yeah nice work iv been playing around with the event controllers to turn atmosphere thrust and ion thrust to get me their as I seem to always get starts so far from ice on planets. been working on a cargo drone that will transport hydro to my space base to earth. your right the event controllers are really fun to work with
You can save "Timer Block - Return to planet" as multiple groups for thruster override adjustment. This way there are 9 tool bars with 9 slots = 81 Groups of one timer block. You might only need 10 slots.
Timer blocks can use multiple toolbars. So for the thruster override for the top thruster to return. You can set it up to thruster override 9 nimes. Once for each toolbar.
LOL...As soon as you made the Event controller for satellite release I thought, You ARE at Zero velocity. Awesome video dude. THIS is the kind of stuff I love about Space Engineers.
@49:20 Instead of just two parachutes, maybe you should have four, one in each corner so the center of mass will be balanced. And I think there is a setting on the 'chute block to let you detach the 'chutes so your rocket won't topple over. Maybe even use the "Record" automation block to record the launch so the rocket can come back to the launch point.
You could switch the top thruster off, then set the event controller timer to turn the thruster on once it has entered zero gravity. The same way if you had reverse thrusters to slow down. And instead of connectors, you could use merge block to link the two craft together, then separate once you reach zero g. This has been giving me ideas on how to do a cargo rocket I've been designing, thanks.
override the gyro and you wont have the wobble issue i have successfully used an AI block to align to gravity with no angle to keep rockets completely vertical
Great idea. I actually can't believe that I didn't have a gyro on it to start. I might do a follow up video on how to do this with the unlimited speed mod. Makes the process much more challenging since you can't rely on the small thruster to slow you down, have to spin around before slowing down.
@@EMOTIBOTS So, it would be the same as I have seen in the video and the only difference would be that it would go up at 1,000 meters per second and down at 1,000 meters per second? Sounds like a plan to me. Though, you might need more than just two parachutes to slow that puppy down. My guess would be in the neighborhood of a double digit number. I can see it now, screaming towards the ground at a high rate of speed, dragging upwards of 90 parachutes behind it making no difference in the reduction of speed.
@@1953dan mostly the same, yes. One difference is that there’s an extra “coast” stage that you are in before starting to slow down, and this needs to be timed properly. You don’t want to just constantly boost until zero gravity or you would be going some insane speed. And because you are going so fast, it becomes less feasible to slow down with the small thruster in the front, so you have an added challenge of rotating the craft to face towards the planet and using the large thruster to slow down. There are different ways of doing it, but I like that it has an added realism challenge.
That's very cool. I haven't started messing with the AI at all, yet. This is a major inspiration to do so. Why not have the main connector do the dumping? It's already pointed straight down, and should dump faster.
I just built a large block rover with a large cargo container and 2 connectors. I mine with a small ship, unload on the front connector and when the drone on the back is full it flies back to base unloads and comes back. That way theres a buffer on the large rover and i can just keep mining while the rover flies back and forth. Usually when im done it has a few loads left but it just does those on its own.
Instead of dropping the ore into a hopper, give it a dedicated docking point with a connector on the base. One of the timer blocks turns off "collect all" for the flyer after it disconnects from the truck, so the unload can happen at the base. Turn that back on before docking with the truck again.
Sorry i write in french , pour le dépôt des minerais un deuxième bloc d événement qui declenche le retour au camion quand il détecte que le cargo est vide 😉
You don't need the timer for an event controller; each event controller has 9 pages that you can set actions to for a total of 18 actions, 9 for condition met, 9 for condition not met. Edit: Well, I suppose you'd need a timer if you needed that event controller to perform more than 9 actions, or, in the case of the ore dump, where you need to actually have something happen after a given amount of time.
You can just do the unloading with event controllers as well. Basically if it's full fly home, if it's empty fly back to truck. That way it will always fully unload and not waste any time.
The recorder really needs to override the P-Gravity function... At least have a button like the intercept feature on the Combat block. P-Gravity alignment should not override the waypoint orientation... At least in the cardinal directions. But I can vaguely predict a need for having waypoints that are outside the tilt limits on the P-gravity settings. So maybe a full override is needed.
I agree that the waypoint system as is is not very intuitive. There's some rules of thumb when setting them, but for the most part it just pretty much does what it wants. Ideally it would be like what I think you're suggesting - each waypoint should be considered like a keyframe for the ship, telling the ship what position and orientation (and maybe even velocity) it should have when navigating to it.
Yeah I've noticed, makes me wonder if that was intended. I like the idea of using timer blocks anyway to make things simple (keep everything on one tool bar), not to mention the new timer block models are delicious!
@@XMythixXI've filled up the first bar before but now AI blocks can take over a lot so I need way less timer blocks. Also the multiple hotbars are nice for groupinh things even if you don't fill them up (like I put certain functions on specific numbers so I can remember)
2 ideas to throw at you. One: 2 event controllers 1 that tells it to dock at base at 30% battery other tells it to resume ferry process at 100% battery. Two :connector set to connect at ready to connect. Then at connected turn off engines not as a timer that way it don't fall. Thanks for the video though Really good explanations and detailed how to.
Instead of worrying about getting height before the cargo drone heads to another destination, couldn't set a minimum altitude higher than the base connector?
Are you referencing the "min altitude" slider in the flight block? I learned recently that it only works for features that the basic task block and combat blocks does (which you would think should just live in those blocks), but this might be worth experimenting!
I like the idea of making a space station that has escape pods that automatically return you to your home base. I guess it would work on a ship as long as there isn't a planet between you and home.
I was afraid this was going to be way more difficult, but I feel like I have a much better understanding of how it works after watching this. I feel like I can go back and watch some of the other tutorials that I didn't really understand and get more information, now that I can follow it a bit easier.
Good tutorial, I'm expecting improvements to the system to come sooner rather than later when people get a better hang of the DLC. Cant wait to see a huge minership with a dozen pods flying constantly
If I were to play this for any of my friends that understand and appreciate the genre. They’d laugh, they have. Brian. Move on to better things homie. Your drummer too.
Only shred of talent is Brian. The rest has been done 173030197437 times. Check out wisdom and war. The level of talent compared to this shit is humorous.
Absolutely! The servo whine takes away from the effect a bit. What I really wanted to do was add a solenoid that would either knock on the side of the box or click some mechanism that gave it more of a clapping sound.