Space Engineers

Space Engineers

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Automated gyro and altitude control?
I have a specific problem I don't know how to fix.

I'm making a little ship that can grab stuff either locking the stuff with landing gears or with merge blocks.

For exemple, lets say I build a big hangar door somewhere and I want to grab it to place it somewhere else with that ship. I just grab it, fly it around and merge it where it is needed.

My problem is that as soon as I grab something, no matter what, my ship rolls towards the new weight and constantly drop towards the gravity. It makes flying very hard and awkward.

I've tried some script to manage the gyros and keep the ship levelled but to no avail. The ship continues to roll towards the weight.

I've also tried some altitude controls for the drop towards gravity but to no avail too. The ship continues to fall to the ground.

So, no matter how much thrusters/gyros I have or how much power they have there is no difference.

Is there a way to accomplish what I want to do?
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Showing 1-15 of 42 comments
Dan2D3D  [developer] Dec 12, 2019 @ 9:20am 
Hi, the "Tug ship" must be heavier than the grid it transports so use a bigger ship to see and add more heavy blocks on it.

+ I add thrusters, gyros and Reactors till it can grab that grid and transport without problems.
Last edited by Dan2D3D; Dec 12, 2019 @ 9:45am
SebSenseGreen Dec 12, 2019 @ 10:00am 
I've tried that. I've changed all the armor blocks to heavy armor blocks, I've added large atmospheric thrusters and several small ones plus at least a dozen gyros.
I now have 16 large ones on that tiny ship that is basically a cockpit, a couple batteries and armor block to attach the thrusters.

I tested this with a couple of small blocks, about 10 of them, and now the same happens except it fall the other way around, toward the tug ship because it's heavier.

It doesn't make sense to me that 16 large atmo thrusters + several small ones + 12 gyros can't stabilize this. If I as much as graze the thruster button (e.g.: W or Space bar), the ship goes flying away at incredible speed. So they can handle the weight but they don't.
Dan2D3D  [developer] Dec 12, 2019 @ 10:06am 
It is worst in planet gravity < that does not help.

Share some Steam screenshots so I can see how big is that grid next to your Tug ship.
SebSenseGreen Dec 12, 2019 @ 10:33am 
Originally posted by Dan2D3D:
It is worst in planet gravity < that does not help.

Share some Steam screenshots so I can see how big is that grid next to your Tug ship.
Hmmm, now that I have reloaded the world, it doesn't do it anymore. Anyways, here's the screenshot.

https://steamcommunity.com/sharedfiles/filedetails/?id=1934977840
Last edited by SebSenseGreen; Dec 12, 2019 @ 10:35am
Dan2D3D  [developer] Dec 12, 2019 @ 10:39am 
Is there a rotor on the front of the ship?

If yes = Rotor and piston are bad on atmos ships so that will not help at all and you should avoid on Tug ships.




Edit

You now know why rotor = bad on Atmos ships.
Last edited by Dan2D3D; Dec 12, 2019 @ 10:44am
SebSenseGreen Dec 12, 2019 @ 10:50am 
Originally posted by Dan2D3D:
Is there a rotor on the front of the ship?

If yes = Rotor and piston are bad on atmos ships so that will not help at all and you should avoid on Tug ships.
Yeah, it's for turning over ships. I know rotors are bad.

Here's another screenshot that still drop and roll backwards. It has the rotor but I tried the same without and the same happens, I just didn't make another screenshot.

https://steamcommunity.com/sharedfiles/filedetails/?id=1934984288
SebSenseGreen Dec 12, 2019 @ 10:56am 
What I think is weird is when I use merge blocks and it still do the same... Shouldn't merge blocks merge the two grids together and they then are just one grid? So it shouldn't happen with merge blocks.
Dan2D3D  [developer] Dec 12, 2019 @ 11:23am 
Yes merge can be use to add "Booster" parts to a ship but may/will have problems if rotor used, well it needs a lot of testing different concepts to find a working one with rotor, so test another concept when you found a "Not working one".

Have you tried with a bigger and large block ship to see if it is better?

edit

also > have you tried whitout the rotor?
Last edited by Dan2D3D; Dec 12, 2019 @ 11:25am
Burstar Dec 12, 2019 @ 11:51am 
seronis (Banned) Dec 12, 2019 @ 11:51am 
If you use a merge block:

- then the entire thing has one center of mass and its always balanced thus gyros are not an issue. you only need enough thrust

If you do not merge and use two separate grids:

- then you MUST use a script if you want your hauler to auto stay level because the mass is not combined and the hauled grid will unbalance you. I also only see 3 gyros in the screen shot when you would need 6-8.

- You also need MORE thrust since the thrusters on the hauled object are no longer assisting.

- You also need to manually help your dampeners because they do not understand the concept of mass on the other side of rotors/pistons/connectors/landing gears. Subgrid/othergrid mass overloads dampeners
Last edited by seronis; Dec 12, 2019 @ 11:53am
SebSenseGreen Dec 12, 2019 @ 12:05pm 
Originally posted by Dan2D3D:
Yes merge can be use to add "Booster" parts to a ship but may/will have problems if rotor used, well it needs a lot of testing different concepts to find a working one with rotor, so test another concept when you found a "Not working one".

Have you tried with a bigger and large block ship to see if it is better?

edit

also > have you tried whitout the rotor?
I've tested with merge blocks and rotor. But as someone explained they are still different grids because of the rotor so everything is unbalanced.

I've tried without the rotor and everything seems to work properly. But I do want/need the rotor... I know, I know... But rotors could be so useful if they weren't so bugy.


Originally posted by Burstar:
Try using this script:

https://steamcommunity.com/sharedfiles/filedetails/?id=567481214

Works well for me.
Thanks, I'll try that and report back.


Originally posted by seronis:
If you use a merge block:

- then the entire thing has one center of mass and its always balanced thus gyros are not an issue. you only need enough thrust

If you do not merge and use two separate grids:

- then you MUST use a script if you want your hauler to auto stay level because the mass is not combined and the hauled grid will unbalance you. I also only see 3 gyros in the screen shot when you would need 6-8.

- You also need MORE thrust since the thrusters on the hauled object are no longer assisting.

- You also need to manually help your dampeners because they do not understand the concept of mass on the other side of rotors/pistons/connectors/landing gears. Subgrid/othergrid mass overloads dampeners
Very good info. Thanks.
Dan2D3D  [developer] Dec 12, 2019 @ 12:11pm 
It always gave me problems so why I avoid some concepts now, well the "Not working ones".
SebSenseGreen Dec 12, 2019 @ 12:20pm 
Originally posted by Burstar:
Try using this script:

https://steamcommunity.com/sharedfiles/filedetails/?id=567481214

Works well for me.
Ok, just wow. This solves the roll over problem but the ship still drops on it's own even though I have more than enough thrust to keep the ship and the grabbed stuff up.


Originally posted by Dan2D3D:
It always gave me problems so why I avoid some concepts now, well the "Not working ones".
Yeah, I know what you mean. Sometimes a super idea pops into your head and you just want to do it just to be forsaken by Lord Clang...

**Edit: changed the word "hit" for "forsaken".... Much more adequate.
Last edited by SebSenseGreen; Dec 12, 2019 @ 12:22pm
Dan2D3D  [developer] Dec 12, 2019 @ 12:37pm 
Exactly! hehe :clang: got me more than one time ;)

and I fixed/remade so much times, again recently on my Blast doors on 4 pistons cause it was not working anynore, I had to find a new concept and "luckily" I was able to fix but I had to redo new and use the new "Share" option.

There is always something going with those!
Last edited by Dan2D3D; Dec 12, 2019 @ 12:39pm
seronis (Banned) Dec 12, 2019 @ 4:22pm 
"still drops on it's own "

This is that Mass mis-calculation. Dampeners only calculate the mass of the primary grid and cargo. Anything on rotor heads, pistons, or held via landing gears isnt taken into account when the game tries to maintain position so you end up dropping. Even if you added 10x more thrusters they still wouldnt even TRY to not move because they ignore those extra mass sources
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Date Posted: Dec 12, 2019 @ 9:10am
Posts: 42