes:
  • SE101 removed power access to scripts. So battery checking is (temporarily) disabled until Keen provides a method for power access.
  • auto-set waytpoints in remote control
  • Default to keen autopilot ON


Miner version 1.58

Update: 16 Sep, 2015 @ 11:15pm


Blueprint Features:

    No Changes

Script Features/BugFixes:
  • Tuned movement check for having m/s calcuation not in-line
  • Wait for ship m/s to stop before doing orientation movements to improve aiming accuracy when mining
  • Improved Sensor checks for optimal movement selection


Miner version 1.57

Update: 10 Sep, 2015 @ 10:54pm

Tested on 1.099

Blueprint Features:

  • (mk3 --) front nasteroid to trigger on active/deactive

Script Features/BugFixes:
  • New UTILITY Programmable Block with shared code. Displays output on bottom right text panel.
  • Code re-org (more to come)
  • Calculate accurate MPS by ignoring elapsedtime.
  • Calculate simspeed by using elapsedtime.
  • Fixed BARABAS to push to whatever it is connected to.
  • Fixed Sensor TOP not getting turned on during GoHome/Target.
  • change back range of near sensor for creative putting all mass in back cargo and changing Center of Mass


Miner version 1.56

Update: 5 Sep, 2015 @ 9:34pm

Tested on (up to) 1.098

NOTE: 1.098.009 has a bug report for blocks taking minimal damage and exploding; including one from me.

NOTE: the script feature ElapsedTime does not seem to be scaling with simspeed. This means the ship accurately knows its speed when simspeed is around 1.0. But when simspeed drops, the calculated speed is inaccurate (low) and this can result in the miner going too fast. The calculated m/s is shown on the central text panel display.

Blueprint Features:

  • "Start Search" Command (bar 1/#8) has been changed to "Start Search Top Right"
  • two 'up' lights on back for mining. Lights up the trench being made.
  • fixed frontnasteroid sensor width
  • front sensor size exact height/width
  • nearasteroid sensor now has down 1x height of ship to allow for searchshift move down
  • nearasteroid sensor now has RIGHT (left after orient) 1x width of ship for searchshift left

Script Features/BugFixes:
  • Top Right Search shift mode: finds a corner of the small asteroid to start mining
  • More mining movement changes: Approach, Inside, and Leaving.
  • 'exiting' moves more quickly away from the asteroid.
  • added 'move right' to search shift if nothing found on left.
  • improved accuracy of calculated m/s
  • lower target max mining speed (about 1.2m/s)
  • at end of searchshift, wait for motion to stop before moving on to next mode
  • searchshift check roll control sensor for asteroid and move 'down' to it
  • searchcore: do shift after bfront detects to center asteroid in drills, not just skim
  • GetActionWithName->ApplyAction
  • Remove search when 'close' to asteroid center; now continues with searchorient
  • retested with mutltiple miners on same small asteroid and fix/optimize a few situations
  • fixed Barabas getting 'too complex' when docked with multiple miners. Must have been a Keen change to instruction counting.
  • Display sensor status on text panel

NOTES on optional blocks:

Spotlights: All the spotlights are totally optional. Lights can be added/removed from groups or the spotlight blocks removed from the ship and it does not effect the functionality of the ship.

Reactors: The ship was meant to be run by batteries. However, Keen is in the middle of a bug fix and balance phase. There was a time when batteries were not enough. On the MK3 ++ I left the large reactors on the ship. for MK3, I left the mounting conveyors on the ship, but removed the reactors.

Docking Remote Control block: This is for convenience. It is not necessary for the function of the miner.

'Extra' ejectors. The ship should have enough ejectors to get rid of unwanted ore as it mines. With small asteroids, there are more than enough. However, with large asteroids there can be large areas of just stone. Without enough ejectors, the ship could fill up with stone and not be able to get desireable ore when it is encountered.

Update: 20 Aug, 2015 @ 11:04am

Blueprint Features:

  • 1.095 made thrust use way more power. Added reactors to get power
  • 1.096 made batteries have more power again. Left 'extra' reactors in blueprints.

Script Features:
  • changes (decrease) to speed while mining (bug fix?)
  • better control on asteroid 'approach' when mining
  • go home if cargo full shen start search
  • changed state save code to only write once to text panel (optimization)

Update: 13 Aug, 2015 @ 12:59pm

Tested with 1.094 and quick verify with 1.095

Blueprint Features:

  • MOAR POWER, Captain. Lots more thrusters to handle 100% cargo capacity.
  • 1.095 increased thruster power usage by 6x(!). So had to add *lots* more batteries to all blueprints

    Need to test enough 'reverse' power to dock with over 100% capacity

Script Features:
  • Tweak speed management while mining
  • cargo % now takes drills into account. But drills capacity doesn't count. So cargo % can go above 100%
  • Agressive 'minify' (to <90k!) before more additions...

Bug fixes:
  • fixed problem with second collision while avoiding first while going home

Update: 7 Aug, 2015 @ 10:16pm

Tested with 1.094

Blueprint Features:

  • Removed Aft light from Mining Lights group
  • Moved locations of some thrusters to minimize risk of damage.
  • Added some armor blocks that make a big pipe-looking thing. decoration only.
  • 1.094 changed cargo container capacities. But these don't effect existing containers. Rebuilt most cargo containers so they'd have the new volumes.

Script Features:
  • Generate GPS of current location
  • Generate launch GPS coordinates when docked. No longer need to launch to get these waypoints.
    Can now load Keen GPS waypoints when docked.
  • No longer need fastclock on launch because coordinates are accurately pre-calculated calculated.

    Movement code when mining is completely redone (and retested).
  • Calculate meters per second
  • Dynamically adjust thrust to maintain target speed while mining
  • 'unstuck' logic during mining and searching to allow to (re)start movement

  • Fixed Barabas crash. It is turned back on.

  • Display of information from main control script block on center lower display

Bug fixes:
  • save lastcontact after searchshift and find asteroid to mine

++ BP Features:
  • Even more thrusters for post 1.093 movement
  • Remove some cargo containers from back to prevent center of mass moving too far back and maintain BP progression.
  • Added many more cargo containers in front. Tested with 1x cargo.

-- BP Features
  • more thrusters for post 1.093 movement
  • more gyros for post-1.093


Added camera options to manual

Additionally:

HUGE update. And made bigger by the changes to 1.093.

NOTE: I had many of these features mostly tested before 1.093. 1.093 caused many more changes.

Blueprint Features:
  • More lights and light groups
  • sensor extents updated
  • scripts now use all the sensors
  • Removed Lights group

Blueprint 1.093 Inventory Mass changes:
  • Many more thrusters and gyros
  • Removed thrust groups for mining
  • Nav now use Group Thrust Forward
  • Removed a few cargo containers
  • added second battery to handle power draw of extra thrusters

Script Features:
  • Collision avoidance in all situations. Miner (should) never become 'stuck'.
  • Added Roll in searchshift after move left find asteroid.
    After move left means that move down did NOT find asteroid and, therefore, more asteroid is now 'up' from the left position. This rolls the ship to continue mining the tasty asteroid.
  • At 5% battery, miner goes into attention needed and stops (even if in the middle of mining)
    This is to avoid battery going empty while stuck somewhere or any cycling states that might occur.
  • relaunch: batterymin and cargo min placed into configuration
    These settings are now available in the configuration text panel
  • adding light groups: mining, docking, searching and running
    These lights are set (unless turned off in the configuration) based on the miner mode.

  • simfeatures flag in config
    This turns off many of the miner search features that hit simspeed. This mode just uses search instead of searchorient/shift sequence.
  • antenna verbosity flag in config
    Turns off the 'extra' status information on the antenna.
  • control lights setting flag to disable controlling lights (to save FPS) in config
    If disabled, the ship won't turn on nor off the light groups. Use if you want manual control over the lights.

  • master reset re-inits fully.
    It will now reload configuration.

  • error reporting when relaunch and no target left/set.
  • status display when relaunch is waiting for conditions
    Shows what is preventing launch. Battery% and Cargo %

  • More code compression to stay below 100k

1.093 script features
  • variable thrust when mining. Uses main thrusters; no longer uses 'auto' group
  • script is now calculating meters/second travel and adjusting thrust

Bug Fixes:
  • Fix searchcore->search repeat
  • Fix removing asteroid (lastcontact) when core is cleared

Added config options to manual

Update: 24 Jul, 2015 @ 7:35pm

Blueprint Bug Fixes

  • NAV Thrusters was not spelled correctly
  • save with waypoints reset

Update: 24 Jul, 2015 @ 2:42pm

Blueprint Features:

  • Complete rebuild on the drill arrangement. The drill arrangement now grows from -- to mk3 to ++
  • mk3 and ++ have "Running Lights"
  • Added more spotlights for mining (DX11 is dark). These are all optional and can be removed if frame rate is a problem.
  • New Drill rig required moving front camera placement (and a few front sensors)

    Blue Print Progression:
    • -- version is the base model. It has five drills
    • mk3 is the main upgrade. It has 11 drills (previously, mk3 had 12)
    • ++ version is the big rig. It has 39 drills (previously, ++ had 52)

    The higher verions are all created from the base model.

    Script Features:
    • Changed Ranged Targetting to use new placement of front camera.

    ++ Blue Print Features:
    • ++ version is no longer as over-the-top as it was.
    • Reduced drill count to 39.
    • Removed solar panels.
    • 'only' one cockpit.
      These are options that can be added to a local copy if needed.

Update: 23 Jul, 2015 @ 8:11pm

Initial build with some testing.

Matches script versions with the mk3 miners (1.48).