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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.
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.
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
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.
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 :)
Also would love to include this Script in my Ship BluePrints with your permission
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 :)
must have done something wrong. Anything obvious ive broken or should I just import another core and try again :/
I'll see, why not trying after all :)
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.
if you want me to help you, you have to give me more precision.
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).
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.
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
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
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-
in fact i already did it....just didn't publish the fix
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.
Do not forget that u always can modify/create manually every mission :)
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 :)
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.
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.
I will sort out my problem and see if I can get it to run.
Thx for help
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
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.