Space Engineers

Space Engineers

Last second landing (Suicide Burn)
176 Comments
Captain Price 26 Nov, 2024 @ 9:00am 
i love the sript but im to scared to use it :D. Do you know if this would work with Vector OS
⎝⧹Greedynuf⧸⎠ 25 Jul, 2023 @ 8:11pm 
this is so satisfying
Brock 6 Jun, 2023 @ 10:20am 
Ah, my apologies, I can't edit my comment, but here is the corrected URL.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394434299
Shoku 'Jetwash' Silverfall 12 May, 2023 @ 3:08pm 
@brock There's a typo in your URL that causes Steam to think it's a redirect attack, but I was able to get there after fixing it.
Brock 10 Feb, 2023 @ 5:52am 
Thanks @TheWarMaster97, this script is great! I've used it several times now on planets up to 3G gravity. There is nothing on the workshop that has a landing script like this that is able to land on a planet without having to first visit it and set a GPS location. I thought it would be a nice fit if this script could also launch to space, but I understand you're busy. I ended up finding another script that can launch to space called "Launch Assistant" (see below).
(ttps:/steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394434299
TheWarMaster97  [author] 26 Jan, 2023 @ 9:54am 
@Brock yes, it still needs timer blocks, I know it is no longer needed by the game, but unfortunately I am to busy too update the script. Regarding your second question, this script is meant only for landing on a planet while saving as much fuel as possible.
Brock 26 Jan, 2023 @ 8:33am 
Can this script also take off from the planet and go to space?
Brock 26 Jan, 2023 @ 8:24am 
Does this still need a timer block, scripts stopped needing them quite some time ago?
TheWarMaster97  [author] 23 Aug, 2022 @ 11:01am 
@Farinhas Sorry for the delay, you should use "run with default argument".
sv_memes 1 7 Aug, 2022 @ 11:49am 
Nevermind, got it... We're supposed to put the entire controller name, not set up a tag. My other question stands, though: Which argument should the timer block be running?
sv_memes 1 7 Aug, 2022 @ 11:12am 
For some reason, the script doesn't recognize any kind of reference tag I add, not even the default one. I get an error message telling me this.
Also, when you say the Timer Block should run the script, do you mean I should add the "run with default argument" function or "run" with the start argument?
TheWarMaster97  [author] 10 Mar, 2022 @ 3:29am 
@lordfadooboo I suggest you use a script that was designed to do that, like for example this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1366126191
lordfadooboo 9 Mar, 2022 @ 10:29pm 
im looking for a mod to fix the bug of perpetual rolling, what i mean is having a ship that is always slowly rolling slightly left or right which can cause major problems in atmosphere. since this mod causes the ship to auto-level out, would this mod work to keep an atmospheric ship hovering level without supervision by constantly fighting whatever force is causing it to slowly roll?
XmanStudios 13 Aug, 2021 @ 11:34pm 
This doesn't seem to work with "orbital space engineers". No worries though. Nice mod by the way.
Lunatricky 9 Aug, 2021 @ 9:04am 
Thank you so much for the insight. I'll try to work around by using a Cruise Control script and limit the speed after entering the Gravity well. Anyways this is an awesome script. It's so much more fun than using parachutes. Kudos!
TheWarMaster97  [author] 9 Aug, 2021 @ 8:09am 
@Lunatricky this script should work with speed mods but depending on the speed, thrust, mass of the ship and the planet you are landing on, it may not work. The main problem is that the calculations in the script are accurate only if thrusters start firing when you are in the constant gravity range of the planet (on earthlike for example is 1G), so if you are going so fast that the thrusters starts firing before reaching the constant gravity zone of the planet, it will not work. To solve this you need to add more thrusters so that the firing of the thrusters can be delayed enough to enter the constant gravity zone (or alternatively you can use a slower speed mod)

To make this work also outside of constant gravity zone i would need more advanced math calculations (maybe integrals or differential equations i don't exactly know), right now i'm very busy with my last year of university, so i can't work on this. I hope the information i provided above is enough to fix your problem
Lunatricky 6 Aug, 2021 @ 12:05pm 
Hello I would like to ask if would you ever consider changing the script to work for speeds higher than 100m/s. I tried looking into to the code but unless the method cockpit.GetShipSpeed() only returns up to 110m/s I don't know why your script won't work for higher speeds. It looks like it should work regardless but I can't get it to work.
PS: I'm using a large grid ship with almost 1.5MKg and 1 Large and 16 small H2 thrusters facing forward.
TheWarMaster97  [author] 29 Apr, 2021 @ 10:53am 
Write also other relevant information. It would also be usefull if you could copy the script configuration and put it for example on pastebin.com so that i can take a look.

It could be a configuration problem, or it could be that the new update broke the script, right now i cannot check because i'm very busy with university and an internship, but if it's just a configuration problem i can help you.

[PART 2/2 OF THE COMMENT]
TheWarMaster97  [author] 29 Apr, 2021 @ 10:53am 
@Kevin Starwaster Ok, I probably need more information:
- what planet did you try to land on ? do you know it's radius ?
- was the ship falling perfectly vertical with no horizontal velocity ?
- did the 1 newton thruster set itself back to no override when you stopped the script ?
- when falling towards the ground after you enabled again the script, did you reach 100 m/s speed ?
- did the script crash ? (check if there are errors in the programmable block)
- did you try with other ships before / after the fact ? did it work ?
- if you tried before successfully and with the same ship on the same planet, was it before the new update ?
- if you try again without stopping the script mid-way does it work ?
- at what altitude (roughly) did you stop the script and at what altitude did you re-enabled it ?

[PART 1/2 OF THE COMMENT] (i reached the character limit)
Kevin Starwaster 28 Apr, 2021 @ 9:22am 
It doesn't touch the inertial dampeners at all that I have ever seen. It just sets a single downwards facing thruster to 1 newton of thrust to initiate descent. So dampeners were engaged the entire time.

As for the other things you mention; H2/O2 generator not applicable. Four large hydrogen tanks 90% full. Six large hydrogen thrusters. ~1000 tons of mass. But I don't think that was the issue; the thrusters just never seemed to fire and there was no time to take corrective action.
TheWarMaster97  [author] 28 Apr, 2021 @ 3:09am 
@Kevin Starwaster I don't remember if the script turns back on the inertial dampeners, maybe it doesn't so maybe after pressing stop you should also press z. Usually if it doesn't stop in time before hitting the ground you can try to play around with the settings inside the script, by the way there are some limitations for example it doesn't work with drag mods, and with atmospheric / ion thrusters. The hydrogen thrusters also should have enough hydrogen to reach full force, if you are using an H2/O2 generator maybe it's not enough to reach full thrust.
Kevin Starwaster 28 Apr, 2021 @ 1:24am 
Malfunctioned horribly recently. I decided to pause the landing so I pressed the toolbar key assigned to 'stop'. The ship continued to plummet. So I pressed 'start' again. It did not burn at the desired altitude and continued downwards impacting with enough force to destroy the ship pretty utterly. No idea what happened but it was pretty discouraging :(
creeper king 82 18 Mar, 2021 @ 10:39am 
thank you i will try that out see how it goes
TheWarMaster97  [author] 18 Mar, 2021 @ 9:59am 
@creeper king 82 usually if it shoots up is because the settings of the script aren't configured properly, i don't remember the name of the setting but there was one to set the elevation above the ground at which you want the ship to stop, if you want a harder landing you can set that number lower, maybe also a negative number, and then you can give it a try to check that it doesn't crash too hard, if it does simply try increasing a bit the value and try again. By the way the suggested value is the elevation from the ground of the remote control block when the ship is sitting on the ground.
creeper king 82 18 Mar, 2021 @ 2:34am 
is there a way to set the speed it will hit the ground at say if you want to make a drop pod that hits the gound going a about 10m/s to make sure its going max speed as long as it can so it doest get shot up
TheWarMaster97  [author] 18 Jan, 2020 @ 1:41pm 
@Zyreal thank you for the instructions you made, regarding the "no timer block required" feature i was aware that it could be done, but i didn't find the time to update the script (because i'm doing a master in computer science) maybe in the future i'll find some time.
Regarding your issue, i don't know if it's because of this, but the ship needs to have enough thrust to brake with full gravity, if it starts braking before reaching the full gravity of the planet the calculations will be wrong. This problem may appear more often on moons and with heavy ships, but since you have 8 large h2 thrusters i don't know in this is the case. Try changing the number of thrusters.
Zyreal 16 Jan, 2020 @ 2:53pm 
I spoke too soon. It worked fine on my small test ship, but after adding it to my 512,000kg 8 Large Hydrogen Thruster(small grid) ship, it kinda works, but definitely doesn't work with dampeners on. If dampeners are on, it acts like it normally does with dampeners on (tries to slow to a stop immediately).
Zyreal 16 Jan, 2020 @ 11:00am 
After more testing, it was because I didn't setup the timer block properly.

If I may make a few suggestions:

1)I've rewritten the instructions to be a bit more clear, and you could put them in this workshop page, so you don't have to open the block to find the instructions.
https://pastebin.com/RZdrGi4e

2) Possibly look at Whip's Automatic Drop Pod script, especially for the "No timer block required" functionality (and its support for atmospheric thrusters). Honestly, a combination of your script and his would be nearly the perfect landing/drop pod script. All that would be missing would be to be able to punch in GPS coordinates of a landing zone.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=931117257

And thanks for all your hard work on this awesome mod!

TheWarMaster97  [author] 16 Jan, 2020 @ 8:25am 
@Zyreal if it spins in just one direction constantly it may indicate that the script has crashed for some reason, and the gyro is set on override. Could you check if gyro is on override and the script has crashed ? (to see if the script has crashed check the programmable block section and tell me what you see in the logs)

if the script has crashed it's probably because it could not find some blocks it needs, maybe also because of block ownership.
Zyreal 15 Jan, 2020 @ 9:15am 
Attempted to use the script, read the instructions in the script many many times, but the ship starts rapidly spinning and plummeting to the ground after passing the "start" argument.
TheWarMaster97  [author] 19 Nov, 2019 @ 12:50pm 
@OrpheYEA You are welcome
Sp00kyAngel 19 Nov, 2019 @ 12:20pm 
Ahhh. I see now where I went wrong. I read your comment and looked back over this page. I totally forgot that I should have my atmospheric thrusters disabled. Thank you so much for your response and I apologize for the trouble.
TheWarMaster97  [author] 19 Nov, 2019 @ 10:51am 
@OrpheYEA On what planet are you trying to land ? What mods are you using (if any) ? Does your ship only have h2 thrusters?
Sp00kyAngel 18 Nov, 2019 @ 9:01pm 
I've been playing with the settings on your script for awhile and I can't seem to get my ship to actually land. It is slowing down properly, but when it gets a few hundred meters off the ground, the thrusters go into overdrive and I just start flying back up. If it thinks I hit the ground, why aren't the thrusters simply disabling the override? Inventory Multiplier I have set correctly. AltitudeMargin, is set to 5. It says to set the variable to the altitude I see when my ship is on the ground. I have SmartDeactivation on so StopSpeed is currently at 0. AutoFall is set to true. StopAltitude is set to 0. I have tried setting it to 5 as well. I've even tried setting StopSpeed, StopAltitude, AltitudeMargin, and DisableMargin all to 0. The closest I can get it about 80m, then I start flying up again. I do not have an atmospheric drag mod installed. I must be misunderstanding something about how the variables are supposed to be configured. I hope you can help me understand. Thank you.
TheWarMaster97  [author] 7 Nov, 2019 @ 11:56am 
@RandomGuy0400 this script needs a thruster with a costant thrust output, atmo thrusters change their output based on altitude (and also ion) so it's not possible to use them. By the way you can try with ion thrusters on planets and moons without atmosphere, because the output of the thruster should remain constant (not tested but should work).
RandomGuy0400 7 Nov, 2019 @ 10:44am 
The only cooler way to land woud be if it were accelerating downward, then did a u-turn and suicide burn, or if it made a crater without damaging itself simehow
RandomGuy0400 7 Nov, 2019 @ 10:40am 
Is there a version of this for atmo thrusters
TheWarMaster97  [author] 7 Nov, 2019 @ 9:06am 
@RandomGuy0400 it should work as long as your ship has enough thrust facing downwards
RandomGuy0400 5 Nov, 2019 @ 10:50am 
does it work on all planets and moons
TheWarMaster97  [author] 3 Sep, 2018 @ 1:24am 
@everwake the script uses height above ground for its calculations, so it should land on any kind of terrain as long as it has enough thrust to start braking after the gravity has reached its maximum value.
everwake 2 Sep, 2018 @ 1:50am 
So height is not height above ground, but the ground elevation above sealevel? that means that this cannot be used to put a lander on a planet that you have not previously visited?
TheWarMaster97  [author] 7 Jun, 2018 @ 12:37am 
@Flatfoot Never tested this, but since ther is no atmo the thrust of the ion thruster should not change with altitude, so it's possible that it could work. Give it a try and let me know.
Flatfoot 6 Jun, 2018 @ 7:38pm 
Will this work with Ion thrusters on a .4G Moon (No atmo)?
Darian Stephens 6 Jun, 2018 @ 2:33am 
I'm going to need to do something like that soon, my earth-bound solar array isn't cutting it anymore, and expanding the wind farm would take a huge amount of space and a lot of wiring.
Space has a lot more exposure to sunlight, and I don't need to worry about weight (Aside from when bringing the panels up) or size limits, since there's not really anything to hit and I don't need to raise a solar tower, so it should work a lot better for my power needs.
No uranium until I reach the Alien Planet, and I haven't even sorted out my affairs on Earthlike, yet.
TheWarMaster97  [author] 6 Jun, 2018 @ 12:16am 
@Darian Stephens yep, you can do that ! nice idea btw.
Darian Stephens 5 Jun, 2018 @ 4:16am 
So, theoretically, this would allow me to drop something from space, have it trigger a timer that starts your remote control, and have it fly to the drop-off zone?
That would be great for something like a space solar array dropping batteries!
MilesRS 10 Apr, 2018 @ 12:51pm 
@TheWarMaster97, thanks for testing this out. I will definitely have another fiddle and get back to you.
TheWarMaster97  [author] 10 Apr, 2018 @ 9:25am 
@MilesRS i tested this on a drop pod and it worked, maybe you have to fiddle with the various settings at the top of the script. for example the AltitudeMargin should be set to the height displayed on the hud when you are on the ground with your ship. if you don't find a solution upload the ship on the workshop and i'll take a look at it.
MilesRS 9 Apr, 2018 @ 10:58am 
@TheWarMaster97, actually im not so sure it is! I can see the thrusters firing now but no matter how many thrusters i put on the ship it doesnt stop in time. altering the alttitude control doesnt help either. Its only a small ship, but is slightly heavy. Though three large thrusters and a couple of small ones should be more than enough.
could you test this out on your end?
MilesRS 9 Apr, 2018 @ 10:34am 
@TheWarMaster97, Thanks for the quick reaction and fix, issue resolved now working as expected.