Space Engineers

Space Engineers

Wico Techniker Custom
24 Comments
Krougal 5 Jan, 2018 @ 3:18pm 
Arghhhh....so I hate to be a PITA, but it's also turning on O2 gens (I didn't notice until I installed on series 4 small craft).
Krougal 4 Jan, 2018 @ 7:52pm 
Ok, that took care of my antenna problem as well as the batteries. Thanks!
Krougal 4 Jan, 2018 @ 7:35pm 
Can hop in my lab if you want to see it in operation?
Still acting a little wierd at times too. It does still need the 1s timer block right? I've also got the WCCT timer and the stored data panel (not really sure I need that for my application?)
Wicorel  [author] 4 Jan, 2018 @ 7:31pm 
I will have a new version in a few minutes to remove the battery thing.

I don't understand where it could be setting antennas back on in this version... But the code IS complex and I may have missed something.
Krougal 4 Jan, 2018 @ 7:00pm 
I am indeed using 3.1A
Maybe KSH reintroduced the bug?
Wicorel  [author] 4 Jan, 2018 @ 6:56pm 
Which version are you using?

The current is 3.1A which should no longer have the antenna forcing on (there was a bug in older verisons of SE where the antenna would turn off if you tried to remote control a grid).
Krougal 4 Jan, 2018 @ 10:40am 
My spare antenna keeps turning on also, tried naming it unused & blank (the actual Techniker it's blank...but it's still running version 2.0) going to blame this on you too ;)
Does the stock craft control have the feaures I need?
Krougal 3 Jan, 2018 @ 10:05pm 
Yeah, would love that. I'd do it myself, but I couldn't make heads or tails of your code lol. I really don't like anyone messing with my batteries; I either have ships that run entirely off batts or they are just for surge and toggled by keybind.
Wicorel  [author] 3 Jan, 2018 @ 9:43pm 
Looking at the code, it should only be turning a battery's RECHARGE to off when it gets to > 99% charged..

I don't have the NOPOWER option in Techniker, but I could add it if you want it to leave batteries alone.
Krougal 3 Jan, 2018 @ 8:05pm 
NM about the timer, somehow the timer lost itself (timer start action had become invalid???) fixed that. The battery thing is still an issue.
Krougal 3 Jan, 2018 @ 7:26pm 
Hey Wico, having a bit of troubles with this script. It works a little iffy, seems updates won't happen until I get in and out of the cockpit a few times. I setup a timer. Believe I have it all right between following directions and looking at AutoMcD's ships.
Also, why does it keep toggling my batteries on recompile? In this particular ship they are there to charge the jdrives, otherwise I want them set to recharge only. Where do I turn this off?
Not sure all this script is supposed to do or not do, but the rangefinder,stopping distance and cruise control are all things I desperately need in my SE life.
Wicorel  [author] 29 Sep, 2017 @ 10:22pm 
the range-finder is a single scan. There are other scripts that do multiple scans.

Limiting timers to 20 seconds is not a good way to reduce lag.

Try one from here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=838234881
MrFox 29 Sep, 2017 @ 9:45pm 
The LCD Doesnt show anything. but my server limits timers to a min of 20 seconds. is there a way to scam more area between timer runs?
Wicorel  [author] 23 Sep, 2017 @ 7:50pm 
Are you getting an error?
MrFox 23 Sep, 2017 @ 7:04pm 
i cant get this to work did they remove something?
Wicorel  [author] 12 Dec, 2016 @ 6:56am 
There is a bug in SE for this release. They say they'll have it fixed soon. Maybe a hotfix today (Monday Dec 12)

http://forums.keenswh.com/threads/new-camera-raycast-and-sensor-api-update-01-162-dev.7389290/page-4#post-1287022664
Your Pal Deebs 11 Dec, 2016 @ 9:51pm 
The rangefinder feature always tells me "No Target To Range", even though I have an unlabelled camera facing forwards on my ship.
Viper Covakel 8 Dec, 2016 @ 2:48pm 
Cool, thanks!
Wicorel  [author] 7 Dec, 2016 @ 6:53pm 
"default argument" means to pass whatever argument is in the argument text box in the programmable box. Since the player can type whatever command they want, it can be confusing . For example, if they type "coast" then the "coast" command will be passed over and over to the program. This is not the desired behavior.

When run by the timer, I recommend setting the argument to either blank or "timer".

As it says in the description, for this code, the fast code is only used on initialization when the programmable block starts. This is on game load and when pasting in the blueprint.

Viper Covakel 7 Dec, 2016 @ 3:35pm 
Nice, thanks!
The only thing I don't' really understand is the timers. I know how to setup a program normally, but usually the name of the timer doesn't matter. When setting up the timer does the argument passed to the PB need to be "timer" as opposed to "Run with default" or null?

Under what conditions would you need to use the "FAST Timer"?
Wicorel  [author] 6 Dec, 2016 @ 6:20pm 
They should all work OK. There is naming requirements for the output LCDs. If the rotors are not named to match Techniker, the code will not display anything.

I'll add naming conventions to the description for everybody to see.
Viper Covakel 6 Dec, 2016 @ 2:33pm 
I think they're all pretty awesome, though I don't think I'd need the arm position as I don't have a ship with that feature yet. I guess I just need to know how to tag things so the script will recognize them.

Particularly the range finding and distance to stop seem pretty awesome when flying large ships or heavily laden miners. I can think of a few times when I was starting out that I smashed into a base because I forgot how much heavier ships got then they were full. Now I usually just aim past the base in so in the case of a mishap I don't hit anything. But the "distance to stop" could really help with that and take the guess work out.
Wicorel  [author] 6 Dec, 2016 @ 7:05am 
Sure. Which features do you want? or don't want?
Viper Covakel 6 Dec, 2016 @ 1:58am 
Would it be possible to release a more "generic" version of the script which we could load onto our own ships. There are a lot of nice features to this script.