Space Engineers

Space Engineers

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Whip's Subgrid Thruster Manager
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1.014 MB
3 Sep, 2016 @ 1:47am
16 Jul, 2023 @ 8:12am
38 Change Notes ( view )

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Whip's Subgrid Thruster Manager

In 1 collection by Whiplash141
Whip's Scripts
22 items
Description
Formerly Named "Whip's Rotor Thruster Manager"


  Update
  • Added custom data configuration. You no longer need to open the code and change variables!
  • Added cute little animated running screens :D




  Description
Howdy!

This script allows you to control thrusters over subgrids. This code will also work with inertial dampeners!

This script does not control subgrids themselves, it simply allows you to control subgrid thrust like regular thrusters. Also, if you change the angle the of subgrid thruster, the code will automatically adjust the movement keys that fire it.

As always, I will continue to improve this code :)


  Setup Instructions
  1. Place a seat or remote on the main grid.
    • NEW - If you want only specific ship controllers to be considered, add the name tag "Reference" to the name of the block.
  2. Put this code in a programmable block.
  3. Attach thrusters to your subgrids. If you are using rotors or hinges, I suggest you lock them because there are some strange physics bugs associated with thrust on rotors.
    • You do not need any thrusters on your main grid! However, if you wish to enable/disable dampeners, you'd need to use the dampener toggle arguments.
    • Thrusters on grids with connectors are IGNORED by default. This is to avoid taking control of docked grid's thrusters. To change this, configure the corresponding key inside the custom data.

  4. Enjoy!


  Ship Controller Prioritization
The script will automagically detect what seat you are controlling on your ship and begin controlling subgrid thrust. If you have name tagged ship controllers, only those ship controllers will be considered for prioritization. If you have multiple ship controllers on your ship, it will select them based on the following priority.
  1. Main seat/remote
  2. The first seat that was controlled


  Arguments
Argument
Function
on
Turns program control of subgrid thrust on
off
Turns program control of subgrid thrust off
toggle
Toggles program control of subgrid thrust off/on
dampeners_on
Turns dampeners of sub-grid thrust off
dampeners_off
Turns dampeners of sub-grid thrust off
dampeners_toggle
Toggles dampeners of sub-grid thrust off/on


  Author's Notes
I designed this code to make flying with VTOL and thrust vectoring craft much easier and much more fun. I truly hope that this code brings you as much joy as it does to me!

Remember to lock your subgrids or you will get torque :)

If you notice any bugs/want to make suggestions feel free to leave a comment! This code is by no means perfect; I will continue to update and fix any issues that this code has to make it the best as possible :)

This should also go without saying, but do not reupload without explicit permission from me, not even to mod.io.

- Whiplash141
Popular Discussions View All (19)
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29 Jun @ 5:31pm
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PINNED: User Creations
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12 Dec, 2023 @ 10:24am
Compatibility with other scripts and autopilots
¤Foxtrot¤
1,431 Comments
Whiplash141  [author] 20 Jun @ 5:42pm 
@~Ari~: "I wanted to know if it's normal that it causes a lot of clang noises"

Yeah, thats just the game being angry about forces on subgrids.

@AgentSmith: "Hey, please tell me how can I open the code in a “readable” form?"

Lol wut. I think you need a better text editor because you can just grab the plain text from the programmable block editor. Alternatively, the change logs link directly to my public GitHub.
AgentSmith 20 Jun @ 1:59pm 
Hey, please tell me how can I open the code in a “readable” form? I'm trying to understand game classes, especially all around thrusters, and would like to use this code as an example. I opened the file with Visual Studio and with Sublime Text - all the lines are one on top of the other, there are no indents, etc. Not to mention weird symbols in some places.
~Ari~ 20 Jun @ 1:43pm 
Hey, just got this script working on one of my builds! It works as intended just fine, but I wanted to know if it's normal that it causes a lot of clang noises. It's just off of a hinge with nothing in the way so I don't know if it's user error or if that's just the way the game makes it work, but if there is a way to fix it I'd like to know pls
Whiplash141  [author] 13 Jun @ 10:08am 
I have had 0 issues with this script not detecting blocks. I have also had not a single user able to provide me with a grid where that is reproduceable.

If blocks aren't fetching on world reload, that is a game issue and I can't do anything about it.
Reign 13 Jun @ 8:40am 
Hey Whip, this is still acting up and not grabbing all thrusters reliably - especially on world reload. If I remember right, you have a loop that finds the blocks every so often, I was happy to see I wasn't alone in that idea, I would take a peek at that if it's enum based and force a program restart.
Abisius 6 Jun @ 9:26am 
@PrimeTime
inside the control menu of the programmable block inside the world after you have build it and if the world is allowed to use ingame scripts (which it isnt by default and it will not be console compatible with it active to my knowledge) you will find an edit button that opens up an additional window in which you can write your own script, edit scripts and find a workshop button.
PrimeTime 6 Jun @ 8:29am 
Ah I see, thank you for helping me to understand. I am still a little confused though, where can I find the code to put in the programmable blocks?
P.S. yes, I screwed up the server config getting the mod in, as I can just paste mod ids for it to download. All fixed now thankfully.
Abisius 6 Jun @ 3:11am 
@PrimeTime
this is not a mod, it is an ingame script.
so it isnt added to a worlds modlist and if you still get it added to one (cfg edit, server manger, . . .) it will cause absolute havok.

ingame scripts are put into a programmable block you need to build ingame and for the button for it to show up the world need to allow ingame scripts.
PrimeTime 6 Jun @ 3:03am 
I'm unable to add this mod to any SP world or dedicated server through steam tools, is it possible this is caused by a recent update to Space Engineers?
Whiplash141  [author] 24 May @ 11:55pm 
I wouldn't call it your fault as that is caused by the game physics being dumb, but rotor locking when the subgrids are not in motion will certainly help