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@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.
https://spaceengineers.wiki.gg/wiki/Thruster_Comparison
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.
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.
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!
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).
so when i am heading back from space i just turn off the hydrogen, glide down until the amto thrusters start working.
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
is there a way to do that with this one? it seems to turn all engines on even if i manually turn them off?
You need to set up sensible routes for automated ships that avoid hazards as much as possible and maybe lay out paths (LCDs tagged with connector name) to help them approach safely. Or ride along and take over if/when something happens.
When going to the other side of the planet, you may want to first go into orbit visiting orbitals along the way to your final destination. Safer than hugging the ground, though less exiting if you're riding along.
is there any way to tell it a min flight altitude? my base is in the mountains and its in a valley, every once in awhile if i come in there will be a mountain in the way and it just grazes the ground and sometimes hits a tree.. it would be nice if i can make it so it stays 100m or so off the ground at all times?
also my base has wind turbines. sometimes when i come in at a certain angle, it just goes right through them like they arent there. not sure what i can do about that?
I m using Aerodynamics Mod and DIGI wing blocks;
SAM still needs enough thrusters to handle each direction.
Of course, the ship will use less energy in navigating mode with enough forward thrust thanks to the advantages of aerodynamic's physics.
I do have a similar feature , i ve implemented in on of my script.
it will run SAM and cycle to all the GPS Or Docks ( i do not know if programable block arguments do support more than 50 GPS XD)
--> AddWaypoints GPS1 GPS2 GPS3 GPS4 DOCK1 DOCK2
You can use Remote Commands too
Please join to SAM TC discord to discuss about your feature maybe we do have something that suits your needs
Well, there are RC Remote commands that you can do, but, sadly, they are limited by the text field in the LCD and so you only get about 20 at once.
Oh, no, that's 20 SHIPS that you can do at a time (so only a mini-armada....) - you are wanting to enter a bunch of GPS points for one ship.... hmmm - not sure that would be possible directly, though a small script to read an LCD panel's text (where you'd put all the commands) one at a time is not too hard to make (rather a one-off, but could be done...)
We have a decently active group of folks on the Discord and perhaps one has done something like this (a couple guys do all sorts of 'fancy' stuff) - I highly recommend you join there and ask around.
it is for scouting purposes, so I will have to enter lots of points every time
I experimentally moved the decimal point to the right one step (2033.0f) making it 10x stronger and tested in-game. The ship is now able to move and dock just fine (with or without cargo)! :D
Having only tested with one kind of ship, I don't know if this solution is valid for other ships, but it's a start.
With cargo things are quite different. When loaded with about 7kt with ore (ship's dry weight is about 500t), the ship is not able to move at all. It can point itself in the right direction but hardly even try to use the thrusters (applied overrides are minimal). When flying manually (or using SAM vMod or Spug's AutoDock) it works fine so there should be enough thrust, although the ship is designed to be more realistic than average so it's highly asymmetrical (and probably part of the issue).
So we have to _either_ put the tags in the CD or in the block name? It can't be mixed; some in the block name others in the CD?
I'm not on Discord and won't be.
I followed the instruction I wrote in the discussions here on the workshop page. I wrote those the only single time I've ever gotten this script working. Setup for this script is complicated.
You can have only ONE RC on a ship - if you have 4 (or 400 or 40000) in a world, SAM doesn't care, but it can ONLY have ONE in the ship (all autopilot scripts have that requirement, I believe - otherwise, just who is controlling things?)
Your post shows sort of 'mixed' tagging (some with SAM. others without) - make sure the tags are per the instructions (I use the CD as there can be a lot of them - see my PINNED message in Discord for my defaults I put in every ship)
SAM doesn't fly backwards, so no reason to tag a camera in that direction (dunno what might happen there.....) - see instructions
- SAM ADVERTISE the station's pb
- Connectors at station wanted to be used (I'm only using one at 2 different stations)
- The antenna on the station (SAM. in custom data)
On the ship:
- The connector used
- The antenna
- The remote control.
- All cameras, I have 4 (on in each direction. They're all SAM. tagged in custom data)
- The LCD
The strange thing is I put a log screen at the station and before I set my ship up the log screen was filling with "E: Too many remote controls". There's a total of 4 remotes in the world and only one single remote is tagged with SAM. (on the one single ship I set up). Is 4 too many?
If it can't "see" (cameras) or it doesn't know where/how to connect (connector{s}), it may start, but can't finish.
99.9% of the time - engineer error in setting things up.....
If it was running, it is 99.9% that after a crash/repair you didn't tag it again.
All just BASICS of tagging.
My YT video (see description) has details - and there's loads of discussion on this topic on the Discord channel.
When testing with Spug's AutoDock, it could dock the ship just fine although it also used PhysicalMass instead of TotalMass in it's calculations. Still it didn't dock too hard this time... it's blind though.
There also might be an issue with how it calculate the ship's mass. My most recent ship (bulk cargo), when I load it up with full cargo containers (attached with mag plates) it won't move but can orient itself with gyro's (sluggishly and with a lot of oscillations). The applied thrust overrides seems way too small for the ship mass. I have to help with manual throttle through remote or helm.
Also, as I recall from experiments I did a long time ago, thrusters and gyros are much stronger when operated with a ship controller compared to overrides (factor 10 or something like that).
Otherwise this script is still great if you avoid crazy ship designs.
Dream on about SAM 'remembering' anything - that is part of the magic of SAM - that it LISTENS for the location! That way, you CAN even move the base and SAM will find it (some restrictions apply - full discussion on Discord!)
I will test the combination "Safe flight to the GPS point (Start GPS) -> getting into the antenna area (small radius) - > docking with the base."
(Dreams - if only SAM would just remember the location of the connector and the vector of approach to it in order to carry out autonomous navigation)
As for "push a button, go 'HOME'", see my script "Call Shuttle" https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2893374486
though it does require two working sides of the SAM connection.
Otherwise, you _could_ make a SAM command
START (GPS Coordinate)
see Magistrator's docs at https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1947156145
which will send your SAM ship flying (and doing what it can for avoiding stuff)
That won't, of course, do any docking (as you aren't telling it anything about WHERE to dock), but you could pick a GPS that is "close" to the connector.
Be clear - you asked if "it will return itself to the connector" - though unless something tells the ship where that connector is in space (which is what SAM.ADVERTISE does on the main base) there is nothing SAM can do.
But, START (GPS Coordinate) will at least get you close.....
I used Spug easyautodocking, but it does stupid things, crashes into asteroids and the base.
Thank you so much for continuing to maintain that script—I really appreciate the time and effort you put into it!
Kind regards
CTRL+F, search and find. Without having to login to a place that sells user data like cheap prostitutes....which Steam does not do.
That being said, I will post this ONCE - I'm not in a position to constantly search/copy/paste things I have already posted (I do have a day job and IRL responsibilities, y'know...)
here is the SAM PB CD that I typically use (at least as a start...)
SAM.
SAM.LOOP
SAM.NODAMPENERS
SAM.ApproachDistance=1500
SAM.ApproachingSpeed=30
SAM.DockDistance=5
SAM.MaxSpeed=100
SAM.ConvergingSpeed=30
SAM.TaxiingDistance=20
You need to do with it as you need for your situation/ship/etc.
Steam doesn't provide anything like that and is soooooo limited (in fact, so limited I couldn't post this in one message - - - AAAARRGGGHHHH!)...
seems a bit counterintuitive that 'autopilot' needs so much, but just consider how much IRL 'autopilot' (self driving vehicles, etc.) needs setting up and you'll be happy to set these 5-10 things....
If you have an approach set to 500 and you start less, just when can the 'magic' of collision detection kick in (and raycast is typically reliable at 2km or more thing - talk to Keen.... - it can/does work pretty well on shorter distances, but mostly SAM navigates within the approach/docking parameters by 'expecting' there to be nothing in the way {that part is sort of like PAM as it is somewhat 'path' guided})