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greetz Apfel
waiting for an upgrade, thanks
at the moment the script doesn't support gyros, but we can implement ist in version 1.3. The script should work with drones which doesn't have a cockpit (i haven't test it yet).
@Aschram: Yep, that's a good idea. We thougth about such a concept. With 30 ships and more it makes sense to implement a "base"-script which controls all docked ship central. This could be a function in version 2.
Bye
--> can eat a lot of cpu to run this script on 30 ships, than 1 script on the station
It would be cool if you could add some code in that would turn on the projecture on the ship when it docks if it has one, it would also turn it on to show project and then turn it off if it un-docks. This way you can see if you ship needs repairs or not. For this to work right it might be a good idea to have the project turn off if the mothership starts moving. Not sure if this is possible or not. Just an idea.
Thanks,
Bob
thanks for your commendation and yes there's a way to integrate your suggestion. I think the easiest way is to implement a new functionallity that makes you allow to define a prefix or a list of prefixes under "optional config". All blocks with this prefix will be turn on/off dependent on if you're connected or not.
beside that, really nice one, works wonderfull
yes it does. As soon as you getting into your cockpit again, during you're already connected to another grid, all blocks which were turned off, will be activated again. But keep in mind, that it may take a second because of the timer block. So, don't press space too fast