Space Engineers

Space Engineers

Wico Small Auto Miner Mk3
Wicorel  [developer] 19 May, 2015 @ 10:36pm
Problem/bug reports
If you have a problem or think you found a bug, please report it here.

If possible, please publish the world with the problem so I can see it.
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Showing 1-15 of 121 comments
oseriduun 25 May, 2015 @ 4:05pm 
just started to use this, and on its maiden voyage, it crashed so hard into the rock the whole front end was demolished and it had to be flown manually back home for repairs.

I play on a dedicated server if that makes any difference
Wicorel  [developer] 25 May, 2015 @ 10:00pm 
Thanks for trying it out.

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.
SinBad 27 May, 2015 @ 7:34pm 
Docking camera upside down.
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.
Wicorel  [developer] 27 May, 2015 @ 10:39pm 
The camera is upside down on 'purpose' so that some of the controls work the same as front. But it's only some of the contorl. But I understand it may be non-standard. I will change it.

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.
SinBad 28 May, 2015 @ 8:34pm 
I figured there was a reason for the camera. your design doesn't lend the impression you are the type to accidentally do something like that, but i felt it safer to check. it did throw me at first, i was expecting full reverse (except up and down translation) instead i got a new combination that personally i had no experience with. don't change it on my opinion, if i'm in the minority as far as reversed controls preferences go, i will adapt to the norm.
Elfi Wolfe 29 May, 2015 @ 9:38pm 
Update: May 29 @ 5:46pm Version
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.

Last edited by Elfi Wolfe; 29 May, 2015 @ 10:44pm
Wicorel  [developer] 29 May, 2015 @ 11:10pm 
Fixed and published. Thanks for the find.

Also: Timer for LCD was not started.
SinBad 30 May, 2015 @ 2:33am 
yay, new toys to try to break!
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

Wicorel  [developer] 30 May, 2015 @ 8:56am 
Why dd the attention turn on in the first place?

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
Elfi Wolfe 30 May, 2015 @ 9:04am 
I tend to hang 1-4 WICO Mk3 off of one side of my industrial platform and send each miner to it's own asteroid as long as the asteroid is within 4km of the platform.
Wicorel  [developer] 30 May, 2015 @ 9:06am 
Why 4km? Is this just so you can mine one area at a time? They should be able to go out really far.
Elfi Wolfe 30 May, 2015 @ 9:09am 
4km because of radio control if they get into trouble. The platform can talk 50km away but small ships can only talk 5km. I have a large retrain satellite but I have not made small ones because they only work at 5km. and I play with normal enviroment survival mode so if I left several small satellites out I'd lose them fast with meteor hits.
Wicorel  [developer] 30 May, 2015 @ 10:05am 
Yep, just remembered 5k max range.
SinBad 1 Jun, 2015 @ 9:13am 
sorry for late reply. one was already docked and the other backed into it trying to dock. i have seen the updated stuff saying its intended for 1:1 use with connectors. i figured that was the intended use, but i was curious to see what would happen. if it means anything, they were lined up with each other so perfectly the docked one cored the trying to dock one like an apple. good job on your progress with the autodock sequence, repeatable accuracy=win :D
Torgonius 11 Jun, 2015 @ 8:02am 
I'm having an issue trying to build the ship from blue print. The remote control block just won't place. It's the only block having this issue.. I can add one in after construction, but then don't have the function keys assigned. I mapped the function keys per the manual, but it still won't perform for me.

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.
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