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It can be mobile.. however. the ship needs to be non-moving while docking is taking place.
On our server someone made the docking port inside a tunnel/passage so the ship has to turn before the entrance, because it cant turn inside.
On my carrier i had to rework the whole hangar so it can rotate but if the drone only turned 20m earlier i would not need to do anything.
It would be nice if there was a parameter/variable to change the distance.
The drone will align it's connector to the docking connector no matter which side of the drone the connector is on. This is so it can connect when moved closer.
The rest of the drone is aligned to the base ship if the alignment is set in the target connector.
if align= is not found in CustomData of the target connector, no alignment is done
0 = forward
1 =up
2 = down
3=left
4=right
5=back
These are oriented according to the orientation of the ShipController in the base.
Can I determine how the drone is aligned to the docking port like 90°?
Here's a link to the world:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1569165496
It's not moving up/down to the waypoint because it's trying to maintain level flight in gravity.. and it's too far away when it's right above/below the target point...
Either blueprint is fine. I'll use it for testing to ensure I don't have bias for my own test drones :)
Can I get a blueprint so I can test?
Note that the co-ordinate of the moving connector is just an updated GPS point...
To get this to work, you need to have current position and also the current linear and angular velocity (velocity) of that object.. Then the drone would have to match velocity, but then move relative to that velocity to the docking approach and then dock itself.. All the while the velocity of the target ship can change.
You do need craft controller to keep it running.
I do have manually choosing the connector on my list of wanted features.
With the current system, you should be able to make trips between stations: "Dock" has a "launch" command. Then you can travel to the other station (using my NAV module or Keen's autopilot), and then "godock" which will choose the nearest base to dock to.
As per novacores comment we now are able to acheive the ideal docking behaviour we were hoping for (dock to the nearest 'mom') but it seems the only way to make it consistantly avoid a trip back to another mothership is with a sequence of godock, pause, launch, pause, godock.
that sequence resets it if it was going to the wrong target but doesn't cause a problem if it was going to the right target so can be worked around, as can the launch issue, but happy to help testing!
Very nice work, dude, thanks!
We did a couple of tests tonight, firstly we manually moved the 'Lobster' between the two motherships which were kept stationary. At one end 'Lobster' would dock without issue, at the other end 'Lobster' would start to dock at the ship but then change its aim aim for the further ship, travelling the distance to the further ship then returning to the dock it was closest to initially. Watching the output of the dock PB, you can see when it changes target.
Quite by accident we discovered a sequence which ensured 'Lobster' would dock at it's nearest ship every time - by issuing 'godock', then issuing ' launch' then 'godock' again, we achieved functional transfer between two stationary docks without the long journey.
But there may have been recent changes in SE for that. I'll test it again.
I added it and it docked fine.
Please add a timer with [WCCT] in the name that runs the main Craft Control PB with the argument wcct
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1193642494
Script updated.
I will take a look at the world in a minute.
Focusing on the ship at co-ordinates x = -4364.52, y = -2230.71, z = -990.45 ('Rowdy Roddy' with 'Lobster'), updating the Master Control script and Ant Receive on both ships does not affect behavior of docking.
Adding to tom's description below, we've found that Dock script V3.0L performs as per our previous discussions over at the now outdated DockMGR script; also as you know V3.0S would complete the docking sequence but not launch properly.
V3.0T2 no longer completes the docking sequence, and further testing shows that it, like V3.0S, no longer thrusts away from the dock.
Thanks again, dude, you've been racking up some serious Kudos Points with your efforts here!
We are finding a problem with the updated scripts... updating the craft control and and ant receive scripts is working fine but when we update the dock script on the drone it is not able to dock with its mothership.
it sits there with repeated messages on the pb dock that it knows its mothership but it doesn't start to dock when the godock command is issued. Ant receive shows 'no [BASE] connectors'
There are [BASE] connectors on the mothership and if we revert the pb dock code to an earlier version it works fine.
Think novacore is going to upload a new version of the test world to demo it.
This may also tie up docking ports on bases that think a ship should be in-bound.. I'll have to do major changes to fix all that.
Also: you should check out the NAV sub-module. It lets you move the ship easily with just program arguments: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=797020890
The sensors do need to be facing 'front/up' for the sensors to be manage correctly.. That's a limitation of my script currently
i found that i needed to use the exact same camera / sensor layout and named them the same as on one of wicorels mining ships. e.g Camera Front Scan (possibly not necessary)
Any additional cameras on the ship must be turned off during docking or launch sequences, sensors the same i think otherwise it causes navigation issues.
We have ported this setup on to a few different ships now and it works consistantly for us if we keep that layout, naming and other sensors/cameras off
Make sure the miner and base connecters have [DOCK] and [BASE] respectively.