Space Engineers

Space Engineers

Ship Main Computer (broken)
52 Comments
Elfi Wolfe  [author] 26 Jun, 2021 @ 12:26pm 
I will take a look at it but this is an old script.
A new script was written to take advantage of all the new API (a few years ago) to replace this script.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1103394724
Storm 26 Jun, 2021 @ 9:39am 
breaking
Elfi Wolfe  [author] 26 May, 2018 @ 4:20pm 
Script should now see if world presurize is turn off. (api fix).
big_blue_4101 29 Apr, 2018 @ 12:31pm 
Hi, I haven't tried out your script yet. Which i'll do momentarily. I was wondering if you could help out with another script. "PMC Main Computer" by pclance. When I try to compile it, I keep getting 'program(674,3): error:: cannot implicitly convert type 'double' to 'float'. An explicit conversion exists (are you missing a cast?)'
The mod author said he would tale a look at it back in Feb, but no new updates have been made to it. Could you please take a look and see if you can spot and correct the error so I can implement it?
Elfi Wolfe  [author] 20 Apr, 2018 @ 6:06pm 
Script should be working again.
Elfi Wolfe  [author] 19 Apr, 2018 @ 9:34pm 
I should be able to fix this again now that most major changes to API are done.
Elfi Wolfe  [author] 9 Feb, 2018 @ 7:30pm 
Broke again....
Elfi Wolfe  [author] 11 Jan, 2018 @ 3:02pm 
Broke again.. I'll need to fix it.
Elfi Wolfe  [author] 26 Dec, 2016 @ 10:32am 
right now it auto figures out zones at compile time so you do not have to go in and list zones. that is only if you are using the hardcoded zones argument. but that is an idea. This program started out in 2015 April. lots of changes to programing blocks since then.
Jenie 26 Dec, 2016 @ 10:28am 
could the programming blocks custom data be used in zone listing?
phoech 21 Dec, 2016 @ 9:38pm 
Hello, A world with examples of ships in it would be useful to tinker around in as well, please, when time permits. TIA.
Elfi Wolfe  [author] 16 Dec, 2016 @ 6:23am 
Added Lidar Range Finder
Elfi Wolfe  [author] 11 Nov, 2016 @ 12:47pm 
Major optimization pass. Code scales much better with large number of zones.
Elfi Wolfe  [author] 13 Oct, 2016 @ 10:07pm 
Major update to code. mostly optimzation pass and code clean up.
Landing is now working in stable as well as in dev.
Elfi Wolfe  [author] 13 Oct, 2016 @ 10:07pm 
Neat found out how to find out how many instructions a program.
WriteToLCD("\nOps " +Runtime.CurrentInstructionCount, Color.White, true);
Elfi Wolfe  [author] 12 Oct, 2016 @ 6:51pm 
Good News.
With 1.153 expected tomorrow the code difference between stable and dev will end.
And a work arround has been found for MaxEffectiveThrust not in source yet.
So once I upload this tomorrow arround 5pm (Pacific Daylight Savings).
The limiter will be gone and atmo, ion, h2 and gravDrive will be usable to land ships.
The code is going to change to default Orbit is off, Alitude will be used and default alitude is -1000. So when in a gravity well and orbit is turned on the ship will land. Satellites will need to set default orbit on, altiude off(or change default altitude)
Elfi Wolfe  [author] 9 Oct, 2016 @ 2:48pm 
Um. I could make orbit holding auto get all thrusters on grid pointing toward the planet..and turned on um.
Elfi Wolfe  [author] 7 Oct, 2016 @ 6:07pm 
Finally got the SolarTracker to work better than 80%.. now it gets up to and stays about 95%. Turns out the solar panels take longer than 1 sec to update to change in power.
Elfi Wolfe  [author] 6 Oct, 2016 @ 6:49pm 
Put in a pull to Keen to try to get another property added to IMyThrust.
Elfi Wolfe  [author] 17 Sep, 2016 @ 7:04am 
yes. just turn off modules you do not need and turn on the autolevel module
Inq182 17 Sep, 2016 @ 5:00am 
Can I use this to make a small ship hover?
BeanDownUnder 16 Sep, 2016 @ 9:22pm 
Can't wait to try this out, the updated feature of orbiting and landing/takeoff feature sounds amazing and look forward to trying it out.
Elfi Wolfe  [author] 16 Sep, 2016 @ 7:34pm 
Yes. but. 1.153 or new, needs to be h2 thrusters for now, and you have to edit a line in the code to allow you to add an altitude below 15,000m I put it in the guide. Atmo and Ion are waiting on a bug fix for MaxThrust.
LonelyGuardsmen 16 Sep, 2016 @ 7:22pm 
Thats amazing, would it work for drop pods?
Elfi Wolfe  [author] 15 Sep, 2016 @ 9:01pm 
Got a prototype Orbital code to work in dev branch and to land on a planet without user intervention. :) need to clean it up and add it more to it before releaes.
Elfi Wolfe  [author] 12 Sep, 2016 @ 5:34pm 
GravDrive is fixed. It is still cheating physics.
Elfi Wolfe  [author] 12 Sep, 2016 @ 12:34am 
There is a error in calulation GravDrive in gravity. Trying to fix or "adjust"
LonelyGuardsmen 11 Sep, 2016 @ 1:33pm 
Not good lol. Having a multi million kg "Tank" rolling wouldnt be good. Thank for the reply Elfi
Elfi Wolfe  [author] 11 Sep, 2016 @ 10:06am 
... that was not a good idea it can take a simple starting to tip and turn it into a weird roll.
Elfi Wolfe  [author] 11 Sep, 2016 @ 8:57am 
Let me pull that code and adjust it for wheeled vehicles. and then upload as it's own script.
Elfi Wolfe  [author] 10 Sep, 2016 @ 8:46pm 
if it has a gyro and a ship controler it can try.
LonelyGuardsmen 10 Sep, 2016 @ 8:44pm 
Auto level question. can it be used to auto level a wheeled truck?
Elfi Wolfe  [author] 9 Sep, 2016 @ 7:16am 
Major changes coming to Orbital code. most methods for orbital will be consildated into one and will go stateless and use calculated thrust.
Elfi Wolfe  [author] 8 Sep, 2016 @ 5:43pm 
I am thinking of breaking the orbital code out into it's own script.
Elfi Wolfe  [author] 31 Aug, 2016 @ 11:36pm 
Coding updated with a way to turn on H2 tanks after the O2 tanks. Lots of orbital methods added. Removed the 1 light 1 sensor hanger controls since 2 lights works better to start state change.
Need to make a guide with all these orbital methods in. For an example of the orbital features check out the sunchaser prototype. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=755978228
Elfi Wolfe  [author] 25 Aug, 2016 @ 11:57pm 
If you are trying to fill H2 tanks. Best to turn off the runAirGenerator. The airlocks will open and vent air to space when the O2 tanks are full. Still working on code to handle this.
Elfi Wolfe  [author] 15 Mar, 2016 @ 7:58pm 
Turns out on a game load a solar panel can return an empty detailed field. So I'll need to harden method GetPowerOutput to handle an empty detailed field.
Elfi Wolfe  [author] 15 Mar, 2016 @ 5:54pm 
oh !@%!@ it is method GetDetailedNumbers() on load with solar planels.
Elfi Wolfe  [author] 15 Mar, 2016 @ 5:25pm 
Crash at start of a game load has been isolated to method ShowPowerInLCD(); Currently working on harding the methods that are invoked in that.
jarhead 5 Sep, 2015 @ 7:27pm 
how about instead of turning off a light you turn one on
like i use a set of lights for warning lights and they are setup to flash so if i turn them on it could be used to trigger this script
Elfi Wolfe  [author] 5 Sep, 2015 @ 12:46pm 
Oh can use sensors to turn off the control lights to start airlocks and hangers.
Now I need to go back and refit every ship using this code.
jarhead 29 Jul, 2015 @ 9:18pm 
I don't want to have any of the lights turn off though.
Elfi Wolfe  [author] 29 Jul, 2015 @ 7:14pm 
for the hanger. 2 lights, button panels to turn one of the 2 lights off, warning lights, warning alarm, and sensors to open the door. So the button panel turns off a light, the program sees the light off and now starts a status change to presurize or depresuirze, That starts the lights and warning alarm. If the hanger is done depresurizing it will turn on the sensor. Then you can have the sensor open the airtight doors. Maybe I should make an example ship with the 3 airlock types, and a hanger bay.
jarhead 29 Jul, 2015 @ 7:01pm 
i was hopeig to be able to use sensors and button panels for this instead of lights
Elfi Wolfe  [author] 29 Jul, 2015 @ 6:55pm 
Yes there is a section for 1 hanger. you have to add a few lights and name them as per the script.
jarhead 25 Jul, 2015 @ 9:59pm 
I am about to subscribe and I was wondering about this scripts functions. I have an airtight hangar and an airlock. I am needing my airlock to act like a hallway if the hangar has air but like an airlock if the hangar is open. Can this do that or can that function be added? I also have an airvent on the outside of my ship to detect if there is air for when I go into a station hangar so I am not wasting my ships air.
Elfi Wolfe  [author] 14 May, 2015 @ 4:34pm 
I went with the program just figuring out the state each time it ran.
Wicorel 14 May, 2015 @ 1:52am 
You can store persistent data in the Storage string..

http://forums.keenswh.com/threads/storage-string-limit.7285268/

or use a text block for the purpose.
Elfi Wolfe  [author] 22 Apr, 2015 @ 7:32pm 
Code is 95% percent done. Any special request or bug found please post here.