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Ship/Drone is no longer controlled by player. Ship enables dampeners and triggers a named timer block. In this scenario, an un-manned probe leaves remote control range, triggering the script. The script has been set to trigger an additional timer block named "Failsafe" in response. The Failsafe timer activates the remote control auto-pilot which has a pre-set GPS location to return to a location within Radio or Laser Antenna range.
Calling a timer block instead of stopping the ship should indeed be a simple feature to add. Perhaps I will reduce the functionality of the script to simply call a second timer block that can be set to do what ever you want, and publish the result as a new "ShipOutOfControl"-script. Thanks for this great idea.
Like when ship gets "lost"
Set Beacons name to "Lost ship"
Set beacons range to max
You could make it that the script just puts the string in front of the name or in a specified area...