Space Engineers

Space Engineers

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Launch Assistant
   
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25. mai 2018 kl. 12.20
21. mars 2019 kl. 15.02
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Launch Assistant

Beskrivelse
This script is designed to be a "Fire and Forget" method to get your ship from the surface of a planet into space.

Add this script to a programmable block, and run it with the argument "toggle" to turn the program on/off.

This script checks the maximum effective thrust of all of your thrusters in every direction, and aligns the strongest side of your ship to face down, allowing for the most available thrust to keep your ship in the air.
As it does this actively, it can use atmospheric thrusters on one side of your ship to launch initially, and when they weaken, roll in mid flight to use another set if stronger thrusters are available.

Please note that if your ship is sitting on the ground, and the strongest available thrusters aren't already facing downwards, shennagins may occur. I'm planning on updating this to account for which thrusters are currently facing down for initial takeoff.
This has been fixed!

It is also very fuel efficient, using the minimum amount of thrust necessary to maintain a speed of approximately 98 meters per second. (If you want to change this, just look for the 98 within the code and change it. If you use a speed mod, changing this will also make it compatible.)

Once you enter the zero g environment of space, this script deactivates and resets gyro and thruster override to zero, returning full control to you, as well as activates a timer block (name [LaunchAssist] ). Alternatively, if you need to abort a launch in progress, simply run the PB with "toggle" and it returns control to you.

Special thanks to everyone who helped me out on Discord. Without them, I wouldn't know what a variable is.

Planned features:
As it stands, it only checks if the thrusters exist. It doesn't check if they are too damaged to function, turned off, or out of fuel. Rectifying this is next on the list.

An extension of the above, it also doesn't check if a thruster is added/removed/destroyed/etc after the script has started. I intend to make it actively look for changes and make the appropriate adjustments.

I'm thinking of doubling this as a landing script as well. The idea is if you enter a planets gravity well, it starts checking things, primarily over what distance it can bring the ship to a stop in the current gravity and if it is close enough to the ground action must be taken to avoid collision. Ideally you'd never notice its presence unless you are plummeting towards the ground at a risky speed/distance. Otherwise it will leave the flying to you.
As I said though, this is just a thought. Let me know if you'd actually like to see this.
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20. mars 2020 kl. 14.26
FESTET: Suggestion Box
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25. mai 2018 kl. 13.19
FESTET: Bug Reports
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