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Make sure it can connect to a connecter after printing, it needs hydrogen.
After it's finished and fueled, make sure to recompile both the Programmable blocks.
However, not for long.
I have to admit that the entire setup feels quite cumbersome.
While it works to some extent, issues frequently arise, even after just reloading a save. The screens often go blank, requiring you to set them up again. Additionally, recompiling while the drones are docked tends to disrupt everything.
Overall, it’s not very stable or reliable. In comparison, PAM performs better. That said, I’ll still give it a try.
It looks like you need to reassign the LCD. In my case, it was displaying on a random LCD over my base.
To fix this, rename the desired LCD to something unique, such as LCD-Drone-Interface. Then, on the Programmable Block ("Mining Computer SCAM"), run the following command:
command:add-panel: LCD-Drone-Interface
After that, hop into the seat, and it should work as expected.
Kind regards
For some reason it just doesn't work at all. Can't even get the command menu to run on my miner.
I've used your framework (drone + dispatcher) based on cheerkin SCAM for a Space Mining Drone Carrier.
It works well in asteroid and moon environment.
The only thing I don't understand is why, with the drone thrusters running, the ship tends to rotate slowly (about 0.02 m/s) around its longitudinal axis (Dampeners on). The drones are four and docked in line along this axis.
If you want to try it out, you can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3228570381
Thank you for your work.
I often use a separate ship that pulls freshly printed drone from the printer and places it on the connector (this is probably the easiest way).
1 more question if you don't mind, the drone doesn't seem to want to fill up with hydrogen when on the connectors i setup for it. the conveyers are all routed fine. weirdly the connector meant to catch the drone after i release it from the merge block does fill it.
today i spend hours building up such a setup. making sure to rename everything correctly. SCAM1 for 1 side and SCAM2 for the other. but my drones still went to the wrong side. (maybe cos of the tag in the script) after i changed that tag tho. nothing would work properly. (but i'm not sure if it's due to the change i made)
I can imagine that it would be a useful feature though
May I ask, why did you desided not to add stone sorter/ejector? Seems to be nearly standard option for all auto- and manual miners in the Workshop. Even with adaptive mining on, your drone still picks up a lot of stones. Not that I am complaining, though. Just curious. :-)
I was more interested in the XU-3 settings, for both timers and control block.
I figured out the "undock" timer actions by spawning it in a separate playthrough in creative mode.
For anyone, interested, the undock timer actions are:
1. Batteries recharge on/off
2. HydroTank stockpilr off
3. Forward-gyro override on/off
4. docka switch lock
5. autopillock-remcom -nertia dumpers on/off
The other two were impossible to figure out without your help, so, thanks again!
Alternatively you can run the same PB (a-menucommand) with the arguments:
- up
- down
- enter
- esc
to navigate through interactive menu.
When it comes to the drone itself, there is only 1 timer block - "Adaptive mining".
Actions in this timer block are:
1. run programmable block "a-min3r" with argument "toggle:adaptive-mining"
2. Corner LCD Flat Bottom On/Off
Can you, please, list/describe all action setups for the XU-3 timers and remote control blocks? As I already mentioned somewhere else, if one builds/prints the parts of the drone in a wrong order, the action setups from those blocks could be lost and the drone becomes partially or completely useless without properly set up actions.
Thanks!