Space Engineers

Space Engineers

Full Control
84 Comments
p3st|cIdE  [author] 28 Aug, 2024 @ 8:23pm 
@Sgt Gumbo is it?
Sgt Gumbo 28 Aug, 2024 @ 2:56pm 
Dead?
p3st|cIdE  [author] 18 Sep, 2021 @ 4:05pm 
That sounds bizarre; like the H2 tanks are set to Stockpile On or something, preventing them from distributing H2, or maybe the line doesn't connect? Does not sound like a problem with my script.
Enderstar99 18 Sep, 2021 @ 2:30pm 
Ok now,

I only now tested the script with another ship and I thought, if the ship with the issue would maybe work with the hy coming directly from a O2 / H2 gen, instead of an hy tank, and it did.

So it does now work but it is buggy once the O2 / H2 gen runs out of ice. It will just try to turn the thrusters on really quickly, without fuel even beeing there. And altho there is no fuel, it will start flying off...

While it is nice knowing a way around the problem by redesign it, it would be nice to know if I could change something to just make it use the normal h2 tank.
Enderstar99 4 Sep, 2021 @ 1:13pm 
I have now checked the ownership of each subgrid, looked for error messeges on the PB and LCD and tryed a bunch of other things but it still didnt work nor give any error message that seemed relevant. The only error messages that it spits out up-on checking the code in the sript manager is about some code lines for textpanels being irelevant, but nothing changes with there being a LCD or not and if im in survival or creative. Im also testing the ships in survival using creative mode tools and with pasting the ship from the blueprint menu, but pasting the ship also works just fine in creative, so that leaves me quite confused now.

It still probably is some mess up on my end but i havent figuered any out just yet.

Also, im quite glad about your response, hands the last comment being from over 3 years ago, so thanks :D
p3st|cIdE  [author] 4 Sep, 2021 @ 5:25am 
@Enderstar99 that's weird, I just tried it and despite the deprecation warnings, it seems like it's running fine and working... are you sure you own all the blocks in the group? Set a lcd public title to 'log' and include in the group, see what it says, check the PB itself for any error messages
Enderstar99 3 Sep, 2021 @ 12:32pm 
Hay, I have been using your nice script for a little while now and just started to test some ships in survival worlds while having your script enabled . As it turns out, while in survival mode, the script doesnt really seem to be working right. I have set it all up correctly, including the world settings, and even tryed to find some clues, from which i found out, that it tryes to fire up large thrusters, but it just instantly stoppes after doing so.

Any suggestions or help anyone could give me, that might explain why this is happening?
p3st|cIdE  [author] 25 Feb, 2018 @ 9:32am 
Good to hear! Maybe I can finally make that mobile base I'd been trying to build. Last time I tried it was just falling through the ground and other nasty bugs. Bad bad placement and mirroring bugs. It was heinous!
Omen 25 Feb, 2018 @ 6:12am 
Wheels are now more or less perfect.
p3st|cIdE  [author] 24 Feb, 2018 @ 5:01am 
Sorry, haven't been playing SE lately. How are the new wheels btw? They used to be all kinds of problematic.
Omen 23 Feb, 2018 @ 5:33pm 
Added wheels yet?
REAPER 20 Nov, 2017 @ 10:48am 
Sweet! :)
p3st|cIdE  [author] 20 Nov, 2017 @ 10:06am 
new version up! Kisses.
p3st|cIdE  [author] 18 Nov, 2017 @ 8:19pm 
We made a B-wing that had rotating cockpit, pretty fun to fly, but I think it broke at some point. But it was working!
p3st|cIdE  [author] 18 Nov, 2017 @ 8:17pm 
There's a good chance the script as-is has a minor compiler error due to recent Keen PB api changes.
p3st|cIdE  [author] 18 Nov, 2017 @ 8:15pm 
I didn't code up support for wheels. TO-DO list item. Sorry! But yeah, this script is designed to control thrusters and gyros through pistons and rotors or connectors or pretty much anything but landing gear. One of my test ships had its cockpit on a rotor that was rotated 45 degrees vs. the rest of the ship, and flew fine. :)
REAPER 18 Nov, 2017 @ 7:10pm 
For example if I had wheel attached to piston will I be able to turn the wheels now if I use this script, by default you can't control any wheels thru pistons or rotors from a cockpit




Another question will I be able to use thruster that's on the other side of a rotor with this script for example I have a ship design the back of it is suppose to rotate vertical once in flight and horozontal when landing, due to my cockpit being on one side of the rotors and the rest of the ship including power supply and thruster being on the other side of the rotor, the only way I can acsses the thruster end of the ship is with a remote block, will this script allow me to also use thruster and flight control wile my main cockpit seat is connected to pistons or rotors?




Thanks for taking the time to read my comment hope to hear from you soon! :)
p3st|cIdE  [author] 27 Sep, 2017 @ 9:57pm 
it doesn't work thru landing gear, only by controllable interfaces such as mergeblocks and connectors, pistons, rotors. I still don't attempt to solve the off-balance mass issue, so tugging without mergeblock will still be a PITA even with this, although it may be able to control the tugged ship's thrusts too if you put them in the group!
N1njaM4ster255 27 Sep, 2017 @ 5:40pm 
i am wondering if i can use this to control a couple of tugs attached by landing gear to a larger ship to bring it under control and say manuver into a shipyard
Whoop_Swhoop 13 Aug, 2017 @ 11:55am 
it rlly is
p3st|cIdE  [author] 12 Aug, 2017 @ 4:10pm 
tyvm! Glad you like it.
Whoop_Swhoop 12 Aug, 2017 @ 3:34pm 
best script ever
nubeees 5 Aug, 2017 @ 5:03pm 
Alright, I'll give it a go. :)
p3st|cIdE  [author] 5 Aug, 2017 @ 5:01pm 
With timer driver combined with the usual auto-angular inertial damping it may not be as bad as you think. Analog control would obviously be superior. Pretty trivial to obtain the yaw inputs via script, if you can locate the piloted ship controller terminal block. Then you could wire that to either the left or the right thruster depending on sign. Wouldn't be difficult.
p3st|cIdE  [author] 5 Aug, 2017 @ 4:59pm 
With scripting, where there's a will, there's usually a way. It just takes time and effort.
nubeees 5 Aug, 2017 @ 4:58pm 
It'll definately be jerky if I use timer driver, but I think it'd work. I'll go take a quick look at Whip's rotor thruster script though.
I was sorta hoping there would be a way to directly plug the yaw input into the thruster's strength, lol
p3st|cIdE  [author] 5 Aug, 2017 @ 4:56pm 
Hmm that's an interesting idea. Whip's Rotor Thruster script might be more what you want. I could probably do those calculations of how much sub-grid thrusters would torque the main body depending on offset from center of mass and thrust direction, then solve some system to obtain the desired torque by applying thrusters, but this script doesn't do it. Obtaining the yaw input and just wiring that to some torqueing thrusters in a straightforward way could be done... see my Timer Driver script, if binary on/off steering is good enough.
nubeees 5 Aug, 2017 @ 4:52pm 
I'm attempting to use this to use thrusters for a ship's rotation like RCS thrusters, just for fun. (Thrusters are on rotors so their offset from the center of mass does matter.)
Any way I can get it to read yaw input for thruster strength?
SpaaaaaaceMouse 25 Mar, 2017 @ 8:10pm 
Didn't realize Gravity Aligner was fixed, got it working now. Thanks.
p3st|cIdE  [author] 25 Mar, 2017 @ 6:03pm 
It would not be terribly difficult to merge in the Upright module from the other script into this one, or vice versa the control mechanism back into the other script. I made the modular system for just this purpose. However, *I* have no plans to do such a thing myself.
p3st|cIdE  [author] 25 Mar, 2017 @ 5:59pm 
Nope. Try my Gravity Aligner or Hover Altitude Aligner scripts.
SpaaaaaaceMouse 25 Mar, 2017 @ 11:13am 
Is it possible to use this to maintain balance on a craft in a normal gravity field? It seems to ovveride gyros just fine, but my ship keeps falling over although it appears to be watching angle.
p3st|cIdE  [author] 25 Feb, 2017 @ 1:15pm 
Yeah IMyWheel is an empty interface. I think the wheels may also expose a IMyRotorStator interface though... not sure. Hard to tell without doing experiments in-game.
Praise the Lamb 25 Feb, 2017 @ 11:30am 
Might be harder than you think, because I think wheels don't actually have an API you can fuck around with.
p3st|cIdE  [author] 24 Feb, 2017 @ 6:22pm 
Doesn't sound very hard to do, but lacking severely in motivation.
Praise the Lamb 24 Feb, 2017 @ 4:44pm 
I can give you a copy of my abomination of a mining rig if you'd like to take a crack at it.
p3st|cIdE  [author] 24 Feb, 2017 @ 4:30pm 
It never occurred to me! I haven't had much success building cars in SE.
Praise the Lamb 24 Feb, 2017 @ 4:23pm 
Why doesn't this support wheels?
p3st|cIdE  [author] 16 Jan, 2017 @ 8:49pm 
No, but see my other script Timer Driver.
nubeees 16 Jan, 2017 @ 4:09pm 
Can this be used to create WSAD Gravity drives?
p3st|cIdE  [author] 14 Jan, 2017 @ 1:59pm 
For the thrusting the wrong way problem, I'd have to see it to fix it, I think.
p3st|cIdE  [author] 14 Jan, 2017 @ 1:59pm 
The slow drifting is unavoidable if the total thrust necessary can't be calculated precisely. Needs more math than I'd be willing to put into a SE script. Even Keen can't do it.
Azirahael 14 Jan, 2017 @ 10:45am 
Nope. I'm expecting some weirdness at changeover.
This was permanent effect.

Also, the i'm on the dev branch. Maybe that's the problem?

In any case,I scrapped the idea.
All these scripts drift, but and that's bad in a mining vessel.
p3st|cIdE  [author] 14 Jan, 2017 @ 6:01am 
yeah I should make that a config variable. :steammocking:
p3st|cIdE  [author] 14 Jan, 2017 @ 6:01am 
The only thing I can think of is, perhaps you're rotating them faster than the script rescans the vessel. In the script code, look for the line public static TimeSpan RescanPeriod = Time.s(5); and try changing it to like 1 or half a second.
p3st|cIdE  [author] 13 Jan, 2017 @ 6:39pm 
It's much easier to fix a problem I can actually reproduce myself.
Azirahael 13 Jan, 2017 @ 2:50pm 
for me, it registers rotor thrusters that switch from rear to down as pointing to the rear, wherever it's actually pointed.
p3st|cIdE  [author] 13 Jan, 2017 @ 8:42am 
My WIP version has issues in DEV branch but the published version seems to still work, at least in the Twisted Omni ship of mine. Can you link to a blueprint that breaks for me to test with? I'm not sure what kind of rotor attachment you're referring to. Btw, what do you mean, "all the ships I use this on," I had no idea anyone was using the script lol. No upvotes!
p3st|cIdE  [author] 13 Jan, 2017 @ 6:06am 
Have not been on dev branch lately. Guess I should patch up and try it? Do the aligner scripts break too?
mouvar31 13 Jan, 2017 @ 1:45am 
edit to prievious post. is only happening when a roter is attached.