Space Engineers

Space Engineers

Planet To Space Launch Script
33 Comments
A Very Stoned Frog 15 Apr, 2019 @ 3:17pm 
is this working now?
ronon_dex 25 Nov, 2018 @ 4:30pm 
and after a while,for no reason,it triggers an exeption at void Main() sandbox entities (I think)
ronon_dex 20 Nov, 2018 @ 12:42pm 
I have all the stuff correct,but when I click RUN with argument run ,the (Main) thruster only increases to 100n and stops,I cant even get off the launch pad,and I shake at like 0.03 m/s,please help.
Garith 21 Feb, 2018 @ 2:45pm 
can you make it so it will deploy parachutes if it fails to make it into space?
SRXcraft 6 Dec, 2017 @ 1:31pm 
Does this work in the actual version ?
flopp 5 Jun, 2017 @ 11:35am 
i got it. add to the timer setup timer start. the timer will not stop and onl lael (Main) on your thrusters that make you go forward, while facing the sky. (i think)
flopp 5 Jun, 2017 @ 11:19am 
when i got it set up, ran it, nothing happend. than i decided to try changing making so the timer wouldent stop running. all the thrusters i labeled (Main) went on. is it only the backwards one?
M0rsla 15 May, 2017 @ 6:37pm 
After labelling Engines, Remote Control, and LCD the script would run. Unfortunately the script did not actually work. My ship just sat on the launch pad. It appears that the script is not working with the current builds.
SpetS 21 Nov, 2016 @ 6:00pm 
it doesn't work in DEV?
caught exception under execution of script:
Index was out of range
Must be non-negative and less than the size of the collection
Parameter name: Index
CheekyHusky 14 Nov, 2016 @ 2:54am 
"It actually for ships with one or more backward thrusters" , is what confused me :P, i thought the ship would point its nose up for me, but it seems you need to have the nose up like the nasa rocket launches.

As you asked for suggestions, mine would be that :P, to make it align "up" automatically. I wonder if that would simply be changing something in the hover script?
Il Balrog  [author] 13 Nov, 2016 @ 6:29am 
The script is designed to launch the ship from landed state, if you try to launch the ship while in mid air you may crash :)
CheekyHusky 13 Nov, 2016 @ 4:28am 
Check code : all is ok,
Run program, detects 2 thrusters + everything is ok,
Launch script, inertia dampners turn off, ship crashed into the planet and explodes everywhere.
Vaagventje 24 Oct, 2016 @ 6:09pm 
Awsome on the timer Added, i can now sit back and relax as it flys and docks to my space station. nice:D
Audiopulse 16 Oct, 2016 @ 6:28am 
I see I see. Havent had a chance to try your script yet - im still in the earlier stages of my new world and havent seen space yet ;)
Il Balrog  [author] 16 Oct, 2016 @ 5:48am 
Hi Audiopulse,
I'm aware of the problem with the brackets because I'm Italian and we have the same problem with square brackets as the germany guys :) BTW you can change the tag directly in the configuration section of the script, you may use exclamation marks or any other symbol you like.
Maybe I need to make it clear in the description so it is more obvious :)

Thanks
Audiopulse 16 Oct, 2016 @ 2:22am 
Hey Balrog,

after reading a bit more about it, it doesnt really sound like the recent problems are caused by the tags, but i figure this could be a valuable heads up anyway:
MMasters Cargodisplay-script had some troubles some time back where the script worked for some but not for others. In the end it turned out his brackets didnt work for certain localizations. (like germany)

MMaster subsequently switched the brackets with exclamationmarks end the script ran fine from then on.

I think he used the squarelike brackets, though, not the round ones.
Il Balrog  [author] 14 Oct, 2016 @ 2:40pm 
I still need to try the script with the latest changes, it was working fine before last update. Maybe something changed, I'll check and update if needed as soon as possible :)
Bobisback 13 Oct, 2016 @ 8:08pm 
Not sure but last time I tried this mod I could not get it to work either. I think my issue was compile issues. I did not look into it much though, I just figured it was the last stable mod api changed patch and moved on.
Il Balrog  [author] 8 Oct, 2016 @ 6:24am 
Other thrusters should work fine, as long as they work as any other thruster :)
Afoekon 7 Oct, 2016 @ 4:46pm 
Does the thruster have to be a hydrogen thruster? I am using LP Gas Thrusters from a mod but I can get the script to work. I feel like I may be doing something wrong though.
Anach 31 Aug, 2016 @ 3:17pm 
BTW, I noticed you said you took colour codes from the radar script. If you wanted to add support for more colours, you can use this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=724100006
Il Balrog  [author] 31 Aug, 2016 @ 1:40pm 
Yep, using group is a valid alternative, I'll try to work on adding groups support, maybe leaving both systems so you can choose wich one to use. I was working on a auto-leveling system before my vacations, need to fix some alignment problems but it may be a starting point for the next feature.
Thanks for your suggestions!
Anach 30 Aug, 2016 @ 5:48pm 
Rather than tags, could you make it use a group? It would be much easier and quicker to put all the thrusters, and possibly remote and LCD into a group, rather than adding tags to everything, also a group helps prevent it reading tags across grids.

What I like about this script is it's very simple, it just works, with minimal setup. The animated LCD display really sells this script and is a great way of knowing where you are visually. The only problem I had, was I had to keep the ship level manually, but this is because I'm using the Realistic Thrusters and the Aerodynamic Physics mods, and started on angled terrain, so normally the ship wouldn't need to be constantly levelled. The other minor issue is that inertial dampeners didn't get re-activated upon leaving orbit.
Il Balrog  [author] 30 Aug, 2016 @ 2:34pm 
Here we go! Sorry for the delay, I was in vacation and had no time to work on the script :)
Now the script allows to configure a timer block to be started after leaving the planet gravity field.
Enjoy!
Anach 29 Aug, 2016 @ 12:01am 
Be nice to have an update for this.
Bobisback 19 Aug, 2016 @ 1:52pm 
Ya this does not seem to work with the latest version. Super sad face.
SpetS 12 Aug, 2016 @ 8:05am 
Doesn't work DEV version?
Vaagventje 8 Aug, 2016 @ 4:20pm 
Nice script, and would love the timer option ws_flash mentioned, or a option where it triggers a remote controls autopilot, to continu the journy.
also i love the lcd screen nice animation.
Il Balrog  [author] 19 Jul, 2016 @ 1:23pm 
It is actually not implemented but should be pretty easy to add, I'll keep it in consideration for the next release :)
ShoSho 18 Jul, 2016 @ 8:34pm 
Can it be configured to trigger a timer just before terminating (once it exits natural gravity)?
This would helpful to for operations above planets or semi-automated cargo launches.
Stollie 9 Jul, 2016 @ 5:39pm 
Sweet, I was looking for something that did that before but they were overcomplicated and badly explained. Hope you can make it really easy :D
Il Balrog  [author] 9 Jul, 2016 @ 4:42pm 
Yep, I'll be working on that for sure but first of all I have to fix a couple of bugs ;)
Thanks for the suggestion :)
Stollie 9 Jul, 2016 @ 6:17am 
How about getting it to do the reverse? :D