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You will need:
1 event controller to detect when cargo has emptied.
8 timers
2 AI flights
One is configured for precise movement on, collision avoidance off, and 5m/s. Docking one.
The other is configured precise movement off, collision avoidance on, 50m/s. Movement one.
2 basic task
This one is to take the ship to a waypoint near the connector, get it close to the beginning of the approach vector. The other is for a following task after undocking, if needed.
2 recorders
One has a full docking approach recorded, as such: https://puu.sh/JFmsy/ac7d53eb29.png, the other is for undocking, and will take the ship from 3 to 2.
Start procedure with timer 1
Timer 1: triggers AI flight movement block, triggers all other AI behaviors off for safety. Then triggers timer 2.
Timer 2: trigger basic task block to take ship to designated waypoint near the vector. Basic task block then triggers timer 3.
Timer 3: Turn on AI flight block for docking, turn off all other AI behavior, start timer 4.
Timer 4: triggers AI behavior and play on recorder with the full approach vector. Ship will proceed to land on the connector. Recorder then triggers Timer 5.
Timer 5: Turns on the event controller that checks if cargo is empty, use conveyor sorter under connector to automatically empty cargo. Obviously, turn on connector too, turn off all ai behavior, but leave the docking AI flight block on. Once cargo is empty, event controller triggers timer 6.
Timer 6: Connector unlocks, play the second recorder, this one should take ship away from connector in a precise path above it, same as the approach vector. This one triggers Timer 7.
Timer 7: Turn off all AI behavior, turn on AI flight movement block.
Timer 8: turn on whatever automation you want to happen after that, like an additional basic task block that will make the ship fly near your home.
Once you have that setup, you can also "branch" with another event controller, make a different sequence for charging batteries with the same concepts in mind. ♥ The gist of it is "You should record a path for docking and undocking, and make sure you have precise movement/collision avoidance off at the moment of docking/undocking".
Am sure there are ways to do it more efficiently, but this works reliably enough for me. :D
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It's new and we will surely get better with kind members sharing working solutions
It's better in space to do perfect lock with connector placed on all sides, not the same on Planets because the Drone always fly with its front pointing forward over there and open for suggestions by creating a Portal vote Feedback.
What I do is to configure my bases to have receiving and shipping connectors, respectively. Receiving connectors uses a sorter to pull cargo from the drones (but requires a bypass to allow the ship to refuel hydrogen). Shipping connectors simply uses a sorter to push goods into the drone's cargo space. This takes like 30 seconds for either transactions. Likewise setting the drone's Hydrogen tanks to fill happens in about the same time span.
So all you need is a timer block that is set to trigger in 2 seconds to lock the drone's connector on arrival and set it's tank to fill then pass control to a second timer.
This second timer is set to trigger in 60 seconds and disconnects the ship from the connector, stops the H2 tanks from draining and triggers the relevant AI movement blocks.
What I need to do for my design is to add AI blocks to move the drone to a departure point away from the base by backing it out before allowing it to implement it's trip to the other base.
Technically you can also stack multiple Increase Thruster Override orders on a single timer by attaching it multiple times on different taskbars and then reverting it the same way on undocking timer, so that you won't need extra thrusters, but I just prefer not to use that stacking method.