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1. Gravity drives with no gravity generators in one or more axis.
***2. Space Engineers.***
I Love how non specific this is!
It can just as easily mean Space Engineers the game as it does the people Building the ships!
I put those 3 drives in a triangular pattern. My ship is triangular itself and basically I have one drive (3x3) in the middle of the front of the ship and also 2 drives in the back of the ship spread from each other. I tried comparing my construction with one of the Jerry's examples (the red ship, whose grav drives work perfectly fine even up to this date). I have no idea what can be the cause and I would be glad to see any advice.
// Lines 945-946 are
panel.WritePublicText(before + sf.ToString(width) + after, false);
panel.ShowPublicTextOnScreen();
// but should be
panel.WriteText(before + sf.ToString(width) + after, false);
panel.ContentType=VRage.Game.GUI.TextPanel.ContentType.TEXT_AND_IMAGE;
Feel free to use any part of my old code as long as credit is acknowledged. Just put my name under an asterisk in the workshop page or something.
That said, I wrote this in high school and I’m in grad school now so a lot of the math could really be made much more rigorous. I won’t be implementing anything, but I can describe a better and more accurate algorithm for anyone interested.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1878739837
if i use the LCD i get the force shown, but when pressing 's' now, the script breaks with error like:
"'count' must be non negative number [...] at System.String.CtorCharCount(Char c, int32 count) [...] at System.ScreenFormatter [...]"
can't get reversing to work.
This script is incompatible with any of the following.
1. Gravity drives with no gravity generators in one or more axis.
2. Space Engineers.
to bad i wanted to use this on space engineers.
joking aside are these just truly as simple as a mass of mass blocks and gravity gens on 3 planes ? (up/down, left/right, and front/back)
also you said "For effective placements of drives, make sure they are spread far apart and spread evenly. Make sure no three drives are in the same line as each other." on that note would it effect the speeds if we changed the range of each gravity gen to just cover the area of the mass blocks only and then put some other gravity blocks not tagged with the script to allow ship gravity in all other areas other then the gravity drives ? (i know this is only a very large ship that could have that option and out of my current building skills for now)
The simplest fix anyone can do for the LCD is to replace these lines (line 945-946 in the script)
panel.WritePublicText(before + sf.ToString(width) + after, false);
panel.ShowPublicTextOnScreen();
With:
panel.WriteText(before + sf.ToString(width) + after, false);
This has the issue of anything attached to the block also needing to be replaced.. basically an entire grav drive...
Does anyone know a fix for this? seems to make grab drives useless...
I see the art masses firing up, but i have no movement...
Program[945,8]: Warning: 'IMyTextPannel.WritePublicText[string, bool)' is obsolete: 'LCD public text is deprecated'
Program[946,8]: Warning: 'IMyTextPannel.ShowPublicTextOnScreen[)' is obsolete: 'LCD public text is deprecated'
" Yay updates! And of course having fixed that by just removing that bit of code, in hopes of just getting my ships to work, now I'm running into the same issue as Crimson Revenant with the WASD being broken.
Only work around so far is to grind down and replace all of your grav gens. On public servers that frequently restart, this isn't all that practical.
I am doing further testing to see where the exact break happens.
Caught exception during execution of script: Object reference not set to an instance of the object.at.Program.WriteTableToPanel[[String title, Screenformatter sf, [MyTextPannel panel, String before, String after]
at Program.updateLcd()
at Program.Main(String argument, UpdateType updateType)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.<>c__DisplayClass26.<ExecuteCode>b__25[IMyGridProgram program]
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramAction[Action']I action, String&responce]
Like this script https://github.com/Whiplash141/SpaceEngineersScripts/blob/master/Public/Gravity%20Drive%20Manager%20v24.cs?
If not, are these 2 compatible?
Can you make the script in a way that it tweeks the force of each gravity generator based on the center of mass? I was tolled CubeGrid.Physics.CenterOfMassLocal or CubeGrid.Physics.CenterOfMassWorld might be the commands obtaining the center of mass.
If you need help with the formula's, let me know by contacting me through steam.
Also, can you script it in such way that number 1 of the incompatibilities is fixed? It would be nice to have seperate generator spots where there is only thrust downwards for planets etc.
So..
I seem to be having the trouble of GDs not working in the up and down direction..
My drives are set as a mass with a gravgen on 3 sides; and then repeated in rows.
I have a bow GD and two nacelle ones..
any ideas?
Love it!! Thanks you
so i get 24g's in every direction instead of 12, need a script that will do this except a simple on/off rather than accelerating slowly, the timer block/updated autorefresh i put on it still lags in some servers, im not sure how yours works because ive tried pairing various things and the script either broke or didnt work no matter what i tried, its better if the gravitys are paired by direction, the mass blocks need to be seperate so you can properly balance the push.
Really neat script though, the comments made me laugh. Despite some refinement on the gyro assist config, it doesn't seem able to come back to equilibrium when turning. But I could very well have it misconfigured.
Caught exception during execution of script:Negating the minimum value of a twos complement number is invalid.
[code]Runtime.UpdateFrequency = UpdateFrequency.Update1;[/code]
or the like? Would eliminate the need for a timer block. (Though if it only needs to run once a second, I'd use Update100 or the like)
At the very least, it would remove a few steps from setup, and in all liklihood, increase reliability.