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That other one looks to have better option for mixed thrusters, but both haven't been updated in over 2 years. Anyone done any comparing/checking of them. Anyone try them in the testing branch they've been giving access to a few days at a time? Next test, tomorrow.
I have tried it with the Simple Rocket in the "Easy Start Earth" world without mods.
But the rest is great. I transported 1.300.000 kg (1 Big Chest in 1x Inventory) to space with only 3 Big Thruster and 1 Hydrogen Tank!
It where great if the "Rocket" make a 180 Grad turn then 0.0g is arrived and take the "Up thruster" to stop the rocket.
Program(23,6): Warning: The field 'Program.initialOverride' is assigned but its value is never used.
Program(25,5):Warning: The field 'Program.firstRun' is assigned but its value is never used.
Is this a problem?
Could you look at it?
Most underrated script on the Workshop. This deserves stars.
Thanks so much for sharing this & your hard work, this is friggin amazing!
Current version is relatively simple to setup, user friendly and foolproof. I wouldn't want to sacrifice that. I'm also not playing SE as much as I used to, so I'm not really inclined to start a sizable project for it.
Could a dedicated remote control block facing the right direction not be used?
I have actually considered making the script aim. Sadly programming any "manual" rotation of the ship turned out to be pretty huge can of worms:
1. There is no easy way to tell where the "nose" of the ship is. Asking for blocks to be oriented in special way would make it harder to use.
2. It isn't easy to figure out what exactly to tell the gyros to do. Though this is probably the easiest part as it's just some vector math.
3. How to make sure that aiming trajectory will not make the ship crash, especially if it is aiming in completely wrong direction. Any errors in script setup would have potential to result in catastrophe.
Just a thought tho, do you think it would be possible to "aim" the ship with a script? Would be nice if there was some auto align to go straight up, making the shortest possible time to exit a grav well.
update. Really useful srcipt otherwise. Nice work!
'IMyBlockGroup' does not contain a definition for 'Blocks' and no extentionmethod 'Blocks' accepting a first argument of type 'IMyBlockGroup' could be found (are you missing a using directive or an assembly reference?)
@lye: good job :) I might shamelessly steal ideas back to this script if I find inspiration though :)
@Dakroth, SpetS - it is actually not that hard to make based on this one. Actually if you switched increase / decrease multipliers around and commented out line "setSpeed=speed" it should already work as one. Now that I think about it I'll probably get around and add it as option with next update.
let me know what you think:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=637302443
I've also added list of steps to make script work both here and in the code itself. Hopefully that will make it easier to setup. If you have any ideas what else to improve feel free to tune in.
Lastly - I've gone around and made manual abort possible by passing "STOP" argument. Feature artiedee wanted a few days ago.
I'll get around to working on this in a day or two.
More importantly, however, I cannot get this script to function. I have all the blocks named properly, including the Up thrusters that I wasn't initially aware needed a specific name. Now, when I trigger the timer block to activate the program, nothing happens. When I look at the prog block in the control panel, it says "No thrusters named Rocket Remote Control found on this grid..." and then something about an exception with the parameter "index." I tried adding "Rocket Remote Control" to my thrusters, but it still refused to function. Any ideas?
I have a problem I'm using it in my blueprint Link and it works for liftoff the first time BUT when I land back on earth and try to start it again I'm getting an error. Link [imgur.com]
As an afterthought, maybe the description above should mention that any speed can be set, but it is defaulted to 104.4 m/s. Then people reading the description won't pass by this script simply because it doesn't appear at first glance to allow different speeds.
double setSpeed = 104.4; //Change if you are using a speed mod.
I'm not entirely sure whether tags make more sense, but I might consider them. Or just using groups. Since it seems that this script will be using more blocks in future.
I don't know of any specific circumstances that would cause my second suggestion to be much of an issue so it may not be all that important, but compatibility with as many other mods and scripts as possible is always a good thing. However, allowing the target speed to be altered would make this script a fair bit more usable to those who have increased max speed.
Regardless of everything mentioned above, this is a very useful script and I'd like to thank you for creating it.
Best solution for the user would be so that a person can set the target speed simply by adding it as a tag or argument after the name of the block much like how item management scripts such as Taleden's Inventory Manager works, though I'm not sure how much effort it would be to allow altering the target speed in this way.
Continued in next post... (I really hate Steam's comment character limit)
I like that your open to suggestions! Thank you !
Idea with argument for programmable block is great and I'm going to use it.
Aligning to gravity vector is significantly more complex, but I wanted to handle it for miners anyways. So a big maybe here.
Stopping point is based on gravity strength - it is a trivially accessed value within remote control block. You can calculate distance from the planet center out of it probably.