Space Engineers

Space Engineers

CAT Custom Turret Rotor Slaving
24 Comments
Loues.S.Cat  [author] 26 Jul, 2021 @ 10:13pm 
This is very old. I will have a look at it again when I have the time, for now I think I will just unlist it.
Turret problems 26 Jul, 2021 @ 7:56pm 
Im currently trying to user this to slave a MART turret to an exterior rotor turret, the script doesnt seem to run correctly, is there a new version?
Keatosis 1 Mar, 2018 @ 7:39pm 
Thanks
Loues.S.Cat  [author] 27 Feb, 2018 @ 3:32pm 
Gods this is so old...
I'll fix it as soon as I can, but there are better turret scripts out there now.
Keatosis 18 Feb, 2018 @ 11:51am 
Doesn't work, what am I doing wrong?
Djelle 13 Sep, 2016 @ 6:53pm 
Just what I needed. This script solves several problems with my manned turret. My turret is front heavy. So it was very uneven to stear in gravity. I made a simple well balanced main turret of 2 rotors + Remote + 2 x gyros. And a camera on the real (slave) turret. So I can stear the turret remotely. Also, it was imposible to rotate it (yaw) when pointing directly up. I solved this by ofsetting the pitch by 45. So the (simple) main turret can pitch -45 to 45 which is translated to 0 to 90 on the real turret. Works like a charm :steamhappy:

U have a bug in ur code. Probably a leftover line of code which I don't see a use for.
In line 44: "blocks[e].SetValueFloat( "Velocity", 0 );"
It sets ALL rotors to 0 :steamfacepalm:

Keep up the good work.
mrbojinkles 28 Aug, 2015 @ 11:32am 
You've done it again you awesome code-master you! I'd love to have an option to have the tagged rotor's angle shown in its name, because my rotor placement is sloppy, and I have to add adjustments to the script.
Loues.S.Cat  [author] 8 Jun, 2015 @ 7:14am 
The fastest you can set a timer to work is to trigger itself rather than to start itself. that lets the script respond very rappidly.
You can do that with this script too. It is how I used it.
kennet0508 7 Jun, 2015 @ 7:09pm 
Btw, have you tested CMDR Bad_Idea's Turret system?

- https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=378793632

Im curious what makes his rotors move so instant and on track, as it makes small turrets more viable

it seems he has set up the timer block to move faster than its supposed to, could this be implemented into your script? would that mess up with the ability to slow down the rotor movement you implemented? etc

with the setup you have where you can slow down the rotors is Key in my newest Prototype, where im making a set of a 4 huge engine setup on rotors, but the size makes it impossible to use without slowing down the rotors
MrClifford 6 Jun, 2015 @ 1:57pm 
thats what i have done its even on reapet with a timer
Loues.S.Cat  [author] 6 Jun, 2015 @ 10:57am 
Prefixes are at the start of the block name, (or not if you don't have one set) Keywords appear anywhere in the block name, though I find at the end is best.
kennet0508 6 Jun, 2015 @ 9:39am 
Its a little hard to get around when u first set it up. what i did was to copy thenames seen in the screenshot.

but bottom line if u run the script default. you need to name the rotor: [CAT] Rotor [RS1] etc. just look in the script for what you need to name the rotors. and remember, scripting is case sensitive
MrClifford 6 Jun, 2015 @ 8:13am 
yeah im confused with this... where do you put the prefix? on the names of rotors or ship name?
Loues.S.Cat  [author] 6 Jun, 2015 @ 8:11am 
No... I should probably start doing those. it would save so much time.
MrClifford 6 Jun, 2015 @ 7:47am 
is there a video tutorial?
kennet0508 22 May, 2015 @ 2:46pm 
nevermind, change value from 5 to higher for slower rotation speeds
kennet0508 22 May, 2015 @ 2:44pm 
How does the slow down work in the script? on large ships, i would love it to run extremely slow, due to... game stability?

const float SLOW = 5; // how much to slow down the turret rotation speed by (needed value depends on small or large ship)

do i just change the number here? what do the values mean etc? :)
Loues.S.Cat  [author] 20 Mar, 2015 @ 12:05pm 
I'll create a topic in the discussion section to explin the details.
kennet0508 20 Mar, 2015 @ 7:52am 
Meeeh... How to set up? i cant get it started. :( Basic Startup tutorial?
What is a prefix? is it the ship name? antenna name? do i name the rotors slave or RS1.
- i suck at these things
That Cat 6 Mar, 2015 @ 11:47am 
NM the error isnt gone, it just took a while for it to show up.
That Cat 6 Mar, 2015 @ 11:47am 
Well I just set my ship name to that to test it, the error is gone, but it doesnt work at all.
Loues.S.Cat  [author] 6 Mar, 2015 @ 11:46am 
If you don't want to use SHIP_PREFIX make sure it reads SHIP_PREFIX = null;
I have an awful tendancy of leaving SHIP_PREFIX = "[CAT]" since that is the prefix of my test ship.
Loues.S.Cat  [author] 6 Mar, 2015 @ 11:41am 
Sounds like it isnt finding a maser rotor. Did you change SHIP_PREFIX or set it to null?
Loues.S.Cat  [author] 6 Mar, 2015 @ 11:31am 
Can you describe the issue you are having and your setup?