Space Engineers

Space Engineers

[PARK] Piston And Rotor Keybinds
225 Comments
Vakt Dec 7 @ 5:28am 
I have found that unselecting 'main cockpit' seems to fix the issue with multiple control stations
Vakt Dec 7 @ 4:15am 
I can confirm that it appears to be a issue with multiple helms/control seats
Feonid Dec 4 @ 9:03am 
I'm seeing similar behaviour as the last commenter, but it seemed to be caused by having a seat set to main cockpit elsewhere on the ship, and was fixed when I turned that off. a bit annoying, not sure exactly what that's about
Vakt Nov 27 @ 9:08am 
Hi, Apologies if this has already been mentioned, I have read the comments but may have missed it.

I have recently moved the multiplayer saved file from local hosting to a server.
When local hosting the PARK script worked perfectly, since moving to a server the PARK script still works - but incorrectly.
The symptom is that when a command to move is released, the movement continues until another command is given. Rather than just stopping as it should.

For example, if I press 'S' to lift my crane arm, it continues after I release the 'S' key. And will continue until the hinge limit is reached or I press another key bound to PARK for movement.

If anyone can help with this I would appreciate it.
unsTOPable Nov 22 @ 2:36pm 
UPD: Found ur comment:
==
The script is basically taking commands from the same values that are used to control the thrusters and the gyros, so if you want to bypass it you might need to put your remote control on a subgrid.

As far as adding lights, there is enough technical debt with PARK in it's current state that idk if I can add in much. I do have an automation script called MECS. It often is used to make things like mechs, but it can 100% can be used for making lights toggle on and off. I think though if you can find a dedicated lights script that would be a lot better though.
===

Please add it to some FAQ section :) it worked!
unsTOPable Nov 22 @ 2:17pm 
Hey :)
I have a problem with the script
I am building a skycrane-like vehicle now, and I am experiencing the issue:
When I'm on a Main cockpit and use the skycrane remote, I lose control over my ship. The dampeners become inactive and the ship basically falls like a brick to the cargo below.

Maybe you have some ideas on what's that and how to solve?
I've tried using a hover script together with that one but still have the same result.
I also have an AI blocks on my ship but have no idea on how to make it just hover on the place, not circling around (I'm new in AI blocks -.-)

Possibly my cockpit needs to be occupied when I am using the skycrane in order to make the dampeners work
McTiddies~! Nov 12 @ 7:38am 
Yes! That was it! Just not sure how I had accidentally ran the disable argument or somethin. Thank you eitherway for the response!
Trekki  [author] Nov 12 @ 2:29am 
It might have somehow gotten disabled? Does running "enable" in the command line help?
McTiddies~! Nov 11 @ 11:35am 
I got an issue where the script isn't working. - For context I've used this script plenty of times before, but this time around when trying to use it, I couldn't control the crane I made at all, double checked if everything was properly grouped, in the same "Main" profile, with values etc. Nothing, wouldnt respond to any key inputs or mouse movements. Funny thing is, it still responded to the 'return' command, so it obviously could read that.
FHN Oct 28 @ 9:32am 
The cry of my soul. Do you have any plans to make the script work more smoothly, similar to how it is done in the MArmOS script? Your script is a million times easier to understand and make the construction work, but it's still a little jerky.
Trekki  [author] Oct 22 @ 6:23pm 
The groups do have to have unique names or they can interfere when initializing. But it does seem I messed up the error message for it.
TheAmazingPaulrus Oct 22 @ 7:21am 
Aaaand as suddenly and inexplicably the errors came, they're gone now. What worked for me, and I have no idea why, is changing the group name (and reference in the script) to PARK2 and no more errors? Wish I could shed more light on it for others having issues, but I have no idea what fixed it for me.
Leconite Oct 21 @ 5:10pm 
Interesting, I used PARK to deploy and park multiple solar collectors on a large grid ship in single player with no errors.
Hope this info helps you track down the issue.
TheAmazingPaulrus Oct 21 @ 4:08pm 
Well, now, that's something I can try. I guess that was another variable, it was on a static large grid in my SP save, but in MP it was on a large ship that was docked to a stationary large grid station. After testing just now, It does seem to work with my large grid static base, just not the large grid ship docked to it.
Trekki  [author] Oct 20 @ 9:31pm 
I am really unsure what is going on, tbh. Is it specifically broken with static grids?
TheAmazingPaulrus Oct 20 @ 6:19pm 
Here to add that I too am getting the yellow text about /r, /n, , error on large grid. Specifically, however, on my dedicated server. Seems to work fine on large grids on my single player save.
LUCASUS Oct 1 @ 5:37pm 
It works on a small grid crane but I get the same /r, /n, , error. with large grid.
shermanrogers Sep 26 @ 3:51pm 
Tried to add a crane to our base... failed.
I have been using PARK for awhile now and felt confident i could get this crane to work.

built the crane on our survival server and installed the script into a PB and got yellow error messages when compiled.
started a solo game built the same crane installed the script and it works perfectly.

complete loss as to whats happening.

getting the /r, /n, , error.

Please help me understand what the issue is.
Festive Gears Sep 14 @ 3:08pm 
works fine for me, first time actually using it after having it in my arsenal for a while was after the apex update. Only issue I've had was my return argument occasionally not working but that may be due to me (I run with "Return" as the argument from hotbar, it'll do some things then seemingly get stuck on something for a while then finally work. Not 100% sure what the root cause is but might be something to do with my setup.)
Trekki  [author] Sep 10 @ 1:53am 
Did you remember to add them into the group?
Dame Sep 9 @ 2:18pm 
APEX update has broken the script to what I can see, Remote controls and Control seats are not being recognised.
Justpeachless Sep 5 @ 9:28am 
Anyone Know how to solve the infinite "initializing" ?
TwistedGraphene Aug 20 @ 10:23pm 
For a kinematic crane, you might try out MArmOS. It's more complex to set up and can have some unintuitive behavior if you have lots of degrees of freedom, but lets you direct the endpoint of your crane rather than operating specific actuators. I still like PARK for certain systems, especially ones that need to work in constrained spaces or don't translate well into a general-purpose 3D translation frame of reference.
Boy Aug 20 @ 10:37am 
That's what I figured. Oh well, I'll get close enough with approximations. :) PARK is great already, good work.
Trekki  [author] Aug 19 @ 7:39pm 
Oh, but that would be for things like baked in constant values rather than expressions accounting for other values. The parts don't really talk to eachother in this script so I am not sure I could implement specifically what you are asking for without redoing everything.
Trekki  [author] Aug 19 @ 7:37pm 
Unfortunately no, I haven't coded in a parser for expressions. I wanted it to be kind of lightweight and simple. It is possible for me to implement it but I am unsure if it really is enough of an improvement for the amount of effort required.
Boy Aug 19 @ 3:45pm 
Is there a way to use more complex expressions for RPM values? I'd like to make a kinematic crane so all parts might move according to single inputs, to make it a little easier to use. For this though it'd need to use some mathematical expressions and measure part values like angle.
TwistedGraphene Jul 20 @ 11:37am 
Yes, you can set a remote control to be the 'cockpit' that the script watches for input from, then remote connect to that grid and control your crane from the ground.
Leconite Jul 20 @ 5:18am 
I think that is doable with a remote control block. In Splitsie's scrapyard series, didn't his truck have PARK using an RC block. He could drive the truck to the scrap, then connect to the crane RC block and run the the crane without getting out of the truck.
ekardedahs Jul 19 @ 1:51pm 
Is there a way to configure this is a remote control fashion? Im in a scrapyard survival world and I have made a tower crane im using to move large blocks around, and it would be cool if I could be on the ground at some points, I dont have a spotter lol.
==>KT<== JudgeKane Jul 2 @ 9:43am 
For the return only moving the 1st set (Priority 0), there's a line in the script that changes when it registers as at home/rest/finished moving, if there's too much server jiggle it doesn't reach "Home", try upping that setting until it plays nice :-)
GreenNarwals Jun 24 @ 7:43pm 
Thank you. I ask because the rules explicitly state to "make sure all custom elements are your own or used with permission."
Trekki  [author] Jun 24 @ 7:33pm 
I don't see why not? I made this to help people make things. You can just say that you used my script.
GreenNarwals Jun 24 @ 3:54pm 
May I please include this script in my submission to the scientific bunker build contest?
Leconite Jun 9 @ 3:55am 
First thought,
Check the lock status on the hinges / rotors, if they are locked, it can mess up PARK.
Second thought,
Check your park group, make sure everything is in there, recompile if you have to change anything.
Third thought.
More information about your build, what you need it to do, and how it should work.
Possibly custom data from the parts that are not working.
With that information, we may be able to give more relevant advice / troubleshoot.
SavageReaper185 Jun 7 @ 5:18pm 
someone please help. whenever i setup a secondary profile i lose all controls of my first profiles rotor and hinge, i can only get the first profiles pistons to go forward and back but nothing else, but the secondary profile will have full controls. i tried making a third profile and setting my main hinge rotor and pistons to that but still only the piston worked
Leconite May 27 @ 5:08am 
I stand corrected. My brain flipped the SIT settings around. :steamfacepalm:
TwistedGraphene May 25 @ 3:19pm 
I've had better results by using share inertia tensor on everything except the first subgrid link in an arm. Same for turrets. This results in the arm being treated as a cohesive component for how it reacts to external forces such as tool shake
Leconite May 22 @ 4:54am 
Usually, lowering the speeds of pistons; and the torque on rotors and hinges helps with the shaking. If you are using the share inertial tensor setting, only use it on the first subgrid link in the arm. Also, more data about how this drill arm is constructed would be helpful to the troubleshooting process. Not all PARK controlled drill arms are created equal. :-)
vi_o1 May 21 @ 6:24pm 
I’m trying to use this script to make a drill arm but the arm shakes like crazy and if I turn on the inertia dampers it doesn’t move. Any tips ?
DukeSatan Feb 23 @ 10:26am 
@V7I the keybindings you have set for vehicle control is all that can be used, but you can choose which of these controls the block you need to move; be it UP or FORWARD for say a piston extending. I made a small excavator today which has PARK and SWCS scripts in, anyone having difficulty with these should take a look at how I've setup the vehicle: https://steamcommunity.com/sharedfiles/filedetails/?id=3433063512
NOOBZNYTMAR3 Feb 10 @ 2:31am 
script works great till you enable share inertial tensor on rotors used as vtol pivots then it gets all weird but i need inertial tensor on to not cause clang noises any tips tricks or help?
V7I Feb 9 @ 3:59pm 
is there a way to change what buttons it uses?
Leconite Jan 15 @ 9:02am 
That might be a good idea for a future version of PARK, to automatically unlock affected units before initiating movement.
Shirkie01 Jan 14 @ 9:10pm 
For the people who are having trouble with Return Priority Order steps where step zero runs, but none of the steps after them: check that the pieces are not locked. I had a hinge with Return Priority Order=0, but it was locked so it never reached the target return position. I also had pistons retracting on step zero, so it looked like it was working when it wasn't. Since step zero never completed, none of the other return steps would run.

This will happen regardless of the step number; if a step can't be completed then none of the steps after it will run.
Kham Dec 17, 2024 @ 7:15am 
@LasrinPrime it already works with hinges.
LasrinPrime Dec 16, 2024 @ 8:46pm 
Love it! any chance you're planning to add hinges?
Sebforce116 Nov 27, 2024 @ 10:54pm 
(Ok I made a comment just then, wrong script, my bad)
Leconite Nov 16, 2024 @ 5:17am 
From Above
"Anything other than the above will be considered a command to switch profiles.
For example, typing "secondary" would cause the script to attempt to switch to that profile, and gives a warning if no such profile exists."

To control / use your Arms Profile run the PARK PB with the command Arms
To control / use your Main profile run the PARK PB with the command Main

If the currently running profile has return value set up, you can run the PARK PB with the return command to reset the profile to it's return position.
Strong Hoov ✅ Nov 16, 2024 @ 5:06am 
Okay i've got 2 Profiles "Main. and "Arms. for a mech controls...Now could PLEASE give us an TEXT / VISUAL example on how to "Command" Between these new "Profiles or USE a specific Profile...