Space Engineers

Space Engineers

Delta Steering
41 Comments
jglenn1562 Apr 22, 2022 @ 11:47am 
All good, it doesn't matter all that much, because now that I think of it, it would be pointless to have the HUD available in the battle bridge since it's buried and only possible to navigate in 3rd person hahaha!
cheerkin  [author] Apr 22, 2022 @ 7:18am 
Currently, no. You can use internal screens of the cockpits in this manner, but if you use LCD then it's single. I can do something about it in the next version.
jglenn1562 Apr 21, 2022 @ 9:19pm 
Is it possible to output the display to more than one LCD? I got two bridges (battle and standard nav bridge) that I want to see the PB's output in.
DeltaWing Jan 9, 2021 @ 8:55pm 
thank you!
cheerkin  [author] Jan 9, 2021 @ 5:32am 
Find this line in the code:
UserCtrlTest.Cumulative += r;
Add this line immediately after:
UserCtrlTest.Cumulative.X = 0;
DeltaWing Jan 6, 2021 @ 2:28pm 
is it possible to disable one of the axis? (I have a boat and only wish to have yaw)
cheerkin  [author] Apr 25, 2020 @ 11:27am 
Looks not terribly useful imo but I added that in todays' update. Have fun.
MaXiMuM4D Apr 24, 2020 @ 3:51pm 
Actually, NVM.

It's probably what i mean,t but we have diffrent definitions of it, lol.

Do it! : D
MaXiMuM4D Apr 24, 2020 @ 3:49pm 
Mh no, that's not the same

imagine the joystick that you have on your ingame LCD, getting pulled back to the center, slowly, instead staying in place (unless i move the mouse, or reset with spacebar)

cheerkin  [author] Apr 24, 2020 @ 3:03pm 
I think you're suggesting a kinda "define desired direction by mouse delayed" mode, like move mouse pointer to a direction you want your craft to turn to, then wait while the automation turns the grid there for you.
MaXiMuM4D Apr 24, 2020 @ 1:21pm 
what this script lacks, is an option to turn on "decay" of the input.

making the "joystick" slowly move back to the center, without me needing to hit spacebar twice, or move the mouse to the center myself.

so basicily, reverting it to "basic SE control" BUT with a longer Decay of input, which doesnt force you to slide that mouse over the table 5 times a second, but 1 time every 2 seconds or so
MoreLoong_Dragon Feb 14, 2020 @ 9:40am 
Awesome, I've expected this type of control for a long time and definitely gonna try it. Keen should put this feature into the game.
DeAnti Jan 12, 2020 @ 10:49am 
this is awesome thank you this
cheerkin  [author] Dec 6, 2019 @ 1:37pm 
I changed default value of priorityLcdName to "LCD delta steering". That would force some users to rename their LCD to get them working again. If that caused troubles, excuse me!
cheerkin  [author] Dec 6, 2019 @ 1:29pm 
Added vertical offset option to align indication center with crosshair for head-up placed T-LCD. Default value is 0, if you use large LCD in front of control seat, you want to change that to -0.5.
Gleeb Nov 15, 2019 @ 11:46am 
Woop woop. That should make it a firm fixture in all my cockpits, now! :D
cheerkin  [author] Nov 15, 2019 @ 11:22am 
A friend of mine built me a couple of transparent screens and I've fixed the issue. Should work as expected now. It looks cool, another thing I want to do now is to somehow align the delta center with crosshairs.
Gleeb Nov 13, 2019 @ 5:56pm 
Thanks for the quick turn around on that. The transparency thing didn't work. I've looks at other scripts, and as far as I can tell, you're doing it right. Very odd.

The reset works, though, so thanks for that. :)
cheerkin  [author] Nov 13, 2019 @ 2:50pm 
Thanks for feedback and suggestions. I see your point about unsafe override toggle. So I've changed that to dead center reset at space tap (on override state change).
I've also added an LCD alpha setting at the top of the code, with zero default value. I don't have DLC and can't test that, so let me know if that worked.
Gleeb Nov 13, 2019 @ 1:39pm 
I love this script, but there's a comple of suggestions I'd like to make; This would work great on a transparent LCD, but the solid background means that I have to turn it off at times, and the vector still changes when the override is off, making it somewhat risky to change mode.

Keep up the great work. :)
cheerkin  [author] Aug 29, 2019 @ 5:41am 
Okay thanks to your solution I figured the problem out. It was that keens' gyro sign BS in addition to the fact that they silently swapped signs in new gyro rotation setters compared to old SetValue methods (which I still used until now).
cheerkin  [author] Aug 28, 2019 @ 6:17pm 
Thanks! I made two quick attempts few days ago, one was going from local control torque to world, and then apply rotation transform for each gyro, and another was getting rotation matrix as a difference between reference gyro and each other. Both failed at some gyros. I always felt that this could be done the elegant way, without dozens of IFs, but I failed my skill check lol
Whiplash141 Aug 28, 2019 @ 6:00pm 
Neat script. You can make the main gyro agnostic to its orientation with some vector transforms like so:

https://forum.keenswh.com/threads/method-apply-gyro-override.7399386/
cheerkin  [author] Aug 27, 2019 @ 2:17am 
And, I forgot to mention, no worries about other gyros chilling while forward-gyro does the work. They all contribute to angular acceleration even if only one is overridden. Although they get distracted to user input, so your small mouse movements make them rotate a ship a bit for a fraction of time (default game behavior). In normal mode it's hardly an issue, as we move mouse where we want the ship to rotate to anyway.
cheerkin  [author] Aug 26, 2019 @ 5:22pm 
Yeah, it's a known issue, as syncing arbitrary-placed gyros looks like non-trivial task at first glance. I can easily make all gyros oriented the same as forward to assist said gyro, but that would complicate installation and force players to do changes to their builds, the thing I always tried to avoid. Another thing is that I use this script with my other cruisecontrol/autopilot simultaneously, so I can influence the craft without shutting down the autopilot script.
Иibbles Aug 26, 2019 @ 1:30am 
That seemed to be the issue with the inversion, but the other gyros are still failing to assist the script-gyro. At least I know which direction is actually forwards on the gyros now, sorry about that. :steamfacepalm:
cheerkin  [author] Aug 26, 2019 @ 1:02am 
The fw direction of small gyro is that one to where it slightly "nods". Or if we look at it from the side and it's ball part is banked clockwise, then the fw would be at 3 o'clock. From your description I have impression that the fw of your gyro faces backward. That would explain why roll and pitch are inverted, while yaw is OK.
Иibbles Aug 25, 2019 @ 4:51pm 
I currently have that new bugs which prevents me from uploading blueprints to the workshop, but the testbed ship I used was more or less a cockpit with a battery and atmospheric engines in every direction. The important part was that I had 2 gyroscopes on it facing the same direction, one of which was the scrip-gyro. It was small grid so there was no control-panel to tell which end was forward, but from what I know the upper most emissive circle on the gyroscope is slightly angled backwards away from the brace, so the other direction is forwards. Assuming this is correct the script-gyro was facing forwards correctly. Also now that you mention that the indicator shows the opposite direction to the virtual flight-stick it makes more sense (but is still a bit confusing to fly at times, for me at least). Thanks, I hope this helps.
cheerkin  [author] Aug 25, 2019 @ 11:51am 
Yes it is.
Abdultawaab Popoola N’omusa Aug 25, 2019 @ 9:01am 
This is a script right?
cheerkin  [author] Aug 24, 2019 @ 3:08am 
I've just rechecked the script version from the workshop on my test grids, it works exactly as before. If it's possible, show me your build so I could sort the things out. At this point I have no ideas other than gyro misorientation.

The interfaceUpscale is a floating point variable, so yes, you can use 1.5f (the f literal is needed so the compiler would not bitch about double to float conversion).

Roll indicator is a nice idea, but I'm not sure how would it be in case of the "plane" mode. The LCD indication was initially intended to show user control position, not the craft rotations (think of it like representation of a "flight stick"). In normal mode the indication mirrors the grid rotation, but in other mode it may be really confusing.
Иibbles Aug 23, 2019 @ 10:16pm 
In standard & plane modes; pitch and roll are inverted, yaw is fine. When one or more extra gyros are added onto the grid the extra gyros act independent of the script and as would be expected with the script disabled. The HUD script seems to work fine (showing how the ship should be moving). "forward-gyro" was oriented correctly during testing (single player). It's probable that the recent update broke the script, like it did with a handful of others. Other than that I think the HUD could do with a visual indicator to which direction the craft is rolling, and the scaling could include integers (ex. 1.5). I look forward to using the script once it is working as intended again.
woostyboy Aug 20, 2019 @ 7:15am 
Won't be in game again for about two weeks but will have a play then.
woostyboy Aug 20, 2019 @ 7:14am 
Great, thank you.
cheerkin  [author] Aug 20, 2019 @ 7:14am 
No CustomData support yet. You have to change the "swapRollYaw" variable to true at the top of the code.
woostyboy Aug 20, 2019 @ 5:03am 
How is this used, is it done by changing a setting in custom data?
woostyboy Aug 20, 2019 @ 5:02am 
Thank you, that's great! So, now the LEFT/RIGHT on the mouse can control roll and Q/E the yaw? Yes, I've always noticed that yaw starts to roll slightly the further you move.
Lithe Aug 20, 2019 @ 4:29am 
Very cool! Can't wait to test this out.
cheerkin  [author] Aug 20, 2019 @ 4:11am 
woostyboy I've added an option to swap roll/yaw in today's update. Idea sounded cool, but in practice it feels wonky. The main issue is that we can't fully suppress user input from a cockpit, i.e. when I press Q it yaws but it also rolls (even if you override gyro on all axis it would still respect user input from cockpit).
woostyboy Aug 19, 2019 @ 4:22am 
I wonder if you could help please?

SCRIPT REQUEST :)

Would you be able to make a PB script to switch ROLL and YAW axis on gyros? I want to fly a plane with PITCH / ROLL on the mouse, instead of PITCH / YAW. Would need to make 'Q' and 'E' the YAW.

Many thanks in advance!! ;)
Georgik Aug 18, 2019 @ 4:26am 
Nice one