Space Engineers

Space Engineers

Vector Thrust OS
Пиро  [developer] Aug 2, 2022 @ 5:10pm
Questions / Bug Report
Here you can paste your blueprint and ask me anything, I'll help you asap.
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Showing 1-15 of 103 comments
Red Unit Aug 18, 2022 @ 11:39am 
Hi! My construction have wrong vector of thrusters, but it still fly. I checked your "Tutorial 2" for fix that, but my construction is too small and light. The truster on this construction have more mass than all else. It's not critical, but very strange looking. Is possible to fix that on microconstructions?
Last edited by Red Unit; Aug 18, 2022 @ 11:41am
Пиро  [developer] Aug 18, 2022 @ 12:21pm 
Hi Mr.Riggs, yes, you can fix it, if the thrusters are too aggressive (The rotos turn really fast and can't control it) increase the "New Rotor Stabilization Multiplier" by 0.1 until you reach some sort of stabilization, then decrease it slowly incrementing/reducing decimals like 0.01 etc.

If the rotors doesn't move that quick or doesn't move at all, decrease it instead of increasing it.

Good luck and tell me if it worked.
Saticron Aug 18, 2022 @ 10:58pm 
if i put the thruster on a full rotor gimbal (thruster placed on a rotor that is placed sideways on another rotor) will this script control both of them?
Пиро  [developer] Aug 18, 2022 @ 11:18pm 
Hi Saticron, if you control the same group of thrusters with two rotors it won't probably work properly, the system assigned to set velocities to rotors are not That coordinated and precise. But it is possible, you can try it but In Creative. And be aware of Clangs.

Cheers.
Saticron Aug 18, 2022 @ 11:27pm 
If it doesn't work I can probably just take a 1x1 thruster from one of the various armor thruster mods available, and sneak it into whatever i build to connect the rotors.

I will get back to you with the results of my testing.
Hammerton9 Aug 21, 2022 @ 5:36am 
is it possible to have multiple axes? Like in your examples i see only 1 axis to farward/back/up/down, so i'm not sure if this script supports multiple axes to this directions since it was built on "vector thrust 2", because it was impossible to do this in it, all the rotors directed thrusters to 1 point - the central and only vector of movement of the entire craft in the middle of central mass
Saticron Aug 21, 2022 @ 3:18pm 
So i did some testing with two axis thrust vectoring. (put the thruster on a rotor that is mounted sideways on another rotor)

What i found is that it kinda works if you put another thruster on the base rotor, but it's janky as hell, and really hard to control.

I don't recommend doing it.
Last edited by Saticron; Aug 21, 2022 @ 3:19pm
Goober Aug 22, 2022 @ 6:27pm 
Hello, it seems like this script does not recognize the 3x3 version of the advanced rotor on small grids.
Пиро  [developer] Aug 22, 2022 @ 10:14pm 
Originally posted by Hammerton9:
is it possible to have multiple axes? Like in your examples i see only 1 axis to farward/back/up/down, so i'm not sure if this script supports multiple axes to this directions since it was built on "vector thrust 2", because it was impossible to do this in it, all the rotors directed thrusters to 1 point - the central and only vector of movement of the entire craft in the middle of central mass
Hi, yes, you can have no more than 2 in atmospheric and all axis in space, if you set in all axis in atmosphere you will start to fall down due to a miscalculation that I'll fix while updating.
Stay tuned when I find a solution, but don't worry, I find it really comfortable placing up/down;forward/backward and left/right;forward/backward.

Originally posted by Saticron:
So i did some testing with two axis thrust vectoring. (put the thruster on a rotor that is mounted sideways on another rotor)

What i found is that it kinda works if you put another thruster on the base rotor, but it's janky as hell, and really hard to control.

I don't recommend doing it.
As I imagined, the rotors aren't coordinated on setting velocities, but I'll fix that soon with another set of problems that'll get fixed with time.



Originally posted by Goober:
Hello, it seems like this script does not recognize the 3x3 version of the advanced rotor on small grids.
Hmmm, interesting, never tested it with a 3x3 advanced rotor, I'll test right now, if it's true then I'll fix it and possibly calibrate to not have more problems.

Cheers everyone!
Last edited by Пиро; Aug 22, 2022 @ 10:17pm
Пиро  [developer] Aug 22, 2022 @ 11:32pm 
Originally posted by Goober:
Hello, it seems like this script does not recognize the 3x3 version of the advanced rotor on small grids.
Hi! Just letting you know that the script actually does recognize 3x3 advanced rotor on small grid, if you are placing new rotors and thrusters to a ship that has a tag, don't forget to Run "applytags" as argument in the programmable block to add the new blocks.

https://gfycat.com/opulentfarflungcormorant

Cheers
Last edited by Пиро; Aug 22, 2022 @ 11:32pm
sirpredator Sep 1, 2022 @ 6:06am 
Добрый день. При посадке корабля на коннектор скрипт не видит что я состыковался с базой и начинает дико крутить движками... перепробовал, как мне кажется все варианты настройки... ничего не выходит. в чем может быть проблема? сетка маленькая
Flompy Sep 2, 2022 @ 4:12am 
Greetings, i've got small problem, that seem to occure when you place 4 rotor engines (like this one https://steamuserimages-a.akamaihd.net/ugc/1745683693633648090/C6D6FF9723CA570F3E5C6D330B614F67CBB38D25/ )
When i use this script on 2 rotor ship it works perfectly fine, but if i use 4 rotors, no matter size of grid, it makes odd behavior - when i look at programing block in control panel, game loses lot of FPS and lags. If i don't look at program block, no lag happens, but after i switch from looking at block to anything else - lag stays. If i recompile script, lag goes away. Probably it's any way connected with script prints it's actions on control panel, and 4 rotors makes it too much to print.
I tried to change lines that script skips when printing from 10 to 100, but it didn't do much unfortunatelly
Пиро  [developer] Sep 7, 2022 @ 12:00pm 
Originally posted by Vantablack Pyro:
Originally posted by Goober:
Hello, it seems like this script does not recognize the 3x3 version of the advanced rotor on small grids.
Hi! Just letting you know that the script actually does recognize 3x3 advanced rotor on small grid, if you are placing new rotors and thrusters to a ship that has a tag, don't forget to Run "applytags" as argument in the programmable block to add the new blocks.

https://gfycat.com/opulentfarflungcormorant

Cheers
Привет sirpredator, это очень странная ошибка, я полагаю, что я уже исправил ее, это происходит, когда вы паркуетесь в статической базе на планете, кажется, я решил это в этом обновлении, скажите мне, если это работает для вас, удачи .
Пиро  [developer] Sep 7, 2022 @ 12:05pm 
Originally posted by ジヒコ:
Greetings, i've got small problem, that seem to occure when you place 4 rotor engines (like this one https://steamuserimages-a.akamaihd.net/ugc/1745683693633648090/C6D6FF9723CA570F3E5C6D330B614F67CBB38D25/ )
When i use this script on 2 rotor ship it works perfectly fine, but if i use 4 rotors, no matter size of grid, it makes odd behavior - when i look at programing block in control panel, game loses lot of FPS and lags. If i don't look at program block, no lag happens, but after i switch from looking at block to anything else - lag stays. If i recompile script, lag goes away. Probably it's any way connected with script prints it's actions on control panel, and 4 rotors makes it too much to print.
I tried to change lines that script skips when printing from 10 to 100, but it didn't do much unfortunatelly

Hello ジヒコ, I'm so sorry for not answering, interesting design but unfortunately the engine itself doesn't let me fix this problem, if the thrusters are far from the center of mass, the thrusters will act really weird, best approach is to put a stronger thruster in the center o place a lot of normal thrusters to handle the initial braking then the vector one will end the job.

Hmm, I think the script somehow is printing spaces or something, when you scroll on the programmable block's log, do you see like, a lot of space below but you can still scroll down? Then something is happening, I can't seem to reproduce, but I will update today, check it out if it's fixed, if not, tell me.
Cheers.
Flompy Sep 8, 2022 @ 9:13am 
Originally posted by Vantablack Pyro:
Originally posted by ジヒコ:
Greetings, i've got small problem, that seem to occure when you place 4 rotor engines (like this one https://steamuserimages-a.akamaihd.net/ugc/1745683693633648090/C6D6FF9723CA570F3E5C6D330B614F67CBB38D25/ )
When i use this script on 2 rotor ship it works perfectly fine, but if i use 4 rotors, no matter size of grid, it makes odd behavior - when i look at programing block in control panel, game loses lot of FPS and lags. If i don't look at program block, no lag happens, but after i switch from looking at block to anything else - lag stays. If i recompile script, lag goes away. Probably it's any way connected with script prints it's actions on control panel, and 4 rotors makes it too much to print.
I tried to change lines that script skips when printing from 10 to 100, but it didn't do much unfortunatelly

Hello ジヒコ, I'm so sorry for not answering, interesting design but unfortunately the engine itself doesn't let me fix this problem, if the thrusters are far from the center of mass, the thrusters will act really weird, best approach is to put a stronger thruster in the center o place a lot of normal thrusters to handle the initial braking then the vector one will end the job.

Hmm, I think the script somehow is printing spaces or something, when you scroll on the programmable block's log, do you see like, a lot of space below but you can still scroll down? Then something is happening, I can't seem to reproduce, but I will update today, check it out if it's fixed, if not, tell me.
Cheers.
If it can help with reproducing this script behavior, i can save blueprint of craft i use vector thrust with, and give you a link so you could paste it in your world
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