Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem








https://github.com/lukejamesmorrison/mother-docs
https://github.com/lukejamesmorrison/mother-docs/blob/main/IngameScript/Modules/Extension/NavigationModule.md
positive values for --speed work nicely.
but negative seem to always put rotor at exactly 2 rpm (positive value not negative).
Thanks for letting me know! I have just pushed an update which should have fixed this :)
Debug window[i.imgur.com]
Hi croxis,
You don’t need to “check code” to get the script running :) some of these are warnings caused by the build tool, but they haven’t had a meaningful impact on Mother’s ability to run in my experience. As long as you hit save and see the terminal window ticking then you should be good to go. I hope this helps!
For starters, when using a Command, I have found that there may be some kind of race condition or something with nav/set-flight-plan and fcs/start. When creating a command that first sets the flight plan and then immediately do an fcs/start, I find that it very frequently fails. Sometimes I have to mash it a few times to get it to work properly.
This gets compounded with routines calling other commands. For example, if I have a FlyToLandingSite command which sets nav to above the landing pad and does an fcs/start, then have a routine for the nav that starts a "Land" command which sets nave point to the landing pad itself and does and fcs/start --speed=2, The command line will clearly show both commands being called, that is the nav/set-flight-plan and the fcs/start --speed 2 commands in the output log, but ship won't move suggesting that the nav did not update before fcs/start was called somehow, or some other failure is happening
Also I have a FinishLanding command that is just "connector/lock "Miner Parking Connector";" but for some reason I get an invalid command format error with that and with connector/toggle even when I type in the command manually
Also, not a bug, but I found the navigation sytstem too imprecise for something like landing on a connector, for example.
Thanks for all the hard work.
I found a weird issue were no matter what I set the speed to for a piston, it always moves at 0.1 m/s. Tested in both small and large grid, subgrid and main and eliminated mods to test.
Here's example (running from the command line):
piston/distance Piston 10 --speed=10
Thanks for letting me know! I’m AFK until Tuesday but can patch this as soon as I’m back! I appreciate the kind words - this has been a large passion project :)
Hi Riiku,
Thanks for this extremely robust report! I have noticed that sometimes when activating the remote control autopilot, it sometimes take a moment to execute as the remote control block enters into a path finding mode. I am working on some ways to improve this now and will take your observations into consideration as I troubleshoot and improve.
I will also explore your command formatting issue. Is this command part of the flight plan, or a local command you've defined in CustomData?
As for your note on precision for docking - I completely agree. Sadly precise autopilot is a big challenge and even with the new AI blocks, its still difficult to pull off consistently. I have some ideas on now to address this and have done some experimenting that actually does not use the remote control block or AI blocks for precise manoeuvres. Ideally, you can dock with a ship simply by using a command ie. "dock @Ship". Mother's intergrid comms would allow for the grids to share positional info (of ship and connector location) to determine a safe approach position and then gently guide the grid into position on a connector using thrust vectoring. Early days, but I'm getting there ;)
I never put the "connector/lock" command directly into a routine for a flight plan. I tried it as a Command in CustomData, and also tried it with just programmable block arguments. I got the same error no matter what.
Awesome, this should be enough to test and I hope to have a patch out soon :) Thanks for the update!