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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394434299
(ttps:/steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1394434299
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?
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
PS: I'm using a large grid ship with almost 1.5MKg and 1 Large and 16 small H2 thrusters facing forward.
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]
- 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)
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.
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.
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!
if the script has crashed it's probably because it could not find some blocks it needs, maybe also because of block ownership.
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.
That would be great for something like a space solar array dropping batteries!
could you test this out on your end?