Space Engineers

Space Engineers

transferCTRLs
170 Comments
pee ness 8 May @ 6:31am 
love
jouster500  [author] 7 May @ 8:33pm 
Thanks for letting me know about this. Apparently Keen went behind the scenes and changed what some code got linked to.

Given the May 2nd 2025 update borked it recently, theres a high chance they will fix the issue if they look at the support site ticket (you can help bring attention to it by upvoting it!) [support.keenswh.com].

I believe i have patched the issue in the latest version so it should be working now in the latest build.
jouster500  [author] 6 May @ 10:40pm 
ill take a look as soon as possible to figure out what is causing the issue. Thank you for the heads up.
pee ness 2 May @ 6:13am 
sadly the latest update broke this script and it doesn't compile anymore :wilted-rose:
Rekkulani 5 Jan @ 5:54am 
This is by far the best script I've ever had the pleasure of using. Thank you for making this and sharing it with us.
jouster500  [author] 31 Oct, 2024 @ 5:48pm 
Ok, ive provided a test platform so you can troubleshoot any differences between your setup and my own. Ill also likely use this as a platform for debugging and troubleshooting for others as well;

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3357975854

I apologize for the inconvenience.
jouster500  [author] 31 Oct, 2024 @ 5:28pm 
ah shoot i forgot. Did you mark your controller with [ctrl] as well?
jouster500  [author] 31 Oct, 2024 @ 3:57pm 
Can you blueprint the system and send me a link to it so i can personally debug it? Its possible theres a new bug in recent updates that broke something
MrFox 31 Oct, 2024 @ 3:15pm 
Seems to be some kind of issue where its not seeing the block names correctly.
MrFox 31 Oct, 2024 @ 3:14pm 
Ok so yes to all of that...

2nd the server rebooted and we went to use the crane (on the rover), and it says 0 blocks controlled...
Nothing was changed on the rover. but now it cant see any of the blocks. no errors found through. not sure what to tell you
jouster500  [author] 31 Oct, 2024 @ 2:45pm 
Do you have a cockpit or control seat that also has the group number of 2 in the custom data? And you did recompile the script after configuring right? The "[ctrl]" is a must have at the start of the block name unless you changed the name of the identifier to "[base]".

Also for rotor/hinges, you will want to set the velocity to something non-zero. I didnt want to force set it to a value overriding user configuration, so it needs to be manually set for them unlike the pistons.
MrFox 30 Oct, 2024 @ 7:33pm 
Took some time of retyping everything. not shure why it wasnt happy..

But i have put a 2nd on on the base its self. with the name [base] vs [ctrl] and changed in the PB Group 2 custom data of pb 2

rotor is "[base] 2 - Rotor - lr
Custom data is 2 lr false

The PB says there is no blocks to control
jouster500  [author] 29 Oct, 2024 @ 4:07pm 
Are you able to control either of them? I'd double check your spelling of the [ctrl] (the 'l' is a lowercase 'L', not '1') on the block name and make sure both pistons have the necessary configuration in the custom data. This format is "group_number direction true/false", If they do, recompile the script and see if things are working again when you get into the cockpit you wish to control.

The other thing to check is to make sure they are enabled and have a non-zero velocity on them.

At this point, I feel like I should make a video demoing how to set things up given the frequent amount of questions regarding the configuration.
MrFox 29 Oct, 2024 @ 12:43pm 
I have 2 pistons on the same arm section. but it wont control both?
jouster500  [author] 24 Mar, 2024 @ 7:11pm 
I can only do so much if people do not report issues, or not follow up on their complaints.

My mechanism for control involves powering the mechanism in question, and i adopt a philosophy to only change what you need. If I had elected to set the rotor and hinge speeds to some arbitrary value, It would not be a stretch to imagine there would be a camp of people who didn't want this to occur. so there is an element of preference and choice.

Furthermore, its important to point out this script covers more functionality than just simply rotors and pistons. It also covers thrusters, projectors, gravity generators, lights, and some degree of wheel control. This script also provides group control where you maintain multiple relationships on a single grid, whereas PARK seems capable of only supporting one at the moment.
꧁༺ Some ༻꧂ 22 Mar, 2024 @ 9:58am 
This is why i use PARK lol to many unwanted issues that simply does not exist with his script.. this is redundant
jouster500  [author] 30 Apr, 2023 @ 12:00pm 
for rotors and hinges, you need to make sure that the velocity is set to non-zero. If its still broken, can you share a link to the blueprint of the bug/issue and I can investigate it for you?
Dragkna 28 Apr, 2023 @ 12:45am 
This darn thing turns my hinges that are set to 'pitch' off, which bothers me even more because it has a functioning roll feature that I need unlike Whip's.
jouster500  [author] 24 Apr, 2023 @ 6:38pm 
Do you mean "return to starting position" or do you have some other meaning of the word "return" in mind?
Warding Halo 22 Apr, 2023 @ 5:34am 
Is there a way to make the hinges/rotors return when releasing the key?
jouster500  [author] 12 Jun, 2022 @ 12:11am 
mouse wheel does not have a possible implementation; you get the mouse gyroscope and the keyboard keys. Rol corresponds to the keyboard keys used for rolling your ship left or right.
Volg 8 Jun, 2022 @ 5:53am 
is mouse "rol" the mouse wheel rolling? i have tried to set a piston to "1 rol false" but nothing i do with my mouse seems to make it move. i was hoping rol was tied to scrolling the mouse wheel to control the piston extension.
KILLFUCC SOULSHIEITTER 20 Apr, 2022 @ 6:05pm 
@jouster500

[ctrl] Cockpit ; 0
[ctrl] (Any Pistons, which was 12) ; 0 fb true
[ctrl] Advanced Rotor ; 0 yaw false
[Ctrl] 3x3 Hinge ; 0 pit false

The pistons worked fine, it just kept shutting off the hinge & rotor.
The line i changed was deep near the bottom, referencing rotors itself. I changed

1 rotor.Enabled = move != 0; // Turn on if we are moving
2 rotor.Enabled = false;
jouster500  [author] 20 Apr, 2022 @ 5:43pm 
Alright, if the velocity and breaking torque was set, can you tell me the following?;

1.) what line did you assign it in the custom data? (IE, "1 lr true" for example)
2.) What configuration did you assign the cockpit? (The number group you wanted it to control) Make sure this number is the same as whats assigned in the block itself.)
3.) Do all blocks (controller and block) have the tag [ctrl] in their name?

I have an old build using an older version of the script but it basically functions properly here (you can rotate the thrusters by pressing the space/duck keys). You can use it for reference if you need to.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1908996284
KILLFUCC SOULSHIEITTER 20 Apr, 2022 @ 5:38pm 
@jouster500

If that was the case then yes, it was already set. It kept turning the rotors/hinges off. They were set + reset beforehand aswell. The script just kept turning the off on any sort of value lr/ud/rol/yaw/pit
jouster500  [author] 20 Apr, 2022 @ 5:03pm 
No, just set the value on the rotor itself. From the terminal menu, not the code itself
KILLFUCC SOULSHIEITTER 20 Apr, 2022 @ 4:50pm 
@josuter500

I went through the code itself, trying to find this. I couldn't find anything though i did change some values. It needs to be set somewhere user friendly, as I dug through the entire code after moving it into pastebin trying to Ctrl+F find things.
jouster500  [author] 20 Apr, 2022 @ 11:13am 
That's because you need to set the velocity and the breaking torque... Ive said this before in the description and comments that you need to set the velocity and the breaking torque of the rotors and hinges.

I originally did not assign a velocity or breaking torque to them because I need to allow for the grids to be stable at startup and not discard user configurations. If I assigned an arbitrary velocity when first compiling, then this overrides whatever configurations you had for the rotor.

But seeing as how people still seem to keep forgetting this step, I will consider implementing a check to go to some pre-defined velocity and breaking torque if they forgot to set them. However, such a change may break behavior that other users have come to rely on so I need to review what can and cant be done.
KILLFUCC SOULSHIEITTER 19 Apr, 2022 @ 9:19pm 
Broken script - Does not work in any form with rotors or hinges currently.

Attempted all inputs and it seems to simply shut rotors and hinges off only.
jouster500  [author] 6 Oct, 2021 @ 12:24pm 
Hinges are already supported. They inherit the same class as a rotor and therefore should already be compatible with the pre-existing code. If they are not, please let me know ASAP.
Tabularasa 4 Oct, 2021 @ 7:51am 
Will be hinges support in the future?
Storm 27 Jun, 2021 @ 3:43am 
Great! Nick of time for the idea I had
jouster500  [author] 19 Jun, 2021 @ 5:41pm 
Glad you’ve enjoyed it!
Postwar Vandal 17 Jun, 2021 @ 1:11pm 
Been having lots of fun with this script. Awesome work mate. besides some handy supply cranes for rovers, I also made a large salvage vehicle with a whopper of a crane!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2519509596
jouster500  [author] 22 Apr, 2021 @ 6:32pm 
So I checked by placing fresh rotors (Advanced and Normal) on the latest game update and pulled the latest script version (2.5.5) labeled everything and things are working as I would expect them to. This leads me to believe that something is incorrectly set in the configurations.

To repeat, make sure you guys have done the following;
1.) Placed [ctrl] (Thats C as in control, T as in traverse, R as in reverse, L as in link) at the start of the names of both the control seat AND the object you wish to control (Rotors).
2.) Place a number designating the group you wish to control inside of the cockpits custom data
3.) Place a number space group designator (lr, ud, fb, rol, pit, yaw) space true/false inside the custom data of the block you wish to control.
4.) Recompile the script to make sure all changes are in place.
5.) For rotors, make sure you set your velocity and Torques of the rotors in the terminal!
jouster500  [author] 22 Apr, 2021 @ 5:44pm 
Ill run a check on my game to validate. Could be something got changed since I last touched the game, but I sincerely doubt it.
jouster500  [author] 31 Mar, 2021 @ 11:54am 
Do what you can.
Ninja_Kaze 29 Mar, 2021 @ 4:23pm 
i mean its part of a massive space station that im working on in survival but i can try to copy the blueprint and put a link to it up
jouster500  [author] 29 Mar, 2021 @ 3:00pm 
Mad, did you set velocities on your rotors and hinges + supply power? They won’t work if those things are not defined.

Ninja, are you capable of sending a copy or subsection of your build? I can take a look at it myself to see if I can resolve your issue. It could be a recent update broke something and it may be the first im hearing about it, something which will require a deeper look.
MadJiitensha 29 Mar, 2021 @ 5:36am 
Dunno why but it constantly turn off Rotors and hinges, while pistons works great.
Ninja_Kaze 28 Mar, 2021 @ 7:18pm 
i have other scripts currently running and they work fine so i dont think thats the issue
jouster500  [author] 28 Mar, 2021 @ 5:53pm 
Well the settings you need to first check is see if you have experimental mode enabled. It will be an option within game options on the main menu. Once thats enabled, open up your world settings and click the advanced options tab. Make sure the button for in-game scripts is turned on.
jouster500  [author] 28 Mar, 2021 @ 5:50pm 
Check to see if you have experimental mode enabled. It should be a world setting on the main menu
Ninja_Kaze 28 Mar, 2021 @ 4:00pm 
the pistons were set up both as 1 lr false and the control seat was set with 1 all in their respective custom data and each name began with [ctrl] their are multiple control seats on the same grid but that is the only one with that group number and [ctrl] tag
jouster500  [author] 28 Mar, 2021 @ 1:53pm 
Did you place “[ctrl]” in the names of the blocks you wanted to control and the block you wanted to control from? Note, the l is lowercase L as in “Linker”.
Did you supply a number in the custom data of the control seat? And did you supply the proper configurations within the pistons customs data as well with the same number as the ctrl seats?
Ninja_Kaze 28 Mar, 2021 @ 10:19am 
even using your example blueprint i set up a control seat with two pistons for a horizontal lr function and still it doesn't seem to want to respond but also the compiled data message in the PB doesn't register the same either
jouster500  [author] 28 Mar, 2021 @ 8:09am 
Make sure there are no additional spaces in the custom data of both the blocks you want to move and control seats. When you have made your changes, recompile the script.

If it serves, you can take a look at settings i have on this one build i published which makes use of the scrip, so you can see exactly what you need to do to get it working;
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1908996284
The rotors and thrusters should both have the applicable settings and the control seat has the respective group its controlling. If thats not working, please let me know ASAP.
Ninja_Kaze 27 Mar, 2021 @ 3:12pm 
i want this script to work so bad but for the life of me even following all the script directions to the letter i cant seem to get it to function at least not in multiplayer
andbruu 22 Dec, 2020 @ 3:10am 
Sounds good. Thank you for the script, and no need to apologize - I can see how the upkeep can get out of hand.
jouster500  [author] 21 Dec, 2020 @ 9:10pm 
Apologies about the information upkeep. Keeping organized is not my strong suits so I may not have all information clear and present. I'll see if I can make a mention of it somewhere.

As to the feature request, I can most certainly see the need for such a request and it is anticipated for the much later overhaul. The issue with implementing it however is it would ultimately make the configuration much more complex and screwing with user interface is not something I want to take lightly.