Space Engineers

Space Engineers

MArmOS (Mechanical Arm Operating System) v3.1
Timotei~  [developer] 23 Sep, 2016 @ 7:58am
MArmOS ideas and suggestions
If you got ideas to make MArmOS better, you can tell me here.
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Showing 1-13 of 13 comments
Doctor Jaeger 27 Sep, 2016 @ 11:37am 
Hi again, so here are my suggestions. As you maybe already know the ABB programming language, I will try to break down the main suggestions for the text panel programming here:

move (x,y,z,speed,parameter)
I intend to use a tcp (tool center point) if you didn't already do.

if you can, let people choose if they want to use relative or absolute coordinates, at the parameter maybe.

I think you're on a fantastic way and even keen didn't think about the possibilities their game has.
Timotei~  [developer] 27 Sep, 2016 @ 12:26pm 
Thanks and good suggestion. Relative coordinate system was on my list since the begining but some complications hapened and I get less time than before to work on it. I will shurely add it later.
Doctor Jaeger 27 Sep, 2016 @ 12:38pm 
Agreed. I think relative coordinates MAY be complicated for most of the users in the beginning, but in the end it would be much easier to handle because you have no simple method to get the absolute coordinates. and even if you had (per gps), coords would be way too long and not flexible enough to use them in a moving system e.g. a space ship. except you make the absolute coordinates relative to an object center point or something.... long story short, I think the best would be to use relative coordinates depending on the source coordinates of the arm.
Mighty Brankor 7 Oct, 2016 @ 11:54am 
This mod is incredible. i didn´t have any experience with scripting but it is possible to connect the script with a timer? My idea is to script robot legs for a better moveable. the most problem by robot legs are that they can only move forward and backward but it hard to make it to turn. With the script could be made a better control to stand on one feet and turn the othe feet to turn left or right.
Timotei~  [developer] 7 Oct, 2016 @ 1:47pm 
@Mighty Brankor yes it can, if you look at the guide, there is a ArgumentInput section explaining how to use that feature. you can also see an example of sequence in the Demo World.
Last edited by Timotei~; 7 Oct, 2016 @ 2:19pm
Sabrewulf 1 Feb, 2017 @ 1:40pm 
Can you a code for calculate the trepidation? Maybe using a detector...
Vyklade 14 May, 2018 @ 2:00pm 
Does MArmOS work with conveyor hinges (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=385778606)? If not, could that be a feature at some point?
Timotei~  [developer] 14 May, 2018 @ 2:43pm 
@yoshisman8 yes it does. The ConveyorHinges uses the same API has the Rotors.
bdk427 7 Mar, 2021 @ 11:22pm 
It would be nice to be able to set a custom return speed for specific joints for when GoHome is called.

For instance I have a rotor in the middle of one of my arms that if it's particularly far from it's home position can cause the top and bottom halves to get tangled up. If this 1 rotor moved about 3 times faster to it's home position it will easily be able to return to home before the 2 halves can get tangled, avoiding damage to the arm or the hassle of untangling it from itself
I_Demand_Donuts 8 Mar, 2021 @ 8:52am 
Hi I was wondering if there is anyway to get hinges to work. Because I am building a drill truck and so I have to use the hinges (small ship and is small sized being about 2x bigger than your boom truck) for inventory transfer.
There is a youtuber that made a guide and I asked him and he said they didn’t work for him apparently. (I am still going to try myself today as well)

I can upload a link to a screenshot to show how the crane is built if that helps.

Or guidance to try and get the script to work for my truck.
Last edited by I_Demand_Donuts; 8 Mar, 2021 @ 8:54am
Rubezagel 15 May, 2021 @ 2:28pm 
Sorry if that has been discussed already, haven't read everything...

For me, even when I learned how to work with MARMOS and try to approach it systematically, I find that setting definitions for an arm still involves a lot of guesswork, trial and error.
It would be amazing to have a debug view, that shows you a "skeleton" of an arm that you definded, how it reacts to inputs, in the way the scripts interprets it. From that, you could instantly see where it deviates from what you physically built.

I realize that this is not something that a script does and would have to be a seperate mod. But think there are some API's around (Text HUD API maybe?), which handle the rendering end of things. So I am hoping, maybe it would be reasonably easy to have such an API draw some lines, using the information from the programmable block, showing where it assumes the arm to be?
CzBuCHi 22 Dec, 2021 @ 10:18am 
Great script you have there ... shame that if will not work for any of my arms, because i have no clue how solids work :(

Idea:

Create second helper script, that given root block name (rotor | piston, placed on same grid as programable block) will generate arm definition by examining blocks on arm subgrids and save that into programable block custom data (ideally so it can be inserted into this script arm definition with minimal changes)
Worf 5 Oct, 2022 @ 9:59am 
I would like to request some enhancements to the Move and RunFromPanel commands:

Basically i'm thinking of ways to have nice moving drilling/welding-arms.
Sure, a large set of recorded coordinates and a timer block can do quite a lot already, but what about:
* Running the next command once the previous is "finished"?
* Specifying the desired speed for the move
* Moving along a non-linear path (Circle, Spiral, ..)
* Looping Commands ( as in "Move one layer forward and drill another circle )
* ...
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