Space Engineers

Space Engineers

Not enough ratings
All Grids Zeppelin Parts + Controller! Works on servers, controller also works on VTOLs, rovers, boats, and trains.
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block, Skybox
File Size
Posted
Updated
31.187 MB
22 Jan, 2020 @ 2:54am
2 Sep, 2023 @ 3:24pm
28 Change Notes ( view )

Subscribe to download
All Grids Zeppelin Parts + Controller! Works on servers, controller also works on VTOLs, rovers, boats, and trains.

Description
THIS WORKS WITH THE CONTROL SEAT, LARGE AND SMALL.

The gas cell block is the same for small and large grids to avoid having to recalculate physics, so your small grids will probably look like hot air balloons if they stay a reasonable block seat.

The vessel must have one vanilla control seat in it and should be steered from there.

On boats, this will give you heading and take care of pitch and roll for you. On airships, it'll handle filling and emptying the gas cells as well.

If the control system acts up after you've taken damage, simply turn it off and back on quickly so that it can recalculate how many working balloon blocks it's managing.

* If this is a zeppelin, build hydrogen tanks
* If this is a zeppelin, build a hydrogen vent
* If this is a zeppelin, build gas cells
* Build a control seat (large or small grid), run the setup button in its panel. Optionally, put Vessel in its name
* Optionally, build LCD with Vessel in the name
* The main screen on the control seat will automatically load and update
* Turn the vessel controller on by activating the "Preserve aspect ratio" tick box in the flight seat's control panel.

* Will play nice with my version of the water mod ( "Water Mod Plus Stuff" ), it will work with other water mods or even without any water mods. https://steamproxy.net/sharedfiles/filedetails/?id=1944299402

Rather than the settings on the seat, which have proven wonky on a dedicated server, you can now use thrust up and down to fill/empty balloons (whether there are any thrusters or not).

In order to set a new wanted height, turn on dampeners; leave them off otherwise.

To increase balloon target height, use the "Increase image change time" slider or block option for the flight seat (It'll be at the bottom). Put it back to default (15) to stop changing it.

To decrease balloon target height, use the "Decrease image change time" slider or block option for the flight seat (It'll be at the bottom). Put it back to default (15) to stop changing it.

To turn the vessel controller on and off, use the "Preserve aspect ratio" button or block option on the flight seat (It'll be at the bottom).

To open the vanes, use the "Increase text padding" block option. The block button will say 3.

To close the vanes, use the "Decreasetext padding" block option. The block button will say 2.

If you put a control seat on a DerpRail or HoverRail train,it will stabilize it without the need of a gyro; vanes will work with the magnetic suspensors to provide basic thrust when open.

Vanes are a new addition. When open, they will induce a lot of drag, prevent most slideslip, and redirect some engine output to provide a minimum of sideways or backward thrust to the airship - good for docking and good for stationkeeping in case you don't have access to vanilla thrusters and can't put on propellers on all sides of the craft.

Note that the PID controller for the balloons is now somewhat less precise, to minimize overhead on the server (and to increase realism).

Mod contains zeppelin gas cell (large and small grid), hydrogen vent (large and small grid), and the above mentioned modifications to the control seat.


Want to see my real life robots, lasers, and space engineering stuff? it's at http://www.robots-everywhere.com

Want to see my free RPG and boardgame stuff? it's at http://www.emlia.org
31 Comments
Rykarn 10 Dec, 2023 @ 3:58am 
thanks!
spiritplumber  [author] 8 Nov, 2023 @ 5:39pm 
go easy on the lifting engines - 1 or 2 are enough :)
Rykarn 6 Nov, 2023 @ 12:47am 
hi love your work love the additions you've made, and im very glad someone is giving us an up to date zeppelin mod. any thoughts on support for hybrid airships? if i add lifting engines to my airship it just goes straight up, i do kind of like the low PID resolution on the gas cells but it would be nice to have the option to use engines to eliminate that margin of error
Hellspark 16 Jul, 2022 @ 6:27am 
altitude control does nothing in the latest uppdate. height slider just keeps climbing higher and higher no matter what. Decrease image change time also does nothing
any tips or is this a SE update issue?
dogsandcatsplay 24 May, 2022 @ 5:14am 
thank for taking the time to answer me.
yes i use the vanes. great for keeping me still but only horizontally. vertically i have the problem.
the highest point to the lowest is approx 400m give or take. and depending on the timing when i lower my altitude,it can make the difference between taking a long time to dock and crashing hard and blowing my connector and landing pad.
like i say, if it is not to much trouble, i just would like some way to mitigate the up-down floatyness.
if not, i understand. just thought i would ask. :)
spiritplumber  [author] 23 May, 2022 @ 1:00pm 
Honestly? I was using this as math practice to make a IRL drone blimp work... ended up adding maneuvering prop to the real one, so ended up cheating basically :)

Are you using vanes/brakes at all? It helps me with docking
dogsandcatsplay 21 May, 2022 @ 10:23pm 
First, let me say how much i love this mod. it fits great with my play. i have many spread out facilities, many thousand kms apart and have the need to move large quantities of materials out to build sites and bring resources back to my main base. this is great for that. i love it.
the difference between the highest point and the lowest can make it dangerous( it seems as best as i can work out 3-5 hundred metres or so), especially when you are trying to move your ship down to land.
I was just wondering if there was some way to tone it down. the bobbing is cool, as it adds complexity, but personally i feel it a bit excessive( yes, this is a "me problem").
again, just wondering if there is a way to change the error margin in the script. if possible could you tell me what to change ( and where) to reduce it to maybe to about 50 or so metres?
either way, i still gonna use this mod. so thanks for your work and please dont think i dont appreciate it.
spiritplumber  [author] 21 May, 2022 @ 2:46pm 
Increase the connector's power on the magnetic block.
dogsandcatsplay 20 May, 2022 @ 7:10pm 
hi. love this and your work. but i was wondering, is there any way i can lower the amount of bobbing up and down?
spiritplumber  [author] 13 Feb, 2022 @ 9:01pm 
Thanks for the heads up