Space Engineers

Space Engineers

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MajorArtery May 27, 2020 @ 8:28am
Autopilot issues
Greetings,

In a straight up vanilla environment, if you want to increase or decrease the autopilot's current speed, so far all I've been able to find on this is that you simply 'add more waypoints' and adjust it up or down accordingly at each point.

This seems like a rather weak solution to me and frankly I'm surprised Keen has allowed that to pass so easily AS a solution.

The AP already has a speed slider on it, and you can ctrl-click to manually set the speed. However if you try to do it as part of a waypoint, or timer block function - you get ONE shot to move the speed +/- 5. UGH! DOUBLE UGH! That's ridiculous, given all the other awesome features of the game.

If they'd like to fix this properly, IMHO I would simply allow more than one AP increase/decrease speed step per control block (i.e., Timer block, speed decrease, speed decrease, speed decrease, ... etc etc up to 9 to fill the block). It's either that, or allow the same ctrl-click to set the speed manually in the control block function.

Aside from the waypoint solution, is there any OTHER way to do this?
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Dan2D3D  [developer] May 27, 2020 @ 8:37am 
Hi, I use the autopilot a lot and I don't have to mess with the speed that much!

What is the problem exactly?

The ship can't stop at the GPS coords?
_______


My best Drone setup for the AP to work properly :

=> Add the same amount of thrusters on all sides = better maneuverability

I lower the remote Max Speed a lot on some of my enemy Drones set on circle with 4 GPS coords so it can better aim to do "Headshots".
Last edited by Dan2D3D; May 27, 2020 @ 8:43am
MajorArtery May 27, 2020 @ 9:21am 
Hi there,

Thanks for replying.

Well I always seem to have the AP that likes to slam into a waypoint, even when I have the speed limit down to like 10 or 20 and precision mode on. Of course collision is off as well. I even have wp's set up 5 meters above the dock, 15 meters and 30. I've even tried narrowing that too. It's always just when it gets to that last wp it hits hard. I can get it to work, but after say 10-15 trips, I need to repair something. So I thought if I could drop the speed to like 5 right before the docking, then back up to say 50 for in-flight route-to-route. But it's just too big of a drop in speed, so I end up having ten times more wp's than I should have to have.

In essence yes, it doesn't 'glide' to the spot. It goes full tilt at it's max speed allowed. Even if the gap is only 5 meters. SLAM! Again this is a pretty vanilla environment, but over time that degrades the dock and repairs end up being needed.

I do have the same amount of thrust in all directions, and probably more gyro's than I need. Do you think reducing the gyro's would help?
Dan2D3D  [developer] May 27, 2020 @ 9:29am 
I add the needed gyros so the ship can have a good maneuverability and all good this way, well no need to mess with those if it is well done with a good maneuverability.

I also don't mess much with the remote settings ; I lower the speed for the weapons, set on "Circle", add 4 GPS coords and all default for the rest of the settings so no more changes.
= They stop at the coords auto.

________________________

Maybe your ship is too heavy?

-> and needs more thrusters to stop faster?
Last edited by Dan2D3D; May 27, 2020 @ 9:53am
MajorArtery May 27, 2020 @ 10:55am 
As you will see in the video I just made of my most recent docking fiasco, I have met all those conditions you have above. Mine is for cargo though, not patrolling, so I have it set to one way. The video is pretty self-explanatory however. I set up a short path, set the speed to 5 (sorry, takes a couple of minutes) and then let it go. The results are typical.

I have learned a valuable lesson in all this however, and that is that it matters a great deal exactly how and where you set your gps markers from. You can't do it from a seat or while controlling the ship manually. You MUST connect through the antenna menu, control, THEN set the gps markers. So that much I have learned as well.

I did those steps in setting up these markers, and yet I still get these results:

https://www.youtube.com/watch?v=rVuc1B9cO3Q&feature=youtu.be

MajorArtery May 27, 2020 @ 11:16am 
BTW that is an empty ship.
Dan2D3D  [developer] May 27, 2020 @ 12:27pm 
I see it's not working well at all and that never happens to me so it is very strange bug.

The flying is very bad, my ships goes to the waypoint way more faster.

I also noticed the power always moving from 10% to showing in red and that means +100% used /needed so it may be a power problem there.

Or it is a Mod / Script problem!?

Have you tested in a new created No Mods world?
Dan2D3D  [developer] May 27, 2020 @ 12:35pm 
There is something wrong in your save but I don't know what is it and why I think it may be a Mod.
= ??

Watch this video to see that it is possible, go post #4 in that discussion :

https://steamcommunity.com/app/244850/discussions/0/4086396791261139417/
Last edited by Dan2D3D; May 27, 2020 @ 12:46pm
MajorArtery May 27, 2020 @ 1:53pm 
I have had this problem for a bit now, in various saves. I have watched that video and there's a few others that are very nicely done and very informative. I have followed all those steps, and yet I get this as a result. Only once have I been able to get it to work reliably and that was in creative and it had a ton of mods as well. I am going to do a straight vanilla creative and set this up and get back to you. The video I posted, that save only has maybe a handful of minor mods, but that's it. I tried to keep those low as this was a workshop thing I downloaded this time and was trying to keep to it's original play.

I'll let you know, thanks!
MajorArtery May 29, 2020 @ 2:09pm 
Good afternoon,

You were correct. It was the Atmospheric Thrusters (10x) Mod that was causing the erratic flight. I had a few mods in there, but most were decoration type mods. However the aforementioned offender was one that I've used for a while as I enjoy the speed increase it gives in the game. I've not really had other issues with it, except now I can directly link it to the docking issue.

That is now resolved and my little orange peel of a craft can reliably dock each time. I went back and took that mod out of other saves, and had the same effect as well. In some cases, it did then require a revamp of the power systems, but not in all. It does slow down the game some as a result, but my personal 'long flight times' are few anyways. If I can send a drone, I will.

This does unfortunately still leave the initial issue, which is speed. Speed and 8 quadrillion GPS landmarks to control it. Programming suggestion I made earlier still holds true: Make the remote actionable for speed. When you right click to put in on an action bar, make it so if you ctrl-click, a popup comes up and asks what speed you want to set the action bar action to. I hope that makes sense. You can attach an on/off state to an action bar, so why not replace that boolean with a string or numeric value for the remote?
Dan2D3D  [developer] May 30, 2020 @ 6:32am 
Cool, well done on finding the "broken" Mod.

______


"so why not replace that boolean with a string or numeric value for the remote?"


For that you would have been here during the making of the game and add it to the Vote Feedbacks on the Portal.

The Devs will chhose from the most wanted on the Portal IF they decide ti add more to the game so go add your suggestion in a new created Feedback to have a chance on that change.

Or at least use the Portal search tool to see if one added this to the Feedbacks ready to vote on.

Here > https://support.keenswh.com/spaceengineers/pc
MajorArtery May 30, 2020 @ 9:27am 
I have only been playing the game for a few months now as wasn't privy to the initial opening. I will check it out though and post if applicable. Thank you very much for your help! Love the game!
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Date Posted: May 27, 2020 @ 8:28am
Posts: 11