Space Engineers

Space Engineers

Auto Recharge (coming home)
18 Comments
DJ_Apfel  [author] 14 Aug, 2017 @ 8:08am 
Hi Rìgh, did you consider the installation part? It looks like, that your ship was connected to some other Grid at the first execution. Does the script runs on the ship?

greetz Apfel
Westrum 9 Aug, 2017 @ 7:38am 
Is this broken, or am I fucking up? It seems like the script puts my BASE batteries in recharge, not my ships....
Aschran 12 Sep, 2016 @ 8:48am 
Yaaaay cool, , because i have commerce stations in my survival server and...you said it, we have like 10-20 small ships inside, +4-6 cruisers,, could be better... ;)
waiting for an upgrade, thanks
DJ_Apfel  [author] 12 Sep, 2016 @ 8:39am 
Hey guys,

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 :steammocking:
Stratigus 11 Sep, 2016 @ 3:06pm 
i like it but how do i get it to turn off the gyros? Also will it work say on drones that dont have cockpits?
Aschran 5 Sep, 2016 @ 8:28am 
lol you should make a script that work for the station and turn off everything that connect to it ^^
--> can eat a lot of cpu to run this script on 30 ships, than 1 script on the station
xlodx  [author] 21 Aug, 2016 @ 10:39am 
It it has to run on the ship(s) not the base.
Bobisback 21 Aug, 2016 @ 9:34am 
Ok that does not really anwser my question, sorry I may not be clear in my question hahaha. If I have two ships, one being a station and the other being a small ship, which ship does this script run on? The station or the small ship or both?
DJ_Apfel  [author] 21 Aug, 2016 @ 1:58am 
Yep, you've to start it on your ship to which the programmable block is running.
Bobisback 20 Aug, 2016 @ 2:31pm 
Does this script get started on the mothership or do I have to put it on each ship i dock?
Bobisback 18 Aug, 2016 @ 1:58pm 
Great script thanks for the work on this!

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
Vaagventje 15 Aug, 2016 @ 3:45pm 
aah that is a problem indeed. i wish i knew how to help. hmmm maybe ... nope not a clue.. :-\ but if i think of something ill let you know. or maybe if your script can run other programmable blocks with certain arguments. maybe something like the MoveIT script could help out.
DJ_Apfel  [author] 13 Aug, 2016 @ 1:17am 
Unfortunatly theres yet a problem, that I figured out right now :-( If the timer block is activated after connect to another grid, it cant be switch on/off again after you've disconnected. The script doesn't have access to the grid with your timer after you disconnected. *grmbl* I've think about that...
DJ_Apfel  [author] 11 Aug, 2016 @ 9:58am 
Hello Vaagventje,

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.
Vaagventje 9 Aug, 2016 @ 6:35pm 
really nice script, uhhm might it be posible to have it trigger a timer on startup/powerdown. to maybe powerup ship specific functions. or in other programs. would be nice :)
beside that, really nice one, works wonderfull
DJ_Apfel  [author] 3 Aug, 2016 @ 9:12am 
Hi elKabong,

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 :steamhappy:
elKabong31000 2 Aug, 2016 @ 3:40pm 
Does it turn the equipment back on again when undocking? Maybee a Quick disconnect option for fighters? Say turns flight equipment on and connectors/merge blocks off. thanks
xlodx  [author] 1 Aug, 2016 @ 9:53am 
The best docking script in the Workshop!!