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Does anyone know it is possible to create a fully automatic drone - so it takes off after activation, looking for nearest asteroids, mine aster and return to station for unload/recharge? And the same thing about combat drones - to fly off after activation and protect the main ship/station?
these drones are very old, only one which was updated and still works is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=394837487
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=394837487
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=491619315
i'll probably have to change many things in harvesters and i doubt if my torpedoes will work like before. at least with such economic thrust as now.
and rewritten GetBlocksFromGroup to find blocks by name not by group.
List<IMyTerminalBlock>GetBlocksFromGroup(string group)
{var blockGroups=new List<IMyBlockGroup>();
GridTerminalSystem.GetBlockGroups(blockGroups);
for(int i=0;i<blockGroups.Count;i++)
{if(blockGroups .Name==group)
{return blockGroups .Blocks;}}
throw new Exception("GetBlocksFromGroup: Group \""+group+"\" not found");}
In order to fix this one would need to rename the affected blocks in a "Group" and iterate through them in the "update" functions to resolve this? (i.e. setThrustGroupLevel would need to know the specific names of thrusters rather than utilizing the "thrusts" group).
But I have a problem, maybe someone knows how to deal with.
My savegame lost itsk link to workshop world and when i publish it, it doesn,t update previous workshop item, but creates a new one.
The link to working Hrv 9is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=483407282
But maybe some of you know how to link new save to previous workshop item. please advise.
You showed line 780 of the Hrv4PB_Nav but neglected to include line 781:
ToContainers = GetBlocksFromGroup("BaseCargo");
Once again, it states to have the destination cargo containers in a group named "BaseCargo".
I C&Ped that line straight from this worldsave on the Harvester 4 ship. (H9 uses the old code that calls on the ship cargo group named "ShipCargo")
I can read code quite well, but can't write it =(
FromContainers = GetBlocksFromGroup(ShipName + "Cargo");
Another mystery solved ^^
This line here is the reason why the Group name is important:
void LoadCargo(string Load="FromShip")
{
var FromContainers = new List<IMyTerminalBlock>();
var ToContainers = new List<IMyTerminalBlock>();
if (Load=="FromShip"){
FromContainers = GetBlocksFromGroup("ShipCargo");
ToContainers = GetBlocksFromGroup("BaseCargo");
It's possible that the PB_HrvNav scripts are different in this regard between the Hrv4 and the Hrv9. I pulled this code from the Hrv9, which I prefer. I'll check them, but it should be as simple as changing that one bit of code to match.
I did have a group named BaseCargo but apparently what was needed was for the container to be named BaseCargo, or at least something beginning with base cargo.
Esmea, do you get it to work with only a group named BaseCargo when the individual containers are named something different?
Thanks a bunch for the help to all of you!
I fear for the opponents if you manage to implement your ranged targeting into these.
Also, 3DogBrew, don't name the container "BaseCargo"; create a group with the container(s) and name the group "BaseCargo" as the scripts are looking for a group name.
I do, however, run into some trouble on my own survival world using the hrv4. The mining and navigation works like a charm but when it's docked to my station it doesn't transfer the ores. I dug into the code and I think I understand what it's supposed to do. It seems it tried to load the cargo from ShipName+"Cargo" but no such block exist, so I changed it to "ShipCargo" (the name of the cargo group on the ship). I recompiled and saved the code in the PB_nav block but unfortionately it still wouldn't transfer the cargo.
Any ideass what could be the issue?
Warm Regards
I am playing survival on local game mode and ran into a couple of issues I would like your advice on. I built the Hrv4 in survival mode using a projector and blueprints. After reading all the comments on this Update, I still can't get the ship to unload cargo. It docks just fine, locking the connector but doesn't ever transfer ores to the base. After reading through all the scripts, I built a large cargo container named BaseCargo and recompiled PB_Nav hoping to correct the issue. Hrv4 still docks but doesn't unload. Is there an incompatibility with the Conveyor Filter block?
Second, can I simply edit the PB_Nav script to include "ice" as an ore type? The harvester doesn't throw it out like stone, but it also doesn't track it as "inventory" either. Is it more complicated than that?
I noted there is a "debug" statement on one of the LCD displays, how can I use this to test any code modifications?
float DockGyroPower= 0.5f;
set this variable to higher value.
MaxSpeed=3; MaxThrust=5000;
line 336 in navigation prog block