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Hey, just figured I'd share what I needed your script for. Thanks again.
https://youtu.be/Fjx7adXu1sE?si=lVCmWRdE7j07LnaJ
Thanks for getting back so quick. Didn't expect it and it went over my head. I'll keep fiddling with it. I have a 6.3 million kilometers ship with I think... 36 large ion thrusters for forward thrust and only a few small ones for docking and final maneuvers in every other direction. It very much needs a script like this, and it also needs to be abortable both for combat and for asteroids. I sure don't know what I'm doing with C# to make it work my way, so I think I'm going to have to just use a timer to turn off gyro override and turn on thrust and just let that slide mentally as "this is the emergency button, you'll have to do a hard reset."
Still, if you're still updating/working on this I'll keep checking back. Thanks again. This is the only script I can find that does something like this.
But! It's not releasing control because it's trying to get your ship within .2 degrees of your original velocity before re-enabling all thrust. For some ships, this might be too narrow/too small of a tolerance.
Aside from slapping on more gyros, another thing to try:
1. Select the PB and edit its Custom Data
2. Add the following
cruiseMaxGyroError .05
3. Re-compile and try again. The number is the tolerance in radians. .05 radians is almost 3 degrees, which seems plenty tolerant.
Thanks very much for creating this, despite the issue.
At some point though, I started modding the game and adding my own Lua functions. I got tired of maintaining two branches of scripts (especially since they weren't public anymore in the first place). The scripts haven't been used in the vanilla game in a long while.