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But if I might suggest, you may want to take another look at Space Engineers.
The Dev's have actually fixed a lot of things in the past year, including multiplayer, rotors, pistons, wheels, landing gear, airtightness, and a lot more. 32 player servers are a thing now.
Hi, Yeah actually I abandonned the project as is. It is working, but it will not and never work on multiplayer server. For the simple reason that devs puts 0 effort in multiplayer and announce that they never will. So I don't see the point of putting hard work into it since the game will not allow me to make it work.
I stopped play Space engineers since years now, hope I'll find an other game like this one, with at least as much features but more playability.
Have a great day.
I'm looking for an autopilot script that will work on a server, to setup a scenario where a ship (a plane, specifically) continually follows a giant looping flight path to give observant players a hint of which way they need to drive their rovers to find the next phase of the scenario. Except, unlike with the vanilla RC block's autopilot, I'm looking for something that can go between a bunch of waypoints without stopping and hovering to make the remote control block touch the EXACT gps point.
It would be a pleasure to join you, but since planets have come i'm not playing Space engineers anymore :)
It is not working really well for me.
I'll add you but I'll probbably not play a lot with you (game is still installed)
cheers
I'm not working on it anymore since the game now have a vanilla autopilot. It basically work the same as mine. There is no all the functions I've made but it is really more precise.
I stopped developped it since March 2015 so i never tested it on planet. But knowing how my script work and absolutely nothing on how planets works i guess it will not work.
Thank you for your interest :)
Bye and Fly Safe o/
Yes i already know that. And trust me, i tried during two f*****g week using this until i understand that it cannot work for every type of data. I had a lot of problem with it so i decided to not use it :)
i stop you right now, the blueprint is still not working truely on server. You'll loose your time.
Anyway, to answer your question, the core provide every parts with all the good name already setted. the position of the gyros is important but the rest doesn't matter. setting everything one by one is complicated and since the core exist i did not update the way to implement everything step by step.
you can try by seeing the video of the 1st update here :https://www.youtube.com/watch?v=aeb7w66mIsg
but you'll need to name all the thruster by hand (since i deleted the old way for auto renaming it and because on multiplayer server, the actual version does not work). and you will also need to add a LCD Panel called SaveFile.
But i think you'll loose your time. When my work on server will be finished, i'll probably do an other video to setting everything step by step again.
Fly Safe :)
@vivalenta sorry i cannot fully understand you here. If you mean if i have a collision detection system, the answer is no.
One of the ways is to build the map, then fly on it.
Did you do it, know something about this topic?
Sorry i didn't understand what you say. I didn't understand a naming timer command ?
When you say, a front thruster thrusts backward, that's why space engineers write (backwarad) on this thrusters and that's why i call them BKThruster. That is the same.
I discover by doing some test in multiplayer. When i print the Thruster.CustomName I have (with a BKThruster by exemple):
in solo: BKThruster (Backward)
in multi: BKThruster
So in multi the direction is not set into the block name so i cannot take it. this is shit.
How did you discover what was causing the problems with multi-player?
i wrote top instead of up but that the same it permit to go top/up
For instance, is BKThruster supposed to be on the back of the ship and thrust forward, or is it a BacKwards thruster and appear on the front of the ship?
I look in the control panel of a ship witrh your AP and I find 'TPThruster (Up) ' ---- How can a TPThruster ( I assume that stands for Top) Thrust upwards?? This should be identified as a thruster that thrusts downwards in respect to the cockpit.
Always confuses me. It's a problem with your naming convention, and it may have a lot to do with the problems that I have had with your AP. This needs to be fully clarified if you want people to be able to name the thrusters themselves and have any success using the AP.
BUT
I did a downgrade for that...you cannot rename your thrusters with the RESET BUTTON now. And you'll have to rename it manually.
WHY ?
Because i was using the direction written by space engineers between parenthesis (up) (down) (forward) (backward).
In solo playing, this is directly written into the name of the thrusters.
but in multiplayer, it is ust showing but not written, making it impossible to capture.
The question is....is it too painful for you to rename your thrusters manually ? Or should I find an other solution (i don't have any)....
thanks for replying.
-WiDOC-
for answering you quickly. I'm not storing the y,p,r because with programming you can just make your ship turn....you cannot say "turn 50°".
on each execution, i'm calculating and refreshing the alignment.
The for your problem, it is a bit hard for me to understand your case....i dunno if it's a mistake but you say you placed goto order but it seems you need a gostop here.
And starting a mission or ending a mission with a docking or a landing will cause the script to crash....because when the ship undock or unland, it search for the last gostop order. I should do an undock and unland function by default when there's no gostop finded but i did'nt had the time for the moment.
I did what I said I was going to do in my last message i.e. address the ownership issues.
I installed your small ship AP on one of my constructor ships in creative mode and checked through the ownership of all parts of the composite ship. I found that not only ownership was a problem, but also sharing of each component part.
Having done all that, after renaming the back connector and resetting the AP, I positioned my ship almost connected up with the station and set a goto in place. I then backed up to the station connector, enabled the ship's connector and set a Dock Back in place.
It successfully returned to the station without colliding with it and began turning to realign with what I assume was its original orientation and position. Very slowly it adjusted the ships position and was almost lined up to dock. But then.... things started to go wrong. The ship continued to turn and try to get into the correct position and orientation, but this process just kept bringing the ship back to the same starting place, so it ended in a loop.
Over all, I would say that the AP was mostly successful.
I'm wondering if you store the ship's Yaw, Pitch and Roll for each Goto? I would think that this would be required to be able to bring the ship back into the correct position and orientation.
This is problematical, for if you try to correct the x,y,z before y,p,r then one axis shift alone will throw out any adjustment you have made to either or both of the other 2 axis. For instance, adjusting the x position is likely to muck up the y, z positions, and so on.
Anyway, my congratulations on what you have achieved so far. I look forward to the next update.
Cheers.
When you publish your blueprints, do you make sure that all the components of your core are set to 'Nobody' ownership? This is necessary. If you don't, then those parts of your core that have different ownership -- for instance 'Me' -- will be recreated as 'Neutral NPC (dead)'.
I've only just discovered why I was having trouble with my own ship designs. It only seems to matter when you have AI built into your ship (this includes AI that just uses sensors and timers). The AI won't work. Either not properly or not at all.
I'm going to import your small ship core as is. Then save off my game and restart with 'Reset Ownership' set. Then create a new blue print, and import this new core into a new ship and see how that works.
I'll let you know.
Thank you everyone! Keep voting and commenting !!!
I love u all
but be carefull....the goto is made to be a checkpoint...not a final point. because the ship is moving at full speed when reaching the goto you will never have any accuracy with it. If you want accuracy, use GO STOP. GO TO is made for traveling long distance.
i'm not home this week end i'll not be able to help you more for the moment.
-WiDOC-
I've given up on the large ship for now, and I have installed the small ship AP on one of my mining craft. Orbit works fine. Dock works well. But I can't get goto to work at all. I set my return point, then fly the ship somewhere. when I press start/stop nothing happens.
I can send you that ship as well if you like. Maybe that's the easiest way to work out what's wrong.
I'll publish both of those ships now, and maybe you can search for them. They are: Prime Mover v1.00 and Tiger Miner v1.06.
yeah precision on large ship need to be reviewed.
you have a constant which is DISTANCE_PRECISION try putting it at 100!
And for making orbiting spacecraft crashing....just put a lot of them in the same orbit distance or two large ship orbiting in the same distance.
but yeah...orbit is really entertaining. Did u use it on different small ship? Can i see them?
I just love watching orbiting spacecraft... Wonder if I can make them crash?