Space Engineers

Space Engineers

Spug's Easy Auto-Docking 2
867 条留言
abud 10 月 9 日 下午 10:50 
@matthew
For anyone who use small inset connector, you can make it work by reducing size of connector in the script. Find this
CubeGrid.GridSize*0.5
change into this
CubeGrid.GridSize*0.5-0.15
This will have implications to other connectors too, I believe. I only test vanilla normal connector and inset connector, any modded connector might not work properly if you change this. Or maybe now works where previously not. I believe correct method should be checking from connector models or something, not just guessing from grid size. But hey, this way simpler and works.
Try other values, 0.1 sometimes fail and 0.2 on large connector little too much bump for me. You will need to re-record your dock after editing, automatically overriding previous saved calculation.
Upscale135 9 月 8 日 上午 9:20 
does this script auto drain ship cargo when docked ?
matthew 8 月 18 日 上午 11:55 
Hi there, I have a small grid with a small inset connector on the back trying to dock inside a hangar of a large ship, also using a small inset connector. The script works amazing! Only thing though, it aligns perfectly to the connector but doesn't go yellow... I am trying to make a drone carrier, so I would love it if i can get it to get within lock range. any ideas how?
Cor Blimey 8 月 6 日 上午 9:06 
A workaround is event controller that disables override (for thrusters and gyros) when connector connects
Cor Blimey 8 月 6 日 上午 9:05 
@reigdaer - yup I'm now having this issue too. I think may be related to using Flatmos - I don't recall having it on my old designs, but since I started rebuilding with flatmos i have it..
Reigdaer 6 月 24 日 下午 8:35 
hi there i notice that some of my ships keeps the thruster overwrite from the script after they dock, it does not happens to al ships, but those ships who has that "bug", always have the same issue
Sined 5 月 23 日 下午 10:57 
Hello!
Strange... I installed two programmable blocks, loaded the script twice into each. I wrote down the ToBase route for the first one, and the ToMine route for the second one.
I launch ToBase or ToMine, the ship flies to the last recorded dock. Apparently something broke in the game.
HeWhoTypes 5 月 14 日 下午 9:58 
Question. I got this to work on a small grid ship, can't get it to work on the large grid ship, set it up the same as i did on the small grid. not sure what i am doing wrong. Does this work on large grid ships?
Zac 5 月 11 日 下午 1:49 
When I run this on a PB on the ship it says docking location saved, but as soon as I unlock the connector "run" on the PB is greyed out?
(_KsR_) 3 月 10 日 上午 2:19 
Это выглядит очень мило
Gromit 3 月 5 日 上午 8:22 
Hi @Spug, I noticed an incompatibility problem with the newly released AQD - Airlock Connectors . I recreated an empty world with only this mod and used your script to record the docking location and when I try to auto-dock the 2 large 3x3 connectors won't connect, there's a gap of a little bit less than a block between them. It's however possible to complete the docking operation manually, just giving the last "punch" to dock. Any idea where this could come from and what could be adjusted to make it work (if possible) ?
Thanks :se:
MERLIN 2 月 10 日 上午 8:19 
Tell me, please, does this script only work for docking pads in open terrain? I have a hangar on my mothership, and the drone should fly into its entrance. However, the drone rests against the wall of the hangar.
LootGoblin 2024 年 11 月 26 日 下午 8:02 
@Spug the video tut is no longer available, you might want to kick it out off from your Extra Info section, if you ever read this -.-
LootGoblin 2024 年 11 月 26 日 下午 8:00 
@The_Bum_Dave
Probably the same issue like "Not Returning to Player control after Docking" in the discussion section. Unfortunately this is a thing since ages.
The_Bum_Dave 2024 年 11 月 13 日 上午 8:25 
When I disconnect from a connector I have to recompile the script to regain manual control.
LucaZanna 2024 年 11 月 3 日 下午 10:20 
Hi, I have a connector attached to a piston. I'm either missing something or it's not possible to auto dock thought a piston>connector=connector<ship(main grid)
Gromit 2024 年 10 月 31 日 下午 8:13 
@MetalGodX: it's a script, not a mod. It must not be loaded in the mods list for your world but from programmable blocks.
Hope this helps
MetalGodX 2024 年 10 月 31 日 下午 4:45 
Does this mod still work? I get an error when I load into my server. Says "Some mods were not loaded because of errors"
URDADSBOYFRIEND 2024 年 10 月 22 日 下午 4:12 
Does it work with gravity drive?
Martin Rayleigh 2024 年 10 月 18 日 上午 6:15 
Is there a command/argument to stop/cancel a docking sequence ?
Cerberusska 凸(^_^)凸 2024 年 10 月 5 日 下午 2:28 
not working with modded Thursters :/
Misha 2024 年 8 月 23 日 上午 4:03 
does it work with Relative GPS?
I'm working on something like that. But, it's complicated script like you. It need alot time.
I using two scripts: one script send GPS by Antenna, second ready and AutoDocking.
My script can park in hig-velocity. But I have not complite yet.
I see you have done it.
So, should I continue my? can your ship dock to the moving ship?
phfor 2024 年 8 月 12 日 下午 11:38 
That's because it's a script, not a mod, Barz
Barz 2024 年 8 月 8 日 下午 4:58 
The mod does not appear in the mod selection in the main menu
Grog 2024 年 7 月 24 日 下午 2:55 
Should look at PAM (path auto miner) which is also a cargo automation between 2 connectors.
Rage 2024 年 7 月 23 日 下午 8:10 
Is there a way to automate this with timer blocks? I was looking to make an auto cargo drone to ferry ice from my mining rig to my base, but whenever I trigger the programable block via a timer block, it doesn't run, and I then have to recompile the script before I can trigger it manually.
Reigdaer 2024 年 7 月 2 日 下午 8:30 
just to let you know, if you use event blocks, not set them to auto charge batteries, the thruster dont get reset after you connect and the next time you disconect, you are going to fly away randomly
HaVoCxCoBrA 2024 年 5 月 25 日 下午 12:49 
Hey, just downloaded the program, heard good things about it. But I can't get it to work with ships that have modded thrusters.
Come and See 2024 年 5 月 8 日 下午 2:55 
I figured it out. You just run the same argument twice. So I run basedock into the argument field and it saves it then I run it again. Also, make sure the custom data is completely wiped out on the program block. The script wasn't working properly for me because my PB had custom data from another script.
Come and See 2024 年 5 月 6 日 下午 7:17 
How do you even use this script? There's literally no videos/tutorials and it just says "press Run with a particular argument" ... what is the particular argument?
nalog_15 2024 年 4 月 12 日 下午 9:23 
Gods bless you! After whole night fighting with AI blocks Ive found holy grail🖤 thank you🤗
Darth Porgus 2024 年 3 月 11 日 下午 4:20 
Can you use this script in conjunction with PAM to create faster and more reliable docking, while still using the PAM script or a other script to automate the mining process? If so, how can you achieve that?
Jogador Pedrão 2024 年 3 月 9 日 下午 4:07 
Does this still work?
DigitalContent 2024 年 2 月 11 日 下午 10:06 
*FIXED*
To Remove known locations , run an argument "clear" + name of location

i had to look that the source code as it's not stated anywhere
DigitalContent 2024 年 2 月 11 日 下午 9:08 
Is there a way to clear all docking locations ?
Stollie 2024 年 1 月 12 日 上午 8:00 
@Gromit, Thanks mate, its all good, I ended up writing my own code to fly to a waypoint above the connector with collision avoidance on and precision mode using the remote control then calling this script from that script once it arrives to land, works pretty well :)
Gromit 2024 年 1 月 3 日 上午 10:53 
@Stollie: try editing the script and change the value of "connector_clearance" (don't forget to recompile). This should solve your problem :se:
Stollie 2024 年 1 月 3 日 上午 9:30 
Hey Spug, is there a way to make them go to a certain point above the connector before descending without waypoints?

I'm finding when I move the carrier ship they can end up ramming into it before getting to the connector.
Stollie 2024 年 1 月 2 日 上午 8:11 
Oh never mind I figured it out, you need to recompile AFTER adding the tags, it doesn't do a dynamic search?
Stollie 2024 年 1 月 2 日 上午 7:26 
Hi Spug, I'm having issues with [start dock], I have a timer on my ship called "[start dock] - Drone1" and its not triggering when I start docking, otherwise ship docks just fine.

Anything obvious I'm doing wrong?
Merii 2023 年 12 月 5 日 下午 7:21 
Is there a way to handle the connectors by name instead of entity ID? I'm on a server and hangaring/unhangaring a grid means that the entity ID or something changes which means I need to set the docking location up every single time I log on.
Axlion 2023 年 12 月 3 日 上午 4:25 
Instructions unclear, block just keeps saving the location to dock at by the argument name. Might be partly because the docking instructions say "press Run with a particular argument" without saying what the particular argument is. Also I have multiple connectors but am trying to use just one with this, the program maybe mistaking the small ship I have docked as the one I'm trying to save the location of.
:D 2023 年 11 月 29 日 下午 7:25 
Bro i love you thx alot!!!!!!!!!!!!!!
Unruly 2023 年 9 月 28 日 上午 10:55 
So, spug seems to lose the recorded parking spots every time a server reboots? The custom data still has that inscrutable large integer, but when I hit the shortcut for a previously recorded connector, it records the current position as a new spot.
Unruly 2023 年 9 月 24 日 下午 2:25 
@R3p1c: is it possible the ship you are trying to make dock has a smaller ship currently docked to it? I was having the same thing, then remembered I have a miner docked inside. I added '[recall dock]' to the connector it (the small miner) uses and recompiled spug and it started acting properly.
BlazingImp77151 2023 年 9 月 14 日 下午 1:28 
Thanks, folks!
SileniusFF 2023 年 9 月 14 日 上午 7:38 
@BlazingImp77151 I also recommend using this script for docking instead of AI blocks. Easier to set up, flexible and very reliable. I usually let AI blocks handle "return to base flight" and then run Docking PB.
Gromit 2023 年 9 月 14 日 上午 7:07 
@BlazingImp77151: I confirm it still works and is easier to use than the AI blocks. It has also much more options you can easily configure. Try it and you'll see you can't play anymore without it :se:
Spug  [作者] 2023 年 9 月 14 日 上午 6:49 
It should still work @BlazingImp
BlazingImp77151 2023 年 9 月 10 日 上午 4:00 
Do these scripts still work? Is it better or worse than figuring stuff out with the AI blocks?