Space Engineers

Space Engineers

Wico Craft Control
37 Comments
Wicorel  [author] 28 Jul, 2020 @ 8:55pm 
None of mine do. Just flying, frictionless wheels and rotor.

I could add it, but I haven't been motivated to completed the integration.
big_blue_4101 28 Jul, 2020 @ 7:35pm 
which module supports wheeled vehicles?
Wicorel  [author] 28 Jul, 2020 @ 6:59pm 
For this revision of my control system, this module is required. The other modules are NAV (navigation) and docking; but they don't support wheeled propulsion.

For the newer revisions, it's not necessary.
big_blue_4101 28 Jul, 2020 @ 1:39pm 
does this script offer functionality for rovers?
Wicorel  [author] 28 Jul, 2019 @ 9:54am 
These scripts are... complex.. If you have any questions, please let me know
MagicMarker 27 Jul, 2019 @ 9:44pm 
@Wicorel Thank you for your response... I will look a little more carefully at your mod, because clearly, I've overlooked something earlier.
Wicorel  [author] 27 Jul, 2019 @ 3:06pm 
The docking module handles docking. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=883865519

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.
MagicMarker 26 Jul, 2019 @ 2:47am 
And --unless I failed to see it-- with all the power that it has, there is not a HINT of any possibility to make a ship dock with a specific connector, unload ores, load supplies, and then undock again automatically. Which, in *my* opinion, would be the sole justification for any autopilot system to even exist! So is there a chance of that ever coming? Or would you advise me to look elsewhere?

Just asking :D

And is there a chance of this system ever not requiring timer blocks anymore?
tom 18 Nov, 2017 @ 9:53am 
awesome, thanks man. hope that makes sense about the thrusters.. some way to use ion only or to be able to specify which group of thrusters to use would be great
Wicorel  [author] 18 Nov, 2017 @ 9:46am 
Scripts updated. I'll look at the "ion-only even having hydrogen" thing in nav (and dock).
tom 18 Nov, 2017 @ 8:46am 
the rotor changes have broken my tentacles too :( the price of progress!
https://steamuserimages-a.akamaihd.net/ugc/877501985729594048/11128923F830D1F1F369DB6355852005ADBE39A5/

thanks for your help
tom 18 Nov, 2017 @ 8:36am 
i should add, i did look at the space nav script in visual studio and try and cut out the hydrogen thruster 'else if'statements to try and stop it detecting them but because of the rotor error (that was too far over my head) i coudlnt see if that worked or not.
tom 18 Nov, 2017 @ 8:32am 
good man, thank you!

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.

tom 18 Nov, 2017 @ 8:24am 
commands to the doc script and space nav dont seem to be working due to this, i think because the pb for space nav and wccm are erroring with the messages below. hoping you can fix or keen hot fix what theyve broken! :)
Wicorel  [author] 18 Nov, 2017 @ 8:21am 
Yes. it was the rotor changes. I'll have an update shortly.
tom 18 Nov, 2017 @ 8:19am 
the recent update seems to have caused a problem with this script and possibly the space NAV one... The pb with the script loaded shows 'Assembly not found. Please compile script' Compiling the script shows an error:
https://steamuserimages-a.akamaihd.net/ugc/877501985729497988/9FE6280DE642FB518AEFCB7F6F6EBC00AB0086F5/
sonicrules1234 21 Oct, 2017 @ 4:34pm 
Ok, thanks
Wicorel  [author] 21 Oct, 2017 @ 4:24pm 
Right now DOCK only supports connectors on the back of the ship. Support for other configurations will be added in the future.
sonicrules1234 21 Oct, 2017 @ 4:09pm 
I'm trying to dock SonicLaserMiner. I realized it just barely fits in the hangar bay, so I used a modded connector to make it fit easier. Even if I fit it inside the hangar bay manually. It still won't dock.
Wicorel  [author] 21 Oct, 2017 @ 3:55pm 
does not need sensor. Which ship are you trying to dock?
sonicrules1234 21 Oct, 2017 @ 12:21pm 
Thanks, that fixed it, but now I'm having trouble getting it to dock. Does the ship need a sensor of any kind?
Wicorel  [author] 21 Oct, 2017 @ 11:49am 
Found and fixed the problem. It's just a large number of blocks, so I split up the initialization steps based on the number of blocks.

Updated Script here.
Wicorel  [author] 21 Oct, 2017 @ 10:58am 
yes. that's fine. You can put the link here or send me a private message
sonicrules1234 21 Oct, 2017 @ 10:55am 
I'm building a mobile base, and it's merged with my station. Plus, there's a lot of mods. Is it okay if I just upload the world?
Wicorel  [author] 21 Oct, 2017 @ 10:52am 
Can you put a link to your blueprint on the workshop? I'd like to see what's going on.
sonicrules1234 21 Oct, 2017 @ 10:38am 
I'm getting script too complex after a second or two once I start the script
Church.exe 20 Oct, 2017 @ 9:49pm 
k, so your scripts can auto tell other blocks with your scripts(also tell me if you find out what one that is)
Wicorel  [author] 20 Oct, 2017 @ 9:45pm 
This script is the main module. I have other script that are sub-modules.

I'm not sure which one handles MODE_HOVER, actually

This is because scripts are limited to 100k for each script.
Church.exe 20 Oct, 2017 @ 9:37pm 
cool mod but i dont understand what you mean by sub modules, im trying to make a hovership that (perferably) stays locked at one position and the MODE_HOVER thing i think will work but im not sure how im supposed to set this up to start that.thanks in advance:steamhappy:
Wicorel  [author] 28 Aug, 2017 @ 9:05pm 
Thanks. Fixed.
Sergeant D. Tac 28 Aug, 2017 @ 4:32pm 
"setvaulef - set a float value of a named block "
Typo ^
System1024 23 May, 2016 @ 11:45am 
the only way to do that is to have the thing fly manually between destinations, a risky and time-suckey job, but with a good autopilot you can do it.
Wicorel  [author] 31 Jan, 2016 @ 11:39pm 
Scripts cannot initiate jump drive, sorry.

A mod *might* be able to.
acheaen 31 Jan, 2016 @ 10:41pm 
quick qustion would it be possible to script a ferry that can use jump drives
Wicorel  [author] 27 Jan, 2016 @ 3:26pm 
I don't use the Keen autopilot at all.

I have my own autopilot code that it uses.

This is currently in active development. I am currently working on landings.

System1024 27 Jan, 2016 @ 10:50am 
Does this help the fact that autopilots set to go around the earth go straight into the ground?
Because i want something that can successfully deliver resourses/people to the other side of the planet on specific coordinates.