Space Engineers

Space Engineers

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Plane Pilot
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
604.576 KB
6 May, 2018 @ 2:37am
19 Mar, 2020 @ 12:12pm
12 Change Notes ( view )

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Plane Pilot

Description
First: This is designed for a special usecase. You can use it, but dont cry if it works more for my usecase then for yours. (in default setup it is designed to work with the Advanced Fly Module, read the description for more informations)

Second: This is a fakemod, i am not using gyros to turn into targetdirection, i am using just a force. The strength of this force calculated by number of std gyros. For my usecase this is enough.

This Mod add a new Remote Control block for Small and Large Planes. Planes have forward thrust and aerodynamic wings (use "Plane Parts"). Is mostly designe to us it for Pirate drones. It has impact to the SimSpeed, but not as much, try to use turrets and you will see that the turrets have more impact to the SimSpeed.
Also i add a fake connector to connect drones at structure, with this i can copy and paste many drones as ones, this works also with blueprints. In the adminversion of this mod this connector block is invisible.

In short:
The remote control looks into the direction wehre the target is. You have to manage the thruster for your self.
Designed to get faster and more interesting enemies (pirate faction).

In long:
The Plane Pilot is an Autopliot for Planes. I added some buttons and sliders to the bottom of the remote control menue.
!! dont activate default AutoPilot !! while using the Plane Pilot.
You can use GPS marks, you can use scripts for pirate drones like in the default AutoPilot.
You can setup the Fly Mode with the default switch (thats the only button they are used from default buttons)
For all other settings scoll down to find on/off and slider.
Dont try to land a plane with activated Collision Avoidance.

Settings:
Flight Mode: Patrol/Circle/One Way | the default setting, default behavior
GPS Locations and Waypoint: Use it like default
Plane Pilot On/Off: On/Off
Plane Pilot Collision Avoidance: On/Off. The Coll. Avoidance is special designed for the Plane usecase. It detects other stuff arround/before you, like planes and voxels, and it tries to prevent collisions.
Plane Pilot align to gravity (Roll only): On/Off. Roll the ship to have bottom side down. (for my usecases i use the Advanced Fly Module, i added this feature just for you)
Plane Pilot fly low: On/Off, use it only for small planes, it tries to fly in low altitude to the target, also if the target is at higher alt (just cool)
CA min height: the min fly height for the plane, sometimes the plane is flying lower, this value is to define ranges for collision checks
CA flightcorridor radius: Also a value for collision checks, the CA checks a cylinder in front of the plane with this radius, if something in this corridor the CA tries to change target direction to get a clean corridor
Waypoint threshold distance: if you are closer than this value, switch to next target, has no effect if you use "One Way"

Special cases:
- To prevent the plane from flying in circels arrount the target GPS and dont switch to the next GPS because threshold is not reached, the Plane Pilot checked the distance and switched to the next if needed, also if the threshold is not reached.
- it works for large ships, but its less dynamic because the ships are less dynamic
- for my normal use cases i use small fighters
- for a large flying fortress i dont activate collision avoidance
- if you see red lines, this means that the path for the voxel collision avoidance hit the own grid, copy and paste the ship to fix this. in this mod i test a automatic startpointcalculation for the path while init the block, if you set blocks after init, you have to re-init (copy and paste or remove and set the Plane Pilot again)

Have fun, if you have questions please ask me.
If you are faster than me and you create a world with drones they use this pilot, please tell me, thx.

I have uploaded a copy from this mod where the blocks are not available at the g-menue: https://steamproxy.net/sharedfiles/filedetails/?id=1697665843
_______________________________________________________
More for the Package:
AutoGatling
https://steamproxy.net/sharedfiles/filedetails/?id=1381114389

Plane parts
https://steamproxy.net/sharedfiles/filedetails/?id=837058476

AdvancedFlyModule
https://steamproxy.net/sharedfiles/filedetails/?id=631769080

Port this to MOD.io for XBox?
This Mod is using client side script, that is not working for XBox.
Popular Discussions View All (1)
0
12 May, 2018 @ 5:03am
Available Actions for ingame scripts
Takeshi
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.
Shameless Gamer 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.
Shameless Gamer 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.