Space Engineers

Space Engineers

[APck][TP] MergeMagForce Drive Assembly
21 Comments
cheerkin  [author] 4 May @ 3:11am 
Yeah, but you probably need to update both scripts, the blueprint may contain outdated. The important thing is the contraption itself, and it is still the same.
Mac and Cheese 4 May @ 3:06am 
is this still compatible with apck core?
BigStar 25 Jan @ 3:06am 
Oh, thank you, this information is useful, I'm going to play with it now.
cheerkin  [author] 24 Jan @ 2:54pm 
Haha, this is such a random change, but funny enough it would do the trick to some extent. If you want to trick the perceived gravity just multiply the whole vector, not just Y component, like this
localGVector *= 1.1 // or 0.9
after that block.

But better, if you want to tinker, look into the UpdateThrottling method. There you can adjust some values to control how much "force" it generates for a given input.
BigStar 23 Jan @ 11:52pm 
I used it offline, copied this structure

Vector3D localGVector = Vector3D.Zero;
if (NG != null)
{
localGVector = Vector3D.TransformNormal(NG.Value, invMatrix);
localGVector.Y *= -0.9; //1 - def
}
cheerkin  [author] 22 Jan @ 10:31am 
Are we talking about ThrustProvider script? I can't figure out what exactly did you change. Do you use it through APck or stand-alone?
BigStar 22 Jan @ 4:44am 
Strangely, when I take off at gravity 1.2, my ship starts to rise up by itself until gravity becomes 1.0, I changed the parameter [ng] to 0.81 and my ship began to fly normally.
cheerkin  [author] 21 Jan @ 3:29am 
What do you mean? ThrustProvider takes current gravity vector and compensates it, nothing to change there. It is not perfect as merge drive is unpredictable in the amount of "force" it produces, thus it would drift a bit. Does not matter on current planetary G
BigStar 20 Jan @ 5:36pm 
I found where to change it, but. It would be cool that he compensated for gravity rather than the set flight altitude.
BigStar 20 Jan @ 5:05pm 
How to compensate for gravity on other planets
cheerkin  [author] 18 Nov, 2024 @ 7:53am 
It works, your set up is likely incorrect. Please be more specific about what exactly does not work. Don't forget to keep scripts up to date and make sure you add blocks to the group/definitions (ThrustProvider/APck, respectively).
Prince Lumine 17 Nov, 2024 @ 7:19pm 
This doesn't appear to work any more, and the microclanger your friend made barely works.
Phoenix 17 Dec, 2022 @ 6:44am 
If they won't interfere with each other I could try that. I just need a way to set a speed <100 while flying manually.

SpeedLimit should also let the smaller escort ships keep up while the capital ship is controlled by APck since they're too small for the MMF drive. I'd use smaller clang drives but I don't know if TP can support those.
cheerkin  [author] 17 Dec, 2022 @ 1:18am 
I doubt that they could influence APck operation in any way unless specifically designed to do so. APck has native speed limiting feature for any task, but it is overridden with WASD. You can add SpeedLimit=X in a task command like this: command:create-task:cruise-fw:SpeedLimit=30, that would make APck endlessly go forward at fixed 30m/s.
Phoenix 16 Dec, 2022 @ 4:47pm 
DoktorKrove's "Easy Throttle Control & Max speed Script" script is the one I usually run with.
cheerkin  [author] 16 Dec, 2022 @ 12:59am 
Which cruise control scripts?
Phoenix 15 Dec, 2022 @ 5:20pm 
Well it's usually worth checking. Speaking of, can cruise control scripts work with APck/TP while a player is piloting/remote controlling?
cheerkin  [author] 15 Dec, 2022 @ 2:26am 
APck has only SpeedLimit parameter at task creation, but acceleration is always max (I see no point for such setting in APck).

TP/Clang does not have either. Throttling is not easy to do with this type of drive. I recommend backing it up with internal APck drive for stopping completely (I've used grav drive). It can do OK some precision tasks though, e.g. autolanding.

https://youtu.be/33Y1ge7tUg8?t=52
Phoenix 14 Dec, 2022 @ 5:11pm 
That's good news. I'll get to work upgrading my current project then.

If there's a way for either APck or TP to keep acceleration/deceleration a bit slower on larger ships, I definitely want to implement that too. Major Jon's clang drive manager had some power settings that worked pretty well.
cheerkin  [author] 14 Dec, 2022 @ 12:36am 
Yup! A friend of mine did that quite a while ago:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1877726386
it should be compatible with this version.

Regarding speed, there is no built-in way to regulate acceleration by a user. Only if you fiddle with code, which is pretty obscure in MMF drive part.
Phoenix 13 Dec, 2022 @ 7:54pm 
The blueprint looks as compact as it can get, but it's still pretty huge. Will I still be able to get this to work if I break it into smaller parts and fit them around the ship?

Also, are there speed controls/limits I can fiddle with? I don't want capital ships accelerating/decelerating too fast if this works.