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184,28 Unreachable Code Detected
2481,0 Unreachable Code Detected
And yeah, I think that's the reason why I set it up this way. In the upper atmo, ions are still somewhat useful... But, for example, if your power is on a budget, I suppose you'd want to restrict it to just hydrogen.
That being said, i actually prefer to have ions help align it to gps as im sure most of the aligning needed is during the beginning of the drop phase (where ions are still useful). Either way, im happy w/ alignment using all. Thx again
I've tested it a bit with my lander and it seems to behave as I expect it to. When it starts braking, it only uses hydrogen. Downward-facing ions are disabled, however sideways/forward/reverse ions (& atmo) thrusters are used to align over the GPS point. In fact, it will use all thrusters for alignment.
So the 2nd thruster-spec in "drop auto" is just for the braking thrusters.
If that's the problem, I can probably add a script option to apply the same thruster-spec to alignment thrusters as well. (I don't really want to add anymore arguments to the "drop auto" command.)
Does it behave correctly if you leave out the GPS coords?
There is 1 thing i'd like to ask about: When using the "drop auto" argument; "drop auto 13 i 5000 h 3 gps gps gps" it activates the ion & hydro fine, but leaves ion ON for the braking. Is there a way thats already built into your script to have it disable ion once hydro is enabled?
It could probably be tuned to be a lot smoother, but then it would be specific for that particular thrust/mass ratio.
The control over the thrusters is actually analog (0-100% override), but I suspect the tuning is very conservative. If you're familiar with PID controllers, that's what it uses...
Would just like to verify something if you dont mind.. Is it normal for when "launching" for the script to toggle thrusters to maintain speed rather than using a certain thrust override and adjusting as gravity changes? It's still saving hydrogen just like thrust overide would, i'm mainly just curious i guess.
So it seems fine to me, even when using this large grid lander script on a small grid ship. So the problem may have been:
* Incorrect setup of reference point and/or timer block
* Interference from other scripts
* Interference from mods (I run mostly vanilla except for camera/glass transparency mods)
Currently testing your ship. Takeoff looks fine. Did you set up the timer block correctly? Give it the correct name so it could be found?
Changes I've done so far:
* Changed all ownership to "Me"
* Found your remote, created a group around it called *MyLander*
* Shut off all but 1 prog block and 1 timer block
* Renamed timer block so it included "1 second loop" in the name
* Deleted all actions on that timer block, adding single action: run prog block
* Loaded this large grid lander script into that prog block. Edited reference variable to *MyLander*. Ran it.
* Verified the timer was looping
I issued a "launch start" and I'm currently 22km above the surface. I'll come back later and report after I attempt a GPS landing.
Admittedly it's gone through drastic changes and uses the Ascend script in place. It used to have FOUR Large Atmos Thrusters pointing up, which may have contributed to it flying upwards in what was meant to be Descend Mode, so I wonder if the script failed to accomodate for those.
The small grid version is basically my Drone/Utility Manager + the VTVL module + cruise control.
Though admittedly, I don't have any small ships that can break atmo, so it hasn't really been tested much there. All my small ships just do moon landings & takeoffs.
Do the other modules in the script work? Like cruise control? A pointer to your ship would help as well.
Have you customized the script in any way? Modified VTVLHELPER_ORBIT_DIRECTION? By default it will attempt to keep the bottom pointed toward the planet.
Not sure what would be going on in your case. Are you doing anything else? Cruise control?
Not only can the script touch down safely, it can touch down at a specific location on the planet .
I guess all that remains is some sort of autopilot while outside of the planet's gravity. But there's API limitations there...
Auto-drop has been reworked as well. See docs/change notes.
I haven't tested auto-drop at elevation 0, but if your ship can survive slamming into the ground at ~5 m/s, I guess it should be ok. ;)
The only thing that I would love to see, is having all the feature guides in one place so it's easy to find and add to.
For additional gratitude (as that's all I can offer) is it possible to have the script safely return the ship to a landing spot, the location captured with a similar method to the gsurvey commands? - I understand it has recently become possible to get the ship mass in the PB so it might be a little easier to calculate braking distance. - I appreciate this is probably well outside the scope of this script though so completely understand if it's not something you'd like to spend time on. Happy to help with testing if required :)
For gravity survey, it's:
1. Put a block group named "GS Target" around an LCD or text panel (make sure PB & LCD/text panel have same ownership)
2. When on the planet somewhere, run PB with argument "gsurvey origin"
3. Move laterally along the surface of the planet, maybe like 500m-1km from where you took the origin point
4. Also move to the desired stopping altitude
5. Run PB with "gsurvey snapshot <whatever>" The <whatever> is just a friendly name to label the coordinates.
And that's it. The auto-drop command will use the coordinates from the first line. You can use "gsurvey up" and "gsurvey down" to scroll the lines if you surveyed multiple planets.
Would it be at all possible to have the script trigger timer blocks when it reaches certain conditions? eg once a launch is complete trigger a timer block that can detatch some merge blocks and then initiate a re-entry command to bring a ship back to a planet - this would make this a fantastic tool for making re-usable rockets to ferry equipment into orbit.
And yes, G menu -- drag prog block to your cockpit's toolbar, and set argument to "drop start". Also be sure to do it again for "drop stop"
And "drop auto" is only usable if you used the gsurvey commands first and have the coordinates written to a lcd/text panel.
All in all, I recommend testing in a creative world first... or checking out one of my landers for an example.
Most of my scripts that control your gyros and/or thrusters actually use trigger now as well. But they control their own timer blocks -- which is why they need to find the correct one by matching a string ("1 second loop") or sometimes, a group.
However, they only loop using "trigger now" as long as they need it. In that warship script, the only thing that needs trigger now are reverse thrust, the weapon sequencer, and cruise control. If none of those are active, it'll run using "start" on the timer block.
I mentioned it to him and he is going to make the timer shut off after it spins you and then turn back on when you activate the spin via argument again so sim speed only tanks during the manuever and is normal the rest of the time. I however, would think that the script should be able to calculate the retrograde and turn to it rather than sense where it is all the way around the rotation and which requires constant running of the script. But I don't know what is available to the script and if it can just calculate it once and then excute or if it needs feedback...
But the damage control feature (which is also present in my Ship Manager) is unfortunately only documented in one place currently: my Warship manager script .
I don't know how much of an impact multiple scripts have on simspeed -- in my SP survival world, I have dozens of ships running scripts and it's usually a solid 1.0.
Lately, this isn't the case (thanks Keen!), but I think it's something else (conveyor network stuff). When I shut off all scripts, nothing improves.
But anyway, consolidating scripts saves prog blocks & timer blocks too, which is mainly why I do it.