Space Engineers

Space Engineers

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Spug's Easy Automated Docking [OBSOLETE/See Description]
   
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14 Mar, 2018 @ 10:23am
3 Sep, 2018 @ 10:31am
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Spug's Easy Automated Docking [OBSOLETE/See Description]

Description
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*THIS VERSION OF THE SCRIPT IS OBSOLETE/BROKEN*
New Version:
https://steamproxy.net/sharedfiles/filedetails/?id=2146371052

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Take a walk round your ship while it's busy in a docking sequence, recall many drones at once to your base, set up an easy space relay between your base and your outpost, all can be easily done with this script. The main docking process is robust and refined, aswell as other side abilities in the "features" list.

Easily setup your ship/drone to glide effortlessly to it's home then spin to line up with the connector's grid to match up with your OCD. (can turn off the spinning). Now with multiple docking ports and runways.

Vanilla elevators are easier than ever (see the second video) and automatic shuttle relays could be set up between bases, orbital to planetary transport, and cargo routes.

Please remember to press the rate button - it really helps bring in more people.
I hope you enjoy!

**** IMPORTANT ****
Currently the script may cause wobbling and might not dock on specifically the Mars and Alien planet (weird glitch introduced in one of keen's updates) however it'll work for certain elsewhere. Some ships are effected more than others. - Working on a fix.
**** **** **** **** ****

Easy to install:
  • Add the text [dock] onto the connector you wish to use , only needed on the ship, not the base.
  • Recompile the script.
  • Manually dock the ship onto your home connector port and lock the connector.
  • Run the script with an argument of your choice to save the connector to that argument.
  • When ready to dock, run the script with that argument to make the ship return to that connector. - Many different home connectors can be saved, all with different arguments.
    • Add [90] to the end of a connector's name (or an angle of your choice) to rotate the landing direction if you need to. (More info at the bottom of the features section further down)

(Watch the video guide if unsure)

- Runway route setup is explained further down.

- If you're using this in technical routines, you may want to look at the extra detail guide i'm writing up about this script.

German tutorials by FreakyMuffin:
- Tolles Tutorial von FreakyMuffin für wenn Sie lieber Deutsch.
- Teil 2 seines Tutorials

Features:
  • Works with both large ships and small ships.
  • Works with planets (although mars and the alien one can cause bobbing)
  • Use the argument "Nearest" or "nearest" to dock with the nearest saved connector.
  • Can setup a runway for it to follow before landing.
  • Adapts in the current situation. Eg if nudged while docking it will correct it's course, or if it's below the connector it will move to be above it before attempting to dock.
  • Remembers many different docking ports and associates them with your own argument (as long as it's not "reset").
  • Pressing the recompile button will show you all of the associated arguments and docking ports.
  • Changeable variables at the top of the script: Acceleration, deceleration, maximum speed of the ship, spin speed etc.
  • Works with the optional module to allow connecting onto moveable ships, not just stations.
  • Lag friendly - only runs while connecting.
  • Lines up with the home grid.
  • All home positions are remembered even when recompiling the script or restarting a server.
  • Can change the tag used to identify the connector and antenna (for the optional script) at the top of the script.
  • If you wish to include this in your own sequences, add the tag "[Dock]" to a timer and it'll be automatically activated once docking is complete.
  • Enables easy vanilla elevators. (See the second video)
  • Drone remote recall is supported. use the optional script.
  • Add [180] or some angle to the end of a connector name to rotate it's forward direction. Negative values and decimal values work (if you need an obscene amount of precision). You can rotate the ship connector and home station connectors using this too.

Optional Module:
If you wish to dock to a home connector that may move about in the universe, or use automatic drone recall, install the optional "Auto-Docking Optional Home Script" from:
http://steamproxy.net/sharedfiles/filedetails/?id=1331869874


Runway setup:
  • Place down LCD panels as your runway markers. Add the arrow image for the extra Sci-Fi feel.
  • Add [1] to the name of the first panel, [2] to the name of the second one etc. Decimal values work (in case you add more in the future) and negative ones work too. The runway starts at the lowest value.
  • Dock to a connector and connect. Run the script with an argument that contains "Runway" - This will mean the argument will take you to that connector using the runway.
  • You could have many connectors that use the runway, or even some arguments that still dock to the connectors but don't use the runway.
  • Only one runway can be stored per programming block and only one runway is available per home station at the moment.
  • Runways Don't currently work with the optional home script, they only work on stations.
  • The ship will always point in the last LCD's forward direction it's passed over. The ship's "forward" is defined as the forward on the connector on your ship. You can rotate this by adding [90] to the end of the ship's Connector name (or whatever angle you want).


A few things to point out:

You can use whatever argument you want for saving home, as long as it doesn't contain the characters "!" and "," and is not "reset" or "Reset". Running the argument "reset" will make it forget all home positions.

Feel free to make videos about this, I'd be happy to link them in the description.

Notes:
  • If bobbing above the connector occurs, rotate the connector on the ship around. If this doesn't work there's a "multiplayerFix" variable you can set to true that'll hopefully fix it for you, If that doesn't work set gyrospeed to 4 or lower.
  • Ensure there is a direct line of movement to the docking port.
  • If the thrusters are underpowered for the ship, there's a possibility it can overshoot the connector as it won't slow down it time. It will still dock correctly however there is a variable at the top of the script called "deceleration" which can be increased to reduce overshooting. - This engages your thrusters earlier.

Here's an upload for the fighter's in the first image if you want to give it a quick fly about with the side thruster things:
http://steamproxy.net/sharedfiles/filedetails/?id=1335038544

Maker of the station in the video and images:
Ares

Thanks to POLM_GekkeGerrit for the awesome planet base used in the picture.
Thanks to INKY for the PIXY ships used in the picture.

Thanks to YenRaven on reddit for the matrix transformation code.

Nice video of the script by .Mercury-uK

Please rate and enjoy!
Popular Discussions View All (4)
95
24 Apr, 2020 @ 12:54pm
PINNED: Any ideas for features?
Spug
78
1 Apr, 2020 @ 7:39pm
PINNED: Bug fixing
Spug
1
12 Apr, 2019 @ 11:46pm
Making a round-trip
absolain
690 Comments
Spug  [author] 1 Jul, 2020 @ 6:01am 
Autodocking 2.0 is complete! The code base has been totally rewritten, and much more reliable. Subscribe to it here: https://steamproxy.net/sharedfiles/filedetails/?id=2146371052
classicpark 18 Jun, 2020 @ 6:44am 
@Spug greath to hear from you again i cant waith for you new script
Fvracer_x 16 Jun, 2020 @ 5:27pm 
Eyes peeled! Looking very much forward to 2.0!
Spug  [author] 16 Jun, 2020 @ 11:22am 
I'm afraid this version is currently not being maintained, the bugfixes below may work however I'm working on an Auto-Docking ver 2.0 as we speak. This new version will be so much better so keep an eye out ;)
kalazzerx 4 Jun, 2020 @ 12:36pm 
Bugfix version works as ZettDeEff said - https://steamproxy.net/sharedfiles/filedetails/?id=1996010099
Warbeast 24 May, 2020 @ 3:33pm 
hm so i guess this isnt getting maintained?
ZettDeEff 24 May, 2020 @ 3:44am 
@Aggressor
Regardless of the fact that the script currently does NOT work as intended; due to the use of the possibilities given by Space Engineers with the remote control and its path finding: No.

The pathfinding does its job like a brainless computer. From A to B in a straight line, no matter what lies in between.
Aggressor 23 May, 2020 @ 11:45pm 
What about collision detection ? Drone goin back to the base will avoid hills, mountains, trees, builded objects etc ?
ZettDeEff 30 Apr, 2020 @ 4:47pm 
How about using this?! Works fine ;-)

"GruntBlender 13. Feb. at 1:49 AM
I changed a couple lines to make it compile. My upload: https://steamproxy.net/sharedfiles/filedetails/?id=1996010099
Let me know if i'm overstepping and I'll take it down."
☣ ΞIMGΞ Kira0rg™ ☣ 30 Apr, 2020 @ 2:36pm 
Still Broken