Space Engineers

Space Engineers

[APck] Commander (fleet RTS control)
cheerkin  [developer] 17 Dec, 2022 @ 1:55pm
Known Issues & Bug Reports
If you get errors, crashes or broken behavior, tell me.
To be helpful, please consider following this template:
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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
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Showing 1-11 of 11 comments
cheerkin  [developer] 11 Jan, 2023 @ 7:15am 
>Greenie /Taxibutler 14 hours ago

Been trying to set this up myself, but can't seem to get the LCD to actually draw anything. Autopillock is working, since the reference command vessel can move it, and with the same names and setup it seems to not work for me. Tips?

The LCD is named "[CommanderViewScreen] LCD" and the group it is in has the Camera, Remote Control, the PB, antenna, and is named the same as reference (outpt svc). Does it not work with remote controls?

I also noticed that it says "svc: False" on the side (the original autopillock script), but it also said that for the reference, so I ignored it.
cheerkin  [developer] 11 Jan, 2023 @ 7:27am 
I checked the code and it turned out your guess is right - black screen render requires having cockpit with at least one internal screen, although it would seem logical to have just remote and separate LCD instead. It is a flaw from old times when you could have used only an internal screen for this mode, hence the cockpit requirement.
TL;DR - currently the BS render won't be created unless you have a cockpit, I'll fix that.
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What happened and what I expected:

When trying to make a ship with just a Wide LCD panel (no transparent panel), you cannot cycle-view nor toggle:control, and therefore cannot control any other ships

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Steps to reproduce:

Place Wide LCD Panel (and a rover cockpit, gyro, etc)
Rename Wide LCD Panel [CommanderViewScreen]
Add scripts (APck and APck Commander)
Attempt to use any command or toggle on the commander PB (such as toggle:control or command:cycle-view)

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PB screen log or other additional data:

None, other than the version number appearing and disappearing after trying commands

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Additional notes, observations:

Copy and Pasting the new ship with only the Wide LCD panel (even after placing a transparent LCD and cycling view, which does work for that ship, but not the paste) causes the newly pasted ship to have the same issue as above, meaning that a transparent LCD is 100% needed to cycle view and use the Wide LCD, which is not intended to my knowledge.

I believe that the easiest fix is to make it so that we can cycle-view without transparent LCDs, since we could add that to the custom data and have it automatically switch itself (which I believe is a thing for this script, I know it is for the OG APck script)
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Last edited by Greenie /Taxibutler; 12 Jan, 2023 @ 3:09pm
cheerkin  [developer] 13 Jan, 2023 @ 5:56am 
> I believe that the easiest fix is to make it so that we can cycle-view without transparent LCDs

Do you mean toggle:control? Cycling view makes no sense if you have only one type of render. In this case it is active by default and 'command:cycle-view' does nothing.

So, if I got it right, you have a ship with both transparent and Wide LCD (i.e. two Views), and the script works as expected, but as soon as you remove the transparent screen and recompile (now one View) it stops drawing?
cheerkin  [developer] 13 Jan, 2023 @ 6:00am 
Oh, and by 'PB screen log or other additional data' I mean literal block screen rather than that printout you get at the right side of the interface. You can read it by scrolling terminal properties down to the select box which says Keyboard, Screen, etc.
Last edited by cheerkin; 13 Jan, 2023 @ 6:00am
Greenie /Taxibutler 13 Jan, 2023 @ 12:21pm 
Yeah, if you only have a Wide LCD then you cannot toggle:control, but if you put down a transparent LCD you can cycle view to the Wide LCD and then you can use control even if you remove the transparent LCD. However, if you recompile or paste in the ship again it will not work unless you put another transparent LCD down and cycle view again.

When first compiling the script without a transparent LCD, you get one of these errors
1: Critical error, stopping now 1: System.InvalidOperationException: Nullable object must have a value. at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at Program.Ċ.Ƣ(Nullable`1 j, Nullable`1 k) at Program.Main(String ɬ, UpdateType ɭ)
For every time you press/do toggle:control, it spits out another of these errors ^^^
Last edited by Greenie /Taxibutler; 13 Jan, 2023 @ 12:27pm
cheerkin  [developer] 15 Jan, 2023 @ 1:24pm 
Just to be sure: did you include a cockpit that has internal screens in your tests?
The cockpit I used was the Rover Cockpit, which has 3 screens on it
DragoF1sh 18 Feb, 2023 @ 12:33pm 
Hello, I just tried out this script recently and am running into a problem. I was looking for alternatives to Rdav's fleet command and was directed to try out this one. I read through the guides and converted one of my ships to the script. The ship works perfectly fine as intended, BUT a recent patch by keen a few days ago seems to have started an issue:

Every time I spawn in the drone, the script has an error and does not work. The only way to fix the script is to access the program block and recompile the script. This error pops up when every time I spawn in the ship regardless of whether or not it is in gravity. Having to recompile every drone I spawn in for large fleets is very inefficient, so i was wondering if this was normal or not.
Here is what the script error reads as:

caught exception during execution of script: Object reference not set to an instance of an object,
at Program.Save()
at
Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramActionCore(Action'1
action,
String&
response)

I am unsure what this error means, but I assume it has something to do with something Keen changed, as multiple scripts are having small issues now since the patch.
cheerkin  [developer] 18 Feb, 2023 @ 1:53pm 
Hi, thanks for heads up. I've heard that the beta update breaks something in my scripts, but I haven't investigated it yet. So yeah, the update is likely the reason. Your error message is actually helpful so I have an idea of how to work around that.

If I got it right this report should belong to APck script rather than this one (Commander), since you said issue happens per each spawned drone.
Last edited by cheerkin; 18 Feb, 2023 @ 2:05pm
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