Space Engineers

Space Engineers

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TopLain's Extended Ingame Programming
   
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
400.123 KB
22 Dec, 2021 @ 4:07am
25 Dec, 2021 @ 11:40am
3 Change Notes ( view )

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TopLain's Extended Ingame Programming

In 1 collection by TopLain
Laino's Space Engineers Mods
6 items
Description
Exposes additional functionality to ingame scripts.

If you'd like to see something added, just ask in the comments!

// ========== Universe ========== // Information about the Universe // ============================== Me.GetValue<float>("TopLain.Universe.MaxLinearVelocity"); // Maximum possible speed Me.GetValue<float>("TopLain.Universe.MaxAngularVelocity"); // ======= Center Of Mass ======= // Center of Mass, including or // not including connected grids. // See: GridLinkTypeEnum. // ============================== // Just the grid the programmable block is on: Me.GetValue<Vector3D>("TopLain.COM.Self.World"); // Same as you'd get from a IMyShipController Me.GetValue<Vector3D>("TopLain.COM.Self.Local"); // Local coordinates // COM including grids connected via rotors, pistons, suspensions: Me.GetValue<Vector3D>("TopLain.COM.Mechanical.World"); Me.GetValue<Vector3D>("TopLain.COM.Mechanical.Local"); // COM including terminal connections. i.e. rotors, pistons, wheels. Includes Mechanical connections: Me.GetValue<Vector3D>("TopLain.COM.Logical.World"); Me.GetValue<Vector3D>("TopLain.COM.Logical.Local"); // COM including connections which lock physics. i.e. connectors. Includes Logical and Mechanical connnections: Me.GetValue<Vector3D>("TopLain.COM.Physical.World"); Me.GetValue<Vector3D>("TopLain.COM.Physical.Local"); // COM including connections by rotor, piston, suspension and connectors if they transfer energy: Me.GetValue<Vector3D>("TopLain.COM.Electrical.World"); Me.GetValue<Vector3D>("TopLain.COM.Electrical.Local"); // COM including connections which lock physics, but do not connect terminals. Landing gear only: Me.GetValue<Vector3D>("TopLain.COM.NoContactDamage.World"); Me.GetValue<Vector3D>("TopLain.COM.NoContactDamage.Local"); // ============ Mass ============== // Mass, including or not including // connected grids. // See: GridLinkTypeEnum. // ================================ // Just the grid the programmable block is on: Me.GetValue<double>("TopLain.Mass.Self"); // COM including grids connected via rotors, pistons, suspensions: Me.GetValue<double>("TopLain.Mass.Mechanical"); // COM including terminal connections. i.e. rotors, pistons, wheels. Includes Mechanical connections: Me.GetValue<double>("TopLain.Mass.Logical"); // COM including connections which lock physics. i.e. connectors. Includes Logical and Mechanical connnections: Me.GetValue<double>("TopLain.Mass.Physical"); // COM including connections by rotor, piston, suspension and connectors if they transfer energy: Me.GetValue<double>("TopLain.Mass.Electrical"); // COM including connections which lock physics, but do not connect terminals. Landing gear only: Me.GetValue<double>("TopLain.Mass.NoContactDamage");
5 Comments
ThePropheticWarrior 22 May, 2023 @ 6:06pm 
@Mad JimBob McJim: Either PARK or Mechanical Keybinds should work, if you haven't found them yet.
Hunter 3 Aug, 2022 @ 12:53am 
Hi I'm looking for a script that'll let me control wheels mounted on rotors with the use of W key and and S key for forward and back. Already using a script to control hinge steering on A and D. The the rotor wheels 'motors' are on a rotor roller rocker suspension setup - so wheels are on a sub grid.

Can this be done with Scrips?
квадробер_ХХХ 6 Jul, 2022 @ 10:54am 
can you add sex?
TopLain  [author] 20 Apr, 2022 @ 10:43am 
Yeah but it's not in a state where it will work easily with any kind of ship you build. Specifically it still needs some optimizations for when a ship has a lot of thrusters (the calculations are quite intensive, so it's easy to run out of compute budget).

Haven't worked on it in a while, so I'm not sure what state this represents, but here is the script as it currently resides on my HDD, so you (or someone else) can keep working on it: https://gist.github.com/laino/eec4ed9e75be98e89db6a1bf6b04654a

I might get back into it myself at some point.

Also it requires the mod you're currently commenting on.
Peekofwar 19 Apr, 2022 @ 9:10am 
This is unrelated to this mod, but you made an in-game script that corrects thrusters when using Digi's Realisitc Thrusters mod,. right? Is it not ready to be uploaded yet, or did you upload it but haven't yet made it public?