Vector thrust 2 обзор

Обновлено: 04.07.2024

If you have Control Module installed in the world, it will just work. This is optional.

1. Load the script into a programmable block (If you don't know how to do that)
2. [strike]Run the programmable block[/strike] It should be already running. if its on standby mode, you will have to pass the %standby argument
3. Setup your Cockpit buttons or use Control Module (you need %Standby either way)
4. Get in and press the jetpack button to turn the engines on.

While this is optional, I highly recommend it.
1. Place a text panel
2. Put %VectorLCD in the name
or
1. put "%Vector:0" (without quotes) on its own line in the custom data of your cockpit


1. Get in your cockpit, press G
2. Drag the programmable block to the bar and select "RUN"
3. Copy & paste the code for your controls. You will need:

%jetpack
%dampeners
%cruise
%standby
%raiseAccel
%lowerAccel
%resetAccel

Standby completely stops the script, till you press the button again (and also safely turns off thrusters & rotors) please use it in multiplayer
the last 3 control your 'Target Accel' value and are optional
Dampeners, Jetpack, and Cruise all toggle their respective values.


X: engines on/off
Z: inertia dampenerse on/off
R: cruise mode on/off
+: increase target acceleration
-: decrease target acceleration
0: reset target acceleration

there is currently no binding for standby, so you will have to set that up with the vanilla method

This makes the craft behave like an airplane, it will drift forward, but apply inertia dampeners for any other direction.
suggested by Raiteri

Why don't my thrusters point the right way? / Why do my thrusters spin like crazy?
This is most likely the Keen Phantom Torque bug. As it stands there isn't much I can do about it. There is a workaround in the Detailed Manual (see 'Centre of Mass Issues'). If you have tried those and it still doesn't point the right way, tell me.

Does it work in Space?
Short answer: Yes.
Long answer: The concept doesn't really work that well in space. It takes time for the thrusters to move to the desired position, this is made worse in space since the thrusters might need to point in any direction. In gravity, the thrusters don't need to turn as much because they mostly just need to point down.

Rotor on a Rotor?
Short answer: No.
Long answer: This is unstable and would require a large re-design.
If you really want a rotor on a rotor, you can force it by putting a thruster on each subgrid that has a rotor head.

Can I stop my ship from controlling other vector thrust ships on the base?
Yes! See the 'Tags' section in the Detailed Manual.

Why won't my thrusters turn on?
Short answer: You need to turn them on using the script, not the terminal.
Long answer: pass the %jetpack argument, or if you are using Control Module, press your suit jetpack key.


If you have Control Module installed in the world, it will just work. This is optional.

1. Load the script into a programmable block (If you don't know how to do that)
2. Run the programmable block It should be already running. if its on standby mode, you will have to pass the %standby argument
3. Setup your Cockpit buttons or use Control Module (you need %Standby either way)
4. Get in and press the jetpack button to turn the engines on.

While this is optional, I highly recommend it.
1. Place a text panel
2. Put %VectorLCD in the name
or
1. put "%Vector:0" (without quotes) on its own line in the custom data of your cockpit

1. Get in your cockpit, press G
2. Drag the programmable block to the bar and select "RUN"
3. Copy & paste the code for your controls. You will need:
%jetpack %dampeners %cruise %standby %raiseAccel %lowerAccel %resetAccel

Standby completely stops the script, till you press the button again (and also safely turns off thrusters & rotors) please use it in multiplayer
the last 3 control your 'Target Accel' value and are optional
Dampeners, Jetpack, and Cruise all toggle their respective values.

X: engines on/off Z: inertia dampenerse on/off R: cruise mode on/off +: increase target acceleration -: decrease target acceleration 0: reset target acceleration

there is currently no binding for standby, so you will have to set that up with the vanilla method

This makes the craft behave like an airplane, it will drift forward, but apply inertia dampeners for any other direction.
suggested by Raiteri

Why don't my thrusters point the right way? / Why do my thrusters spin like crazy?
This is most likely the Keen Phantom Torque bug. As it stands there isn't much I can do about it. There is a workaround in the Detailed Manual (see 'Centre of Mass Issues'). If you have tried those and it still doesn't point the right way, tell me.

Does it work in Space?
Short answer: Yes.
Long answer: The concept doesn't really work that well in space. It takes time for the thrusters to move to the desired position, this is made worse in space since the thrusters might need to point in any direction. In gravity, the thrusters don't need to turn as much because they mostly just need to point down.

Rotor on a Rotor?
Short answer: No.
Long answer: This is unstable and would require a large re-design.
If you really want a rotor on a rotor, you can force it by putting a thruster on each subgrid that has a rotor head.

Can I stop my ship from controlling other vector thrust ships on the base?
Yes! See the 'Tags' section in the Detailed Manual.

Why won't my thrusters turn on?
Short answer: You need to turn them on using the script, not the terminal.
Long answer: pass the %jetpack argument, or if you are using Control Module, press your suit jetpack key.


If you have Control Module installed in the world, it will just work. This is optional.

1. Load the script into a programmable block (If you don't know how to do that)
2. Run the programmable block It should be already running. if its on standby mode, you will have to pass the %standby argument
3. Setup your Cockpit buttons or use Control Module (you need %Standby either way)
4. Get in and press the jetpack button to turn the engines on.

While this is optional, I highly recommend it.
1. Place a text panel
2. Put %VectorLCD in the name
or
1. put "%Vector:0" (without quotes) on its own line in the custom data of your cockpit

1. Get in your cockpit, press G
2. Drag the programmable block to the bar and select "RUN"
3. Copy & paste the code for your controls. You will need:
%jetpack %dampeners %cruise %standby %raiseAccel %lowerAccel %resetAccel

Standby completely stops the script, till you press the button again (and also safely turns off thrusters & rotors) please use it in multiplayer
the last 3 control your 'Target Accel' value and are optional
Dampeners, Jetpack, and Cruise all toggle their respective values.

X: engines on/off Z: inertia dampenerse on/off R: cruise mode on/off +: increase target acceleration -: decrease target acceleration 0: reset target acceleration

there is currently no binding for standby, so you will have to set that up with the vanilla method

This makes the craft behave like an airplane, it will drift forward, but apply inertia dampeners for any other direction.
suggested by Raiteri

Why don't my thrusters point the right way? / Why do my thrusters spin like crazy?
This is most likely the Keen Phantom Torque bug. As it stands there isn't much I can do about it. There is a workaround in the Detailed Manual (see 'Centre of Mass Issues'). If you have tried those and it still doesn't point the right way, tell me.

Does it work in Space?
Short answer: Yes.
Long answer: The concept doesn't really work that well in space. It takes time for the thrusters to move to the desired position, this is made worse in space since the thrusters might need to point in any direction. In gravity, the thrusters don't need to turn as much because they mostly just need to point down.

Rotor on a Rotor?
Short answer: No.
Long answer: This is unstable and would require a large re-design.
If you really want a rotor on a rotor, you can force it by putting a thruster on each subgrid that has a rotor head.

Can I stop my ship from controlling other vector thrust ships on the base?
Yes! See the 'Tags' section in the Detailed Manual.

Why won't my thrusters turn on?
Short answer: You need to turn them on using the script, not the terminal.
Long answer: pass the %jetpack argument, or if you are using Control Module, press your suit jetpack key.

put your thrusters on rotors!

  1. paste the contents of VectorThrust.cs into the programmable block (click edit, not custom data, replace what is in there normally), then click 'check code' and 'save & exit'
  2. run the programmable block it should be already running THIS ONLY HAPPENS IF THE PROGRAMMABLE BLOCK IS NEW. OTHERWISE IT WILL GO STRAIGHT INTO STANDBY
  3. setup your buttons.. either use 'Control Module' by DIGI or make your cockpit buttons with various actions. you will have to use the vanilla method for the standby action.
  4. get in and hit the jetpack button!

VANILLA BUTTONS SETUP

  1. get in your cockpit, press G
  2. drag the programmable block to the bar and select "RUN"
  3. copy&paste the code for your controls. you will need:

standby completely stops the script, till you press the button again (and also safely turns off thrusters & rotors) please use it in multiplayer

the last 3 control your "Target Accel" value and are optional

CONTROL MODULE SETUP

just install the mod and you're good to go!

  • suit jetpack key: engines on/off
  • inertia dampeners key: inertia dampenerse on/off
  • +: increase target acceleration
  • -: decrease target acceleration
  • 0: reset target acceleration

there is currently no binding for standby, so you will have to set that up with the vanilla method

INFO PANEL SETUP

while this is optional, i highly recommend it

  1. place a text panel
  2. put %VectorLCD in the name

unfortunately there seems to be a physics bug in space engineers at the moment which causes thrusters on rotors to spaz out in some situations. i have reproduced it on a ship without the script whatsoever, so its not my script doing it

so far, i have narrowed it down to the thrusters being in-line with the centre of mass. that's pretty ironic because this update is supposed to remove that requirement.

just try to keep the rotors in-line with the centre of mass and it should be fine

В данном гайде для новичков, мы с вами рассмотрим, как можно установить двигатели на роторах.

Что вы об этом думаете?

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