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I'll run a test, thanks
@Stellar forester
Not likely the way it is written
I should be able to add that, sure :)
@Mac and Cheese
Negative, this requires gravity to function properly
@Warlocc
Hmm, I'll have to check that out. Been a few updates since I've played with this so who knows.
I believe all of the ones that only have 2 states are toggles, and anything that has more than that requires an argument. Or do you have an example of which one does not? It's been a while since I've messed with it.
There are several arguments that switch a state to on or off, why aren't they by default all togles instead of explicitly having to give the argument with the state on or off? With "mode" you have done it that way, why not with the others? Would seem to me a more easier and convenient way to handle these states or am i missing something?
Then they would claim only have the amount of slots in the toolbar which might make handling of the script a touch more convenient of not more intuitive.
[*] Can it be used in ships: as long as you plan on the ship becoming a hover craft, yes - it isn't going to work in space tho, and above a certain altitude it will only align to gravity
[*] Will it work with Whip's subgrid thrusters - probably? It uses a block group containing all the thrusters you want it to manage so this should not be an issue
but arguments are not executed, no matter what command I enter. when i change the values in the script, for example:
double HOVER_HEIGHT = 50; nothing changes after the recompile
Does somebody has any idea?
It's a combination of the thrust power and weight, but 0.5 might be a good starting point in general.
So what should that value be based on? Should the number be smaller the heavier the ship? Or is it more complicated than that?
Okay, so the issue was due to the script trying to keep the height diff between desired and actual to less than 0.25m, and it was oscillating trying to do so.
I've added a HEIGHT_DIFF_TOLERANCE setting in the script that you can set to your liking. 0.5 worked well with your grid :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2965467449
_sb.Clear();
Those I guess?
the problem
I will not be adding support for clang drives, sorry
For wobbliness, that typically happens when the cameras are too close together. If you think of a plane that is formed from the 3 points, it is that plane that tries to maintain level with the terrain. Wobbliness is usually more prominent on hover bikes vs ships with a large surface area underneat.
Have just set up a script on a ship using clang drive, hovering works, but really wobbly, when descending script decidedes that my thrust is insufficient due to the lack of normal thrusters and disengages. Is there a way to fix, if not wobblying then just the script failure?
https://steamcommunity.com/sharedfiles/filedetails/?id=2845708986
The programmable block running the hover script is called "Hover Controller PB", and it is in control of 1/3 of the gyros on the ship. There is constant small oscillation in roll, and there is some temporary oscillation in pitch whenever the script needs to align pitch.
You may notice a pb called "Gravity Aligner PB"; this script is currently turned off (I was using it to align to gravity while your script was being used just to lock altitude until the issue gets fixed).
This is my first large ship design, and I know it doesn't have great maneuverability in atmo. This will be improved in future versions.
If you can send me the blueprint, I'll see if I can figure out the reason and fix :)
(note: I'm aligning to gravity because this carrier *cannot* stay in the air if it isn't level. The rocking is not present if I use align to terrain (tested at an ice lake)).
Yeah, I need to update it to use the API. I'll add it in the near future :)
It is not setup to use control seats, but you can use a small grid PB as a terminal prop and it can use the PB screen for the display
I believe there are a couple Cruise Control scripts on the workshop. Search for “Cruise” and select Ingame Script from the drop down
I’ll have a look at it as I didn’t have any wobble with a larger grid, but it does depend on how close the cameras are from one another (further = smoother). I’ll see if there’s a PB API for the water mod, as well
I already use an altitude trigger, but I just turn off Terrain following above a certain alt vs turn everything off. The whole point of the script is to hover :P