Space Engineers

Space Engineers

AutoPillock - universal flight automaton [SUPERSEDED]
 This topic has been pinned, so it's probably important
cheerkin  [developer] 11 Dec, 2022 @ 8:06am
Known Issues & Bug Reports
If you get errors, crashes or broken behavior, tell me.
To be helpful, please consider following this template:
=====================================
What happened and what I expected

Steps to reproduce
  1. Steps go here
  2. Step1
  3. Stepz

PB screen log or other additional data

Originally posted by PB screen log output:
By leaving this as is I confirm that I looked into PB screen log and did not found anything suspicious related to my issue

Additional notes, observations
Last edited by cheerkin; 11 Dec, 2022 @ 8:21am
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Showing 1-15 of 24 comments
Hi, i dont know how to find the log but every time i copy your example carrier module in a multyplayer world whare some one is joind it dosnt work, it gets kopied into with exaptions in the side panel when i have selected the progremable block and if i recompile it it disnt recognice the drones.
cheerkin  [developer] 28 Dec, 2022 @ 1:32pm 
Update the script, it needs to be the same version on everything.
i have the problem even wit your bluprint and theare it schuld all have the same verion of the script
cheerkin  [developer] 29 Dec, 2022 @ 8:16am 
As said in the guide, recompiling the carrier makes it lose subordinates. You need to recompile the subordinate ro make it linked.
MyCrabs 29 Dec, 2022 @ 7:11pm 
Дроны уходят в критическую ошибку в режиме RTS управления.
Полагаю это ошибка больше связана с RTS управлением, однако в ошибку уходит autopillock дронов, потому пишу сюда.
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1.Построить дрон и полностью грамотно настроить.
2.Дать дрону команду стыковки в пустую точку.
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Было бы разумно сделать какой нибудь предохранитель на этот случай.
MyCrabs 29 Dec, 2022 @ 7:13pm 
Дроны уходят в критическую ошибку
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1.Построить дрон и полностью грамотно настроить на последней версии скрипта.
1.2.Проверить ранги, убедиться что настроено правильно.
2.Дать дрону команду создания навигационной node, или entry для стыковки.
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Версия скрипта на которой работают AAG дроны почему то таких отказов не выдает.
cheerkin  [developer] 31 Dec, 2022 @ 4:29am 
Да, там поменялось кое-что. Стыковка в точку возможна при определённых условиях. А команда стыковки доступна только из нижнего ряда кнопок, или я и в D-меню её оставил?
cheerkin  [developer] 31 Dec, 2022 @ 4:34am 
А кто падает, дрон на котором делаем node, или parent? Это очень херовая новость, потому что я даже не знаю, когда смогу пофиксить, у меня ноут инжей не тянет. Походу придётся навигацию создавать с дрона на более старой версии тогда
Spectron55 21 Feb, 2023 @ 12:03pm 
i pasted the script on a pb in my ship, put the gyro etc. on and the script says defs:0 ; subset: 167 and some other stuff. if i understood everything correctly i should fix this problem by disconnecting the ship from the station and than run the argument command:clear-defs. But here is my problem, if i try to run it, it just outputs the same thing beneath on the screen so it looks like this:
IGC id: ...
defs: 0
subset: 167
PBs: 4
IGC id: ...
defs: 0
subset: 167
PBs: 4
maybe i did something wrong could you please help me i really like the script (from a video) and want to use it.

Steps to reproduce:
Step 1: take a normal ship with all necessary blocks( pb, rc, thrusters, gyro)
Step 2: modify the gyro to face forwards and name it "forwards gyro"
Step 3: select the APck script in the pb -- screen shows now: IGC id: {some numbers}; defs: 0; subset: 167 {in my case}; PBs: 4 {in my case}
Goal: I try to make the ship do something for example orbit around
Step 4: run "command:clear-defs" to match defs and subset numbers. Screen now shows for some reason the same thing as before but 2 times on the same screen:
IGC id: ...
defs: 0
subset: 167
PBs: 4
IGC id: ...
defs: 0
subset: 167
PBs: 4

Step 5: run command:orbit-here (just in case it's a visual bug or something. Result: nothing happens
cheerkin  [developer] 22 Feb, 2023 @ 6:19am 
Yeah, to make a new drone, you need to have all required blocks, then make sure the grid is physically separated from irrelevant stuff (station, carrier, etc), then run command:clear-defs.

After that you can recompile the PB and look at two things:
1. PB output (right panel on the interface) shows the script is running (no error messages, etc).
2. Look at the log (the text you pasted here is the log).

You should see instead of "defs: 0" some actual number, that indicates the script remembered definitions, and from this point you don't need to worry about clear-defs command (unless you decide to add/remove important blocks).

At Step 5 it is not clear for me in what state the PB ends up. If it works (not error-halted) but nothing happens, you should post the lpg part that is added at the moment you ran the command (usually at the bottom).
cheerkin  [developer] 22 Feb, 2023 @ 6:22am 
By Log I mean contents of PBs' screen (or keyboard, don't remember).
By PB printout - that usual text inside the terminal interface (which is updated constantly, where you see text like "v.0.9.103" and other stuff).

Both are important.
Spectron55 22 Feb, 2023 @ 8:13am 
The PB printout/log says some weird Java.exception errors and some weird (probably not ascii) symbols. Sadly I don't know how to copy the log. I also play with weaponcore mod enabled maybe that has an interference with the script.
cheerkin  [developer] 22 Feb, 2023 @ 2:42pm 
>I also play with weaponcore mod enabled maybe that has an interference with the script.
FAQ

>The PB printout/log says some weird Java.exception errors and some weird (probably not ascii) symbols

I don't know the context.
Make sure it works for stock drone first. Remove mods or, in case of WC, read FAQ for WC compatibility options.
Then try building your own drone.
Show me some weird Java.exception errors and some weird (probably not ascii) symbols
Last edited by cheerkin; 22 Feb, 2023 @ 2:44pm
Spectron55 22 Feb, 2023 @ 4:18pm 
Ok thank you, like I said before the turrets of the drone were shooting enemies but the drone wouldn't do anything.
When I read the FAQ saw you say:
> Turrets are firing does not mean that the code reads targeting data from them - that's the part WC is breaking

I will try later if the wc version of the script functions.
Also thank you for the quick same-day replies wasn't expecting that. :steamthumbsup:
cheerkin  [developer] 23 Feb, 2023 @ 11:15am 
Yeah, if you use WC then you would need to use targeting script that is mentioned in the FAQ.
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