Space Engineers

Space Engineers

Dynamic Gyro Power
15 kommentarer
CDClone 1. okt. 2024 kl. 7:11 
every time my ship have been inactive for a while, it seems this script disabled gyros completly.... anyone els having this issue?
Kaedys 27. apr. 2024 kl. 11:48 
The script seems to be using the MyShipMass.TotalMass rather than PhysicalMass. TotalMass is calculated before mass scaling from increased cargo capacity. If the game is set for blocks to have higher than normal capacity, the mass of anything *stored* in those blocks is reduced by the same multiplier (ie. if you have block capacity set to 3x, everything stored in it is calculated at only 1/3rd of normal mass). PhysicalMass takes this into account, TotalMass does not. This results in the script vastly over-estimating the mass of a ship as it applies to the actual movement in-game, if cargo capacity multipliers are used and the cargo contains materials.

As an example, my mining ship with storage set to 3x gets wildly *faster* on gyro input as I drill. Replacing TotalMass with PhysicalMass in the script causes it to perform as expected as my cargo fills up.
Unruly 20. feb. 2024 kl. 11:05 
Just in my copy, I changed ".CubeGrid.EntityId == µ;" to ".IsSameConstructAs(Me);" That includes all gyros connected by pistons, rotors and hinges but not via connectors.
Unruly 1. feb. 2024 kl. 6:53 
Hi, thanks for your mods.

I'd like to expand on Kaedys' comment a while ago: I like to subgrid large block grids so that I can use small block equivalents for things like pbs, tbs, controllers, etc. Dyna won't stand for this though, bc it's not looking at the larger grid at all.
Maple__Mo 2. dec. 2023 kl. 19:45 
This script is very useful :steamthumbsup:
But I found some shortcomings during the use process
Can the value of "maximum weight of spaceship" be used as a customizable variable for players to modify, so that it can adapt to more types of spaceships
Patrick  [ophavsmand] 25. apr. 2023 kl. 20:04 
@Kaedys, I think that could be done. I'd need to check. Could be awhile, though.
Patrick  [ophavsmand] 25. apr. 2023 kl. 20:01 
I know the feeling :)
black_dragon1230 25. apr. 2023 kl. 19:54 
Nvm I had a dumb moment and didnt read that it was a script. Lol im really too tired to be playing.
black_dragon1230 25. apr. 2023 kl. 19:50 
Any idea why this wont show up in the mod list. I have unsubbed to it and resubbed to it a few times and it doesnt show up.
Kaedys 30. juni 2022 kl. 1:21 
Would it be possible, potentially via a run argument or something, to have it also account for connected grids? In particular, this would be nice for grids connected via landing gear, if that's possible. I use this on my mining ships, and it works great there, but I'd love to use it on the tug ships I use to move grid chunks around with. When my little small-grid tug connects its forward-facing landing gear to a big old large grid nacelle of a carrier or something and starts trying to swing it into position, it'd be amazing if this script could just auto-ramp the gyros up to compensate for the extreme mass increase (I'm, of course, using modded gyros with substantially more force capacity, since the entire damn ship would need to be gyros to get anywhere close to that in vanilla)
condottiere 30. apr. 2022 kl. 0:02 
This plus Tekk's (other Patrick) Anti Grav Thrusters script are a godsend. Thank you!
Patrick  [ophavsmand] 26. apr. 2022 kl. 5:06 
Yep, it is possible to handle antenna range the way you describe.
<†>Baigle1<†>™ 25. apr. 2022 kl. 22:02 
This wouldn't be possible with antenna power / range would it? Having the range set way too high on both sides could be a lot smoother experience, even phones adjust transmit power (or are supposed to)
Patrick  [ophavsmand] 25. apr. 2022 kl. 16:47 
Thanks! Yeah, that's a really good idea.
<†>Baigle1<†>™ 25. apr. 2022 kl. 16:28 
Nice, I feel like this should be a vanilla feature of the gyro control system, like a checkbox in the gyros or the cockpit to try and maintain the same level of responsiveness