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Just finished a grav-drive build and I always use this script...but strangely, when I re-enable the dampeners, my ship turns around (torques) exactly 180 degrees...perfectly even. Weird but cool.
I've also noticed that the grav gens seem to cap at about 0.5G...not making full use of the available power. No idea if that is due to my build or if it's script related...I just noticed it. First time trying it on a build with a small grid grav gens mod.
I really hope you continue working on this script..I really do think it's the best I've found on the workshop. Thanks for this and I'll keep watch for updates!
Secondly, from a recent project i did, I actually have some thoughts on fixing the offset forces, hovering in (moon) gravity and reducing the game workload, just need some free time to get into the project again (which i should have soon!)
If my ideas don't pan out, I will definitely look at what you mentioned, appreciate it :)
Wouldn't say that I have gotten good, but i have gotten better and I am (slowly) updating my old scripts, so will get this fixed up eventually!
The script is super beta, and from when I was worse at C#, it grabs hold of the first IMyShipController it can find, so if you have multiple cockpit/seat/remote it may be selecting another. IIRC, Passenger Seats may also be picked up as IMyShipController.
A temp fix could be to replace:
GridTerminalSystem.GetBlocksOfType(cockpits);
on line 31
with:
cockpits.Add(GridTerminalSystem.GetBlockWithName("INSERT HELM NAME HERE") as IMyShipController;
That'll force it to use a specific controller.
Vector3D LinVel, AngVel;
LinVel, AngVel are not used so you have to comment out as follows to use atm;
//Vector3D LinVel, AngVel;
Also I could not get the script to work with the Helm. Does the script search for Control blocks?
Also, despite the fact that gravity drives are a little pricey early-game in survival, I managed to build a small gravity-powered ship and it's really great! I'm definitely looking forward to saving on tight power resources while I go hunt down some uranium!
I have a dream of making it dynamic during/after my Linear Control Design and Physics courses this semester, we'll see how it goes!
Unless the autopilot is a mod that uses the cockpits actual control inputs, it won't work with this.
Not entirely sure why you were experiencing that issue, but i assume it has something to do, with how the script figures the center between the blocks, it may have thought that Mass blocks belonging to one group, belonged to another and tried to cover those with the grav field.
@Zach, your request may be solved by simply grouping your grav gens and adding an on/off button for them to your G bar.
I just did a quick test and it's working fine on my end :|
Hmm, did you recompile the script?
That error is what happens when they script is trying to use a block, without being linked to a block.
Might also be that your setup doesn't have the prerequisite 4 sets og gens&masses
@DickBandit
The script requires and can only utilize 4 sets og gens&masses, one in each of the 4 quadrants around the center of mass.
I'll update the script today to have a tag for excluding specific generators, i won't change anything else though (I have no time as of late :( ), so you'll have to make sure that the excluded generators doesn't mess with the mass blocks
Caught exception During execution of script:Object reference not set to an instance of an object.
Now im not sure what this means either.
Does the script only work with 4 quadrants of generators and mass at the 4 corners of the horizontal plane, or can I put them at all 4 corners of the front of the ship and all 4 corners of the back of the ship (for more balancing and power, given my space constraints at the center line)?
Is there yet a way to exclude gravity gens that are not part of the flight system? I have grav gens intended for a grav weapon that are being taken over by the flight script. Is there an exclusion tag or can I name them something else to trick the script into ignoring them?
lets see how good your scripting is! haha
_D_
DCD
_D_
vs your
D_D
_C_
D_D
Wish me luck :D
If the script was written for the purpose, and you built your ship specifically for it (6 grav gens in the center, with different orientations, and mass blocks symetrically around it) you could make a system work 6 gens, as long as the center of mass stays dead center of the system.
That seems to me, to be a pretty niche application though, not sure i'd be worth the coding time :|
If that's not the problem, i think you have have placed the pairs too close together, or placed multiple pairs in one quadrant relative to the center of pass (eg. placing all 4 in front of / behind the center of mass)
If none of that applies to your problem, throw me another message :)
May be something inherent with Gravity gens, creating an upper limit.
What that limit is, i can't say i'm afraid :|
When you're in the pilot seat, you're still able to turn off Grav drive, right?
My ship has two flight mods. I use the Grav drive for fast hauling and lifting very heavy payloads off the moon. But, for preciseness like docking (which I really, really terrible at; I use SAM's autopilot and docking feature, unfortunately, that doesn't work with the Grav drive—I wish it would—so I switch over to Ion Engines).
Brilliant idea DEADPOO, really hadn't thought of doing that.
When i have a minute i'll make it so you can tag a Grav gen in Custom Data, when a pilot is in the seat that Grav gen will be off and the grav drive will be on, when there is no pilot then that grav gen will be on and the drive will be off.
If anyone wants to see my setup let me know and I'll put it up.
1 Timer Block
1 Programable block (for the script: MoveIT)
1 Sensor
1 Gravity Generator (You could build a separate one, but that's a waste; you have like 70+ already, so pick one. I picked the closet grav.)
I grouped everything related to the Gravity Flight and named it GravitySys. That means PB GravFlight, Mass blocks, and the Gravity gens (except for the 1 isolated). This is so you can toggle them ON/OFF.
In the TB set it up so GravitySys OFF, IntGravity ON, and have it run the MoveIT PB (Here's my setting: "IntGravity" +9 Depth 55 Height 30 Width 50)
Now...is there any way to isolate a gravity generator from the Flight system? Like you only want to use it for interior gravity so you can walk around. Maybe put an exception symbol in the name so the script knows to skip it?
Yes, that's the place. Keep in mind that it is Case and space sensitive.
It should work, at least it did on the few tests i did
Desk chairs and beds should not register as flight controllers, but i guess keen half-arsed the cosmetics a bit, i will have to keep that in mind when i do an overhaul
I discovered that if i get into one of the beds on board i have control of the gravity drive... so i deleted all beds... then i found a desk chair that was now the control of the drive... so i ended up deleting all couches, desk chairs, toilets and beds... anything i could sit on... started with a single flight seat again and holly cow it works... im able to put the beds and chairs back now but if i recompile i will have to delete all the stuff again... I still think i didn't put the name of main seat in the right spot of the script.
If you're even stuck again, try turning your ship off and on again, no joke, when i've modified my test crafts i sometimes had to do that. I think it's an SE physics quirk.