Space Engineers

Space Engineers

Plane Pilot
42 Comments
Takeshi  [author] 9 Nov, 2021 @ 11:52am 
yea, the pilot needs at least one waypoint. Without it will be deactivated and should fly just forward I think.
RichDickPeter 8 Nov, 2021 @ 8:23pm 
I think, I meant the aircraft would crash into the ground. Sorry for the incorrect terminology.
Takeshi  [author] 29 Mar, 2021 @ 4:53am 
@ShamlessGamer, i was not able to produce a crash while removing next waypoint. Please give me feedback if you can provoke it and how. Thx.
Takeshi  [author] 27 Mar, 2021 @ 3:17pm 
Hi, thx.
Can you provoke the crash? Dont know something about the problem.
If it is so easy to provoke it, I will take a look at it, if not, please give me a step by step report. Thank you.
RichDickPeter 27 Mar, 2021 @ 2:58pm 
i'V BEEN WAITING TO FIND A MOD LIKE THIS FOR SO LONG THANK YOU WORKS GREAT except it crashed when I removed a way point it was following but I really just need the auto leveling thank you.
epflederer 2 Feb, 2021 @ 8:28pm 
Best option would be the slider to reduce or increase force that the plane pilot applies then. Maybe it acts as a multiplier on the applied forces? I don't know much about coding but that is what I would do.
Takeshi  [author] 2 Feb, 2021 @ 12:49pm 
too much calculation. I am only pull the front into the target direction. With setings for the gyros I have to check the current rotation to know the ship/gyro rotation.
epflederer 2 Feb, 2021 @ 12:19pm 
What if the plane pilot gave inputs to the gyros like standard autopilot does. Would that be a feasible solution?
Takeshi  [author] 2 Feb, 2021 @ 8:45am 
at the moment i am using the gyropower, but it will refresh only at init and if a block is added or removed from the grid. Because loading and checking the griddata is not so good for the perfomance.
epflederer 1 Feb, 2021 @ 10:08pm 
I intend to use gyros as the turning method. I was going to use a script to set the gyro power based on airspeed, thus giving the illusion that the plane is using control surfaces. My concern was that if the plane pilot was applying the turning based simply on the number of active gyros and not on the power of them, I would be unable to get the control surface effect i want while using the plane pilot.
Takeshi  [author] 1 Feb, 2021 @ 12:40am 
but: if you have 0 gyros on board, it will not work because the power for turning is relatet to used gyros. A Slider wil only set a factor to reduce and maybe increase that force. But i think it will not work with control surfaces.
Takeshi  [author] 31 Jan, 2021 @ 1:16am 
added to my to do list, but i dont work on my Mods at the moment so i think it will need a while to complete.
epflederer 30 Jan, 2021 @ 9:36pm 
Could it be possible to add a turn force slider like the gyro has? That way i can make drones lose turning capability at low speeds as if they were using control surfaces.
Takeshi  [author] 31 Dec, 2020 @ 7:02am 
are you using a script to set the right target? Pleasu upload a blueprint.
Have you used it with success before?
Thx.
Dr. Secks 31 Dec, 2020 @ 5:49am 
The Mod doesnt work anymore. On none of my planes start flying when i use this, they just rotate to the point and just stand there
woostyboy 19 Aug, 2019 @ 2:36am 
Thank you. Yes, that's the one that makes you roll at the same time as yaw, isn't it?

That's why I thought you might be the guy to create the swap yaw / roll script! :)
Takeshi  [author] 19 Aug, 2019 @ 2:19am 
hi, i am not so familiar with PB and keyinputs. But have you tried the Advanced Fly Module? Is one of my first Mods.
woostyboy 19 Aug, 2019 @ 2:04am 
Hi Takeshi!

SCRIPT REQUEST :)

Would you be able to make a PB script to switch ROLL and YAW axis on gyros? I want to fly a plane with PITCH / ROLL on the mouse, instead of PITCH / YAW. Would need to make 'Q' and 'E' the YAW.

Many thanks in advance!! ;)
Takeshi  [author] 6 May, 2019 @ 3:52am 
My "World of Drones Chapter 1" is released, sorry for the delay.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1733855158
epflederer 23 Apr, 2019 @ 10:31am 
Another possible option would be to add an "NPC follow" toggle to the plane pilot that would automatically get and enter player position with a built in script for use with drones.
epflederer 23 Apr, 2019 @ 10:25am 
In the data files with the cube blocks, gas properties, and all those other sbc files, they added a new one called drone behaviors, which can control pirate drones without the use of ingame scripts. Under some if the drone files it will list which behaviour it uses, which corresponds to one of the behaviors in the sbc. The drone behaviors can even make drones use fixed weapons, though I still think your autogatlings are more reliable.
Takeshi  [author] 23 Apr, 2019 @ 10:22am 
ahh ok, at the moment i am working hard on my "world of drones". I am using drones with scripts (the old behavior i think). Maybe we are talking about the same, what do you mean with the new drone behavior?
epflederer 23 Apr, 2019 @ 10:18am 
They aren't meant for space. The spAce Combat thing is supposed to be a combination of Ace Combat and Space Engineers. That's why the A is capitalized and no the S. I only plan to use it for planet bound airplanes. It should be as simple as making the drone behavior activate the plane pilot instead of regular autopilot. I dont know coding, so it's probably more difficult than that. It was just an idea I thought I'd run by you. Either way, keep up the great work. Love all your mods :D
Takeshi  [author] 23 Apr, 2019 @ 9:58am 
i didnt checked out the new behaviours and the plane pilot is not made for space.
epflederer 23 Apr, 2019 @ 9:33am 
@Takeshi, with the new drone behaviours, do you think you could put together some code to allow them to use plane pilot instead of regular autopilot? I'm attempting to revive my spAce Combat mod using drone behaviours, but I cant get them to fly the way I need them to. I don't know if this would be possible or not, but it would be awesome if you could make it happen.
Takeshi  [author] 11 Mar, 2019 @ 12:48am 
the gyros have to be up and running to be countet.
epflederer 10 Mar, 2019 @ 2:01pm 
Can I turn of the gyros to work or do they need to be removed
Takeshi  [author] 10 Mar, 2019 @ 11:54am 
the power for turning is related to number of gyros. Should be turning faster with more gyros. (should, if not, please tell me)
epflederer 10 Mar, 2019 @ 11:48am 
Is there a way to tune the rate this turns a plane at. I'm trying to use this with my large grid cargo plane, and it has my plane performing somersaults every time it encounters any sort of hill. I'm using collision avoidance with 500m height and 200m flight corridor.
Takeshi  [author] 14 Sep, 2018 @ 8:28am 
@Dondelium, i am working on something like that, but at the moment i am not happy enough with the behavior of my drones (crashing into ground for slow targets). At this point i think you cant help me. After my next vacation i will publish a world, so everyone can try to survive a PVE game.
epflederer 13 Sep, 2018 @ 10:15pm 
@Dondelium, try my spAce Combat mod. The link is a few comments down. I'm still working on it, but it is in a fully functional state.
Dondelium 13 Sep, 2018 @ 6:40pm 
Have you considered making a mod that uses this system with drones to add some auto-spawn engagement opprotunities?

I would be happy to help make one.
epflederer 28 Aug, 2018 @ 10:33am 
Nevermind, Ive decided to make the parts public. most of them are jsut vanilla parts with different models anyway. Next update should be released in a day or two.
epflederer 28 Aug, 2018 @ 8:44am 
These plane pilot blocks also work well for guiding npc missiles. I've built a prototype for my space combat mod, and it works very well, but it looks too big, even though it is the smallest missile I plan on making. I plan on adding some custom parts for making smaller and better looking missiles, but I'm debating whether to make them public or not. What's your opinion, Takeshi?
epflederer 27 Aug, 2018 @ 7:56am 
For anyone who would like to see how npc planes made with this mod work, try out my new mod, spAce Combat. Link is below.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1494925423
epflederer 26 Aug, 2018 @ 9:08am 
Thank you. After some testing I may publish blueprint and drone versions of the plane Im currently working on. Also love the Autogatlings. They fit perfectly in the 1x1 tubes.
Takeshi  [author] 26 Aug, 2018 @ 8:01am 
please check the discussion with the available actions, the line ist this:
remote.ApplyAction("planepilot_onoff_on_Action");
epflederer 26 Aug, 2018 @ 7:31am 
Im trying to use this to make pirate planes to dogfight with. how would i rewrite the following line of code in a programmable block to activate plane autopilot instead of regular?


remote.SetAutoPilotEnabled(true);

Any help would be appreciated. Thanks for the great mods Takeshi. You never cease to amaze.
uginFიჯ 25 Jul, 2018 @ 10:18am 
cool
envy 10 May, 2018 @ 12:42am 
I meant a world with everything setted up, so that players can analyze how it is supposed to be done properly.
Takeshi  [author] 10 May, 2018 @ 12:37am 
@Milord, what kind of examples do you need? Just the settings or a example for some enemies? The complex part is the Mod itself, to get a working example you have just to do:
- add some waypoints
- turn Collision avoidance on, if you will (Plane Pilot)
- overide the thrust of your forward thrusters
- turn on (Plane Pilot)
I will se if i can add some examples to the plane parts example world.
envy 9 May, 2018 @ 11:56pm 
So you are going to realese an example world? The idea sounds great, but it seems pretty complex, so if you made one it would be really helpful!