Space Engineers

Space Engineers

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Whip's Automatic Drop Pod Script
   
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May 22, 2017 @ 4:13pm
Dec 20, 2019 @ 5:33am
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Whip's Automatic Drop Pod Script

In 1 collection by Whiplash141
Whip's Scripts
22 items
Description
ATTENTION: This script triggers itself automatically. No timers needed!



This code allows you to make automatic drop pods that will safely land themselves. This is a much more user friendly variant of the code that I designed for my Hunchback Planetary Dropship.

My standard Infantry Drop Pod can be found HERE!


  • Drop pods using this code will automatically orient themselves to burn off any unwanted lateral velocity which makes low altitude drops possible!

  • If you have a large ship and you don't wish to actually touch down, you can change the "attemptToLand" variable to false and the code will make your ship come to a stop right above the ground!

  • Additionally, the drop pod does not need to be manned in order to land! The code can land just fine without a pilot!
  • You can use ANY thruster type. The code is able to compensate for thruster efficiency and cargo mass to ensure a smooth landing!
  • Code variables can be changed without needing to open the program!
  • You can use the same code on every drop pod without any issues or need for renaming!


Necessary Blocks
  • A cockpit, remote, or flight seat of any type
  • A programmable block
  • At least 1 gyroscope
  • At least 1 upwards braking thruster (you should test if your drop pod has enough thrust to land!)
Optional Blocks
  • A text panel
  • A merge block, connector, and/or rotor
  • A timer (Not required anymore!)
Setup
  1. Load this script into a programmable block


  2. Add "Drop Pod" to the name of the cockpit or remote control on the drop pod. The code will align the bottom of the ship controller to gravity, so plan accordingly!

  3. Make sure that you have at least one gyroscope and enough braking thrust to come to a safe landing!


  4. (Optional) Add "Drop Pod" to the name of the merge block, connector, or rotor used to attach
    your drop pod to the drop platform. If you dont have any of these, you can skip this step!

  5. (Optional) Add "Drop Pod" to the name of the text panel that will be used to display drop pod information. If you dont have a text panel, you can skip this step!

  6. When you are ready to drop, run the program with the argument "drop". This argument can be bound to a timer or ship toolbar!



Changing Variable Values
Open the programmable block's Custom Data to change variables without needing to mess with the code!


Using Multiple Drop Pods on the Same Ship
You do NOT need to rename anything if you want to drop multiple drop pods from the same ship! You can just copy and paste the SAME drop pod without any additional setup!

Variable Definitions
Variable Name
Function
referenceName
Name tag of the drop pod ship controller
mergeConnectorOrRotorName
Name of the drop pod merge block, connector, and/or detachment rotor (optional)
shipName
Name of the drop pod. This name is displayed on the status screens if present.
statusScreenName
Name tag of drop pod status screens (optional)
landingTimerName
Name tag of timer to trigger on landing (optional)
maxSpeed
Max in-game speed. Script is configured for vanilla by default. (in meters per second)
descentSpeed
Speed the drop pod will attempt to descend at (in meters per second)
useDriftCompensation
Determines if the drop pod should attempt to compensate for lateral drift when landing.
requireAttachmentBlock
Whether or not the code should require an attachment block (connector, merge, or rotor) to function. This is set to off by default, but I like this function so I kept it for myself :P
attemptToLand
Determines if the code should attempt to make the drop pod land on the ground. If set to false, the drop pod will come to a complete stop above the ground and give the user back control of the vessel.
disableThrustOnLanding
If the braking thrusters will turn off after a successful landing. This is only considered if attemptToLand is TRUE.
shutdownTime
This is the time in seconds that the drop pod should be stationary in order for the code to shut down.
altitudeSafetyCushion
This is the distance (in meters) that the code will add on to the minimum computed braking altitude. You can use this to come to a full stop above the ground.

(Do not reupload without permission, not even to mod.io)
Popular Discussions View All (1)
36
Apr 23, 2022 @ 3:28am
PINNED: Bug Reports
Whiplash141
394 Comments
DakotaHartwig215 Jun 2 @ 8:18am 
I love the idea of making a large space to planet assault ship that deploys huge turret towers down to a planets surface, they land and attach upright using deployable mag legs, and then begin to fire at the enemy base, with a strong modded gyro i bet that would work
Blacky Watchy Jan 7 @ 3:01am 
is there any command to cancel the drop and reset all the gyros to their previous configuration?
Whiplash141  [author] Aug 12, 2023 @ 3:26pm 
Up oriented relative to the remote or seat tagged with "Drop Pod" in its name
kandrinchae Aug 12, 2023 @ 2:55pm 
the script primarily uses up oriented thrusters for braking, yes? i have two control seats and two remote control blocks, all in proper orientation. one seat and one remote block are selected as primary. could this set up interfere with the script?
Whiplash141  [author] Aug 12, 2023 @ 10:12am 
The only other thing I can think of is that your ship controller is not oriented properly. The down direction of the tagged ship controller is used to find braking thrust
kandrinchae Aug 11, 2023 @ 1:06am 
thrusters dont have an ownership option, and i went through and checked ownership of everything else. I dont have any mods installed that change anything about thrusters either. still making craters lol
Whiplash141  [author] Aug 10, 2023 @ 5:07pm 
Sounds like ownership issues. Warfare ions are no different than regular ions to this script.
kandrinchae Aug 10, 2023 @ 1:30pm 
quick question - is anyone else having issues with the script not recognizing warfare ion thrusters? I have a ship with only that style and it is consistently impacting the moon surface without activating braking thrust - usually throws an error claiming there are no thrusters, but not every time. no speed mods and works perfect with original vanilla thrusters both on the moon and on earth-like.
BuildersExam Jul 30, 2023 @ 6:38pm 
Could I use this as a sort of "auto lander" for normal ships, i. e. I enable the scrip in a gravity well and the script would take me to almost above the surface (attemptToLand = false) and I then could manually land or fly my ship into a mountain or something, the normal SE stuff. Thanks.
devil may freak May 29, 2023 @ 4:09pm 
can this guide a prop pod to a designated GPS? so you could make a titanfall script to drop mechs to ground troops