Space Engineers

Space Engineers

Zeppelin Control System
35 Comments
Pych 5 Jan @ 4:30am 
I checked the code, it seems there was an error on line 218. I remove the few lines for the if condition LCD=null and recompiled. It is now working.

For anyone wanting to fix it: in the code, line 218, remove:

if (lcd != null)
{
lcd.WritePublicText(printout);
}

And recompile.
Pych 5 Jan @ 4:24am 
Not sure if this is supposed to still be working. I couldnt make it work at all. The script keeps saying "Assembly not found. Please compile script."

I compiled, rebuild the test ship / groups many times. Nothing
NoQuiche  [author] 2 Oct, 2020 @ 11:20pm 
@Fish The idea is quite similar, but this mod uses a few constants related to each of the solar system's planets. You would have to investigate what these constants are in relation to the water. In particular, the upward forces exerted by the hydrogen tanks and the downward force exerted by gravity while in water. One thing that makes this easier in water is that gravity does not change. If you're able to make something that works in water based on my code you're free to publish it as your own.
Zaƒlow 2 Oct, 2020 @ 8:28pm 
@Fish I think if you use control find and replace all instances of the block names in question with the desired block names you'll be close, but the other issue is the use of hydrogen thrusters as exhaust. if you are making a submarine I would use vents and oxygen tanks to go up and down with a group of vents working to control the pressure. then I would replace all the hydrogen controls with vent controls. lastly there is the issue of controlling it via arguments. if you would rather control it with c and space I would go about it differently. I would use a timer block trigger driver and set up my timerblocks to control the vents based on c and space buttons. that should work, but this script would allow you to set the desired depth via argument if that's how you'd rather control your craft.
Fish 29 Sep, 2020 @ 8:10pm 
i wonder if it would be possible to modify the variables to make it work with the water mod and hydrogen tanks
FifthPegasus 10 Mar, 2020 @ 3:59pm 
Is there a way to make this use hydrogen tanks to drain the cells?
Greedy me wants to keep all my hard stolen hydrogen.
NoQuiche  [author] 10 Feb, 2019 @ 9:23am 
Hello, Josh. This was most likely caused by an API change in some recent update, and as you say will cause the script to act incorrectly. I don't currently have access to a Space Engineers installation but will fix this as soon as I am able. Thank you for reporting this problem.
Borgernaut 8 Feb, 2019 @ 12:08am 
secondsElapsed is returning zero resulting in current velocity returning infinity
Borgernaut 7 Feb, 2019 @ 9:08pm 
current vertical velocity is just switching between -infinity and NaN? how to fix
NoQuiche  [author] 21 Jan, 2019 @ 6:47pm 
Unless something changed, this should work in both survival and creative.
M0ther_bra1n 19 Jan, 2019 @ 4:10pm 
Only works in survival?
jackik 27 Jul, 2018 @ 12:37pm 
Perhaps, if it were combined with another mod which adds a "thruster" which doesn't burn the hydrogen, but pretends to do so, but instead dumping it into a storage...
Or just plainly a proper method to do the whole thing without that much intermediate hassle...
Rantalunta 24 Jul, 2018 @ 11:23am 
point 1: is just a matter of switching the stockpile on and off for a short(to be determined) time on both ends (moving down: set stockpile to the old tank(s), moving up set stockpile to the baloon(s)), needs some scaling calculations maybe
Point 2: if a specific height is reached you only need to store small amounts to get it moving up and down (i am not excluding an oxygen generator and thruster as a fast way of control)
Point 3: no idea how to fix that

anyway, thanks for the explanation :)
NoQuiche  [author] 24 Jul, 2018 @ 11:16am 
A combined approach could possibly work, using both hydrogen thrusters and hydrogen tanks to control hydrogen level in balloons. However, it would require some ingenuity to get it to work correctly.
NoQuiche  [author] 24 Jul, 2018 @ 11:14am 
Yes, when I first started creating this script, that was my intention, to transfer excess hydrogen to hydrogen tanks. I didn't do it for these three reasons:
1. The setup to create a control valve that would allow this would be very complicated, making setup unnecesarily hard.
2. For this technique to be effective, it would require you to have at least the same amount or more of hydrogen tanks to balloons.
3. Height stabilization would take longer (More bouncing up and down).
jackik 23 Jul, 2018 @ 8:52pm 
the flow rate is the important part, and a thruster is a very reliable way of consuming Hydrogen at a very controlled rate...
You could try to have it transfered to another tank, but that would be: 1. Very hard to control (you basically can't) ... 2. also very unrealistic actually ^^
Rantalunta 22 Jul, 2018 @ 12:44pm 
Hi, great script. Could you adjust it so that surplus H2 is saved to a hydrogen tank instead of burning it with the thrusters?
NoQuiche  [author] 21 Mar, 2018 @ 2:51pm 
I believe I have fixed the problem, it was due to an API change on how thrust override was set.

Thank you for your feedback and let me know if any issue persists.
midnight 20 Mar, 2018 @ 5:08pm 
I'm having a bit of trouble, it keeps saying that my desired altitude is unobtainable and deciding to rocket me into the sky. To be clear, the target is below me. The RC is right side up. I'm using the strong balloons, and using the bforce 6000 argument
jphuffman55 14 Mar, 2018 @ 7:06pm 
I'm getting an error "exception: object reference not set to an instance of an object"

Am I just missing something?
COCKHEAVEN 19 Jan, 2018 @ 2:19pm 
I am currently in the same boat with a loaded schedule, however if I can get some instrucction on the coding aspect later on from you when we are both free I would gladly lend my time and 3D modeling capabilities to the project. Pointers appreciated!
NoQuiche  [author] 19 Jan, 2018 @ 1:27pm 
I don't really know what the issue is, but what I do know is that a new version of this mod is long overdue. I think the gas cell should come in a large size, or at least come in multiple sizes, and that the power should be adjusted to be two or three times the weaker version. Perhaps you are the one that is to make the mod my friend, I can give you a few pointers on how to do it, as I have explored the code, but right now I am working on other projects, so I am unable to work on this directly.
COCKHEAVEN 19 Jan, 2018 @ 10:27am 
Any ideas on what broke the Zeppelin Gas cell mod from the last patch? Mod author hasnt been online since march 2017... I looked at the code but nothing jumped out and bit me (still just learning).
AprilsRealm 2 Dec, 2017 @ 12:05pm 
Yay! Thanks Solater, much appreciated, keep up the good work!
NoQuiche  [author] 1 Dec, 2017 @ 4:56pm 
Thank you for your feedback, the bug has now been fixed!
NoQuiche  [author] 1 Dec, 2017 @ 3:34pm 
Yes, I will look into this
AprilsRealm 1 Dec, 2017 @ 3:27pm 
you gonna fix this anytime soon or at least let us know you're in the process of? thanks :)
NoQuiche  [author] 1 Dec, 2017 @ 1:24pm 
What is the exact argument you are giving to the script? If it is not written perfectly, the script will not recognize them
Mumberthrax 30 Nov, 2017 @ 10:14pm 
Haven't yet managed to get enough hydrogen in survival to lift off unassisted with the cells, but the script seems to think i want to get up to 6km regardless of what arguments i give to it - at least according to the readout in the terminal.
NoQuiche  [author] 25 Nov, 2017 @ 10:41am 
Thank you, Sapphique. I have resolved this issue, erased the need for a timer block to be present, and added the option of adding an lcd display to show output information.
Sapphique 20 Nov, 2017 @ 8:35pm 
As far as i can tell, the new update has broken this script. When i press "check code" in the code editor, it comes up with the message: Program[60,29] 'MyGridProgram.ElapsedTime' is obsolete: 'Use Runtime.TimeSinceLastRun instead' I believe the devs made programming blocks able to self-execute now, so i think running it through a timer is obsolete
Octavius 14 Nov, 2017 @ 8:00am 
this script made my day now i can carpet bomb those pesky pirate bases with ease.

also it would be great if you could display the information from the progammable block on a LCD
NoQuiche  [author] 7 Nov, 2017 @ 6:53pm 
Thank you, nukeguard, I am honored to be complimented by a mod developer of your caliber!
nukeguard 7 Nov, 2017 @ 6:50pm 
this is great!
jackik 7 Nov, 2017 @ 8:09am 
nice