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Scripts require Experimental Mode enabled. Scripts do NOT appear in the mod list, but are packets of program code to be loaded into Programmable Blocks. When interacting with a PB, you'd get the option to Edit the script and/or load scripts that you've saved or subscribed to.
scripts work in singleplayer worlds.
Hope they fix that bug soon. I just checked, and you're right. Which is kind of annoying, the feature was working just fine yesterday.
you can manually change the settings for your scenario saves by editing the Sandbox_config.sbc file in the save folder. There will be a line that says:
<EnableIngameScripts>false</EnableIngameScripts>
if you set that to true (and ensure that Experimental Mode is activated in the main Game Settings menu), you should be able to use scripts in a scenario world on 1.197 (and can also change the other settings this way)
This file can also be used to add mods, but that will likely be a little more tricky to explain - but you could add them to a custom world and then copy the <Mods> section from that settings file - or use it to see the format and data required for each mod
- in the terminal of the Programmable Block, select Edit
- select Browse Scripts
- select the script you want (double click)
- select OK
The script will now be loaded into the block - you will usually then have to select Run for it to start
Be aware that many script require you to add a specific name to some clocks, or put them into a specifically named group
Also some have settings at the top of the script that you may need to edit (usually they will have a line that makes it clear where the user should not edit below - unless trying to actually change the script) - and some have settings that go in the Custom Data (button above Edit)
When changing settings you may need to hit Recompile and then Run again - but they usually report their status in the terminal so you can see if they are running
If you are using Isy's Solar Alignment script with rotors, all you should need to do for the standard setup is load and run the script, and then put your rotors into a group called "Solar Rotors" (or set up the group first then load the script - but when it is running it will detect the group itself)
There are other settings in the script that you can read about and set in the Edit screen of the Programmable Block
You need to activate in-game scripts in advanced world settings, only available in experimental mode.
Build a programmable block in game and access it's terminal page, there should be an "edit" button if all is working correctly.
Click that button to open the script editor, there is a button bottom right to select scripts that you are subscribed to on the workshop.
Edit:
Well... Drizzt was faster. ;)
That did it!, thanks, though it seems I have have to stop and start with each dawn. Now I'm up to trying to get my atmospheric miner to fly decently... it seems to keep wanting to list to the right though it's even symmetrical design, all engines both sides show 100% and working, damn so freakin annoying at best. gyro shows 100% and working also, do multiple gyros make any kind of difference?
as for the atmo miner - multiple gyros shouldn't affect level flight (just turning speed) - but you may be too heavy, or have some thrusters set to override (dampeners will not work for those thrusters)
also, be aware that balancing your craft is not necessary unless you are using mods which add thruster torque - in vanilla all thrust is applied to the center of mass - so you just need sufficient thrust in each direction to counter the weight of the craft
but also be aware if you have sub grids due to rotors, pistons or hinges, the dampeners may not be able to cope due to the game not calculating the mass properly - if that is the case then the following script may help
https://steamcommunity.com/sharedfiles/filedetails/?id=757123653