Space Engineers
Spug's Easy Auto-Docking 2
Показані результати 11–20 із 23
< 1  2  3 >
Оновлено: 7 лип. 2020 о 7:14

-Adding [recall dock] to a connector will now make this script ignore it, but other auto-docking ships can still dock to that connector. This is useful for recalling drones onto your mothership, without the mothership seeing them as docking locations itself.

Оновлено: 6 лип. 2020 о 19:00

- Added "rotate_on_approach" option. When enabled, the ship will rotate to the saved direction when approaching the connector.

Оновлено: 6 лип. 2020 о 18:37

- Added "connector_clearance" option. Changing this will alter the height at which it will fly to before coming down onto the connector.

Оновлено: 6 лип. 2020 о 14:00

- Added LCD output panel feature. Add [dock] to the name of your LCD panel and this script will output it's text there.
- Added timer block feature. Add [dock] to the name of a timer block and this script will immediately trigger it (not start the countdown) when the ship has successfully docked.

Оновлено: 5 лип. 2020 о 20:14

Changed the thumbnail to show the new big update.

Оновлено: 5 лип. 2020 о 19:50

Removed some debug info that I accidentally left in from the last update...

Оновлено: 5 лип. 2020 о 19:41

Added fix for a bug in the moving platforms update.
If the ship didn't have enough thrust to keep up with the acceleration of the moving platform, the script would crash. Until I can get a full fix underway, I detect the crash, and disable accounting for acceleration for the rest of the duration of that flight.

Оновлено: 5 лип. 2020 о 16:02

Moving platforms update:

- Added ability to dock onto a moving platform (using optional home script: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2155667657).
- Added ability to perform drone recall from the optional home script.
- Added option for super soft landing.

Оновлено: 30 черв. 2020 о 17:54

Changed the default acceleration.
Instead of 15m/s^2, it is now defaulted to 12m/s^2.

Оновлено: 30 черв. 2020 о 13:19

Fixed a bug where if an unexpected error occurred in a specific part of the script, it wouldn't safely exit (aka, didn't have time to turn off all thruster and gyro overrides).