Space Engineers

Space Engineers

Wico Techniker Custom
24 kommentarer
Krougal 5. jan. 2018 kl. 15:18 
Arghhhh....so I hate to be a PITA, but it's also turning on O2 gens (I didn't notice until I installed on series 4 small craft).
Krougal 4. jan. 2018 kl. 19:52 
Ok, that took care of my antenna problem as well as the batteries. Thanks!
Krougal 4. jan. 2018 kl. 19:35 
Can hop in my lab if you want to see it in operation?
Still acting a little wierd at times too. It does still need the 1s timer block right? I've also got the WCCT timer and the stored data panel (not really sure I need that for my application?)
Wicorel  [ophavsmand] 4. jan. 2018 kl. 19:31 
I will have a new version in a few minutes to remove the battery thing.

I don't understand where it could be setting antennas back on in this version... But the code IS complex and I may have missed something.
Krougal 4. jan. 2018 kl. 19:00 
I am indeed using 3.1A
Maybe KSH reintroduced the bug?
Wicorel  [ophavsmand] 4. jan. 2018 kl. 18:56 
Which version are you using?

The current is 3.1A which should no longer have the antenna forcing on (there was a bug in older verisons of SE where the antenna would turn off if you tried to remote control a grid).
Krougal 4. jan. 2018 kl. 10:40 
My spare antenna keeps turning on also, tried naming it unused & blank (the actual Techniker it's blank...but it's still running version 2.0) going to blame this on you too ;)
Does the stock craft control have the feaures I need?
Krougal 3. jan. 2018 kl. 22:05 
Yeah, would love that. I'd do it myself, but I couldn't make heads or tails of your code lol. I really don't like anyone messing with my batteries; I either have ships that run entirely off batts or they are just for surge and toggled by keybind.
Wicorel  [ophavsmand] 3. jan. 2018 kl. 21:43 
Looking at the code, it should only be turning a battery's RECHARGE to off when it gets to > 99% charged..

I don't have the NOPOWER option in Techniker, but I could add it if you want it to leave batteries alone.
Krougal 3. jan. 2018 kl. 20:05 
NM about the timer, somehow the timer lost itself (timer start action had become invalid???) fixed that. The battery thing is still an issue.
Krougal 3. jan. 2018 kl. 19:26 
Hey Wico, having a bit of troubles with this script. It works a little iffy, seems updates won't happen until I get in and out of the cockpit a few times. I setup a timer. Believe I have it all right between following directions and looking at AutoMcD's ships.
Also, why does it keep toggling my batteries on recompile? In this particular ship they are there to charge the jdrives, otherwise I want them set to recharge only. Where do I turn this off?
Not sure all this script is supposed to do or not do, but the rangefinder,stopping distance and cruise control are all things I desperately need in my SE life.
Wicorel  [ophavsmand] 29. sep. 2017 kl. 22:22 
the range-finder is a single scan. There are other scripts that do multiple scans.

Limiting timers to 20 seconds is not a good way to reduce lag.

Try one from here: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=838234881
MrFox 29. sep. 2017 kl. 21:45 
The LCD Doesnt show anything. but my server limits timers to a min of 20 seconds. is there a way to scam more area between timer runs?
Wicorel  [ophavsmand] 23. sep. 2017 kl. 19:50 
Are you getting an error?
MrFox 23. sep. 2017 kl. 19:04 
i cant get this to work did they remove something?
Wicorel  [ophavsmand] 12. dec. 2016 kl. 6:56 
There is a bug in SE for this release. They say they'll have it fixed soon. Maybe a hotfix today (Monday Dec 12)

http://forums.keenswh.com/threads/new-camera-raycast-and-sensor-api-update-01-162-dev.7389290/page-4#post-1287022664
Your Pal Deebs 11. dec. 2016 kl. 21:51 
The rangefinder feature always tells me "No Target To Range", even though I have an unlabelled camera facing forwards on my ship.
Viper Covakel 8. dec. 2016 kl. 14:48 
Cool, thanks!
Wicorel  [ophavsmand] 7. dec. 2016 kl. 18:53 
"default argument" means to pass whatever argument is in the argument text box in the programmable box. Since the player can type whatever command they want, it can be confusing . For example, if they type "coast" then the "coast" command will be passed over and over to the program. This is not the desired behavior.

When run by the timer, I recommend setting the argument to either blank or "timer".

As it says in the description, for this code, the fast code is only used on initialization when the programmable block starts. This is on game load and when pasting in the blueprint.

Viper Covakel 7. dec. 2016 kl. 15:35 
Nice, thanks!
The only thing I don't' really understand is the timers. I know how to setup a program normally, but usually the name of the timer doesn't matter. When setting up the timer does the argument passed to the PB need to be "timer" as opposed to "Run with default" or null?

Under what conditions would you need to use the "FAST Timer"?
Wicorel  [ophavsmand] 6. dec. 2016 kl. 18:20 
They should all work OK. There is naming requirements for the output LCDs. If the rotors are not named to match Techniker, the code will not display anything.

I'll add naming conventions to the description for everybody to see.
Viper Covakel 6. dec. 2016 kl. 14:33 
I think they're all pretty awesome, though I don't think I'd need the arm position as I don't have a ship with that feature yet. I guess I just need to know how to tag things so the script will recognize them.

Particularly the range finding and distance to stop seem pretty awesome when flying large ships or heavily laden miners. I can think of a few times when I was starting out that I smashed into a base because I forgot how much heavier ships got then they were full. Now I usually just aim past the base in so in the case of a mishap I don't hit anything. But the "distance to stop" could really help with that and take the guess work out.
Wicorel  [ophavsmand] 6. dec. 2016 kl. 7:05 
Sure. Which features do you want? or don't want?
Viper Covakel 6. dec. 2016 kl. 1:58 
Would it be possible to release a more "generic" version of the script which we could load onto our own ships. There are a lot of nice features to this script.