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I could add it, but I haven't been motivated to completed the integration.
For the newer revisions, it's not necessary.
Yes. I'm working on a re-write that does not require ANY timers. Currently, only the WCCS timer is required if using sub-modules.
Just asking :D
And is there a chance of this system ever not requiring timer blocks anymore?
https://steamuserimages-a.akamaihd.net/ugc/877501985729594048/11128923F830D1F1F369DB6355852005ADBE39A5/
thanks for your help
whilst im here, we got the docking all sorted as per the comments on the other page (thank you)... when i played with space nav i found a couple of challenges, any insight would be helpful!
1)
I can issue a single command as an argument to the space nav pb and it will go to that coordinate, if i want to string a few together e.g. go to point a, then point b etc.im currently using the easy automationm script and having to wait till ship speed < 1 before issuing the next way point... is there a better way with your scripts to go from point a to point b,c etc?
2)
our cargo drone has both hyrdogen and ion thrusters for working in atomosphere and space, currently even if i turn off the hyrdogen thrusters or rename them i cant stop them being enabled and used by the scripts when navigating in space... i only want them to come on for atmospheric launch etc which i will try your 'orbital launch' script for.
https://steamuserimages-a.akamaihd.net/ugc/877501985729497988/9FE6280DE642FB518AEFCB7F6F6EBC00AB0086F5/
Updated Script here.
I'm not sure which one handles MODE_HOVER, actually
This is because scripts are limited to 100k for each script.
Typo ^
A mod *might* be able to.
I have my own autopilot code that it uses.
This is currently in active development. I am currently working on landings.
Because i want something that can successfully deliver resourses/people to the other side of the planet on specific coordinates.