Comments
alphaninjo Aug 19, 2022 @ 6:33am 
Keep up the good work! Can't imagine the time and effort you put into SE, just amazing! :steamhappy:
Darrel Aug 19, 2022 @ 5:07am 
Thank you for doing what you did/do for Space Engineers. :se:
The00Cheat Jul 23, 2022 @ 6:44pm 
Hello, I'm trying to build my own turret control script for coding practice. What math did you use to find points in 3D space? I tried to read through your code but was unable to decipher it. Thanks in advance. :)
Whiplash141 Jun 1, 2022 @ 7:51am 
It is built in. WHAM will automatically take closing speed into account with proximity detonation to try and ensure that you detonate precisely at the range you configure.
Saint Valentine May 31, 2022 @ 11:26pm 
I don't see anything about it in the LAMP/WHAM guide or the WHAM page, how would I access the setting related to that?
Saint Valentine May 31, 2022 @ 6:31pm 
lmao what timing, ty
Whiplash141 May 31, 2022 @ 12:55pm 
Already did that yesterday. Check the latest version of WHAM
Saint Valentine May 31, 2022 @ 11:17am 
if it calculated the tripwire distance using the relative speed between it and the target on their current vectors it would be even more accurate, but that might be too costly to be updated frequently (or it might be relatively simple, im not very familiar with how space engineers does its non-mod scripting yet)
Saint Valentine May 31, 2022 @ 10:57am 
any chance of modifying the WHAM script to automatically change tripwire distance based on speed? if a missile is going at 100 m/s it needs to explode one physics tick earlier (i think) to airburst. to explode a frame before impact at a script update speed of 30 fps it needs to trigger at a minimum of 3.333m, the default in the script.

however, if it's going at 10 m/s it should trigger at .333m for maximum effectiveness, and the same goes for 1000 m/s requiring 33.333m. i can always set a single value manually, but then the missile always has to reach its top speed before reaching the target or it'll burst too early, and if you set the value lower a fast missile will collide before exploding.

if the script just updated the tripwire range to [Missile's Current Speed / 30] occasionally (it could be less than every update if necessary) it would make for a more effective missile script. doesn't have to be the default either, it can be an option you turn on for auto tripwire ranging
eamonn.fanton May 31, 2022 @ 3:27am 
thanks.

It is as I suspected then in that bigger screen does not mean more 'pixels' which is why my images turned into a pixelated mess.

I have since got it to work by spreading my map onto multiple screens each with its own cut/paste monofont code.

I have worked on the linked map and am currently working on converting the entire map in the link I gave to a map wall of 11x4 LCD screens.
If it works I might just post it on the workshop
Whiplash141 May 30, 2022 @ 6:43pm 
The SciFi LCD panel is the same resolution as the large grid text panel which is in the tool already. I've loaded 4k images into the tool, the real limiting factor is that most text panels can support a max resolution of 178 x 178 or smaller with monospace text pixels
eamonn.fanton May 30, 2022 @ 5:06pm 
Whiplash. I absolutely love your Image to LCD tool, pure genius.
Have used it to create a little map of the area around my base.

However I found this little gem on the web
https://drive.google.com/drive/folders/1gm7sivp5vZvhZAEXVqJ-yBOpb63gcKiB

Someone has taken the games map file tinkered with it and converted it so that he can make multiple images and then stitched them together to make a complete map of the Earthlike world.

the image size is huge so I thought I would find the location of my base and cut a section a few tiles in each direction, which I did and then imported this jpeg to your tool, but sadly it did not work.

I was hoping to use the new Sci Fi Panel (5x3) but there is not an option for this in your tool.


So is it possible to add the Sci Fi screens to your tool?
Could you tell me what the maximum resolution of JPEG is acceptable to your tool.

Alternatively does anyone know the actual resolutions of this Sci Fi LCD's?
Eternal Serenity May 30, 2022 @ 2:38am 
Oh, i thought they could, i'm sorry.
Whiplash141 May 27, 2022 @ 9:10am 
Timers can't trigger jump drives, so that may not be entirely feasible
Eternal Serenity May 26, 2022 @ 8:16pm 
Hey man, i was wondering if it was possible for you to create a triggerable script to automaticly use a jump drive as soon as its charged to jump until you reach a destination, then once the destination is reached it can toggle a timer or something. Wanted to use something like this in conjunction with your remote timer block script to create a return to home system in my ships.
Whiplash141 Mar 26, 2022 @ 12:06pm 
It's linked on my profile
Mr. K Mar 26, 2022 @ 11:52am 
i recall you having a program that can convert jpeg to script... is this program still available?
Easy Redbeard Mar 12, 2022 @ 9:52pm 
Your scripts pretty much run my ships, thanks for all the hard work.
Ctaehko Feb 19, 2022 @ 12:47pm 
I don't even want to start thinking how many hours you have on SE.
pro100tv Feb 5, 2022 @ 4:20am 
Something tells me that the new turret control block is your doing :)
Prixlop Dec 26, 2021 @ 9:55pm 
привет, нет ли у вас гравитационного двигателя со скриптом?
Get_Quasared_idiot Dec 10, 2021 @ 3:52pm 
I was hoping to possibly get your help with missiles lol. Im trying to make a 3d printing missile rack, or rather projector/welder reloadable missile rack (16 missiles), with out having to spend hours on configuring each missile between salvos?
sam2davidson1 Nov 21, 2021 @ 2:47pm 
Hey could I put your scripts on mod.io with credit to the original? A lot of people would like to use them on xbox.
Vamp1re Nov 3, 2021 @ 12:06am 
Hello! can you port your mods to Mod.IO??? Xbox players want to build tanks to))))
Whiplash141 Sep 26, 2021 @ 6:10pm 
I wrote some homing missile guidance algorithms for WC and helped out with some other math related things like the turret target interception. I understand why WC uses sorter based weaponry but I'm still not a fan because it doesn't work with the vanilla script API. If weapon core guns are based on sorters (which most still are) they will not work at all with the vanilla script API, and thus not work with my scripts.
Suspicious Llama Aug 22, 2021 @ 10:14pm 
You are an amazing person. If you do this much for space engineers, i'm excited for what you will do in real life. Thank you!
Xiraiju Akara Jul 27, 2021 @ 12:46pm 
Hey whip we spoke some time ago am i alright to add you on discord to talk to you about something? Its something of a script matter i cant wrap my head around.
Centurion Jul 18, 2021 @ 2:31pm 
also isnt there a glitch in creative where it wont weld the projections
Centurion Jul 18, 2021 @ 12:51pm 
hi can you help me setup the komoto for my sigma draconis server i play on?
Geason96 Jul 10, 2021 @ 7:34pm 
i hate to bother you but is there a chance you could help me figure out setting up the first ship
Freeman Gaming Jun 5, 2021 @ 7:13am 
Thank you for your totally amazing scripts! I highly appreciate your efforts!
Primordial Jun 4, 2021 @ 9:20pm 
Hi Whip, I just wanted to see if I could grab some advice on a script I'm thinking of.

In essence I'm after a script to lock the front of my ship toward a target, override left or right thrusters creating a circle around another grid at a configurable distance.

Then, also attempt to maintain that distance with forward and reverse thrust overrides and tossing in some timed up and down thrust for added evasion.

How would be the best way to go about this? Does something like this already exist?
Solestius May 30, 2021 @ 6:37am 
Thank you for helping to create all of the ARMCO Mods. I really like the new models on the Imperial weapon systems. They look and work great.
PROUD AMERICAN May 26, 2021 @ 6:17am 
how do u not like superhot u deranged monkey suck an egg
PROUD AMERICAN May 26, 2021 @ 6:16am 
suck a fart
ShadedMJ May 25, 2021 @ 7:21pm 
The Space Engineers workshop page has someone who found your Gravity Alignment Script and wanted it updated. Its only 3 warnings and easy to change. I hesitate on helping because you are the author.
https://steamcommunity.com/workshop/discussions/18446744073709551615/3105773861178824710/?appid=244850
Hunter May 20, 2021 @ 11:25am 
Thank you very much for the effort you put into your scripts. There are really no alternatives to yours .... thank you very much .... and best regards from Germany
ps: your image converter is amazing!!! :steamthumbsup:
chiefben May 3, 2021 @ 4:58am 
Hi Whiplash. Let me start off with saying that, to me, you single-handedly reinvented the SE wheel over and over again. Not only are your scripts hugely and unmachingly improving/completing the basegame but they are also sleek and convinient in terms of setup. Big respect! Now that i`ve got the fanboy rattle out of my system: a while back you teased us on reddit with some WIP dynamic docking script. May i ask how that is coming? Any chance to include a wingman option to tell "drones" to keep a certain distance and/or flightpattern relative to a carrier? That would be my wetest SE dream come true. On a final note: do you have a patreon or some other sort of donation system, because i can only imagine how much time goes into the development of these scripts and i would love to show my appreciaton!
Mellie May 2, 2021 @ 3:04pm 
Ah sorry. I posted it rather quickly before finding out that the big panels have the same resolution :/
Whiplash141 Apr 30, 2021 @ 11:38am 
"it does not have the new blocks like 5x5 scifi panels"

Lol they have the exact same resolution as regular 1x1 square panels mate... Also the converter has a custom resolution setting so you can try your own resolutions to your hearts content.
Mellie Apr 21, 2021 @ 11:36am 
Your image converter tool is now very out dated as it does not have the new blocks like 5x5 scifi panels. Nor does it have a function where you can split the image so you can use two wide lcds to form one big image.
hanels Apr 3, 2021 @ 4:39pm 
Hello Whiplash, I really like your wheel and thruster manager. But there is another think what I miss in the workshop: really good and simple cruise control to keep same speed. I am creating trains and I would like to set specific speed for any train, for example 70m/s. Thank you!
Mako Mar 21, 2021 @ 2:44pm 
Hi Whiplash. Do you have a Patreon or PayPal for donations? Love all your work and would like to support it.
vale.ceo Mar 19, 2021 @ 4:31am 
Hi Whiplash, thank you for all the amazing scripts. I'm not sure if this is the right place to ask, but i'd like to create a script to slave custom turrets without using interior guns or other basic turret ( i need to target entities from a very long range).
I saw your LAMP/WHAM script and i thought if it is a viable option to use raycast for locking the target and make the slaved turrets to point in the target direction. I know you probably are busy, so i would only ask if the idea could work. Thank you again.
Gregorovich Feb 26, 2021 @ 4:00pm 
Just here to say thanks for the SE scripts and mods dude
FallOut(eX) Feb 23, 2021 @ 9:51am 
I am very grateful for many of your amazing SE contributions.
Brazed 😱 Feb 13, 2021 @ 10:16pm 
Thanks for the railgun mod!! legendary work dude
Teratodia Feb 10, 2021 @ 5:05am 
Hi sorry for the Disorder, I have an Problem with an mod for Space engineers. I hope you can help me out of there. maybe we can chat or something. It goes to the mods RivalAI and Modular Encounters Spawner. Thx for fast help
Ty Jan 31, 2021 @ 8:57pm 
Whip's Subgrid Thruster Manager
Ty Jan 31, 2021 @ 8:56pm 
Do you have a video tutorial address