Space Engineers

Space Engineers

Whip's Subgrid Thruster Manager
1,510 Comments
dRuPpI Aug 21 @ 8:08pm 
is it possible to make a mod out of this as own block? so admin can add it and Programmable blocks don't need to be active on servers?
evanthegamer2023 Aug 15 @ 11:05am 
yo how do i get the code?
Killer66 Aug 9 @ 2:43pm 
You are a god! Thank you, now I can realize all my engineer fantasies!
Autumn Jul 19 @ 2:16pm 
I think my subgrid thrusters are draining fuel in space while drifting. I turn off inertia dampeners and unless I also turn off the thrusters, I still lose fuel.
kad.dsl Jun 1 @ 7:48pm 
Update: The issue turned out to be the dampener setting in the custom config. I had to turn it way down (to 20 from the default 50). Works like a charm now.
kad.dsl May 27 @ 4:21pm 
I'm trying to use this script (and do thrusters on a sub-grid) for the first time and I'm seeing some strange behavior. Small grid ship. The ship has 4 thruster pods on rotors. The rotors are locked. When the ship is "at rest" with no movement keys being pressed, if I have the dampeners on, the ship seems to be constantly fighting itself, the forward and back thrusters alternately firing. I initially thought this might be because there is unequal forward and reverse thrust, but evening the thrust out did not change the issue and then I realized it will do it up/down as well, where the thrusters are already even. I did a short video snippet to show the issue. It does it if I rotate the thrusters as well. (I did learn that I needed to turn the dampeners off while rotating the pods or it goes berserk though).

https://youtu.be/Y3GVueDgPOI

If someone has an idea on why this is happening and how to fix it I'd be very grateful to hear it.
GermanGinger May 26 @ 7:36am 
If I'm understanding this right, then in order for the command to work the main grid can not have thrusters?
Whiplash141  [author] May 25 @ 7:19pm 
No. Dampeners are synced with the dampener state of the main grid if the main grid has thrust.
GermanGinger May 25 @ 3:44pm 
Yes. Is it possible for the dampening not apply to the subgrids?
Whiplash141  [author] May 25 @ 2:50pm 
do you have thrust on the main grid?
GermanGinger May 25 @ 2:30pm 
I can't seem to run dampeners_toggle
Every time I try nothing happens. I type it in; hit run; nothing happens
Am I doing something wrong?
usmcuav May 13 @ 9:48am 
I've rebuilt Scrap Ship 09 from the new Rusty World. There are two rotor thruster subgrids with atmo engines on opposite sides of the ship. I've updated the rotors to Advanced Rotors. When I set the rotor group to 45 deg, the left one goes forward, and the right one goes to the rear. Is there a way to set the angle as a group? The ship is flying but it is a handful to maneuver.
Whiplash141  [author] May 12 @ 10:51am 
Correction for clarity:
another script of OR physics weirdness

"Im trying to remember name of other script.."
Likely vector thrust 2 or Vector thrust OS?
dragonsphotoworks May 12 @ 8:47am 
Never had it rotate rotors. It doesn't interact with them only the thrusters them selves far as I've ever seen. There is another script out there that does move rotors and hinges. But it is not this one. Im trying to remember name of other script.. But if recall it was automation it just kept ships level. So other script might be what your using as well?
Whiplash141  [author] May 12 @ 7:17am 
If you are seeing rotor movement when you thrust, it is not this script. It is either another script of physics weirdness ("Remember to lock your subgrids or you will get torque").
Whiplash141  [author] May 12 @ 7:16am 
I promise you it doesn't and it never has.
Napalm Price May 12 @ 12:44am 
It does seem to use some form of control or influence over the rotors and hinges.
Whiplash141  [author] May 11 @ 11:52pm 
For clarity, this script has absolutely no control over rotors
Napalm Price May 11 @ 11:25pm 
Thank you very much mate. its not that the script is deficient its more so that with what im doing i was not expecting the rotors to suddenly start being controlled by the script as previously it wasnt. Im sure theres ways around it but its just easier for me to use the older version.
Whiplash141  [author] May 11 @ 7:13pm 
This script doesn't control rotors at all It just extends movement controls to subgrod thrust
Miniscule. May 11 @ 10:40am 
For some reason the rotors just dont wanna turn, is the script outdated now or am I doing something wrong?
Whiplash141  [author] May 11 @ 10:23am 
Can I also ask why you prefer the old one? If the new one is deficient in some way, I'd like to fix it
Whiplash141  [author] May 11 @ 10:21am 
If you have the older version already in a programmable block, you can open it and copy/paste it. I also publish my scripts on GitHub: https://github.com/Whiplash141/SpaceEngineersScripts/commits/master/Released/subgrid_thruster_manager.cs
Napalm Price May 10 @ 3:36pm 
Is there a way i can use the older version of this script? I have an old blueprint when i did some mini testing of this script and it worked exactly how i wanted it to but now if i try to copy the old block without using the blueprint it changes to the new version of the script. This is also in part to wanting to use the dlc version of the programming block.
Whiplash141  [author] May 5 @ 7:11pm 
In the programmable block edit menu
Echo of Zhiend May 5 @ 9:21am 
Ah ok makes sense, but where in the files do i find the code then?
Whiplash141  [author] May 4 @ 8:57am 
This isn't a mod, it's an in game script. Adding it to your world as a mod will cause errors.
Echo of Zhiend May 4 @ 7:41am 
I have a really werid question. I´ve downloaded the mod and its shown in my workshop page under the same number but i cant see the mod ingame to add to the game... What can cause this cause never had this issue
pumly1 Mar 6 @ 9:35am 
got it thanks for the reply
Sapioit Mar 5 @ 3:16pm 
As for posting the ship, I think a youtube guide would be better at answering that question.
Sapioit Mar 5 @ 3:16pm 
It does make sense. The hinge without shared inertia was wiggling and slightly angling to one side, and that caused the thrust to not be completely even, causing your ship to steer in one direction, at least for a short while, if not for the whole duration if the thrusters being used.
pumly1 Mar 3 @ 9:26am 
also how can i post my ship in the user creations?
pumly1 Mar 3 @ 9:08am 
I think i fixed it. It may had something to do with inertia tensor. I had it turned on on the wings hinges but i had other hinges (not attached to the subgrid) and they had it off so i turned it on as well and now it flies straight. Does this make sense?
pumly1 Mar 3 @ 4:20am 
Its forward thrust on foldable wings. I also locked the hinges
Whiplash141  [author] Mar 2 @ 2:57pm 
how are your thrusters oriented? if you have thrusts at diagonals, that can happen because the thrust in the axial directions isnt balanced perfectly.
pumly1 Mar 2 @ 12:35pm 
Cool Script but I have a problem. I got two subgrids with 2 thrusters each and when i accelerate the ship it dosent fly in a straight line it kinda points up and a little bit to the left any idea why?
Sapioit Jan 27 @ 1:11pm 
You'd think so, but that's assuming I re-read the description since I subscribed to the script. I did re-read the rest, though, some time ago.
Whiplash141  [author] Jan 26 @ 3:28pm 
The underlined sentence in the description attempts to make that clear
Sapioit Jan 26 @ 5:17am 
I was under the impression that this script controlled the rotors, hinges, and pistons, too.
Sapioit Jan 26 @ 5:06am 
Oh, I figured what my issue was. Your script doesn't seem to control those rotors and hinges, to use their thrust, it only controls the thrusters.
Sapioit Jan 26 @ 4:45am 
Thanks! Last time I checked the script, that wasn't the case. I will check again, on a new vehicle.
Whiplash141  [author] Jan 25 @ 10:04am 
It already will. As long as a block can be seen in terminal, the script can see it
Sapioit Jan 25 @ 8:49am 
Any chance you will make the script work with multiple layers of subgrids?

For example: Control seat and a gyroscope connected with a rotor connected to a hinge connected to another rotor connected to a thruster. So a single-thruster intended to move the ship in all 3 axis of movement, in all 6 directions of movement.
HandledEar71 Jan 8 @ 3:57pm 
I read this through several times and am still not sure of how to do this. The "setup instructions" are very unclear and I have no idea how to put the code in the programable block.
Rooster Dec 29, 2024 @ 10:24pm 
How can I use this with thrust override? It doesn't seem to let me use it with this script
AverageDamage Dec 25, 2024 @ 5:39pm 
@whiplash141 - Merry Christmas, as always love the script. I was wondering whether it was possible to still be able to use thrust override on the sub-grid thrusters as I would like to manually override the thrusters to allow for slower movements and save power. This script (or a bug) keeps resetting my override to allow for hover. I've disabled dampeners and tried other measures but to no success. Any help would be appreciated. Cheers o7
DARKH0BBIT Dec 8, 2024 @ 8:37pm 
So I just got it set up on my rig and seems to work quite nicely, great work!!

I am having one small issue. the sub grid thrusters are still firing off once I have docked and locked to my stations connector (this was also occurring prior to adding the script aswell, just for clarity)

I took a stab at using the augments specifically the dampeners_toggle thinking that might solve the issue but I was unable to get it to work. Is there a simple fix that im overlooking?

worst case I'll just set up group toggles in a separate tab so not the end of the world but if there is a solution I would appreciate the help.
DARKH0BBIT Dec 8, 2024 @ 7:10pm 
ok thought so that's good to know thankyou. In Clang we prey
Whiplash141  [author] Dec 8, 2024 @ 7:06pm 
You will probably want something to lock those grids. Be it timers, event controllers, or toolbar actions.

Though, the game-physics gods could smile upon you and you might be totally fine without. Its a toss-up.
DARKH0BBIT Dec 8, 2024 @ 7:04pm 
Oh man this looks amazing I haven't dabbled in much scripting yet but going to give this a swing.

One question I have is I'm planing a ship (small grid) with most of the thrusters on the main grid and I'm looking to have landing gear fold out via hinge (from a large grid) and the plan is to have additional thrusters on this super grid that are intended to be active both in flight and (during landing which will change the angle of thrust) my question is will I need to set up some event controls to lock and un-lock the hinges to avoid the phantom forces or is there an easier solution that im missing?