Space Engineers

Space Engineers

AUTOPILOT For Large Ship - Ingame script
38 Comments
Orbitect 30 Jan, 2017 @ 11:44am 
A bit late but better than never... net code is the network code behind the multiplayer. Was in reference to the multiplayer not being so great comment you left. It's a lot better than it was. The dev branch has some nice changes such as allowing remote control blocks to communicate and interact across grids.
LST Theunknown 21 Dec, 2016 @ 5:28pm 
Hi WIDOC ,

Yeah, nice . I hope it's not gonna be hard to adapt it to the new multiplayer :)
WiDOC  [author] 21 Dec, 2016 @ 3:29pm 
Hi Kamikazie. Yes i saw that space was not in alpha anymore ... woaw 3 years lul. Yes i need to try the multiplayer now and see. what is net code btw ?
Orbitect 21 Dec, 2016 @ 2:21pm 
Any plans to reopen the project with the new multiplayer and pass at net codes?
WiDOC  [author] 7 Oct, 2016 @ 2:45pm 
Hi Theunknown.

I invite you to read my other comments about that but, No, unfortunately i stopped a long ago developping it. And reasons are numerous.
Globally:
1: script crash in multiplayer and multiplayer is still not that great.
2: Game is in alpha dev since 4 or 5 years !!!!!!
3: Sensors are way too limited and does not permit me to go further
4: Game is way too laggy with planet (for me) and this script is too complicated for working with planet

Cheers,
WiDOC
LST Theunknown 7 Oct, 2016 @ 12:13pm 
Hey[DoT] WiDOC . this script is amazing. I am just curious if you are continueing the work on your scripts :)

Greetings Theunknown
Penguin 16 Dec, 2015 @ 5:37pm 
oh ok... i understand now...
WiDOC  [author] 16 Dec, 2015 @ 2:38am 
Hi man,
In fact, you can't say that you're not using the infinite loop. When you talk about this, you probably think of the mission REPEAT. But I'm not talking about that. You forcely use it because this is how the script is working. In fact, the more the script do a loop per second, the faster it refresh itself to calculate coordinates, mission, step etc. etc. but in multiplayer, more than 5 loop per second make the server crash, and 5 is not enough, it will miss every point you want to go. (i'm working on 30 loop per sec actually)
WiDOC  [author] 16 Dec, 2015 @ 2:38am 
The script is looping indefinitely and basically do the following:
- Check if everything is initialized
- if not, try to initialized itself
- if fail, ask for manual initialization (back to beginning)
- if everything is initialized
- is mission started ?
NO -> go back to beginning
YES -> read mission
- read current step
- do current step (GO back to beginning and loop until this step is done)
Is step done ?
NO -> continue and loop to the beginning
YES -> read next step
Is there another step ?
NO -> Stop and loop from the beginning
YES -> set current step + 1 and loop from the beginning
WiDOC  [author] 16 Dec, 2015 @ 2:37am 
At the same time, on each loop, the script check if any Mission Button is pushed to create a new step and write into ShipMission Control Panel.

Because I stopped play space engineers (at least for the moment, and it will be until the multiplayer is working) i will make no improvement, but surely come back on it if they fix it. I'll probably do something for planet flying. But the game, after 3 years of development is still not recognizing my graphic card and use the default chipset, which make my game horribly lagging and unplayable with planets.

Cheers
-WiDOC-
Penguin 15 Dec, 2015 @ 3:31pm 
Anyway I should stop rambling on about how much I love your script or we will be talking about this going on into 2016 Lol anyways thanks for the awesome content that you have provided to the workshop :steamhappy:
Penguin 15 Dec, 2015 @ 3:29pm 
And when I have my drones that patrol an area I would use the vanilla AI :steamfacepalm: to do that and they have a sensor on them and when that sensor is triggered then they will break their patrol and just stop in place and when they don't detect an enemy they they resume their patrol (however when they resume patrol they go back to the very beginning (where they started patrolling)so it gets a bit annoying) so all-in-all it's a great script if you want to stay safely in your base and just send out a fleet of drones to go out and attack your enemy and then you could pilot a drone and take any cargo back to your base
Penguin 15 Dec, 2015 @ 3:28pm 
Ok as is anything its all down to personal preference I don't really use the infinite loop... I just send them on a mission and then send them back to my base so that they don't get destroyed while I'm offline and it's much safer for them inside the safety of my base instead of running around where I can not at all garuntee their safety

For things like mining I use an autonomous large drill that just keeps digging and I have those protected by pillars of turrets
WiDOC  [author] 13 Dec, 2015 @ 2:09pm 
lol...
The fact that mine is not working on multiplayer make it really unreliable. Because infinite loop script in multiplayer works very bad
i tried the vanilla one, it is not so bad. I'm sure it will be better with time. And so I'm not sure it is worth it to continue.

but thanks anyway ;)
Penguin 13 Dec, 2015 @ 12:54pm 
XD ive found the vanilla one to be very unreliable (in my opinion) so even while there may be a vanilla auto pilot i still would much rather this one due to how easy it is to use and how much more control it gives you all-in-all better than vanilla :)
WiDOC  [author] 11 Dec, 2015 @ 6:48am 
Hi :)
Yeah thank you Dragonbreath0
I'm not working on it anymore since the game now have a vanilla autopilot. It basically work the same as mine. There is no all the functions I've made but it is really more precise.

I stopped developped it since March 2015 ;)

Bye and Fly Safe o/
Penguin 11 Dec, 2015 @ 1:56am 
Definitely deserves a lot of attention
Marziopan 7 May, 2015 @ 1:27pm 
thx m8 :)
WiDOC  [author] 6 May, 2015 @ 9:26am 
awesome !!!! @MarsAttacks
Mister Franko 25 Apr, 2015 @ 1:26pm 
No worries, thanks a lot for the reply.
WiDOC  [author] 25 Apr, 2015 @ 7:46am 
Hi man.
when i published the large ship version it was more for testing purpose...sry man but you will have to wait a little for a usable large ship version because precision is still not a good point here.
Mister Franko 24 Apr, 2015 @ 1:07am 
Hey man, sorry if this is answered somewhere else, but I can't seem to get the large core to work with large ships, particularly ships with poor turning and alignment speeds. I've tried adding extra gyros (before I read the comment you made about this not making a difference) as well as adding extra thrusters, but neither worked. The ship still struggled to orbit the target at 10x what it was ordered to, and that's assuming it does decide to orbit and not just fly straight away from it until it's outside the view distance.

I'm positive this error is on my end. What should I do to make cores functional for large ships? You mention what you should modify in the core for them to work on large ships, but I can't make out what you're saying.

Any help would be greatly appreciated.
Totally NOT Stealth 17 Apr, 2015 @ 4:20pm 
Awesome, I've ran across a cruise missile script that uses LCDs has command input for targeting, but it uses the public text title instead of the actual text.
WiDOC  [author] 17 Apr, 2015 @ 5:52am 
No for the moment. because i started develop this app for ship before LCD exist, i did nothing for it. But i surely will in the future because it is cool :)
Totally NOT Stealth 16 Apr, 2015 @ 5:28pm 
Okay, I'll give that a try, and is there a way to set up a text/LCD screen to display current operation?
WiDOC  [author] 16 Apr, 2015 @ 3:44pm 
ah ?? hmmm That mean I have to check this last update man. I will take a look on that this week end :)

Try add Unlock on the first line of the SaveFile

Like this

Unlock
False
False
1
False
False
Totally NOT Stealth 16 Apr, 2015 @ 11:03am 
I've done all of that, and the SaveFile says:

False
False
1
False
False


It was working perfectly the first ship I added your script to and that was before this last update to SE, now every ship I try to add your core and script to comes up with the same issue.
WiDOC  [author] 16 Apr, 2015 @ 7:50am 
Hi Stealth

I'll try to give you some possible things to do/check
1: Be sure to use the RESET SHIP button with "Start" and not "Trigger now"
2: Recompile the code: Open the programmable block then just click on "remember & quit" then try to reset again.
3: be sure to be in space (not land, not docked) while reseting
4: Open the pubic text of the LCD Panel called "SaveFile" and tell me what you see written in the first line.
Totally NOT Stealth 15 Apr, 2015 @ 8:49pm 
I have a question, I keep on getting "Landing Sequence is not initialized. Please, reset the ship" and I have no clue on what to do to fix it, I've tried adding landing gear and resetting, but nothing
WiDOC  [author] 12 Apr, 2015 @ 4:35am 
Hi everyone, the next update is nearly ready. There is nothing new except the BIG fact that now the script is working on server...and trust me, it is working really great.
BUT
I did a downgrade for that...you cannot rename your thrusters with the RESET BUTTON now. And you'll have to rename it manually.
WHY ?
Because i was using the direction written by space engineers between parenthesis (up) (down) (forward) (backward).
In solo playing, this is directly written into the name of the thrusters.
but in multiplayer, it is ust showing but not written, making it impossible to capture.

The question is....is it too painful for you to rename your thrusters manually ? Or should I find an other solution (i don't have any)....

thanks for replying.
-WiDOC-
Mikel71 4 Apr, 2015 @ 6:57am 
Voodoo, I believe this what you may be looking for: go chk these out, I use them in my own world

https://steamhost.cn/steamcommunity_com/profiles/76561198124730542/myworkshopfiles/?appid=244850
Voodoo†man 27 Mar, 2015 @ 5:38pm 
SO cool! waiting for automatic Mining)))
WiDOC  [author] 20 Mar, 2015 @ 10:43am 
yeah i already thought of that....would have been so cool. Everyone asked for the possibility for antenna to transfert such data and KSH just gave us a useless laser antenna (just my opinion here) because, as you said, the signal will break too often.
data1chi 20 Mar, 2015 @ 10:39am 
Oh well was worth asking. But I didn't quite put it clearly anyway. I was thinking more along the lines of having all the programming on the fighters or large ships, and have them use an antena as an anchor point to automaticly adjust the pathing when the antena moves.
Oh and I wouldn't use a laser antena for this. An asteroid or something else would break the signal too often :P

Thanks all the same for getting back to me though, your talents are much appreciated ^_^
WiDOC  [author] 20 Mar, 2015 @ 8:42am 
Hi Data1chi,
yeah i still don't know what is possible to do with laser antenna but I think it will still not really permit to transfert data to different ship fast enough to make more than one ship orbiting around a moving object (your carrier) .... :/
Until antenna will not permit to programmable block to access the different properties instantly i don't think that i'll be able to do that :/

sorry :s
data1chi 20 Mar, 2015 @ 8:18am 
Say, when you're satisfied with this basic circle one point program, would you make a circle/patrol beacon script? would be great for a few ships to patrol around my carrier.
WiDOC  [author] 16 Mar, 2015 @ 2:49am 
thx :)
Avoss 15 Mar, 2015 @ 9:36pm 
Love it! Ty for your hard work.