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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?)
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.
Maybe KSH reintroduced the bug?
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).
Does the stock craft control have the feaures I need?
I don't have the NOPOWER option in Techniker, but I could add it if you want it to leave batteries alone.
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.
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
http://forums.keenswh.com/threads/new-camera-raycast-and-sensor-api-update-01-162-dev.7389290/page-4#post-1287022664
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.
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"?
I'll add naming conventions to the description for everybody to see.
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.