Space Engineers

Space Engineers

Isy's Solar Alignment Script
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Update: 25 Apr, 2018 @ 2:29pm

Version 4.0.3:

- Added: Base light management now has a 'simpleMode' that switches the lights based on the max. solar output instead of a calculated time. This could be useful for moving grids. This feature is deactivated by default and has to be enabled in the config first. Also the threashold can be set via config.
- Changed: the 'rotate' argument was overhauled. The syntax is now 'rotate v# h#' (# = angle in degrees). Also the order of the horizontal or vertical rotor angle is now taken into account: "rotate v# h#' moves the vertical rotor first whereas 'rotate h# v#' moves the horizontal rotor first. To move only one axis, simply run the PB with 'rotate v#' or 'rotate h#'. The 'rotate' argument now doesn't pause the script after the rotation is done.
- Changed: the old rotate argument was renamed to: 'rotatepause' and pauses the script after the rotation is done. The syntax is the same as above.
- Changed: the last argument now gets saved in the PB so that it gets restored after recompiling the script or reloading the world.
- Changed: renamed the solar panel stats on the LCD to 'Efficiency' and 'Output' (before: 'Max. Output' and 'Used Output')
- Changed: day and night lengths of the location time are now shown as 'hh:mm:ss'
- Fixed: the terminal stats of solar panels will no longer show an efficiency of over 100%

Update: 11 Apr, 2018 @ 2:15pm

Changed one value of 4.0.2 - no version increase.

Update: 11 Apr, 2018 @ 12:50pm

Version 4.0.2:

- Changed: Changed the way, limited rotors are handled. They finally got a proper implementation and will function way better than before.
- Fixed: Realign, rotate and rotate to sunrise functions were improved to function properly with lmited rotors. This will also fix the back and forth moving rotors when attempting to start night mode.
- Internal: Changed the script timing again to hopefully prevent 'too complex' errors now
- Internal: Simplified many functions and removed duplicate and similar functions to save space and improve the script's performance.

Update: 27 Mar, 2018 @ 4:29am

Version 4.0.1:

- Changed: reworked the 'realign' command to search in a more intelligent way for a new best output. Also, realign now moves the vertical rotors, too. Realign will be available for gyro mode soon.
- Fixed: the warning and error management was not working correctly with the new LCD handling. This is now fixed!

Update: 27 Mar, 2018 @ 4:28am

- Discarded -

Update: 26 Mar, 2018 @ 11:25am

Version 4.0.0:

- Added: Gyro mode!!! The script now supports rotating a whole ship to align fixed solar panels to the sun by using gyro overrides. This could be very useful for self aligning satellites or recharging your ship when it's stationary. To start off, you have to enable 'useGyroMode' in the config and create a group that contains your cockpit or flight seat called 'Solar Reference'. The rest is script magic ;) Whenever you're NOT sitting in your flight seat or cockpit, the script will try to align your ship to the sun. I have to give big credits to SirHamsterAlot without whom I wouldn't have figured the gyro orientation calculation out!
- Added: Terminal statistics. The script now shows informations about the current efficiency or fill level of the used blocks like solar panels, oxygen farms, batteries and tanks directly in the name of the block.
- Added: Adjustable LCD contents. Every LCD you specify in the config section can now show different stats that were all packed into one LCD before. Just edit the custom data of the LCD and choose your contents.
- Changed: The font size is now gotten from the LCD's settings and the shown text is now properly realigned.
- Changed: Inertia tensor is back as a setting for enthusiasts. I implemented an alternative way to set the inertia tensor so that it shouldn't crash on dedicated servers anymore (thanks keen :-/)

Update: 4 Feb, 2018 @ 11:14am

Version 3.6.5:

- Fixed: with the help of XCysC warpig2255, I managed to find the bug that was causing the errors. It was in fact the inertia tensor that already greymalkin2k found out and I couldn't believe (sorry for that!). The inertia tensor activation is now completely removed from my script because it always caused more trouble as it should... If you still want to use inertia tensor, you have to activate it manually on your "Solar Rotors"

Update: 4 Feb, 2018 @ 7:34am

Version 3.6.4:

- Changed: changed the way a LCD is identified in order to hopefully prevent the "dictionary key error"
- Fixed: rotors are now properly stopped on world load
- Fixed: some forgotten error queries

Update: 31 Jan, 2018 @ 4:53am

Version 3.6.3:

- Changed: Fallback reactors are now only activated because of overload if the combined output of all solar panels and all batteries is above the configured treshold (before, only batteries were monitored)
- Changed: the script now only shows (and manages) batteries, tanks, reactors, lights and spotlights on the same grid as the programmable block. This was done in order to prevent blocks on docked ships to be switched or changed in any way. If you want to switch lights or spotlights by the light management, that are on another grid, you have to create a terminal group of them and put this group name in the script's config section.

Update: 28 Jan, 2018 @ 5:29am

Version 3.6.2:

- Changed: the collection of blocks needed by the script was changed to be more bundled and not all over the place for easier debugging. Also additional checks for missing blocks were built in.
- Fixed: the script no longer crashes if no "LCD Solar Alignment" is available
- Fixed: corrected the typo in the debug LCD