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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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3357975854
I apologize for the inconvenience.
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
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.
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
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.
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.
[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;
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
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
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.
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.
Attempted all inputs and it seems to simply shut rotors and hinges off only.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2519509596
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!
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.
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?
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.
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.