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Script updated, see the July 13 entry: Change Notes
Thanks for the idea, the script has been updated. A new command togglesolar has been added to simply toggle the state. (Note: I could not use the word toggle because it was already taken by one of my other scripts... which would cause problems with my "super scripts".)
public class SolarGyroController
{
private const double RunDelay = 1.0;
private const string ActiveKey = "SolarGyroController_Active";
Change RunDelay to whatever. It's the number of seconds between each update. So 0.5, 0.1, etc. would be faster. But you will probably have to scale SOLAR_GYRO_VELOCITY up to compensate as well.
No idea about the 100% vs 85% thing, but it would probably be SOLAR_GYRO_MIN_ERROR. But it's already set to 0.5%. So I've no clue where your 85% comes from, unless they changed the power output of solar panels. (I don't follow the game closely anymore...)
As for interaction with other scripts, it really depends. This script only gives up the gyroscopes when the change in max power output is small (default around .5% of the absolute max). With sun rotation, it probably won't release the gyros all that frequently.
I'm not quite sure how solar panels with pistons would work. Got a picture or something?
I also have a (1-axis) rotor controller for solar panels, but I'm sure others have done that better.
https://steamuserimages-a.akamaihd.net/ugc/868488441779258277/C90E9387840366038567116538E47E9517B8507E/
Otherwise make sure you have a reference set up so yaw & pitch are correct for your ship.
Otherwise that usually means there's a timer block issue. Make sure it runs the prog block with no argument and then "starts" itself.
What sort of things would be useful that Automatic LCDs doesn't already provide?
Thanks for making this script!
This is a great script! Would you please upload a separate 3 axis version?
I've found it useful if the satellite gets nudged or takes a small hit.
To answer the previous question, yes it works on a 10 sec timer no problem.
Not sure about optimizations, this script pretty much only does one thing.
And yeah, the workshop thing is cool. Thanks for letting me know!
I plan on doing a workshop release for a build that uses this script in the next few days (unless you object). I'll of course include your name, a link to this page, and give full credit to you for this script - please let me know if you prefer that I not do so. Thanks!
Look for this part of the code, it's not far down:
private readonly SolarGyroController solarGyroController =
new SolarGyroController(
GyroControl.Pitch,
GyroControl.Roll
);
and make it look like this:
private readonly SolarGyroController solarGyroController =
new SolarGyroController(
GyroControl.Yaw,
GyroControl.Pitch,
GyroControl.Roll
);
Basically, you just add "GyroControl.Yaw," in there.
The only other way I know of figuring out the grid orientation is to enable displaying of the grid axes. But that assumes you can see the axes somewhere (they're not buried deep in your ship) and you know what colors correspond to what direction... offhand, I don't know what that is.
And in case I answered something else entirely: the yaw, pitch, & roll used by the script is based on what the script thinks is "forward" and "up" on your ship. If those directions don't align with how you normally fly your ship, then your solar panels probably won't line up correctly, especially if you have solar panels on a single plane.
But this should work on 01.174:
https://tyrannyofheaven.org/ZerothAngel/SEScripts/Solar%20Alignment/Script.cs
Anyway, thanks for letting me know.