Space Engineers

Space Engineers

Iota's Modular Jump Gates
92 kommentarer
IotaSphere  [ophavsmand] 26. juni kl. 14:01 
@JumpG8t
Can you create an issue on Github detailing the issue?
Please upload the log file as well
JumpG8t 26. juni kl. 12:43 
Question, I was attempting to test jumping a small ship through a gate. the gate has 8 drives, 4 of which are on hinges (to make a circular gate). It seemed to connect to the partner gate fine but it will not recognize that there is a entity inside the jump space
RATTENHEIMer 25. juni kl. 22:09 
My friend ended up testing it on the world again and it was an issue with another mod of similar nature he had added. We have it working now though, thank you for your time.
IotaSphere  [ophavsmand] 25. juni kl. 19:48 
@RATTENHEIMer
This mod shouldn't affect any grid speed caps. I have a mod for 1000 m/s and haven't had any issues. This mod does temporarily limit grid speeds shortly after jumps but it only lasts a second or two.
RATTENHEIMer 24. juni kl. 19:17 
https://steamcommunity.com/sharedfiles/filedetails/?id=1222221149 is the speed mod we use, and all grids had their speed cap set to 5000 m/s
IotaSphere  [ophavsmand] 24. juni kl. 13:24 
@RATTENHEIMer
What speed mod is it and what grids are affected (gate, ship, ship being jumped, etc...)?
IotaSphere  [ophavsmand] 24. juni kl. 13:23 
@howardxu23
@Reblitech
I think that's a good implementation idea and will work on adding it.
Thanks for the feedback, will hope to have it added soon.
RATTENHEIMer 23. juni kl. 21:11 
I've been encountering an issue where it sets the base grid speed cap to 5000 m/s. I think it my be a problem with the speed mod me and my friends use but still something you should take a peak at.
Reblitech 23. juni kl. 6:28 
@howardxu23 looks like we have a simmilar problem.
I have put some thought into it and come to the conclusion that the addition of a block that mixes an Antenna and a Connector (without the inventory connection and parking lock) would fix the problem without the need to change the Gate blocks.
To be more precice the block would look for other blocks of its typ and have a frequenz like the signal relay if possibel as a custom textbox to avoid a problem with a ship and a Gate having the same frequenz.
@IotaSphere if you want to add this "Remote Connector" i would be very thankfull and would recomend using a small model like the compact antenna.
Cpt.Sovereign-Hun 20. juni kl. 14:25 
Wish i could make version which looks like a mass relay...
IotaSphere  [ophavsmand] 19. juni kl. 18:08 
@howardxu23
The mod wasn't designed for it but it should be possible.
I'll look into it.
howardxu23 19. juni kl. 9:07 
Is it possible to add a way to create "decoupled" type gate designs, such as this in link;
https://www.deviantart.com/unusualsuspex/art/Jumpgate-449147638
Meya 16. juni kl. 17:57 
Unless this is result of mods doing weird things I kinda love that safe guard if that's what really is going on and not a bug due to to many mods LOL

Also love that it's not pin point accurate love the randomness of where I appear around the destination :D Your mod is great is all I'm saying ^.^
Meya 16. juni kl. 17:55 
Figured it out! if I was aiming at the gate but waypoint was just past it, then normal jump drive wouldn't allow me to jump to that way point moment I moved ship to clear the gate it worked.
IotaSphere  [ophavsmand] 16. juni kl. 13:15 
@Reblitech
Nope. If the ships join together with rotors for example, then they can form a gate, but the mod only checks subgrids, not separate grids.
Reblitech 16. juni kl. 9:55 
Is there a way to form a gate from multipel separat ships i`m currently trying to build a large hub ship for mining with drones
IotaSphere  [ophavsmand] 16. juni kl. 5:46 
@Meya
Jump gates have a minimum default jump distance of 5km. Anything closer than this won't show up in the controller terminal.

See the config wiki below to change the minimum distance:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#minimumjumpdistance
Meya 15. juni kl. 15:40 
BTW for power issues there is https://steamcommunity.com/sharedfiles/filedetails/?id=1640417268&searchtext=particle+accel

Particle Accellerator supplies a huge amount of power it's also a bit big
Meya 15. juni kl. 15:34 
I'm curious if anyone else runs into an issue with normal jump drives when I use this it's great but I got a GPS marker 1km away from the other gate but if I put it in the jump drive to jump closer it won't allow me

Free jumping towards the gate works though so not sure if your mod is stopping this or just a result of SE being weird I'm using other mods like WC and MES not sure how those would conflict and cause this though.
IotaSphere  [ophavsmand] 14. juni kl. 21:25 
@Plugga76
Yeah all the drives on that gate start off
I'll have to change that in the future
Plugga76 14. juni kl. 20:00 
ok because i used the pre made one you made
IotaSphere  [ophavsmand] 14. juni kl. 18:12 
@Plugga76
A jump gate is disabled if the number of working drives is less than two.
Make sure there are at least two drives enabled and powered.
Plugga76 14. juni kl. 17:05 
it says jump gate disabled how do i enable it?
IotaSphere  [ophavsmand] 9. juni kl. 12:06 
@Nova Astral
Sure why not
I'd like to see your auto-rotation system
IotaSphere  [ophavsmand] 9. juni kl. 11:44 
@greywardenprime013
Can you repeat the jump test?
If the issue persists, please submit an issue through Github along with your log and config files
McCloud Jr 8. juni kl. 20:15 
peer perfection

I love this and everything about it
IotaSphere  [ophavsmand] 8. juni kl. 17:16 
@greywardenprime013
I'll look into it
greywardenprime013 8. juni kl. 11:23 
I jumped to a beacon 200km away and it was about 1km off, So I put a gate 200km away and it was about 1km off as well. The 6000km gate is still 40-60km off.
IotaSphere  [ophavsmand] 8. juni kl. 7:51 
@wingmaster
Turn on debug mode through the jump gate controller
It can be almost any shape as long as the drive's yellow raycast lines intersect
The jump space is circular though so long jump gates may not be effective
Altsovy Zouve 8. juni kl. 5:24 
Amazing
wingmaster 7. juni kl. 22:18 
is it necessary to have the drives in a circle or can you put them in like a accelerator kind of shape (like a giant railgun)
semaJ 7. juni kl. 21:09 
Alright thanks
IotaSphere  [ophavsmand] 7. juni kl. 20:59 
@semaJ
If it was a waypoint/gps then there is some randomness applied to the jump that increases with range.
Try changing the config:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#gaterandomoffsetperkilometer
semaJ 7. juni kl. 19:06 
Jump was 200kms and I jumped to a waypoint I set up
IotaSphere  [ophavsmand] 7. juni kl. 18:46 
@semaJ
Are you jumping to a waypoint, beacon, or other gate?
How far is the jump?
semaJ 7. juni kl. 17:23 
Cool mod but for some reason I get jumped 20km away from the original waypoint. Any way to fix this?
IotaSphere  [ophavsmand] 7. juni kl. 15:48 
@greywardenprime013
There should only be randomness when jumping from a gate to a gps or beacon
If you're targeting a jump gate and still getting randomness in your end position, please add an issue to Github.

If you're jumping to a beacon or gps, then try changing the config:
https://github.com/Geocube101/Iota-Modular-Jump-Gates/wiki/Configuration#gaterandomoffsetperkilometer
IotaSphere  [ophavsmand] 7. juni kl. 15:45 
@cwmorga
You can either edit config or add more drives to the gate.
IotaSphere  [ophavsmand] 7. juni kl. 15:44 
@adrianchase180203
Subgrids aren't actually required for the gate, and there's no reason other than looks to use them.
You could build a square gate with no subgrids at all and it'll work just the same.
The only loss would be the jump space, which would still be circular despite the gate's shape
greywardenprime013 7. juni kl. 15:22 
I got it to work, looks amazing, but it jumps me 40-60km away from the gate is there a setting to change that?
cwmorga 7. juni kl. 13:53 
how do i make it use/require less power?
adrianchase180203 7. juni kl. 13:30 
need to simplify the setup, not alot of people are going to build this thing with hinges especially for rp stuff
Weighted Sensory Kitty 7. juni kl. 8:22 
I wonder if you could add the convert to ship/station to the toolbar actions of the gate controller, so you can make a gate that automatically rotates to its destination, but can convert back to a station once its done that for stability
Weighted Sensory Kitty 7. juni kl. 8:02 
For cross-server gates, you could make a plugin that interfaces with the nexus plugin for dedicated servers, i know a few mods have done it before
DerpTime 7. juni kl. 7:42 
If "Cross-Server Gate Jumps" ever became an actual reality, it would be great for battles and building.
Because of SE's Server Sim Speed Not being threaded like the rest of the server stuff, you could have a a server that was a next work of small servers with restricted world sizes spawning.

A battle server with Air Tightness off, Voxel destruction off no planets/(1 planet), Encounters, economy off and aggressive trash clean up where factions could fight it out, without worry.
A server for Enounters.
And a server for living and working in. (The big issue is i love Air Tightness, but encounters cause sim speed to dip every time a new encounter spawns and the calculations hit all at once.)

working with slower but bigger CPUs would make build SE server easier.
64 cores, but they are all 3.5 ghz, SE isnt threaded enough to take advantage of the cores.

Ill continue to watch this space. o7
Dagoobaert 7. juni kl. 5:58 
Oh a Stargate? xD
IotaSphere  [ophavsmand] 6. juni kl. 11:01 
@Pup Twilight
Make sure your gates are actively controlled
- A controller or remote antenna must be attached to the gate to be a valid target.
- Gates must be within the min and max jump distances (5000m to infinite by default)
- Gates cannot be on or attached to the same grid
IotaSphere  [ophavsmand] 6. juni kl. 10:56 
@TrueSilverBullet
Required power depends on distance, mass to jump, and gate size (number of drives).
Increasing the number of drives in your gate will give a huge boost to distance.
I may create an entry in the wiki detailing power draw and the equations used.
IotaSphere  [ophavsmand] 6. juni kl. 10:52 
@CTH2004
The mod itself wasn't inspired by one thing in particular, mainly I just liked the idea of jump gates and similar sci-fi tech. The "magic sigil" animation was inspired primarily by the hex gate from Arcane.
TrueSilverBullet 6. juni kl. 9:33 
So uh... Power requirements get out of hand fast. I was trying to see if I could make a planet-to-deep space gate, and to jump 20 Megameters, it was 1.3 Petawatts of required power. I don't think there's any modded reactor that can get me there easily, lol.

Is there a way to reduce the required power or do I need to edit the config