Space Engineers

Space Engineers

DAS - Driver Assisting System
1,169 Comments
SAS1819 23 Jun @ 1:12pm 
All remotes facing into the right direction...guess its not about the setup (I used that script like 30 times w/o problems...) has to be something about the wheels being on subgrids
SAS1819 23 Jun @ 12:56pm 
Guess screenshots wont help, its a closed system. I've put remotes onto the wheel subgrids aswell for handbraking. Do they have to face the right direction aswell?
Wanderer_308  [author] 22 Jun @ 4:46pm 
RC block orientation is correct? Maybe some screenshots would shine the light on the problem.
SAS1819 22 Jun @ 11:43am 
I know that...
Wanderer_308  [author] 21 Jun @ 7:55pm 
" I've edited the Subgrid Wheels Name"
You need to make a group with these subgrid wheel and name the group, not the wheels itself. Maybe that is the issue.
SAS1819 21 Jun @ 2:15pm 
Hi, I've got a huge problem with that script. I've used it many times and it always worked. For a new vehicle, which does have it's wheels on subgrids, this script does not work. It does not control the friction correctly. The vehicle starts to drift very easily and it doesn't break softly. (Yeah, I've edited the Subgrid Wheels Name). What can I do about it?
Wanderer_308  [author] 2 Jun @ 12:47pm 
It's fine. No matter how much hinges, rotors and pistons separates grids, they still considered as a single construct. Only connector block separate constructs.
Paladin Fox 30 May @ 12:32am 
Having a tough time telling if the script is working on my mobile base rover, so I'm back to ask if anyone knows for sure if the DAS script Subgrid wheels need to be connected via a single connection. I have a 2 part hinge between the 2 segments to allow for better bumpy terrain control, but I wonder if that throws off the Script given the Main Grid is separated from the other wheels by 2 hinges. I would be very appreciative if i could get clarification and if I'm not just being a bit of a Dunce, maybe a fix for the situation.
[I.L]Methidox 29 Apr @ 10:45am 
i must of over looked that. ty
Wanderer_308  [author] 20 Apr @ 5:37pm 
@[I.L]Methidox Script setup
[I.L]Methidox 20 Apr @ 3:21am 
Instructions? all i get is systems frailer
Wanderer_308  [author] 19 Apr @ 4:13pm 
@Goblin Godaky, Something like 1511.
Goblin Godaky 19 Apr @ 3:09am 
driving on bases feels sticky, what line number was the
baseFriction=100-35*Math.Abs(UserInput.AD);
on?
Wanderer_308  [author] 18 Apr @ 1:25pm 
Unfortunately I'm very low on free time therefore I wouldn't dwell into any development. Maybe one day when things changes a little, but right now it's not even on horizon.
Vex 18 Apr @ 9:09am 
or even potentially a alternative option?
Vex 18 Apr @ 9:09am 
@Wanderer_308, would you open to making a secondary Script that is capable to handle this as an add on maybe?
kinngrimm 15 Apr @ 8:36pm 
ok, thx for the info
Wanderer_308  [author] 15 Apr @ 2:35pm 
@kinngrimm, no, if dampeners are off then they're off. Only thing that ill still work is fall dampener, which will only reduce fall velocity to a safe value, and will engage only in last moment.
kinngrimm 15 Apr @ 9:43am 
i am on a server where interial dampeners are disabled, could this script help with that?
Wanderer_308  [author] 14 Apr @ 6:13pm 
@Dextrot, I think you can change this line:
baseFriction=100-35*Math.Abs(UserInput.AD);
to something like:
baseFriction=75-35*Math.Abs(UserInput.AD);
maybe play with the numbers here, idk which would work better. Maybe you even can do this:
baseFriction=(100-35*Math.Abs(UserInput.AD))*0.75;
Wanderer_308  [author] 14 Apr @ 6:10pm 
@Vex, I thought about that but I think skid steering with not fit in PB symbol limit.
Dextrot 11 Apr @ 2:59pm 
Is there a way to tell the script to never go over 75% friction? I keep having problems with almost flipping when it decides to set it to 100%
Vex 8 Apr @ 9:06am 
would there ever be a consideration to make one of the togglable settings to avoid steering and adapt a Skid Steering Option so we are able to use this Script in Conjunction with a Tank?
BAKADAKALAKA556 5 Apr @ 2:09am 
The most recent update added user control of propulsion while using a turret controller. When using this script the propulsion stops. When exiting the turret control it returns. Is there a workaround?
Wanderer_308  [author] 27 Mar @ 4:45pm 
@Morphy The script treats wheels ahead of CoM as front, and behind of CoM as rear. And it does sets friction on front wheels lower compared to rear wheels when braking, it just seams it's not working good enough for your configuration, unfortunately.
There is no specific tag to turn it off, but you can just cut the block of code responsible for brakes overwrite and half-brakes altogether:
foreach(var suspension in WheelSuspensions)
{
if(suspension.Obj.IsAttached)
{
if(suspension.WheelPositionAgainstCoM.Z>0&&UserInput.WS!=0&&!RC.HandBrake)
suspension.Obj.Brake=false;
else
suspension.Obj.Brake=true;
}
}
if(BrakesSkipCycles>0) yield return true;
Morphy 27 Mar @ 3:52pm 
I was curious why breaking is applied to all wheels when there's no way to remove it from the front wheels. Reason being I've nearly rolled forward over a few times slamming on the breaks from high speeds (to avoid a sudden drop).

I've never intentionally used Half Breaking which would, to me, do the same plow and roll. Is there a tag I can put in the front wheels so the script won't overwrite the break toggle that I'm trying to set to "off"? (Yes, I know this would effectively remove all breaking if I used Half Breaking)

In a perfect world when breaking, the script should ramp up the friction on the wheels opposite the direction of movement: ie, to safely arrest forward movement, make the rear wheels sticky while the fronts loosen during breaking.

On that note, how does the script even determine where the wheels are when deciding on "rear" versus "front"?
Wanderer_308  [author] 8 Mar @ 4:53pm 
@[RTB] Sarianos You can exclude gyros with DAS_IGNORE keyword put into gyro's Custom Data.
[RTB] Sarianos 8 Mar @ 1:16am 
@Wanderer_308
Not sure if you're still supporting/developing this script but would it be possible to get an option to adjust the strength of the gyro steering assistance? as it stands it completely overrides the gyro power settings and seems to have no adjustment in the script, it appears to be applying gyro power dynamically however there are quite a few times where it just been far too much for a vehicle and I've had to remove almost all gyro's or just turn off the feature altogether, a tag to exempt gyro's would also be very handy.
Wanderer_308  [author] 7 Mar @ 6:53pm 
@maxwindude the most basic and casual way is just past it to the programmable block (PB) via its edit window. The PB itself should be on the same grid as remote control (RC) block, an RC block should have proper orientation (up&front). More complex setup includes lights configuration, subgrid wheels control, block ignore tweaks etc are described at Script setup page.
maxwindude 6 Mar @ 8:01pm 
How do I set up the script?
TiGeR 5 Mar @ 8:24am 
@Wanderer_308 Thank you very much for your time :) now everything works as it should.
Wanderer_308  [author] 3 Mar @ 4:43pm 
@Joshuawood find and remove the line "ConnectorSubrtn.Update();"

@TiGeR you probably encountered an old bug where if main grid has no wheels the parking doesn't work. If you have wheels only on subgrid then try to add single wheel somewhere on the main grid.

@Umbral Draconix check ownership, recompile the script. It shouldn't be important where the RC block is placed. It just needs be actually connected to the grid.
Joshuawood 3 Mar @ 3:23pm 
How do i know if standby is on? and how do i turn off that feature?

I can't put things into the custom data on the connectors because it breaks another script!
TiGeR 27 Feb @ 2:57pm 
Hello
I have my first sub-grid suspension, controlled by RC, everything works as it should except the parking option. The script seems to ignore this setting, which is a bit of a nuisance when you need to park on a hill. Maybe I missed something in the description?
Regards
Umbral Draconix 24 Feb @ 5:24am 
Any idea why the script would be unable to see the remote control when it's attached to the top of the cab on the main grid?
Anthraax 16 Feb @ 3:44am 
Couldn't find any comments mentioning the Top Mounted Camera from the Automatons DLC, but I was curious so I figured I'd leave one after verifying that it does function as expected when mounted sideways and facing downward as a gravity alignment camera.

Thanks again to the author for this wonderful script! :selike:
Paladin Fox 23 Jan @ 9:04am 
Got it solved via workaround, disregard my question.
Paladin Fox 23 Jan @ 1:26am 
It may just be me being a bit dumb, but I can't seem to get my rear wheels connected with the script. The probable cause is the way they connect. I have a 2 part rover with a hinge connection. if i could get some help figuring this out I would be most appreciative. More details can be given if needed.
Wanderer_308  [author] 21 Jan @ 5:00pm 
@Dozer Junkie, you need a timer block with a name like in the script settings. The RC block does not triggers anything as it only used as waypoints storage and orientation reference.
Dozer Junkie 20 Jan @ 10:31pm 
@Wanderer_308 I cannot get the RC to trigger even when reaching a waypoint, any suggestions on how i can make this work ?

Context: Dump truck getting loaded then travel to the dump, dump then travel back and wait
Wanderer_308  [author] 4 Jan @ 12:49pm 
@Souls You may try to just turn it off. It has non-linear function and it already unrestrictive as possible.
Souls 4 Jan @ 12:13am 
@Wanderer_308 Yo, the adaptive steering is good usually, but a bit too strong on a recent build, is there any way to scale down it's influence?

Maybe a minimum turning angle? Or minimum turning circle radius?
llukkassi 20 Dec, 2023 @ 12:44am 
@Wanderer_308 brilliant!
Thank You very much, I could not figure it out :)
Just now i noticed there is "Script setup page" sorry im clearly blind. :steamfacepalm:
I was searching for something like this in description, googling it and even looking at the code itself while knowing nothing of SE scripting before asking...

I will add that Your Script is essential for Me each time i play, really great job!
Wanderer_308  [author] 17 Dec, 2023 @ 2:14pm 
@llukkassi TOGGLE_CRUISECONTROL argument for Run command.
llukkassi 17 Dec, 2023 @ 4:23am 
@Wanderer_308 How to turn on Cruise control?
Titan Nya 15 Dec, 2023 @ 6:55am 
Well decided to change how I did the setup in the 1rst place and made a change using modajuster watching how the old wheel mount point mod that haven't been updated in age did it and just made the same change (used the vanilla not suspension wheels' value for the mount point so that the 2x2 are included) and gonna try to not use the rotor wheel mod to see if it change anything... And... Just double checked the setup guide and I thouth one of the modded block I used was considered a remote control but it was in the past but not anymore so... main grid didn't have a remote controle block so I guess that's my problem... Anyway needed to redo the suspension setup for more clearance...
Titan Nya 14 Dec, 2023 @ 1:29pm 
So... I used this mod before and never got a problem, this time I try a new wheels combination (combining 2 suspension into a sub grid to put another suspension on it) it is stable and all no clang but the programmable block is saying no remote control block found, to try to figure out I basically put DAS_IGNORE on all suspension and all remote controler but to no avail... any idea what could be the problem?
Wanderer_308  [author] 12 Dec, 2023 @ 1:02pm 
Maybe you're using some moded LCD panels or moded PB block and it's not compatible with the script?
apicciandra 11 Dec, 2023 @ 7:15am 
anyone ran into this?
apicciandra 11 Dec, 2023 @ 7:15am 
–––( BuildInfo )––•
(Text from 34m 8s ago)

Caught exception during execution of script:Object reference not set to an instance of an object.
at Program.DriverAssistingSystem.DisplayScheduler.DetectBlocks()
at Program.DriverAssistingSystem.<Boot>d__177.MoveNext()
at Program.DriverAssistingSystem.Update(UpdateType updateSource)
at Program.Main(String args, UpdateType updateSource)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.<>c__DisplayClass42_0.<ExecuteCode>b__0(IMyGridProgram program)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramActionCore(Action`1 action, String& response)
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