Space Engineers

Space Engineers

Autopilot (Deprecated)
55 Comments
Rusted Droid 11 May, 2021 @ 7:58pm 
@extramrdo Vanilla Remote is very cheap for not overrun CPU. Really bad idea if you have device that is forced to go on line/track.
Remote control block try to spin train when in precision mode. Without that mode it will skip waypoint like 5m away so forget about U turn tracks it will skip and rotate train and explodes.

So yeah, it is good for spaceships but not for cart on magnetic rail from Maglev Rail mod.
Extramrdo  [author] 11 May, 2021 @ 5:58pm 
And this works better? I'm surprised and a little saddened.
Rusted Droid 11 May, 2021 @ 10:16am 
Remote control block is not good for rail based devices. have big problems if you use Maglev rails mod and try to automate it like metro.
Extramrdo  [author] 6 Feb, 2016 @ 8:47pm 
To be honest, you're better off using the remote control block.
Mitch-Mash 6 Feb, 2016 @ 1:09pm 
could u use it on planets
Dr. Cockter 23 Mar, 2015 @ 9:38pm 
how in bloody hell do you calculate pitch/yaw/roll? I cant seem to do that D':
☠†Shade†☠ 4 Mar, 2015 @ 11:23am 
well i have tried your script again, as it was the best one I have found, but it still is not working, I used to use it all the time, now when I turn it on, my timer block starts, and the shipp just laughs at me, is it the update that breoke it?
Extramrdo  [author] 5 Feb, 2015 @ 10:48pm 
It's a good question and a good problem, and I'm sorry this isn't your solution.
Draven_Stone 5 Feb, 2015 @ 7:09pm 
k, just thought i ask
Extramrdo  [author] 5 Feb, 2015 @ 2:03pm 
You cannot, not as it is now. If you put the connector on the "front" of the ship (as far as this script cares, at least) and tell it to fly to a coordinate like, 1km away from the connector out in a straight line, then fly to the connector, you can get it to be probably facing the two connectors together. You'd need to fiddle around with the coordinates you set, and so on, but that's the only solution I can think of without a major overhaul.
Draven_Stone 5 Feb, 2015 @ 12:43pm 
can you use this to specify the way the ship faces with this, for like alining a connector for docking at the point of arrival for auto docking by sensor
Yadro 24 Jan, 2015 @ 5:49pm 
I'm subscribed, and I can't load your code...
Extramrdo  [author] 22 Jan, 2015 @ 9:02am 
Holy Netcode, Batman! Now I need to make this able to parse the ingame GPS coords.
Extramrdo  [author] 19 Jan, 2015 @ 1:56pm 
And your forward thruster has the name FWDGO...
VoidFish 19 Jan, 2015 @ 1:53pm 
yeh i set a distance of 1000. destination is over 100K away
Extramrdo  [author] 19 Jan, 2015 @ 1:48pm 
Blackfish, 1) did you set a distance, 2) if not, are you within 2.5km of the destination?
VoidFish 19 Jan, 2015 @ 12:42pm 
my ship just keeps turning to align itself. ive rechecked everything but i cant figure out whats wrong.
☠†Shade†☠ 18 Jan, 2015 @ 5:08pm 
the script is not loading now, I dont know whats going on, it has been working for me for the last couple days, now nothing? any idea whats going on?, other scripts are loading so I don't know
Extramrdo  [author] 17 Jan, 2015 @ 7:31pm 
Is the thruster named FWDGO on?
Going down the list of things to check...
Gyro is on override, that's how it's turning.
It's not crashing, so I think FWDGO exists.
Is FWDGO on? The script works by changing the thrust override on the thruster, not by turning on an already-set thruster.
Gawain 17 Jan, 2015 @ 1:46pm 
I can only get it to align with coordinates, no thrust. Not sure whats up.
Extramrdo  [author] 16 Jan, 2015 @ 5:12pm 
You could, yes. I wrote the coordinate reading with that sort of quick-changing in mind.
Tryptic 16 Jan, 2015 @ 4:46pm 
Very nice script. I'm trying to figure out one for homing missiles that will detect a player or ship (preferably not your own faction) and use their coordinates as the destination. It seems like I could do this by simply renaming the destination block every second...?
MatBe 16 Jan, 2015 @ 7:18am 
Great script, finally got it working. You should add to above description that no other block can be named Gyro. I had trouble getting it working before watching and listening intently to the video because of multiple gyros on my ship.
Zuribachi 16 Jan, 2015 @ 5:30am 
Awesome script. However, I got a question: Will this script actually work in multiplayer with the coordinate system displayed by beacons in the corners of the world, or is your system using a completely different system of coordinates? Also, if you're using a different system of coordinates then the beacons show in multiplayer, how do you get the coords?

Nonetheless, awesome script
☠†Shade†☠ 15 Jan, 2015 @ 4:03pm 
it could have been, I do have a problem spelling gyros, "gryo", and could have missed that, but its working every time I use it now so all is good
Extramrdo  [author] 15 Jan, 2015 @ 1:05pm 
I really don't know why that was the case, Shade. Did you have Gyroscopes that weren't *the* GYRO that had "gyro" in their names?
☠†Shade†☠ 15 Jan, 2015 @ 11:22am 
ok I got it working, I had to grind down everything and start over leaving the program block, tried it again startting over from scratch, and had to do the same thing, but still love it. now i ccan givew this to my friend whoes GPS waypoint system does not work for them, and they can find us
☠†Shade†☠ 15 Jan, 2015 @ 9:20am 
I have tried this even used the same plocks you did, named every thing right (checked over ten times) and it did not work, the question is, could there be something on the server I am trying it on that could mess with it?
Norway174 15 Jan, 2015 @ 4:47am 
That's pretty fucking awesome.
I take it, you can find out where all your blocks are on your ship relative to the world using the programmable block then?

Very well done!
Marco Schepper 14 Jan, 2015 @ 9:23pm 
Btw I got an asteroid at about 80 m/s and I thought my labship got a hell of a breaking ability... even with a sensor upgrade I didn't see by now you should avoid high speed on routes you don't know. Like real life, though (oh, there was a tree. Bad I didn't notice it at full speed...)
Marco Schepper 14 Jan, 2015 @ 9:14pm 
Another way to avoid asteroids is to know where you are going before you start Autopilot ;) Putting waypoints on critical journeys can save lifes. You don't want to hear your crew members scream everytime you hit Autopilot...
Extramrdo  [author] 14 Jan, 2015 @ 8:20pm 
It will totally slam into it. The only way the ship would know there's an asteroid there is with a sensor, and with only a 50m range on the sensor, and default max speed of ~100m/s, that's half a second to brake. Plan your coords accordingly, pun intended.

If you still want the sensor solution, put the sensor down, then have it toggle Gyro Override. That'll trigger the emergency braking, but you're still slamming pretty hard into the thing.
Office Hostage 14 Jan, 2015 @ 5:08pm 
what is there is an asteroid in the way? will it go around it or just slam into it??
Marco Schepper 14 Jan, 2015 @ 8:21am 
Wait a moment... are there really developers that use the comments in script for displaying useful information? ;) Seriously, I am a developer myself and I really hate it when I try to figure out what that line is calling and I have to return to the workshop to read the info again. That's the first time I see a script with all the needed information IN GAME. Thumbs up for that serious work!
Secondly the script does what it should do. I tried every mods - before the programmable block came out - to get my virtual traders in world flying from waypoint to waypoint. None of them survived indepth testing. So 2 thumbs up for that serious work :D
Extramrdo  [author] 13 Jan, 2015 @ 12:06pm 
Orientation does matter.
Sojka, I've been googling for something like this this for about a day now, and you just wizard it up like that. Thank you.
Alkielizard 13 Jan, 2015 @ 9:30am 
So... orientation does matter then?
9thC|Sójka 13 Jan, 2015 @ 8:49am 
Talia Necrothe check here (for gyroscope orientation) Link [forums.keenswh.com]
Extramrdo  [author] 12 Jan, 2015 @ 3:49pm 
Did I remember to mention that by default, the script sets the distance as 2.5km?
I should A) Change that in the script, B) mention it.
=* X-KAM *= 12 Jan, 2015 @ 9:04am 
autopilot works. but !!!. I give 0,0,0 and he always flies in one place of the world. this is not the center. can not aim of coordinates. ship constructed properly. bad flying. ; /
Extramrdo  [author] 10 Jan, 2015 @ 3:37pm 
Youtube video added; hope that clears up anything.
Extramrdo  [author] 10 Jan, 2015 @ 12:12pm 
Nope! The Gyro's facing DOES matter, but such is life.
Koeqatel 10 Jan, 2015 @ 11:34am 
does it matter wich way they are facing?
Extramrdo  [author] 10 Jan, 2015 @ 11:31am 
GPS Top should be on top.
Koeqatel 10 Jan, 2015 @ 11:28am 
in the front of, of in top of it*
Koeqatel 10 Jan, 2015 @ 11:28am 
should it be above or on top of it?
Extramrdo  [author] 10 Jan, 2015 @ 11:12am 
It's entirely possible that GPS Top is in the wrong place.
Koeqatel 10 Jan, 2015 @ 9:47am 
wow, im sorry, i dont get the ship to move, it doesnt turn to the right place
Koeqatel 10 Jan, 2015 @ 9:47am 
i dot get the ship to turn, but it doesnt turt to the right place and doesnt move, could it be becouse my GPS Top is on th wring place?
Fox 10 Jan, 2015 @ 7:34am 
I got one reading on the GPSNav and it had heading pitch roll and such. But it never updated or moved the craft. I also wasnt sure which way is the front of the small gyro. I guesed the big O.
Shagatan 10 Jan, 2015 @ 4:28am 
Dont't know if anyone else finds it difficult to figure when a gyroscope is facing forward, but I sure did.