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报告翻译问题






This was made back when DAS didn't have the autopilot feature (I don't remember if it was in beta or entirely missing)
Unfortunately, I have been away from the game, at first due to work and later on due to health issues, so I can't really confirm
Then speed won't be high at the end - and on LowG brake shouldn't be an issue.
Before I got overwhelmed with work, I was thinking about implementing a soft brake mechanism which would accelerate and decelerate taking gravity, CoG and inclination into account (basically a PID monitoring the torque of the wheels).
Thanks for the contributions, I have added you as an official contributor, btw
This allows for a proper and cleaner control (currently I ab use trigonometric functions)
The idea behind it is to project GPS points on the same plane of the vehicle and then use X and Z coordinates to compute steering.
This is why when you have a bank angle the rover will steer away from the point instead of keeping a straight line.
Unfortunately this process is heavy on the CPU, as such I wanted to find a simpler solution.
Can you explain somewhere (discord?) the "all waypoints are translated onto the planet surface using wizardry and math".
I was testing your autopilot on the lake and it works perfectly. But then I went on the hills (not so big. They were totally passable) and rover starts lagging. It won't be able to go to the point. And my PC's fan starts working like crazy.
I haven't worked on the code for some months and some parts are due for a complete rewrite..
But I'll be more than happy to share the current state of the code around for improvements
I'd like to contribute. Is the git source available?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=945775847&searchtext=skid+steering+
Unfortunately the ingame API doesn't allow for me to know which actions are associated to each waypoint, I can only get a list of GPS coordinates.
However I have to thank you for bringing this issue to light, I will certainly try to conjure a way to mitigate this problem.
For the future I was thinking of a possible crude implementation of an anti collision system using a camera, along with some degree of information sharing between autopiloted grids in order to have convoy-like behaviours in which the one in front relays data about the track's condition to the ones in the back.
Unfortunately the AI doesn't quite know where the brake pedal is..
Jokes aside, right now reaching the last waypoint disengages the autopilot.
I haven't found a way to pull the brakes yet without using the handbrake, which is not good at high speed..
I'll find a solution to this, but for now assume that your rover will roll a bit more from inertia after the last waypoint. A good "trick" would be to have a sharp turn at the end which inevitably slows the rover down, but i know it is not a solution.
Aswell as some nasty bugs that were in the code
For now the solution is to add the last waypoint twice
The handbrake feature is something I haven't tough of yet, i'll surely implement that
Scroll down to the Save() function, which should be empty, then scroll back up until you see
remotePilot.SpeedLimit = 11f;//40km/h currently not in use
Comment that out (// at the beginning of the line) and you should be good to go
Again, sorry for the lazyness on my part, the code will be eventually polished and these little bugs will be fixed
Unfortunately the script is not that precise to allow for docking yet
@Leafnie
Thanks!
@Antit3rror
I'll remove the speed reset on recompile. It was there only for testing and convenience, and it has not been removed since
Is there a way to set speed in script? Everytime i reload save speed in remote control block goes back to 11.
Now that you made me think about it, I didn't include the programmable block in the requirements list..
If you can give it a try, I'll be glad to know how it turns out
That explains the rover turning the wrong way, lol
Is it possible that your remote control block is pointing backwards?
Could it be a stability issue on the rover?
For example low gravity, high speed, and hard springs on the suspension assembly
Try to lower the speed, usually that works
As soon as I have time, i'll work on extra features, like actually decelerating before turning and an acceleration limiter to avoid capsizing.
Regarding the auto-roll, the idea was not to rely on gyros for the script.
What I want to add, is a way to reduce the speed with respect of the radius of the turn or the angle of the craft
About the LCDs, Keen has updated the APIs regarding text panels to allow for custom GUIs, however, the system I use in the script hasn't been deprecated yet.
In the script, I handle screens as a list of IMyTextPanel elements.
I then scan this list and look for elements with either "autopilot" or "hud" in their "CustomName" peoperty.
If these are found, I print out basic information about what the autopilot is doing.
Unfortunately right now I am burdened by university work, however as soon as I'll have the time, i'll come back here and give a good troubleshooting and a needed update to the script.
As always, thanks for the feedback, I really appreciate it!
Regarding the first suggestion, I certainly need to rework how waypoints are put and handled.
For now, the script pulls the first waypoint from the queue and either re-adds it at the end (if in circle mode) or discards it.
What I want to try to do, is keeping all the waypoints in the list and only changing the "current" waypoint.
There is an AddWaypoint command, but it feels too complex to be effective (fixed syntax and such). I will need to rewrite and make the whole parameter section easier to use, also taking into account inter-vehicular communication.
For the second suggestion, unfortunately I haven't found a way to access the actions linked to the GPS Waypoint.. That is a pity, since it would have been really useful.. I will try to find a workaround which isn't too cumbersome.