Space Engineers

Space Engineers

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Pilot Assistant System - PAS - Автопилот
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1.145 MB
26 Aug, 2023 @ 11:38am
22 Feb, 2024 @ 6:15pm
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Pilot Assistant System - PAS - Автопилот

In 1 collection by [HELLBENT]
HELLBENT's Scripts
3 items
Description



HELLBENT's
Pilot Assistant System


Description
This script is designed for automatic and semi-automatic control of "Airplanes" - grids with wings (e.g. Plane Parts) and a single thrust vector (i.e. all thrusters facing the same direction). Simply put, for airplanes in the usual sense of the term. BUT! It can work with regular ships too, they'll just act like airplanes.
The script features include:
  • Autopilot – flight on the built route.
  • Cruise control – maintain course, altitude and speed.
  • Auto takeoff – from water, land, fire and wind or runway, by stored coordinates or ILS.
  • Auto-landing – on water, land, or runway, by stored coordinates or ILS.
  • Instrument landing system (ILS) – in this mode, the script broadcasts runway coordinates in real time (landing on aircraft carriers is possible).
  • Waiting – customizable timer (in script), unique for each waypoint.
  • Trigger timers on route points – unique timer name for each route point.
  • Route generation – point to point / airplane to point, with altitude gain and descent gradient.
  • Route operation – import/export, customize operation type, coordinates, speed, altitude, timer names, required ILS signals, wait time, etc.
  • Landing gear control – landing gear timer trigger on takeoff and landing.
  • Control of roll angles, pitch and yaw rates – strictly limit values in settings.
  • Avionics control – thrusters, gyroscopes, air brakes, wheel brakes, compass heading.
  • Light and sound warning system – playing signals according to actions.
  • Information displays – Avionics, Navigation, TCAS prioritization and decisions, Status.
  • Traffic alert and Collision Avoidance System – TCAS.
  • Ground Proximity Warning System – GPWS.

In style the system is similar to DAS – Driver Assisting System, but I tried to make my script more convenient and add as many features as possible. The script still needs a lot of polishing, customization and rewriting of some elements, so you can call it a beta version.
I've been coming to this result for a very long time and designed the system along with how I learned to program. It took me three years from idea to realization and I am not going to stop.

Manual

You can find a full guide to customizing the script HERE (EN) and HERE (RU) .

Example of script operation.

Critic Reviews

Originally posted by LAAAAAAAAAAAAAANs:
A little boy scriptmaker was born, and then he d**d in ag*ny… fairy tale over. Why? And biCoUsE all these here are all your autopulottes for su**ers, real citrusgendered men control the airplane... with their SPIRIT, NOT WITH THEIR MINDLESS MISERABLE MACHI... (interference)
After this interview, the interviewee was eliminated… again. His cerebellum [deleted] and [deleted]...

Disclaimer

And remember: the company HELLBENT Corp. SRL. Ltd. & Sons & Lans assumes no responsibility for damage to you, your airport, the planet's ecology, the server and your mind. Neutron star compressed windshield warranty is void at mach 42. Bedrock glue* for windshield is purchased separately. If you get glue vapors in your respiratory tract, you may experience the following symptoms: nausea, headache, clanging, signs of epilepsy, cretinitical bowel emptying, cerebellar detachment, epidermal separation. Try not to confuse the singularity or admin. Good luck!

*BEDROCK MIXTURE IS NOT AN OFFICIAL [PRODUCT/SERVICE/EVENT, etc.] of MINECRAFT. IS NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.

Support the author

If you want to support me with coin, here's a link to Ko-fi:
ko-fi.com/hlebento
Popular Discussions View All (1)
15
24 Sep, 2024 @ 5:19am
PINNED: Any purposes / bugs?
[HELLBENT]
72 Comments
[HELLBENT]  [author] 16 Oct @ 11:53am 
@Dpace I'm afraid it's not
Dpace 16 Oct @ 11:20am 
is there a way to change the font for the lcd outputs? specifically the nav lcd
Demaros 9 Oct @ 4:24am 
Nvm I figured it out, just needed to toggle the autopilot
Demaros 9 Oct @ 1:44am 
Excellent thank you. How would I then trigger the route to start?
[HELLBENT]  [author] 9 Oct @ 1:26am 
@Demaros Yes, that's right, just make sure you have enough waypoints so that the angle of the horizon between them does not exceed 3-5 degrees. This version doesn't work well with points on the other side of the planet or something like that, it will start spinning in place because its vector goes into the ground, it's a crutch technology.
Demaros 9 Oct @ 12:54am 
Ah right, no worries, all good things come to those that wait haha.

Going back to how to make a route, if I'm understanding you correctly, would I put something like the below into a terminal block's custom data (let's say it's an LCD), that LCD block needs to be called something like "LCD", only one word.
Then I import it from that block using the IMPORT LCD command?

Breakpoint to Satreus Hub
Takeoff;Breakwater_Forward
GoToPoint;2175496.65419676,921419.718352143,86467.9611505841;1200;250
Landing;234;Satreus_Forward
Wait

This all look correct?
[HELLBENT]  [author] 8 Oct @ 10:53pm 
@Demaros About a year. I am currently working on communication and coordination scripts, which will be an important part of the journey towards a smart PAS2. But I have recently started working full-time, so it will take some time, sorry.
Demaros 8 Oct @ 10:34pm 
Thanks for the quick response. Any ETA on when the new script will be ready?
[HELLBENT]  [author] 8 Oct @ 9:22pm 
@Demaros (I am still working on a completely new version of the script, but I don't have enough free time yet. In the new version, everything will work the way you think it should).
But for now, route management is not entirely obvious. In the waypoints block, you only GPS points. You need to describe the route itself manually in the custom data of any other block (it is very important that its name consists of one word and that there is no block with the same name or number after the name), then you can either generate the route and export it there to edit it, or write it yourself and import it from that specific block. At the time of creating the script, I had little knowledge of how to do this better, but the new navigation system will be able to store routes line by line directly in the waypoints block, and the configuration will be more flexible, and the points themselves will be connected by a graph.
Demaros 8 Oct @ 8:50pm 
Hey mate, I've been using your script on my server and it's been working great, however I don't understand how to get the routes function working? I've written it in the Waypoints' tagged block and tried both importing and exporting it but nothing seems to happens.
Any guidance or examples would be greatly appreciated