Space Engineers

Space Engineers

Precise Rotation Script [Obsolete, use MoveIT script instead]
18 Comments
Brenner  [author] Jun 18, 2015 @ 10:44am 
Reasonable enough, thanks to MoveIT there is no reason to use this one anymore.
I'll leave this one around for historical purposes (or whatever) and just add a note at the top with a link to MoveIT (Workshop descriptions seem to work again now, not quite sure what up with them at the weekend)
VORG Jun 17, 2015 @ 8:18am 
Thx for the new MoveIT script Brenner, just to keep my mods clean though I've unsubbed from this one and am now following the other one! Thanks!
Brenner  [author] Jun 14, 2015 @ 6:40am 
Ok guys, the "MoveIT" script is up now! Its has the same functions as this script plus a load of new ones.

I currently have some weird problems with Steam Descriptions though - couldn't add the full description to the MoveIt Script or I would only get forwarded to a black page when trying to save. Have posted the description to the official forum instead and just linked from the Steam Page.

Sadly, I can't even edit the description of THIS script right now.

Whatever, the new script is available under:
http://steamcommunity.com/sharedfiles/filedetails/?id=461120531

Hope you'll like it!
RyansPlace Jun 14, 2015 @ 3:42am 
Wait! Don't rush. You're only giving us features we've begged for since rotors and pistons came out. Make sure you get it right! ;)

Keen: Releases long anticpated fix. Tells no one. :/
Brenner  [author] Jun 14, 2015 @ 2:52am 
Good news, everyone!
1. Using parameters in timer blocks works now (since this thursday)

2. The successor script called "MoveIT" is almost done. It can do everything this script can do (precise rotations), plus tons of other stuff too, like for example extending / retracting pistons to exact positions, setting grav gen acceleration etc.
Should be up in a few hours, currently uploading the tutorial video and finishing the description.
Brenner  [author] Jun 10, 2015 @ 12:01pm 
Oh and I saw Lord Devious post about the incoming fix .. he actually made that update 2 or 3 weeks ago already, but he recently said they finally accepted the merge. So it should indeed be in this thursdays patch.
Brenner  [author] Jun 10, 2015 @ 11:59am 
Thats a good point, haven't really considered what happens if the rotor is already out of rotation. SEs normal rotor behavious is mumbling something about "out of limits" and turning until is in limits again. But since I wouldn't use the normal upper / lower limits anway but instead external parameters, I suppose I could handle however I damn please. Might make that configurable via yet another parameter too.

Man, I fear the full documention of this thing might start to look like that of a frigging linux program ...
RyansPlace Jun 10, 2015 @ 7:30am 
I have a caveat to Deathpaw's request. When upper/lower limits are implemented, could you add a way to rotate only to a upper or lower limit, but not rotate if the rotor is already there? I'm looking for a way to reset several rotors to their starting positions which could have been interrupted at any point during a sequence. Thank you.

Also, Lord Devious put a fix in for timer arguments. Hopefully, it'll be included in this week's patch.
Deathpaw Jun 6, 2015 @ 9:27am 
Lol, thanks Brenner, i wish i could code well enough to try it myself. I'll wait till then.
Brenner  [author] Jun 6, 2015 @ 5:28am 
Hmm, right now the upper and lower limits are needed to turn the rotor to a specific angle.
But I suppose I could add appriopriate extra parameters to the command line to still allow for limiting the angle. Probably in the next, more powerful script (also featuring piston movement) I still plan to program .. someday. So little time, so much stuff on my SE todo list.
Deathpaw Jun 5, 2015 @ 11:44pm 
Could I request a variation of this? Rotor to angle with upper and lower limit as limiting brackets?
Brenner  [author] Jun 3, 2015 @ 11:37am 
Advanced rotor, normal one or even a mod thats based on the rotor, they all work.
Make sure both the programmable block and the rotor have the same ownership and that you have enabled scripts in the world settings. If its in a multiplayer world, the server owner might have disabled scripts.
VORG Jun 2, 2015 @ 11:53pm 
Does this work with Advanced Rotor? I've set everything up properly, and even tried the arguments in brackets but to no avail. I'm not getting any exceptions in the PB panel either.
Brenner  [author] May 17, 2015 @ 1:56pm 
Thx!

I'm already working on a more powerful script that can also handle pistons and the acceleration of grav gens, additionally to the rotor rotation presented here. I might also be able to set thruster and gryoscript override with it.
lylesonders May 16, 2015 @ 11:04am 
Awesome This will work great on some of my builds, I would love to see the same thing in controlling pistons, this would make building elevators so much easier.
Aldakoopa May 16, 2015 @ 6:22am 
This is great! Thank you for this.

A friend of mine made a similar script for the piston last night after I showed him this. I told him he should upload it, but it doesn't look like he has. It would work great for elevators, possibly for fine control over welding machines. Anyway, it is possible to get pistons to work similar to this. (You push a button, it goes up 2.5m. Push it again, it goes up another 2.5m, etc.) You input the distance and the name, just like you input the degrees of rotation and the name in this script.
Deathpaw May 16, 2015 @ 12:39am 
Finally my prayers have been answered!
Capt. Favio May 15, 2015 @ 7:00pm 
Great!