Space Engineers

Space Engineers

Thruster Heat Sink [maybe broken]
53 Comments
mistzy 11 Mar, 2021 @ 3:41pm 
what he said
classicpark 30 Jun, 2020 @ 7:54am 
Will this script will be updated
Major Jon  [author] 27 Sep, 2019 @ 4:35pm 
I just got around to acually testing it and it still works for me. It does behave kinda weirdly though and could definitely use an update. I don't really have the time for that right now, so don't expect anything big in the near future.
Zues 26 Sep, 2019 @ 9:56pm 
Yes it is I started using this script as a bases for building my ships around. Plan out the shape to include the Heat Sink. Ill really be glad once it is back up to snuff
Airborne Elmo 26 Sep, 2019 @ 8:36pm 
Ah gotcha. Shame it broke. Its a really great script.
Major Jon  [author] 25 Sep, 2019 @ 2:05pm 
That ususually happens when a loop goes on infinitely, unfortunately this means the script is broken for now and I don't really have an easy fix right now. I might rework and redo the whole script at some point in the future though.
Airborne Elmo 17 Sep, 2019 @ 6:42pm 
Program blocks are saying that the "Execution terminated, script is too complex". Any way to get around this?
Zues 2 Jun, 2019 @ 4:37am 
@Jonathan hey bud any progress on the door controllers, just checking in
Zues 6 Nov, 2018 @ 7:16pm 
Oh also if it was able to have one script handle multible "groups" [Heat Sink G1], [Heat Sink G2] or [Heat Sink Forward] [Heat Sink Left] just a thought
Major Jon  [author] 5 Nov, 2018 @ 3:09pm 
pretty cool idea indeed. :D
Im pretty busy with my bachelor thesis for the next couple weeks, but then I could overhaul the script and include that feature.
Zues 5 Nov, 2018 @ 4:53am 
@jonathan I wsas tinkering around with your script on a ship when I had an great Idea could you add a funtion for the script to open a door or group of doors "Heat exchange hatch" or "heat exchange group" someting like that.

Here is what i was thinking. when the thrusters (or weapons) heat up then when when they are in the cooling stage a door opens up behind where you have your "heat sink Light" and behind the door is a vent. when the doors open this would cause a depresherization visual so it would look like the weapons or engens are venting heat. then the doors would close after a set amount of time or till you hit the gas or fire button again. Just a thought would really like to see this as a feature.

door control = true or false
wikedsirnate 30 Oct, 2018 @ 7:43pm 
it says the script is to complex is there a fix?
RangeRunner 25 Aug, 2018 @ 2:31am 
Thanks for taking my ideas to use, im happy to help improve this grate script.
Major Jon  [author] 24 Aug, 2018 @ 2:46pm 
Just added your idea for seperating the adjust speed.
Adjusting the colors is kinda tricky tho and i still havent figured out how to do it.
RangeRunner 24 Aug, 2018 @ 3:36am 
Oh and an LCD that provides some info like thruster heat would be a cool thing
RangeRunner 24 Aug, 2018 @ 3:33am 
Another suggestion:
Mabey make the ajust speed saporated to lighting up and to lighting down.
This way you can ajust how fast it will light up when trusters fireing and how fast ther darken down when not.

Like now i want the light down speed to be way slower then what it is right now.
Major Jon  [author] 9 Aug, 2018 @ 1:37pm 
Really cool idea, I think I will add an option for that when I have time :D
RangeRunner 9 Aug, 2018 @ 9:49am 
sugention, mabey add the option for it to change color as well, my idea is making it that when start to light up, its yellow oragne, and when full lid, its bright red.
Major Jon  [author] 24 Jul, 2018 @ 11:59am 
The color is not at all affected by the script, you can set it to whatever you want.
Vincent Sinclair 24 Jul, 2018 @ 11:37am 
Is the light color adjustable? I know most systems would generate red heat, but some alien ships that wouldn't work for. I'm thinking of covenant ships for example, their weapons and tech run more to blue/purple
enenra 10 Jan, 2018 @ 3:41pm 
Awesome, thanks!

Not all of my thrusters are that close together so I'll still need separate prog blocks for the others I think but I'll gladly try that code when I get back to my desktop PC for the ones that are close together. :)
Major Jon  [author] 10 Jan, 2018 @ 3:25pm 
The script will then only recognize the direction with the most absolute thrust and calculate the percentage only for that side.
So whenever at least one side is going full power, the light will light up all the way.
Major Jon  [author] 10 Jan, 2018 @ 3:22pm 
You wont need 6 different progs anymore, just use one and use the same prefix for all thrusters.
Major Jon  [author] 10 Jan, 2018 @ 3:21pm 
In that case I it's actually quite easy to change the code.
Just delete line 127 to 141 and paste this in instead:

//Get the three sides with the most thrust

if(ThrustUp2>=ThrustDown2) {major21 = ThrustUp2; major11=ThrustUp1;}
else {major21 = ThrustDown2; major11=ThrustDown1;}
if(ThrustLeft2>=ThrustRight2) {major22 = ThrustLeft2; major12=ThrustLeft1;}
else {major22 = ThrustRight2; major12=ThrustRight1;}
if(ThrustBackward2>=ThrustForward2) {major23=ThrustBackward2; major13=ThrustBackward1;}
else {major23 = ThrustForward2; major13=ThrustForward1;}

if(Debug==true) Echo("D");

if(major21>=major22 && major21>=major23) {CurrentThrust=major21; MaxThrust=major11;}
else if(major22>=major23) {CurrentThrust=major22; MaxThrust=major12;}
else {CurrentThrust=major23; MaxThrust=major13;}

if(Debug==true) Echo("E");
enenra 10 Jan, 2018 @ 2:01pm 
That's currently my plan, yes. I will have 6 prog blocks, one per direction, and I'm tagging them and the ion thrusters per direction. However, I'm not sure whether stuff will break with a single light tagged for three different directions at the same time. Issue is space - there wasn't enough to put one light for each thruster.

My main concern is the prog blocks fighting over what to set the light to. :D
Major Jon  [author] 10 Jan, 2018 @ 9:30am 
Oh and you could try setting Adjustmentspeed to 100%, that might help.
Major Jon  [author] 10 Jan, 2018 @ 9:21am 
The script calculates the max possible thrust (corrected for air density and opposing thrusters)
out of all engines with a prefix and then compares that with the actual thrust right now, so basically the average of all thrusters in percent.
The only thing I can think of right now is using multiple progs with different prefixes.
Use one prog and prefix for every thruster and all of them on the light.
I've never tried that though and have no idea if that will work.
enenra 10 Jan, 2018 @ 12:49am 
@jonathan what happens if I use the tags for specific lights on specific engines but I put the tags of multiple engines on one light? I've got multiple thrusters close together and want them all to "heat up" via the same light. e.g. it should always display the highest heat out of all tagged thrusters. Is that possible?
Mellie 16 Dec, 2017 @ 3:55am 
if u added that too the programmable blocks than u should add on the top off every script u did whit something Like this :"Warning this script doesnt need timers": And copy and paste it on all scripts u added that they can run themselfes so people dont need too ask all the time if it has
Otherwise cool script
Major Jon  [author] 15 Dec, 2017 @ 6:20pm 
all scripts updated :steamhappy:
Mellie 15 Dec, 2017 @ 8:15am 
It isnt going to take weaks to just do that all u need to do is copying the thing which makes it soo
The programable block im not good att scripting by the way u can copy the text or whatevet its called from the programmable blocks ingame Bruh hopefully i helped
Major Jon  [author] 14 Dec, 2017 @ 12:47pm 
Thanks for telling me, I haven't played SE in a while and didn't notice it. :D
It's probably going to take me a few weeks though.
Mellie 14 Dec, 2017 @ 8:50am 
ehhh if u have time u should add the new thing implemented in SE which programmable blocks can run them selfs whitout timer
Quartofel 12 Dec, 2017 @ 2:57am 
@jonathan Ahh, I see. It's a shame, but thanks for the reply!
Major Jon  [author] 11 Dec, 2017 @ 4:26pm 
That certainly is possible, but it would require a completely new script and right now I don't have any spare time for SpaceEngineers stuff.
Quartofel 11 Dec, 2017 @ 2:07pm 
Hello there! Great little thing, really adds up for visual part of SE!
I'd like to ask, if this script will work with Gravity Drives too, or if not, would it be difficult to add such functionality.
Rhea.licious 28 Aug, 2017 @ 9:41am 
Oh, nice!
Major Jon  [author] 28 Aug, 2017 @ 9:36am 
the script doesn't change the color at all. You can set it to whatever you want.
Rhea.licious 27 Aug, 2017 @ 11:41pm 
Could you make the lights glow brighter blue instead of orange?
J4R 18 Aug, 2017 @ 1:11am 
Love it and will likely use it on my future builds. That being said, it would be cool if there would be a script that does this as a jump drive charges up. Just an idea, not really a request.
aaronlukemarshall 14 Jul, 2017 @ 12:13pm 
Its back good work on bring the idea back to life love this script
Major Jon  [author] 8 Jul, 2017 @ 5:41pm 
oh alright, well that might be a problem i can't solve.
What you could do however is to use use more than one
programmable block and use different prefixes for several different groups
-DDSSTT- 8 Jul, 2017 @ 4:15pm 
I am using vanilla, and its on a 28million mass ship with over 10k blocks with 300+ lights. Googled it and seems once you run over 250 lights running a script to filter through it, it fails.

When i removed 50+ lights the scripted started to work, but there might be an endless loop because the game went from 750MB in the task manager to over 4GB once I restarted the script. I have no issues when I use a smaller ship...
Major Jon  [author] 8 Jul, 2017 @ 2:36pm 
I'm not exactly sure what causes this error for you, it might a modded thruster or light, or maybe just a bug I didn't find yet.
I updated the script, fixed a small bug and added a debug option.
If you load the new script into your programmable block and set Debug=true,
the script will output a bunch of letters in the teminal (like in picture 1).
If you tell me the last one of these letters, i might be able to find the problem.

btw. the error message appears, when a loop in the code doesn't goes on forever.
-DDSSTT- 8 Jul, 2017 @ 9:51am 
Need some help, Getting an error: "Script execution terminated, script is too complex. Please edit and rebuild script."
Major Jon  [author] 10 Jun, 2017 @ 10:26am 
Update v1.3
-Script now uses thrust of all or just a few specific thrusters instead of acceleration,
which fixes a bunch of problems
Major Jon  [author] 10 Jun, 2017 @ 10:23am 
done.
just set UseAllThrusters=false and put the prefix in all thrusters you want to use
Extevious 9 Jun, 2017 @ 8:45pm 
Love the script so far. The only thing that I would like to see is a thruster that the code reads from so it avoids making the lights brighter when hovering on a planet. The lights are for accelerating forwards only, not hovering.

Is it possible you could add that in?
Major Jon  [author] 9 Jun, 2017 @ 7:18pm 
Update: v1.2

-Maximum Acceleration is now calculated automatically
-Some more variables to play with
Major Jon  [author] 9 Jun, 2017 @ 3:27pm 
yes, just like intensity.
you can activate both or just one of them