Space Engineers

Space Engineers

Launch Assistant
14 Comments
MAMPF(GER) 29 Apr, 2021 @ 1:05am 
Are you still working on this?
Pixelblob 19 Sep, 2020 @ 11:38am 
Are you still working on this?
Jel 11 Aug, 2020 @ 11:12pm 
Small issue: After having used the script (turned off now), i am unable to use the thruster override function. Have to reload the save / restart the server to make it work again.
Quantum Starfield 11 Apr, 2020 @ 4:05pm 
Very nice script. I have noticed however that it is using all my thrusters (atmos and H2) all the time when launching. Even though I'm on the Earthlike so it should use atmos thrusters first then switch to H2 it is actually providing more override thrust from the H2 than the atmos. I can manually switch off the H2 until the atmos stop working very well, then switch over, but I thought that the script was supposed to do this for me. For reference I'm testing in a creative game before I try this in a survival. Other than this the script works nicely.
Airomis 23 Feb, 2020 @ 8:03am 
The rocket would be amazing if it would even dock on both ends
Bi0HazardXIII 13 Feb, 2020 @ 7:39am 
Could you adapt this for a rocket to launch cargo out into space and then return back to the launch pad?
rottielover 8 Dec, 2019 @ 8:36pm 
Working perfectly for me! Thank you for this !!!
Sp00kyAngel 20 Nov, 2019 @ 1:57am 
As a side note, if anybody knows of a script that can change my ship's orientation by x degrees via a command that would be very useful to me.
Sp00kyAngel 20 Nov, 2019 @ 1:57am 
Really liking the automated launch feature, however I am attempting to also automate rotating the ship so the most powerful thrusters turn back towards the planet and I activate dampeners to eliminate my velocity as quickly as possible. I have tried turning off certain gyroscopes in the hopes that the script would not touch them and I would retain my override values necessary to turn my ship. However, as I watch them while the launch procedure is running, their override values are changing despite the fact that they are off. If there were some way to define only certain gyroscopes to be used by the script, to fix the script keeping overrides disabled, and/or enable such a maneuver within the script itself it would be very much appreciated. It doesn't seem to me that this is still active or that you reply to comments here, but maybe I'll get lucky.
Sp00kyAngel 20 Nov, 2019 @ 1:57am 
This script is not correctly releasing control of the gyroscopes for me. I disable the script via the trigger command, however while I can manually control the ship I am unable to set the gyroscopes into override mode until I turn off the programmable block running this script. Also the override values are not set to 0 as stated. They remain where they were when the [LaunchAssistant] timer block was run and control was returned to me (values ranging from -0..7 to 0.7).
Jawa 24 Sep, 2019 @ 7:38am 
I just found this script the other day, and have been using it every time I play. I really like this script!
ScorpionBurner 4 Jul, 2019 @ 3:45am 
Really should try the landing thing for sure! it would be great to set up automatic ships to fly in and out of gravity without them possibly crashing
oOAlastorOo 15 Jun, 2019 @ 1:31am 
The Landingcomputer Style would be helpful for sure!
Especially if it Works with NPCs added by the Modular encounters Mod, as those tend to plummet despite having enough Thrust sometimes.
Gareufen 9 Jun, 2019 @ 9:26pm 
I keep getting an "index out of range" error, and i am a newbie scripter, Im at a bit of a loss on how to fix the error