Space Engineers

Space Engineers

585 人が評価
Whip's Automatic Drop Pod Script
   
アワード
お気に入り
お気に入り
お気に入りから削除
ファイルサイズ
投稿日
更新日
28.183 KB
2017年5月22日 16時13分
2019年12月20日 5時33分
17 項目の変更履歴 ( 表示 )

サブスクライブしてダウンロード
Whip's Automatic Drop Pod Script

Whiplash141 作成の 1 件のコレクション
Whip's Scripts
22 アイテム
解説
ATTENTION: This script triggers itself automatically. No timers needed!



This code allows you to make automatic drop pods that will safely land themselves. This is a much more user friendly variant of the code that I designed for my Hunchback Planetary Dropship.

My standard Infantry Drop Pod can be found HERE!


  • Drop pods using this code will automatically orient themselves to burn off any unwanted lateral velocity which makes low altitude drops possible!

  • If you have a large ship and you don't wish to actually touch down, you can change the "attemptToLand" variable to false and the code will make your ship come to a stop right above the ground!

  • Additionally, the drop pod does not need to be manned in order to land! The code can land just fine without a pilot!
  • You can use ANY thruster type. The code is able to compensate for thruster efficiency and cargo mass to ensure a smooth landing!
  • Code variables can be changed without needing to open the program!
  • You can use the same code on every drop pod without any issues or need for renaming!


Necessary Blocks
  • A cockpit, remote, or flight seat of any type
  • A programmable block
  • At least 1 gyroscope
  • At least 1 upwards braking thruster (you should test if your drop pod has enough thrust to land!)
Optional Blocks
  • A text panel
  • A merge block, connector, and/or rotor
  • A timer (Not required anymore!)
Setup
  1. Load this script into a programmable block


  2. Add "Drop Pod" to the name of the cockpit or remote control on the drop pod. The code will align the bottom of the ship controller to gravity, so plan accordingly!

  3. Make sure that you have at least one gyroscope and enough braking thrust to come to a safe landing!


  4. (Optional) Add "Drop Pod" to the name of the merge block, connector, or rotor used to attach
    your drop pod to the drop platform. If you dont have any of these, you can skip this step!

  5. (Optional) Add "Drop Pod" to the name of the text panel that will be used to display drop pod information. If you dont have a text panel, you can skip this step!

  6. When you are ready to drop, run the program with the argument "drop". This argument can be bound to a timer or ship toolbar!



Changing Variable Values
Open the programmable block's Custom Data to change variables without needing to mess with the code!


Using Multiple Drop Pods on the Same Ship
You do NOT need to rename anything if you want to drop multiple drop pods from the same ship! You can just copy and paste the SAME drop pod without any additional setup!

Variable Definitions
Variable Name
Function
referenceName
Name tag of the drop pod ship controller
mergeConnectorOrRotorName
Name of the drop pod merge block, connector, and/or detachment rotor (optional)
shipName
Name of the drop pod. This name is displayed on the status screens if present.
statusScreenName
Name tag of drop pod status screens (optional)
landingTimerName
Name tag of timer to trigger on landing (optional)
maxSpeed
Max in-game speed. Script is configured for vanilla by default. (in meters per second)
descentSpeed
Speed the drop pod will attempt to descend at (in meters per second)
useDriftCompensation
Determines if the drop pod should attempt to compensate for lateral drift when landing.
requireAttachmentBlock
Whether or not the code should require an attachment block (connector, merge, or rotor) to function. This is set to off by default, but I like this function so I kept it for myself :P
attemptToLand
Determines if the code should attempt to make the drop pod land on the ground. If set to false, the drop pod will come to a complete stop above the ground and give the user back control of the vessel.
disableThrustOnLanding
If the braking thrusters will turn off after a successful landing. This is only considered if attemptToLand is TRUE.
shutdownTime
This is the time in seconds that the drop pod should be stationary in order for the code to shut down.
altitudeSafetyCushion
This is the distance (in meters) that the code will add on to the minimum computed braking altitude. You can use this to come to a full stop above the ground.

(Do not reupload without permission, not even to mod.io)
人気スレッド 全て表示 (1)
36
2022年4月23日 3時28分
ピン留め: Bug Reports
Whiplash141
403 件のコメント
Thorn Blackwell 9月25日 18時08分 
I think the cryo interfered with the remote controller until I restarted. It's one of many odd things I've found that require a restart to fix.
Whiplash141  [作成者] 9月25日 16時38分 
yes, cryo pods/beds do not constitute ship controllers.
Thorn Blackwell 9月25日 16時36分 
Apparently if you occupy a cryo pod instead of a seat or cockpit of some kind it's not happy. Even if you have a remote block to give reference. However, exiting the game completely and restarting fixed my issue. Now, if somebody could create a new mod that cleans KEENs hopelessly dirty glass (all the old ones no longer work, even mine) I'd be really happy.
Whiplash141  [作成者] 9月25日 11時02分 
Do you have enough thrust to fly on your own?
Thorn Blackwell 9月25日 10時37分 
It appears to have some issues with the new thrusters, and I'm unsure why. I have been trying to use the new flat atmo thrusters and no go.
rob 9月7日 17時42分 
sorry i got it
rob 9月7日 17時31分 
no matter what I do it just says no downward thrusters found
Whiplash141  [作成者] 8月15日 15時04分 
descent speed is only considered when the drop pod is actively burning for landing
Joey 8月15日 9時36分 
The variable decentSpeed does not seem to do anything, from my limited testing. I'm trying to get my pod to descent at a max speed of 60 m/s, but it just freefalls everytime.
Am I doing something wrong, is there another setting I should be looking at?
DakotaHartwig215 6月2日 8時18分 
I love the idea of making a large space to planet assault ship that deploys huge turret towers down to a planets surface, they land and attach upright using deployable mag legs, and then begin to fire at the enemy base, with a strong modded gyro i bet that would work