Space Engineers

Space Engineers

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SAM's Autopilot Manager v2TC
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标签: autopilot
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2022 年 11 月 22 日 下午 4:21
5 月 10 日 上午 9:58
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SAM's Autopilot Manager v2TC

描述
An UPDATED script of Sam's Autopilot Manager Originally Created by Sam (Magistrator)
Documentation: http://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1653875433

Current Version 2.TC1.14


What's new:

  • first compatible version to SAM HELPER - https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3419699144 - which is HIGHLY RECOMMENDED for anyone running S.A.M.!
  • fixed a 'LCD spamming' bug introduced in 2.TC1.13 when you remove the last Remote Control
  • extended max thrust which allows SAM to navigate with heavier loads (r4v1n6 suggestion)
  • added a variable (MAX_THRUST_BOOST) for Advanced users to change (the setting of 3.10f works for all tested scenarios of 'heavy' ships)
  • Added a variable (SMALL_GRID_CONNECTION_DISTANCE) to allow Advanced users to 'experiment' a bit with connection distance when one (or both) sides of the connection is small grid. This is also very useful when using Merge Blocks (see more below)
  • Added a variable (LARGE_GRID_CONNECTION_DISTANCE) to allow Advanced users to 'experiment' a bit with connection distance when one (or both) sides of the connection is large grid. This is also very useful when using Merge Blocks (see more below)
  • Fixed a bug when you have only 2 connectors (one SAM.MAIN and one SAM.), it no longer advertises (thanks to @debstar1234 on Discord for pointing this out).
  • Reworked and simplified connection distance calculations to support various combinations:
  • Added support for Large Grid Small Connector
  • Extensive testing verified successful connection on all Keen supported combinations of Connectors:
    Large Grid: Connector, LargeBlockInsetConnector to Small Grid: ConnectorMedium, SmallBlockInsetConnectorMedium
    Large Grid: LargeBlockInsetConnector to Small Grid: ConnectorSmall, SmallBlockInsetConnector
  • Simple, working settings placed in 'experimental' section for legacy SAM users to adjust if needed (defaults worked on all my testing not using Merge Blocks - see below)
  • Added new Custom Data parameter 'ForceWait'. Set ForceWait=true in the Custom Data to force SAM to wait AT LEAST the configured WAIT time (this keeps the ship at the dock for a minimum time even if CHARGE is complete)
  • tech debt to cleanup some code to keep the script under the 100000 character Keen limit

Previous substantial updates from Magistrator's original version
  • fixed a long-time issue with "Roll" in space (MANY thanks to @kraven and @debstar1234 - discussion at https://discordapp.com/channels/871428395257458728/1265058704991195239)
  • Added several new Timer points (in addition to "DOCKED", "NAVIGATED", "UNDOCKED", "STARTED", you can now add Timers named "APPROACHING", "DOCKING", "TAXIING", "TAXIED",
    "CONVERGING", "CONVERGED", "STOPPED")
  • Added Timer points to GPS navigation (so when you go to a GPS point you now trigger STARTED and NAVIGATING)
  • Added Timer STARTED and NAVIGATING when you send Remote commands to start the SAM ship
  • RC commands with GPS-names containing spaces now work (thanks "Coffee" from Steam comment).
  • added ability to ignore specific gyros to allow a 'restart after server shutdown'
  • Significant cleanup of Remote Command section to make it a LOT more user-informative
  • changed to simpler naming convention
  • fixed a bug in SAM where it would resize text on any other LOG
  • New version naming convention fixes earlier SAM.LOG issues
  • make RC commands work

NOTE: The changes made to the original script were done WITHOUT the original code, though with the permission of Magistrator (we had talked about making these changes and though he never gave me the script, I fixed it in the obfuscated code and showed him - then, never heard from him again....)

Although I am happy for you to use this script in your ships, all recognition goes to Magistrator for his magnificent work!
To avoid confusing changes, I do not authorize and certainly do not support using my script version for republishing in any fashion, in any form, on any website (including, but not limited to GitHub). If you want to make published changes, use Magistrator's original version like I did.

Discuss TechCoder's patches, fixes and more = https://discord.gg/Tjw9FrPgUP

Other scripts you might enjoy
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3296158808
find Ore GPS points FAST (great for auto-deploy bases, deep drilling and of course, Nanobot GPS Drilling!)

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2869938767
Automate Your World, control your inventory and make your drones behave!

https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2861428091
Control your BnR bots by direction, groups and patterns

always know WHERE your drones are as well as their condition
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2856836020

maintained and updated version of the BEST autopilot script around!
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2892105352

quick and easy positioning of Nanobot Drill and Fill System via GPS!
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3296512822

EVEN MORE STUFF YOU'LL LIKE!
Informative videos for tips/tricks about the games I play (including the best SE S.A.M. videos online!)
https://youtube.com/TechCoder1

JOIN MY DISCORD[discord.gg]
for extended discussions, tips/tricks and more for all things Space Engineers (and my other favorite games, too!)
https://discord.gg/HWWKkHk5H9

PLEASE BE SURE TO RATE (thumbs up) and FAVORITE the script - thanks!
热门讨论 查看全部(2)
1
2024 年 1 月 10 日 下午 12:14
Feature Request
KnightReaver
0
1
2024 年 10 月 14 日 上午 6:51
Easy to follow, quicker, Setup Instructions:
Jack Schitt
102 条留言
r4v1n6 10 月 25 日 下午 1:14 
Ok if you still haven't separated the booster then my point is not it. Like @TechCoder said, Atmo and Ion thrusters don't really overlap, they work in different areas of the flight and you really need to use momentum (or H2 thrusters) to get through the transition. Also it depends on the planet. Pertam for instance, Atmos only work at low altitude while Ion's only work well at higher altitude. For the transition you NEED to use H2. Earthlike is a lot more forgiving.

Btw SAM knows how to refuel H2 tanks in automatic mode and won't take off unless you trigger it. H2 thrusters weighs a lot less, you can probably halve the ship's dryweight by going all H2. The only issue is producing H2 if you are on Pertam.

Currently I'm working on a cargo shuttle for moving mobile missile batteries around in an RSS world with RealOrbits. I tried in vain to keep it all electric but Pertam is Pertam. It's very fun to see it burn up during reentry when using the Aerodynamics Mod! :D
JR_Ewing 10 月 25 日 上午 10:38 
As I mentioned, manual flight with same setup (included booster) starting to loosing thrust (basicly from Atmos) in altituddde over 18km. Using SAMv2, with MaxSpeed=490, ship properly accelerate to 490 at altitude between 5 to 8 km, but in the same time ship start to actively slow down. This is not because lack of thrust.
@r4v1n6 I haven't check current action, it is good point to place display. But booster is merged with the ship, it has all thrusters on the same grid.
TechCoder  [作者] 10 月 25 日 上午 9:51 
Was looking for something else and this popped up - hope it helps...
https://spaceengineers.wiki.gg/wiki/Thruster_Comparison
TechCoder  [作者] 10 月 25 日 上午 5:17 
JR_Ewing your problem has very little to do with SAM (as you state, you see similar issues flying manually...), but SE "physics" (which we all have to deal with and 'engineer' around...).

There is a reason there's Atmos and Ions - they work in different areas of the 'world' - Atmos are, in general, better on planet (depends on the planet!) and Ions are ONLY good in space.

At 'transition', neither works very efficiently (which is your issue and it is a design of SE where it makes it much harder to get to space using Atmos)

If you want 'smooth', go to H2 - works pretty much the same - everywhere.

There's stuff online to see the Thrusters and power relations, etc., but basic 'SE physics' above.
r4v1n6 10 月 24 日 下午 9:34 
Check if SAM is navigating instead of converging during that transition. If so it probably thinks that booster is an obstacle so it slows down to avoid it better. There's a separate speed setting for that you can adjust, or you can try disabling any cameras during that phase that might detect it.
JR_Ewing 10 月 24 日 上午 9:58 
First of all Great thanks for your work maintaining this very usefull script.

I would like to ask about weird behaviour in transition from the atmosphere using only Atmo and Ion thrusters. I have small project nearly finished to create detachable amto booster to help heavy cargo transport to reach max speed (in my case 500m/s) for easily bypass transition where Atmos are not efficient enough nor Ions has low efficiency and are week for high gravity.
Everything goes quite well, detaching and autoreturn goes great but I can't maintain maximum speed during transition. Not only maintain, script is actively slowing the ship down somewhere around 10km altitude. And I don't know why. When flying manually speed became to drop somewhere over altitude 18km, I don't know what causing this and if is possible to prevent it.

Thank you for any tip.
TechCoder  [作者] 6 月 4 日 上午 4:39 
... and have enough STOP thrust so you won't blame SAM when it crashes! :)

While true that YOU "can fly...." in a lot of 'wild' ways (come in upside down or sideways, etc.), SAM is an AUTOPILOT script, which is designed to "bring the ship in SAFELY, along the most DIRECT route while avoiding collisions using the least fuel possible".

You must engineer the ship for an AUTOPILOT (i.e., plenty of thrust all around, etc.) - just as IRL, 'Top Gun' planes and cargo carriers are not built the same!
r4v1n6 6 月 3 日 下午 9:40 
SAM is very good at flying lean, way better than the RC or the AI blocks (for those turning off engines can be sensible). With mixed engine setups it will generally use the strongest, most efficient engine(s) for that part of the flight in order to maintain desired speed. It starts with just one engine and then piles on, adding additional engines as needed to get the desired thrust. By comparison the RC and AI blast with everything (and then realise it was too much so it uses the opposite engines to compensate but use them too much too).

With the exact same drone I was able to circumnavigate Orlunda (diam 60km I think) without refueling when using SAM. With the RC it got about a quarter before it ran out of fuel.

So don't worry. If you think SAM uses the engines too much when deorbiting, increase max speed from 95 (default) to 104 (if using vanilla world settings).
aaron 6 月 3 日 下午 8:57 
the thing about saving fuel is my ship has both hydrogen and atmo thrusters and can fly just fine with the hydrogen turned off in atmo.
so when i am heading back from space i just turn off the hydrogen, glide down until the amto thrusters start working.
TechCoder  [作者] 6 月 3 日 下午 7:37 
aaron - as r4v1n6 said, you need to be 'observant' of routes and clearances. One of the MOST IMPORTANT, yet, sadly overlooked things in setup is in the SAM documentation that Magistrator did - there's a bunch of scrolling pictures and one with a 'circle' around it with CLEARANCES labeled (sorry, this is Steam and I can't link it or post the pic - - - get on my Discord if you can't find it and we can chat this through with pics and videos.... :)

If your ship is crashing, check the "BASICS" - cameras with clear vision are critical (and often overlooked/missed) and make sure you have enough POWER - and that means in ALL directions (often left/right is 'wimpy' and that can cause autopilot issues - #ItAin'tJustUP! )

Turning off engines does NOT save fuel - the actual script and use of fuel is maximized in SAM to make sure it uses the minimum to maintain current flight path using all engines available