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I play on a dedicated server if that makes any difference
DS probably does matter because of lag, etc.. I'm also hearing lots of reports of drills just blowing up in DS.
But try this:
1. make sure you have the current code from the current ship.
2. increase the sensor range on two sensors
"Sensor Front" set "Front Extent" to 47
"Sensor Top" set "Front Extent" to 50
With the recent change I made to collision avoidance, I think those values will now work in all cases (but I'm still testing). This increased range (the max) will allow the best chance of detecting collision in time.
only dumps unwanted ore (stone) when outside asteroid, if you hit 100% cargo while inside asteroid, ejectors fill with wanted material, then it doesn't have the free space in inventory to dump, so it goes home with a load of unwanted ore.
related to the above, when the miner decided it had waited for cargo space long enough, it went home. As soon as the docking connector locked, all the ejectors started dumping the entire cargo contents.
loaded in creative to easy start one. changed world to survival. docked at connector at the top of solar panel. triggered launch, set target to an iron patch on the base asteroid.
It is supposed to start ejecting inside asteroid if cargo reaches highwater full to prevent just that scenario.. But maybe I broke that recently. i will check.
#3 (ejecting at dock) good catch. Don't think I tested that scenario (some stone left at dock). I will fix by turning off ejecting when docking/docked.
Main codes throws index out of range error.
Docked unit at a base. launched unit. It set a home GPS.
Then main code stop working.
Found cause.
Cause is when using range targeting. the first time you push action "range targeting" on toolbar 4 Wico programing block goes out "Caught exception during execution of script:Index was out of range.
Line 2869 filterBlocks < IMyTerminalBlock > (blocks, "Connector Trash");
There is no such block.
There is a Miner Connector.
So changed line 2869 to
filterBlocks < IMyTerminalBlock > (blocks, "Miner Connector");
now the code does not give exception.
Also: Timer for LCD was not started.
test. i meant test.
really
test
same as before, easy start 1, loaded in creative, change to survival, docked at solar array connector, target to bottom of base asteroid.
-beacon status !ATTENTION NEEDED does not clear when re-initialising action. action gets appended to attention needed. (if i use miner reset before taking corrective action and re-initiation it does clear)
-may be imagining this one- the top left panel that seems to be a system log: i remember it clearing before it got to the bottom of the screen. now it fills and remains static.
-declaring collision detected and halting. it appears to be related to multiple detections at once, as it has no problems with single objects, just moves around those (majestically moves around those)
that one went well for a good hour before i came up with this;
i added a second. while No1 was mining i quickly docked a second at the same home connector and sent it to mine the same place. that worked really well for a while with them taking turns on the connector. by chance one took longer and they got out of sync and i discovered;
-no collision detect when docking! (it was an impressive wreck though as cargo was full
The attention needed is a general alert, so any specific feature doesn't know who set it so it cannot unset it. For example, the battery could be low AND no waypoint is set.
The log currently only clears on program load. I have on my list to reverse the entries so the latest entry is at top and it trims the log after so many entries but I have not yet done it.
Yes. only danger-close collision detect on moving in because the connector and station is expected to be there and the sensors can't tell the difference between the station and a ship in the way. There is a danger-close detection, but it is only for moving forward. Can you tell me what positions the ships where in at the collision? Maybe I can add specialized detection for that condition.
I've only tested with one connector per ship. I will document that.
Thanks for the feedback
I'm going to try to build another one by hand to see if it's my projector/welder setup, I'm able to build other ships successfully from my printer, though.