Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yeah, nice . I hope it's not gonna be hard to adapt it to the new multiplayer :)
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
Greetings Theunknown
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)
- 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
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-
For things like mining I use an autonomous large drill that just keeps digging and I have those protected by pillars of turrets
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 ;)
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/
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.
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.
Try add Unlock on the first line of the SaveFile
Like this
Unlock
False
False
1
False
False
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.
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.
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-
https://steamhost.cn/steamcommunity_com/profiles/76561198124730542/myworkshopfiles/?appid=244850
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 ^_^
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