Space Engineers

Space Engineers

CDI Escape Pods
26 Comments
mastergoku2999 10 Apr, 2018 @ 3:21pm 
thanks :D
Kiyashi  [author] 9 Apr, 2018 @ 10:23am 
I'll get on that Right away! Thanks @TheWarMaster97
TheWarMaster97 9 Apr, 2018 @ 7:17am 
@mastergoku2999 I just discovered that the last update broke my script, i have fixed it. So now @Kiyashi should update the blueprint to include the new version of the script (just remeber to set it up as it was before).
mastergoku2999 8 Apr, 2018 @ 3:34am 
ive tried to use this but the landing doesnt work my inventory size was x10 i put 10 in the settings but it never slowed down i had to manually slow it down using thruster overide. but everything else worked flawlessly good work :D
Izzi Click 15 May, 2017 @ 2:38am 
Wowie! Super cool! luv it! <3:steamhappy:
midgard00 1 Dec, 2016 @ 7:43am 
@Kiyashi Hey, I wanted to let you know that I used your Pods in another one of my builds. With full credit, of course:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=809976637
midgard00 11 Nov, 2016 @ 3:46am 
@Kiyashi Thank you! I'll leave a comment here once i'm finished.
Kiyashi  [author] 10 Nov, 2016 @ 9:29pm 
@midgard00 Of Course, Go For it. I Would also love to see the finished works! Iif you'd be willing to post your work to this comments section once your finished It Would make for a good example of it used on an actual Vessel.

PS: I'm a Fan of your Work!
midgard00 10 Nov, 2016 @ 2:57pm 
@Kiyashi I really like this escape pod and would like to ask for your permission to use it for one of my ships. I'll give you full credit, of course.
broken 31 Oct, 2016 @ 9:08am 
Well that's a seriously good-looking drop pod! Can't wait to check it out.
TheWarMaster97 7 Oct, 2016 @ 9:42am 
UPDATED!

I added a smart deactivation feature (and timer triggering), if this feature is on script will stop as soon as the ship changes direction, avoiding the problem where it flies to the sky, and will land softly because script will deactivate when the speed is near 0 m/s.

Some suggestions to set it up:
- turn off ion thrusters when entering natural gravity
- make sure inertial dampeners are off before landing, because if you land on the side of a mountain the pod will start to drift away some times. you can disable it when entering gravity.
- change DisableMargin to 20, just to be safe with big slopes
- leave stop speed to 0, do not set it back to 5
Kiyashi  [author] 5 Oct, 2016 @ 11:16am 
No problem, Glad it worked well for you! Check again in a week or so and WarMaster and myself are going to Lean out the Program and Design into its final Stages. I Will Add that Drag mods don't work with these to the description to prevent Confusion like this again.
ScratchedWinter 5 Oct, 2016 @ 11:01am 
Just tested it on the moon, worked perfectly, fully automated from your CDI Escape Pod Platform down to the GPS. Sorry for the confusion earlier.
ScratchedWinter 5 Oct, 2016 @ 10:25am 
Yes I set the World Inventory Multiplyer to 1 (realistic) which i use, and targeted a GPS location on the ground using the autopilot module. I also made sure I own all the items. Basically at a few km the overide kicks in and does not stop. I have been just manually reducing it after that to land myself, which works just fine. Also yes you are correct I was using the drag mod, I forgot to disable it when testing (sorry :/), but I will try again now without the mod attached.
Kiyashi  [author] 5 Oct, 2016 @ 10:20am 
@WarMaster Take your Time WarMaster, There is no Rush. And as far as travel Distance, Set up a couple Medical Bays and Suicide to move around if spectator isnt working for you.

@BitVictim I May need the conditions of your world as a Survival for Realistic Inventory on a Large Sized World worked Fine for me. I Have updated a few things on the Pods, and the Station section Pods. Maybe try the new setup and let me know?
TheWarMaster97 5 Oct, 2016 @ 9:19am 
@BitVictim If your ship's inventory contains some items Inventory Multiplier could be one reason. Another reason could be that you are using an atmospheric drag mod (not supported).

@Kiyashi I thought that i could update the script today but the solution to big sloped surfaces was not enough good, so another idea came into my mind, but it requires prototiping and a lot of testing. tomorrow i'm more busy than normal, so i think i will work on this today and the day after tomorrow, if all goes right i should update it the day after tomorrow.

P.S.: Space engineers bugs are slowing me down even more (the specator camera max speed is 10 m/s and i have to go from space to planet back and forth a lot of times)
Kiyashi  [author] 5 Oct, 2016 @ 8:45am 
Did you set the World Inventory Multiplier in the script? Thats an important step. If it still happens possibly send me the world map? And i'll see what i can do to Fix your Problem. I'll do some more Survival Tests and see if i can solve it on my own for now.
ScratchedWinter 5 Oct, 2016 @ 8:33am 
Hmm, followed all the instructions and tested several times now, it all works fine until it gets to 1km, it just boosts back into space
ScratchedWinter 5 Oct, 2016 @ 7:18am 
Thanks for all the hard work, this is a great help for setting up the beginning of our survival scenario.
Kiyashi  [author] 4 Oct, 2016 @ 9:19pm 
I Fixed it. You guys may be interested in this for your own builds. IF there is a Remote control and a Main flight seat, the Flight seat REQUIRES that you have Thruster control and Interia Dampeners active on the Cockpit to prevent a forced Auto-Pilot take over from the Remote Device. The problems me and WarMaster were having with the Ion thrusters were due to me turning off these settings to prevent any Pre-launch chaos from multiple players, however it seems as if All pods require these be ON else running the program under OFF conditions could cause this problem from any of the individual Seats. Hope that made sence and Helps explain the problem.
Kiyashi  [author] 4 Oct, 2016 @ 8:55pm 
Do note that for some Reason The thrusters will not override if you are in a seat, the FIRST time you get into the seat it forces the Remote Device into an Autopilot State (Autopilot forces any Overridden Thrusters to Force deactivate) It can be fixed (for now) By entering a seat, leaving it, then re-entering the seat before running the Launch program. In the mean time i will try to figure out why it's forcing the Autopilot mode.
ScratchedWinter 4 Oct, 2016 @ 8:44pm 
Going to test this tomorrow, as i need a working example of the last minute landing script :)
Kiyashi  [author] 4 Oct, 2016 @ 8:07pm 
Strange, That Bug you mentioned wasnt there for me even Last Night but it is now. I Checked over your Suggestions and they Worked Very well for me, Thank you! I will impliment them Once your Newest Version of the Script is up and running. I Will let you know once i have switched everything over. You have full permission to use this as an example for your Script if you would like.
(PS: Your English is perfect, Could have fooled me)
TheWarMaster97 4 Oct, 2016 @ 11:39am 
I meant i checked your drop pod in general, not only the script. By the way i like both the drop pod and the station module. I may add this as an example to my script description if you give me your permission. if you decide to follow my suggestions i will add it after you update this, so that people coming from my link will directly download the updated version. If you are interested in using my future update i will wait also that, so i will not have to specify that this pod contains a modified version of my script. My new version should come in 1 or 2 days i think :)
TheWarMaster97 4 Oct, 2016 @ 11:18am 
Ok, i checked your script and i have quite a bit of suggestions. steam comments are limited in
size so i will write this on pastebin: http://pastebin.com/dwJTVr0M