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I'm not 100% sure it sounds like the same thing as what I'm after though...?
I'm not worried about drones moving when the mothership is moving, I'm worried about the mothership having to leave the drones behind to move.
I've raised a github issue to try to explain further because steam comments are character limited:
https://github.com/sugardose/SpaceEngineers/issues/11
@Roberstarkk, in my free time, I've been fiddling with that capability. Things won't dock while the mothership is moving (I can't get the pathing to live update without killing performance), but it can undock while ship is moving, but not accelerating (by the kinematic definition). This change isn't release, I don't know if I'll release it, but I am experimenting with it when I can.
The problem I'm having is that my big ship needs to dock to stations occasionally, but when I try that, all the little utility drones undock from the big ship because the big ship thinks it's docked to them rather than the other way around.
I've already checked in with the 'original' SAM and it doesn't seem like it's possible with that out of the box, so it's probably not functionality you've replicated here, but you never know!
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2370039618
Place a programable block, put the script inside and fill custom data with undock conditions.
Example config for undock conditions: Hauling cargo
from DockB to DockA and refill, recharge and fly back to DockB.
[undock_condition_1]
connector=DockA
battery_full=true
cargo_empty=true
h2tank_full=true
[undock_condition_2]
connector=DockB
cargo_full=true
I'll explain myself : if you have a ship with more upward and forward thrusters, it's not difficult to exit orbit by having the nose-up (like you put the altitude limit to 100-200 meters, the ship pitch pretty soon). But when reentering, it is easier to enter aligned to the surface, or at least realign reaching a certain altitude.
Tell me if you stopped improving the mod, it's understandable :)
Apologies, i should have read better. I completely missed the last part of your guide. I'll apply that later today and report back.
however normal lcd panels display just fine? please do look into this though
SAM.PANEL0="" (This works with standard SAM, but vMod just changes it to SAM. and does not display on any screens)
SAM PANEL0=""
SAM PANEL0
SAM PANEL0:
SAM PANEL0:""
[SAM PANEL0]
[SAM.PANEL0]
[SAM PANEL0:]
[SAM.PANEL0:]
[SAM PANEL0=""]
[SAM.PANEL0=""]
(I also tried all of the above in different case variations - SAM.panel, SAM.Panel, sam.panel, and sam.Panel)
I made the change in my repo, but I haven't made any other patches besides that to warrent a reupload.
I may write a script that does just that, communicates between the scripts... I was trying to decode PAM enough to add a call within the PAM script to run SAM and disable PAM but a helper script that works as a controller is not a bad idea.
Thank you!
So, getting to my question... Do you know of a way to use this mod for the pathing, then PAM for the mining? Like a way that when PAM triggers the GOHOME function it runs a SAM command?
Thank you in advance!