Space Engineers

Space Engineers

[OBSOLETE] - RotorTurretAddon (aka ModMART)
41 Comments
basshasatac 21 Nov, 2022 @ 6:27am 
This mod still holds up, even after the custom turret controller.
Whiplash141 16 Apr, 2022 @ 7:45pm 
Also MART now works in MP without issues. Multiple people can use MART turrets on the same grid simultaneously after 1.200 :)
Pr0-P41N 6 Feb, 2022 @ 8:56am 
The mod seems to not work anymore with the current SE update (rotors/hinges keep moving after a mouse input, seems to not reset the velocity to 0). Is it possible to fix this? Thank you for the great mod! Not using the programmable block for builds is a nice PCU saver :)
Mojo450 16 Nov, 2021 @ 5:54pm 
Does this support Hinges?
Hetheilies 6 Aug, 2021 @ 9:08pm 
I have been trying to use MART for my turrets but lately it has been weird so i chose to use this, and it works but anytime the rotors or hinges are turning the wrong way i try to change it in the custom data but it doesn't do anything and sometimes when i turn it off in the cockpit and i try to activate it again it doesn't work.
Eaglewatch07 20 Jul, 2021 @ 1:06pm 
Instructions unclear, dick stuck in rotor, pls help
pete1051 16 Jul, 2021 @ 7:22am 
I don't think the image you posted does a very good job at conveying the purpose of the script.
A robot arm? huh?
Neptune 21 May, 2021 @ 8:43pm 
AMAZING MOD 10/10 would eat again!
Blade Viridian 30 Apr, 2021 @ 12:15pm 
Yeah i set my older MART turrets to reset to a position. Would really like that with this if it's possible.
RE4L54UERKR4U7 17 Mar, 2021 @ 6:37am 
is it possible to let the rotors return to a certain position when no ones in the cockpit?

for example if i leave the seat rotor azimuth returns to 0 degrees and elevation returns to 3 degrees
Klime  [author] 24 Jan, 2021 @ 3:32am 
Unfortunately since both mods use custom parsers, I'm not able to add compatibility. The MART PB script has been patched with this mod though:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2304767743

This allows MART to work in multiplayer with passengers controlling guns. I would recommend using it over ModMART
FireManDan 23 Jan, 2021 @ 7:58pm 
Klime, mod does not work with Advanced Fly Module Mod. (link below) Best I can tell it is due to the AFM mod posting information into the custom data of cockpits. I havent tested your mod with other scripts that require information in the custom data so I am not sure if that will affect it as well.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2049208780
Church.exe 1 Jan, 2021 @ 4:08am 
@Klime Oh okay, I misunderstood that as whenever you toggle a setting the mod identifies the rotors and cockpits and an easy setting to change (as an example) was show Horizon, but it actually directly turns on and off the turret control?
Klime  [author] 1 Jan, 2021 @ 2:12am 
You can enable / disable ModMART by toggling the "Show Horizon On/Off" button in the cockpit
Church.exe 1 Jan, 2021 @ 12:02am 
Can you add some method of turning this off? (preferably that can be done from a timer or something so that you could turn off and on the turret and its controls which would allow you to make sure they won't get moved when you don't want.)
John Bee 13 Oct, 2020 @ 1:03am 
This is not a script, it is a mod
Klime  [author] 9 Sep, 2020 @ 10:38pm 
Update:
- Changed various code to allow syncing scripts to work
- Fixed bugs where rotors will continue to spin after control is stopped
- Fixed bugs where guns would shoot forever

This is a major change to the code, please report any bugs your find :)
Klime  [author] 5 Sep, 2020 @ 7:22am 
@Kira if its still not working, let me know. Make sure to turn off all PB scripts, and double check that you have no blank lines in the Custom Data of the rotors / cockpit
Kira 3 Sep, 2020 @ 5:16pm 
Configured everything as the description says, toggled cockpit settings on and off, nothing.
123 29 Aug, 2020 @ 8:51am 
great mod.
one of the major issues is that there's no "calibration" of the rotation. so turrets with multiple rotors will end up moving at different speeds and moving out of sync with eachother. if the starting positions of the turret parts are different, they will also move out of sync

could you perhaps add this feature to the mod, or a feature where turrets will move to a certain resting position with a button press in order to "rescync" turret rotation?
Klime  [author] 18 Aug, 2020 @ 11:36am 
Update:
-Fixed issues with turning + firing when holding Alt
-Fixed some naming issues with the rotors
oneighost 7 Aug, 2020 @ 8:30am 
does this work with hinges?
WintersRose 5 Aug, 2020 @ 8:10pm 
how do i enable this i cant find it in the mod list
Klime  [author] 7 Jul, 2020 @ 12:14pm 
Hm. It should work fine without scripts enabled, double check the custom data if you can
AlphaMatte 7 Jul, 2020 @ 10:30am 
Hey Klime - does this mod need scripts to be enabled in the world settings? Trying to run this on a mad max server with no scripts and doesn't seem to be working.

Thanks!
Klime  [author] 12 Jun, 2020 @ 7:20am 
Update: Added the ability to toggle RotorTurretAddon On/Off. This is done by toggle the "Show Horizon Indicator" On/Off
Owralekai 2 May, 2020 @ 8:46am 
@klime thanks for the help in figuring out the issue, anyone else having an issue with grid control in the current release of this mod make sure that you're using a cockpit and not a flight seat
Owralekai 2 May, 2020 @ 7:12am 
Mod appears broken, set it up and it worked fine with just me controlling the gun but as soon as me and a friend tried to control the same grid it stopped working, my friend could not control the gun and when I was in the gunner seat he could not control the grid from the main cockpit as it stated a seat with a higher priority was controlling the grid.
Klime  [author] 10 Feb, 2020 @ 3:56pm 
Updated. Should be much more responsive. Reminder to change your speed in CustomData if you feel the rotor is too fast / slow
Church.exe 7 Feb, 2020 @ 11:32am 
so if I understand it correctly, this is essentially a mod implementation of the rotor turret script concept?
spiritplumber 4 Jan, 2020 @ 4:00am 
This is awesome. Can it be used to slave AI turrets?
Imp 1 Nov, 2019 @ 6:09pm 
Bruh...
Cass.Verus 13 Oct, 2019 @ 1:29am 
i late on the response, but i got it to work, thanks very much
McTec Ind. 8 Oct, 2019 @ 1:27pm 
Found my mistake... works fine now. I misunderstood the "toggle anything inside the cockpit" part... as in toggling back and forth systems (such as cameras, guns etc.) I put into the hotbar of the cockpit and not the cockpit itself (such as cockpit-handbrake, thruster control and so forth). At first I was pressing the TAB key to cycle in through HUD settings until I realized you meant "Cockpit HUD On/Off" within the cockpit block itself... epic fail from my side. LOL!
Const 7 Oct, 2019 @ 5:41am 
all hail klime, our true lord and saviour
McTec Ind. 6 Oct, 2019 @ 12:51pm 
Hm... I seem to be doing something wrong. I loaded a world with the mod... made a tank with a MART turret and said "MART Group" worked so far... then I turned OFF the programmable block with the MART script and added "gunner" to the first line of custom data for the cockpit and the respective rotors... as for the rotors I either added "azimuth" or "elevation" to the second custom data line (depending on what type of rotor it was). At the end I sat in the gunner cockpit and cycled through the tab-key to switch back and forth between HUD on/off... and flipped through a few cameras on the hotkey bar. But for some reason I can't move the turret, nor do the other options (such as Speed, Direction etc.) appear under the rotor custom data. Any ideas what I might have messed up? :)
Klime  [author] 6 Oct, 2019 @ 10:07am 
Your rotor custom data should look something like this after the first run @Cass.Verus : https://cdn.discordapp.com/attachments/443498169972817942/629853126995738644/unknown.png
Cass.Verus 6 Oct, 2019 @ 12:10am 
hello, I'm new to SE and i can't seem to get this to work. more than likely I'm doing something wrong, but I've followed the instructions above. any advice?
McTec Ind. 5 Oct, 2019 @ 9:50am 
If only I had waited a bit longer with my tank until you've uploaded your script... oh well... I can still modify a few things.^^
Voss 5 Oct, 2019 @ 1:57am 
it's 'ere boiz!
nice work as always, Klime
:D