Space Engineers

Space Engineers

AUTOPILOT CORE - Large Ship Version
55 Comments
Windows XP 27 Dec, 2024 @ 4:26pm 
hi WiDOC i have a question i sub to the mod and i cant add it to my world do you know the issue? or anybody
WiDOC  [author] 19 Oct, 2016 @ 6:33am 
hi @mainframecn

Well i'm not playing this game anymore and i didn't update this script who wasnt working properly on large ship. I suggest you to try the small ship version which is more stable ^^

I thank you for your comment but i want to warn you that i totally stopped since more than 1 year to develop this script because there is now a block for that. This autopilot block is not perfect to my eyes but still more precise and it will work on multiplayer (my script just make multi crash instantly)

Cheers.
Mainframe 19 Oct, 2016 @ 4:01am 
it's a very interesting script. I can not get it to work properly. Everything looks good, created a mission with a few simple way points. When i start the mission, the ship turns a bit but doesn't get the corect alignment.
Is it possible you upload a complete ship or even a world with an example? I would like to figure out what i'm doing wrong.
Thanks.
jlorasch385 23 May, 2016 @ 11:24pm 
i did the steps but the ships status is showing: thrusters are not initialized. please reset the ship. landing sequence is not initialized.
WiDOC  [author] 5 May, 2016 @ 5:22am 
no problem, I'm glad you're interested in ^^
Stollie 4 May, 2016 @ 1:56am 
NP thanks for letting me know :D
WiDOC  [author] 3 May, 2016 @ 9:43am 
Hi Stollie,
This has been developped before the planet DLC released. And I stopped the development because the script is working bad in multiplayer and i consider i waited way too much time for that game to have a decent multiplayer. And in fact, this game is in beta dev for way too much time too.
I'm sorry but their will be no more improvment on this.

Cheers
Stollie 1 May, 2016 @ 6:20pm 
Does this land on planets automatically?
AltyFox 22 Apr, 2016 @ 2:55pm 
That way on worlds with unlimited speed, you can cap the speed of ships, and for higher speeds it slows down more appropriately.
AltyFox 22 Apr, 2016 @ 2:54pm 
Hi there WiDOC. Do you plan to add any speed limitation to the ships? I was thinking of a system that deteects the rate of acceleration of the ship, and records it. That way it can slow down at an appropriate distance for the speed currently being travelled
WiDOC  [author] 4 Apr, 2016 @ 9:44am 
Hi DanC,

Indeed, their is no action set to any timer block. My program automatically detect the name of the timer block your started (to choose your action) and act like it should. So it's normal.

If it's not working are you sure that the main program is started ?

if yes:
-Did you put all your action timer block in the action bar with the right action ? (start, it should NOT be "trigger now".

if no:
- Access to your different block, find the timer block called "MAIN_PROGRAM", press start. Now try again your action button.

Remember, this is not working in multiplayer
if you really want to try this script, try the AUTOPILOT CORE for small ship, because it is working better.
DanC 3 Apr, 2016 @ 6:37pm 
after importing the Cube and merge it to my ship it seems all the timer blocks have no actions set. did i do something wrong? Can you tell me what each action was?
WiDOC  [author] 25 Apr, 2015 @ 7:50am 
You have all the permission you need.
for your large ship problem it is normal....precision and moving with large ship is not usable for the moment.

I first thought that placing the AC on the rear or the front will have no effect but it appears to be a wrong statement ! It affect the precision of the general stuff. I suggest to place it at the middle of your ship.

@phoenixX the bug come from me.....it will be corrected soon :)
[S7G] String 25 Apr, 2015 @ 1:09am 
Does it matter if autopilot is located in rear of ship, not the middle?
Also would love to include this Script in my Ship BluePrints with your permission
[S7G] String 25 Apr, 2015 @ 1:07am 
@Large Ships - Subject - AutoPilot Core
Mission: Go Stop / WAIT:15
Ship Failed to align to waypoint
It kept Over steering and would not complete waypoint

@Small Ships:
Scenario went very well, impressive :)
Captain X (PhoenixX) 22 Apr, 2015 @ 4:48pm 
Hmm my large ship just got an index out of bounds after it told me to please reset ship :/
must have done something wrong. Anything obvious ive broken or should I just import another core and try again :/
Captain X (PhoenixX) 21 Apr, 2015 @ 4:42am 
one script i saw on a website used turrets somehow for intruder sensing. you can hack the range of beacons or antennas by manually changing them in the map file presumably the same can be done on sensors?
WiDOC  [author] 21 Apr, 2015 @ 2:22am 
what you ask is barely impossible since the sensor are so shitty man .... and the antenna too.
I'll see, why not trying after all :)
Captain X (PhoenixX) 20 Apr, 2015 @ 4:43pm 
For another variation - you could link it to a turret or sensor - if it detects an enemy give chase within a specific range of a gps point. Defend command.
Captain X (PhoenixX) 20 Apr, 2015 @ 4:31pm 
.... Looks interesting, I was actually trying to figure out how to make a waypoint driven auto pilot myself, but documentation on in game programming is still badly lacking :(..

Here is a possibly crazy suggestion that should be easy enough to do, but challenging enough to be interesting...

Make a variation of the script that makes it fly in escort formation to a "master" ship. Basically a follow me and avoid rocks script. All it would need would be keying in a ship or antenna name on the follow me script, and a second ship either running auto pilot it self, or being flown by a player.

Be perfect for setting up police patrol groups etc.
WiDOC  [author] 19 Apr, 2015 @ 11:23am 
hi kylejohnson05,

if you want me to help you, you have to give me more precision.
skrungl 18 Apr, 2015 @ 5:17pm 
i cant get it to work :(
WiDOC  [author] 13 Apr, 2015 @ 10:19am 
For your request, i'm not sure to fully understand how you want to use it. I'll not develop any function with antenna until i did not finish the basics (still have to do the mining and all the fighting stuff).
but If you want to pause your ship each time it goes to your station, just don't use the REPEAT function and start it again by hand (with the cockpit).
OR,
when you used a REPEAT, just wait a big amount of time with the WAIT action, so that you have the time to do what you want on your ship (or refill battery if necessary).
WiDOC  [author] 13 Apr, 2015 @ 10:10am 
hi man,

i'm don't want to do another blueprint/script upload for solo and multi...i already have 4 thing to update each time and when i update the script for small ship i have to update the large ship the same way which is painfull man ... painfull. never remember which part changed or stuff....this is just painfull.

I have an other solution. i can do both in the same script. you go into shipMission, or SaveFile and write "solo" or "server". if you do so, i do the correct stuff. If you choose bad. the script will crash and you will have to recompile the code.
[S7G] String 12 Apr, 2015 @ 8:52pm 
Also, is it possible to pause mission / unpause without being in the cockpit?
I am trying to use sensors on my space station - to trigger a Timer Block on ship that is flying but the sensors will not communicate over the Antenna.

Setting up a fairly large scene with this, hope all goes well
[S7G] String 12 Apr, 2015 @ 8:46pm 
Upload the multiplayer core seperatly?
We could always use the RESET in single player mode to correctly assign everything. Then switch to the multiplayer mode and it should still work yes ?
Just a suggestion, thanks for the updates
WiDOC  [author] 12 Apr, 2015 @ 4:36am 
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-
WiDOC  [author] 7 Apr, 2015 @ 11:49am 
thank you man :)
[S7G] String 7 Apr, 2015 @ 12:30am 
Continues to be by far the most easiest looking to use, well done again !
老婆讓我改個名 4 Apr, 2015 @ 5:25am 
Wow you actually considered it already! Looking forward to the new version!
WiDOC  [author] 4 Apr, 2015 @ 3:23am 
Hi ivanchaos.
in fact i already did it....just didn't publish the fix
老婆讓我改個名 4 Apr, 2015 @ 12:03am 
Your creation is super awesome already, but I'm wondering if it's possible to add a speed limitation to the autopilot? Like when it reaches certain speed then put the thrusters to a minimal override.
Seems the script would put thruster at full power when navigating towards mission point, if such speed limit is employed then much power would be saved, plus it won't overshoot target in speed-modded worlds.
Dan2D3D  [developer] 26 Mar, 2015 @ 6:55pm 
Well Done WiDOC :approve: Bravo bien joué!
WiDOC  [author] 25 Mar, 2015 @ 3:56pm 
3rd message:
Do not forget that u always can modify/create manually every mission :)
WiDOC  [author] 25 Mar, 2015 @ 3:41pm 
For your proposition it is already working. Once you've created a mission with one ship, just copy this mission and paste it into another ship on the shipMission control panel and it will do the same route ;)
The ship mission is a stand alone thing. The script read it and interprete it. So once you created it with one ship you can copy it into another core.
on the 3rd update video you can see that i copy and paste ships with a mission already setted up. It works!
But be carefull if you copy a mission into an other ship:
If the ship is the same...no problem
if the ship is different....inertia will be different; docking position will be different; landing position will be different....so you can crash your ship.
Anyway on the DEMO video, the small fighter and the small freighter (the long small ship with yellow cargo) have nearly the same mission copied and pasted :)
WiDOC  [author] 25 Mar, 2015 @ 3:41pm 
Answers are simple:
1st you can put more gyros on your ship it will change nothing...but on small ship it is somewhat useless. In fact if your ship is moving left/right thats probably because you've putted too much gyros and it is a bit too agile for the script. This will be fixed later. Try removing all the gyros you've put and it should stop wobbling.
Morpheus10 25 Mar, 2015 @ 2:49pm 
I've get the samml ship core running. and it works nearly perfect to me. I think I've made a mistake by built my small ship. I think it has to do with the Gyros. Do I need just the 3 ones from your block? Or is it aloow to add more then 3 ones? Then I dont know why my ship wobbling from left to right side and after few minutes its start then flying the route I programm. So i would be nice when u could make a little guide how we all have to place the core and what we can add and what makes problems. Thx. Ur autopilot is a perfect solution for transporting good from a to b.
Maybe there will be a function that I can set the coordinates of the route when I had fly it once before with a other ship. Would be nice.
WiDOC  [author] 25 Mar, 2015 @ 6:05am 
generally, and i still don't know why, when you copy the core the timer block "Starter" is started, and sometimes not....i've managed, for the next update that RESET SHIP WILL start your Starter timerblock and start all the rest, so this problem will disapear because too many people seems to have this problems.
Morpheus10 25 Mar, 2015 @ 3:44am 
thanks for the comment. I have it understand I still need to set the timer as seen in your videos to run the autopilot system. Then funnything is that I add at the small core for ech direction one thruster and a reactor and also a cockpit for testing. But I dont know what I've done wrong because nothing happend. But on my big ship where I install it it work partly.
I will sort out my problem and see if I can get it to run.
Thx for help
WiDOC  [author] 25 Mar, 2015 @ 2:23am 
Hi morpheus.

Ahah there is indeed no action in the timer block except timer and starter.
the reason is simple, i just have one script i will not command them to start the script as it is already doing an infinite loop.
in fact when the script is turning, i'm checking if buttons are on a delay (because even with no action the delay of 1sec start). Then i'm checking the name of the button which is on delay and i do the proper action.
That's why you always have to use "Start" placing a button in the toolbar, not "trigger now".
For making the script starting and turning....you have to make sure that the timerblock called "starter" is started.

Last point.....try the autopilot for small ship first if you want to test it. Large ship version is still an early stage
Morpheus10 25 Mar, 2015 @ 2:07am 
Hi there. I have try to built your big ship core im my transporter. All parts was build correctly. But I can get the ship do any order i want. I have check then the program if is was loaded wrong or so. Nope all correct loaded. Then I have check all of your timers. And the funny thing is that just two timers having some actions in the toolbar. All other Timers are empty having NO actions. I have import your core in creative and same. Just the timers called "Timer & Starter" having some orders in the toolbar. I'm sure there is something wrong. Then why making 16 timers and just 2 havings some order to run ;-)
Maybe u can fix if or send me an pn with the correct setup for the timers that I can use your autopilot. Then my ship is just wobbling from left to right till I turn off power.

Thx. Keep going with ur great work.
Norty 25 Mar, 2015 @ 12:18am 
Genius very nice work
Shower Curtain Apparition 24 Mar, 2015 @ 10:10am 
plot twist its a warhead guidance AI for weapons.
WiDOC  [author] 23 Mar, 2015 @ 10:23am 
lol
老婆讓我改個名 23 Mar, 2015 @ 10:00am 
My mind was already blown by your creation, noble sir
WiDOC  [author] 23 Mar, 2015 @ 1:41am 
Thank you everyone :)
[S7G] String 22 Mar, 2015 @ 11:44pm 
Can nearly "programm"an enemy faction out of this. extremely nice work !
Parrotmarauder327 22 Mar, 2015 @ 7:26pm 
great job dude, keep it up
Boreas 22 Mar, 2015 @ 4:11pm 
realy great! A first step to bring working AI to SE, something that i wanted in this game for soo longe :D thx for sharing
jb8642 22 Mar, 2015 @ 1:58am 
open the pod bay doors hal