Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
and this goes for modded thrusters too and this is the value used for the weight calculation as well, so it should account properly for modded thrusters as long as they don't bypass the vanilla data output for some reason
(I usually shutdown thrusters on dock (and several other actions) via EC, but I can see situations where restricting it to a tagged connector would be helpful.)
Are thruster weight calcs based on vanilla values, or does it pull the number from the ship info? (For example, if we're using a mod that adds thrusters, will they calculate correctly, or will it get thrown off?)
but another thing that the dev branch version does is that the mouse can always control the ship even when gravity align is on allowing for minor adjustments.
I'll be uploading our Dev branch as a separate upload soon as the dev version of Excav already includes this and more but GThoro has been too busy to upload it.
some of the changes that i remembered off the top of my head:
- toggle_gaa and toggle_cruise now have optional secondary arguments for on and off to force it to that state
- gravity align now works in artifical gravity too.
- atmospheric thrusters are shut down automatically in space.
- a new config value "DockTag" if a connector has the set docktag in it's custom data and the ship docks with that specific connector it shuts down all thrusters.*
- if the grid becomes static all thrusters are shut down to prevent hydrogen/power waste*
- thruster weight calculation is much more accurate.
- thruster weight calculation no longer counts disabled thrusters
* these only function if no pilot is currently present in the ship as well. if a pilot enters the ship the engines are powered on.
Your post shows up with *no* spaces in front of lines. I suspect the steam comment engine eradicates leading spaces? Is there a way you can use a null character (or even something easily translated like '.'?) in place of spaces?
For who needs it, find in the code
case "toggle_gaa":
_utilitymanager.GravityAlign = !_utilitymanager.GravityAlign;
break;
and change with:
case "toggle_gaa":
if (args.Length > 1)
{
string val = args[1].ToLower();
if (val == "on")
{
_utilitymanager.GravityAlign = true;
}
else if (val == "off")
{
_utilitymanager.GravityAlign = false;
}
}
else
{
_utilitymanager.GravityAlign = !_utilitymanager.GravityAlign;
}
break;
Remember to leave the correct spaces in front of the lines.
For the dev, sorry for changing your code and ty again for such an amazing script!
I just wonder if there is a way to "toggle_gaa" option on or off independent of its state.
I tried both "toggle_gaa on" or "toggle_gaa 1" but they both turn >on< or >off< the planetary alignment.
Is there a way to force set them on or off?
>@Unruly. There's a link in the description. on the screens page is info you can configure on any >screen. just reboot the script after that and it should find/use the screens
Sorry pf_cactus, I didn't see this back in October. I had already been all over the screen's section, and I had long added Surface0=Utility to the programmable block but it ignores it in favour of excav's vanity tile. If I try to force the screen to text and images, excav forces it back to APP and redisplays the tile.
Regarding specifically to gravity alignment only working on planets.
I mentioned at the time that it also works in artificial gravity but after just comparing the release version and my local build it seems that never made it into the release version yet.
As the gravity support version should show 'Gravity Align' as 'P-Grav Align' and 'A-Grav Align' depending on the context of what gravity you're in currently.
So for those who read ahead and saw that comment, sorry about that.
it seems there's a few other things that never made it into the public release yet either, I'll see if i can get GThoro to push a build soon.
added overrides to the toggle_gaa and toggle_cruise commands so you can follow them with an on or off to force them to that state, this was the quickest/easiest way to implement this in the short time i had today.
I'm not sure if/when GThoro will have time to actually push anything though as he's been really busy lately and I can't publish the file to the workshop.
Commands to specifically turn them on or off.
Suggestions:
gaa_on
gaa_off
cruise_on
cruise_off
Is there a command similar to toggle_gaa that allows for a specific on/off setting without having to track its toggle state? I'd love to have an Event Controller and/or Timer that sets gaa to 'on' ... but if gaa is already on when it fires, then it will toggle it to off instead.
First of all I'd like to thank you so much this OS, to that I have no idea almost about programing, is impresive!
This said, I'd like to ask if is there any parameter for the script that makes the drills of the ROVER/Ship Auto-Stop when the Lift-Warning appears.
Thanks again!
Greetings!
I have a ship that uses ExcavOS in mining mode, and AutoLCD's and other scripts in flight mode.
One hotbar button switches modes by turning the appropriate PB's on or off. I can see how adjusting font sizes in flight mode could cause problems when the ExcavOS PB is started.
You may consider changing ExcavOS to use the font size "as is" when taking over a display instead of using it as a multiplier.
i'm not sure why in your case the default was different. but basically the idea is that you build the lcd and set it up for excav and not touch anything else and it should just work out of the box. were you editing an existing build? as then i can understand why it happened maybe.
I know that few others commented but how can I even debug the issue if every website checker I use says it's ok. I'll move back documentation back here with new script version though. In the meantime perhaps you can access it using WebArchive http://web.archive.org/web/20230106171640/https://excavos.surge.sh/ ?
Surface0=Cargo
Surface1=Weight
Surface2=Utility
EnableImmersion=true but i wanted ore not cargo