Space Engineers

Space Engineers

[PARK] Piston And Rotor Keybinds
191 Comments
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...
=NeO= Nov 13, 2024 @ 11:44am 
Another problem i'm having in 2 different saves is that the return priority only works when it's set to 0, everything higher that 0 is ignored, does anyone have the same problem?
jiyuueno Nov 10, 2024 @ 9:53pm 
Everything works just fine after i pop a fresh remote control onto the grid, but for whatever reason, without fail, each time I start up my game, I have to go thru the ritual of remote replacement.

On my previous save, running all the exact same mods, with a fairly identical-ish crane truck, it worked flawlessly for weeks. (until Klang saw fit to completely destroy all that I had created)
Trekki  [author] Nov 10, 2024 @ 8:01pm 
The value after mult is a floating point number so you can do stuff like "mult 1.25" if you want.
Also huh, I am not sure what is going on, it should be converting the text to lowercase before running the command, maybe next time I mess with scripts I can go into it and see if I missed some kind of language compatibility issue.
jiyuueno Nov 10, 2024 @ 6:35pm 
@Kham No, just "Main", and after setting them up they work fine, until i have to save and quit for whatever reason, then once I load up my save again, I have to Grind down my control block and reset all my hotbars.
Also thats good to know about "mult 2". Though if it doubles everything, Ide rather have the finer control over each setting with profiles.
Kham Nov 10, 2024 @ 6:32am 
@jiyuueno are your actual command in run "run main" etc? Because you should just be putting the name in the run command so "main".
Also if you want to increase speed you don't need to use another profile just use a run command "mult 2" for double speed "mult 1" for the normal speed set in custom data, "mult 3" for triple speed etc.
jiyuueno Nov 9, 2024 @ 9:57pm 
Running PARK for a crane thru a Remote control block, whenever I reload the save, I cannot switch between control groups with the run command ( "run main" "run fast" that sort of thing) PARK still functions, but its just stuck on "Main" forever. The only fix I have found so far is to grind down, replace, and set up a new remote control block each time I Load my game.
Leconite Oct 31, 2024 @ 6:24am 
More specific information about the configuration of the tank would be helpful.
It is currently unclear if PARK is being used to steer the turret, or the entire tank.
MrFox Oct 31, 2024 @ 5:09am 
WHen you press D it goes left..
When you hit A it goes left...
even tried to set a - rpm number didn work
John fire safety officer(dark) Oct 11, 2024 @ 10:18pm 
Currently having the same problem as micro
Microminty Oct 11, 2024 @ 7:53pm 
Trying to use this for tank steering- it keeps setting the left and rights of my rotors to be the same, even when forward and back are not. This is making it impossible to use for tank steering.
Trekki  [author] Oct 11, 2024 @ 4:16pm 
There is a group variable near the top of the script in the PB you can change.
TwistedGraphene Oct 11, 2024 @ 11:30am 
generally I select the group to highlight all the components, make a new group from the same or modified set of components, then delete the old group
elarthurator Oct 11, 2024 @ 11:26am 
How do you guys change the name of the group? I can't find that setting anywhere, pls help u.u
Leconite Sep 17, 2024 @ 3:59am 
If both PB's are running PARK, make sure they are using unique names for their respective "PARK" groups.

Both can't use the same group name, for example "PARK", and play nice together.

Example
The PB controlling the solar array could use the group name "PARK Solar"
The PB controlling the crane could use the group name "PARK Crane"

Then it just comes down to making sure the right things are in the right groups and are set up correctly.
Max Shadow Sep 16, 2024 @ 6:05pm 
I can't get this to work. I have a static grid with a crane composed of 1 advanced rotor and 2 pistons. I check and recompile the script, it creates the custom data, I modify the numbers, recompile, but the crane doesn't move. The controller (an industrial cockpit) is in the main grid, and is also part of the PARK group. I can see the LED screen changes when I press buttons (so it must be recognizing them), but nothing moves. I'm on survival, and there's another PB in the same grid (controlling a solar panel array with different rotors).
Trekki  [author] Aug 2, 2024 @ 2:19am 
That message is a warning, it won't actually prevent the script from running, but if you are in a faction and see it then it is probably a good idea to fix the ownership. I seem to recall adding this when people kept salvaging PBs in the scrapyard scenario and then wondering why the script wasn't able to see anything in the groups.
6thstreet Jul 25, 2024 @ 1:46am 
If it does say "PB not part of a faction" that means you are not part of a faction. Just create a new faction even if you are playing solo. :)
Leconite Jul 19, 2024 @ 1:51pm 
I've been bitten by all of these, so from personal experience.

1. Recompile the PB EVERY TIME I change something.

2. Make sure I am changing the setting in the RIGHT PROFILE.

3. Make sure the piston/rotor/hinge I am changing IS IN THE GROUP controlled by PARK.

Number 3 got me earlier today. LOL! :-)
When I follow all three, PARK works correctly, unless I set something to the wrong value. :-)
brantje Jul 19, 2024 @ 4:17am 
Hi,
I'm having trouble getting the Return Order Priority to work.
When i change it to anything other 0, the script seems to ignore it completely, it just run everything at position 0, then just stops.
How can i figure out what is going wrong?
FalconZ Jul 11, 2024 @ 2:10am 
You guys need to recompile after changing the group name
hanXbatu Jul 6, 2024 @ 2:38am 
How can I turn off mouse control?
Blake Jun 29, 2024 @ 7:41am 
Had the same issue as Old_Wolf. The other programmable block was already off, and toggling didn't fix. Exited and reloading the save fixed it.
Old_Wolf Jun 20, 2024 @ 9:13am 
Update: To prevent other grids from being affected by another, I figured out that all I need to do is turn off the PARK programmable block. Problem solved.
Aye_Sparky Jun 15, 2024 @ 4:18am 
trying to use this for a tank turret, but the rotors seem to have set stop degrees,
Old_Wolf Jun 11, 2024 @ 1:41pm 
Tried changing the group name. The issue still is happening. The only way to prevent it is to power down one of the ships with "Y" (not ideal, but cleanup is turned off so I won't lose any grids).
Leconite Jun 11, 2024 @ 1:38pm 
OK, that is some SE weirdness going on. :-)
Old_Wolf Jun 11, 2024 @ 12:28pm 
@Leconite: Neither ship connected to any grid, but both have the same grouping names. I dunno how they are communicating with each other, though. Th Telehandler doesn't have an antenna or beacon. I'll try changing one of them to a different group name, though. Hopefully, that will resolve it. Thanks.
Leconite Jun 11, 2024 @ 12:02pm 
This sounds like the same problem multiple ships from the same blueprint have when they are connected to the same grid.
Does this only happen if they are both connected to the same grid?
Might try changing the name of the PARK group on one of the PB's and see what happens.
Old_Wolf Jun 11, 2024 @ 10:33am 
Weird issue. I have a crane truck and a telehandler. When I activate the remote control for one, both grids react. So, when I raise the boom of my telehandler, the boom on my crane truck also raises. Anyone else having this issue?
speedi101993 Jun 9, 2024 @ 6:32pm 
i cant get mine to work i cant get the movements to work at all and iv have to video like 6 times
starseeker Jun 7, 2024 @ 4:24am 
Trekki putting the remote on a subgrid did the trick my ship no longer falls when i try to move the hand. thanks you are a saint
Trekki  [author] Jun 7, 2024 @ 3:59am 
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.
starseeker Jun 7, 2024 @ 3:05am 
is this script designed to work with flying vehicles in gravity? i tried to use it for a flyer with a small hand to move blocks but everytime i load the profile the thrusters stop working and the ship falls. i enabled thrusters in the remote control in the PARK group the hand then works but with the ship still flying using its thrusters with the direction of the hand movement
Oo_Tigger_oO Jun 4, 2024 @ 8:14pm 
Hi! I also found this via Splitsie's YouTube series...

Thank You so much for creating and working on this! It is fantastic!

My one suggestion/feature request, if I'm allowed to make them, is to have a lights control function - nothing fancy, just when the 'Enable' is run it also turns on any light blocks found in the 'PARK' Group, and when the 'Disable' is run it turns them off again. I think a specific On and Off command, rather than a toggle would work best. (I have wide area lights only used for crane operations and automating that would make it pretty neat!)

Of course, if this somehow bloats the script due to a plethora of different lights to look for, and controls to add for them, then I'm happy just using a 'G' Bar button - I only request it if there is not too much work for you.

Again, Thank You for this.

Best Regards,

Tigger