Hi Splitsie, thank you for the video. I noticed the horizontal docking is not working. It works fine for me. Could you help me replicate the issue such that I can fix it? Thanks.
Oh no! I didn't realise it was supposed to work with horizontal docking, I really should have been better organised so I could have checked with you first :( Sorry! I was able to get it to happen pretty much exactly as it did in the video, I replicated it at least 5 times with the same result. With a rear facing connector and either a front facing or rear facing remote control the ship came in at an angle that meant the ship hit the top of the station connector, tilted and managed to reach the target in a tilted position. I don't recall if I had the connector named for the script though, could that have had an impact?
oh sorry! You meant rear facing. OK this is definitely not supported. Only forward facing. Rear facing should be feasible to do anyways. I will add it in the coming weeks. Thanks!
Just for completeness: 1) the script currently supports Front, Left, Right and Bottom Docking; 2) The necessity for having the remote control near the center of mass is to avoid Keen's Remote Control bugs. Not the script's, which actually tries to avoid them. Cheers!
If you went by the direction of the remote control then the connector was front facing, but not according to the orientation of the cockpit so could that have messed things up?
Your videos are awesome. I recently bought SE and I've followed all the basic videos you did and just fitted SAM V2 to the Orbital ship from your tutorial. Great stuff thanks 👍
I could see me using this for utility too..Jumping back in from a mining trip..hit the autopilot, let the ship dock whilst I go work on something else. Or use it with my unknown signal podchaser..pilot it out, nab the pod, and set the autopilot to bring it home..again, frees me up to go elsewhere or sort something else out..handy. Ty 😊
I think you're right, that's precisely where this would excel, freeing you up from little tasks here and there. The other thing I was thinking, if you played with one of those mods that makes ore deposits much larger - thereby making a stationary mining rig worthwhile, you could automate a shuttle to and from it and have an almost hands off mining set up
Splitsie A season or so ago on Epiktek, Epik was building his Space Elevator..so needed to do massive scale mining. He set up mobile drilling rigs using the Beam Miners mod..just set one down on an ore deposit and turned them on automatic. I think he manually shipped the ores..so adding a couple of ore shuttles with this would work really well. I was thinking about the hangar issue, if you need to get them into a hangar space, you just need to build the entrance with that glide slope in mind..Maybe build a dedicated drone hangar for that. Otherwise the drones shouldn't really need to be in the hangar anyway..they just need a protected surface connector to dock at , and then be off on their next leg. So, not a big issue 😊
After watching multiple videos on this script, especially those on SAMv2 as opposed to the outdated v1, I'd like to add my findings after extensive testing in game, in the hopes of helping someone else. Please keep in mind, this applies to SAMv2 as opposed to any other version. When naming your stations and connectors I advise you to keep it short enough to read on the LCD. Important tags : Ship Required Programmable Block [SAM NODAMPENERS] Remote Controller [SAM] Connector [SAM] Camera Up [SAM] Camera Down [SAM] Camera Forward [SAM] Antenna [SAM] LCD Panel [SAM]
Station Required Programmable Block [SAM ADVERTISE Name=XXX] Antenna (Does not require tag) Connector [SAM Name=XXX]
I love all your tutorials but I wanted to say that there is a v2 of this SAM script and it is waaaaaaaaaaaay easier to setup, you only really need 1 LCD (but can add a log one if desired). It also pilots pretty well over terrain. I'd love to see you do an update and add to the autopilot script playlist :)
A piston, a connector and a set of hanger doors. Open the doors, push out the piston, let the drone dock, pull back in the piston, close doors. Drone is now secure within the hanger. With a few sensors and a few timers i can probbably automate its entering and leaving with the piston extending and retracting when needed and the door opening and closing when needed.
Awesome script. I just wonder if it would work in space or between an Earth base and a moon base or an astroid base or even a space station?????????????
The octopus miner works very well in the planets. It is amazing. There are a couple of small problems that are easy to fix. The reactor is not connected and I added a projector to it for repairs.
Great demonstration of Magistrator's script. It's stuff like this that really tempts me to learn how to (properly) code, so I can make cool and useful scripts in game. Although this is a very well done script, I feel it's missing an 'interrupt waypoint', where you can add a waypoint the ship must go while on route to a docking port. Not sure how difficult this would be to add, but it might prevent some issues with entering an underground base. Either way, loads of potential!
It's definitely a cool script. If you wanted to use a waypoint in the middle you could instead use the vanilla autopilot and when it reached the point it could activate the programmable block which would achieve the same effect :)
I usually make my hangars fairly spacious as a precaution for accidental collisions. With that in mind, it's pretty easy to compensate for the approach the autopilot takes being as how it does so consistently
What the... I was just browsing the SE Workshop on my mobile and saw this mod. I however didn't took a look at it, went on to the next page and wondered what it actually does. Was about to go back check it out when suddenly *Popup* "Splitsie uploaded a new video" Perfect timing Splits xD
Splitsie On the survival Server im playing on my faction and I set up a moonbase, flew a few satellites with laser antennas into space so we can remotely mine platinum from our earthlike planet base. However we couldn't properly set up an automated cargo drone to transport the platinum down to the earthlike planet, dock + unload and then make it back to the moonbase to fill up again. Right now we're simply catapulting cargo drops equipped with a parachute, a beacon and all of our valuable platinum inside towards earthlike and have to pick it up manually. Would this script be able to pilot between two different gravitational zones? Maybe an idea for a next autopilot video
I think it can, you'd just need to make sure you have adequate thrust in and out of the atmosphere. I'll be interested to know if you get it working well :)
The script is set to disable itself in the absence of gravity for reasons (see comments in steam page). I will work on getting it to work on space next.
This looks nothing short of brilliant. I think that the restrictions due to the approach angles required are of minimal concern and a small price to pay for something that is so simple to set up. An underground station/hanger should not be to hard to resolve with a bit of tunneling to get a connector just clear of the surface. Indeed, I can see that once you are aware of that angle of approach required for docking you could easily build a cowling around the connector for added protection if deemed necessary. A gun turret on top of the cowling could then also be added for a bit more protection.
Mick S It seems that it is only the final approach which is problematic, and could potentially be tweaked by the script author. Regardless I would reason that this script could navigate a relatively complex tunnel system into a base wherein the final approach is considered in the design. It looks like the script pilots the craft up to x distance above the connector, and y distance away. Build the landing pad for your drones in your underground base aroind these parameters and you may solve this issue. It seems to cope well with voxels. I've yet to see it navigate armor blocks. I would be interesting to see how it behaves in these conditions. Perhaps Splitsie would like to make a part 2 including other stress tests. Mayve even an obstacle course, one more dynamic than a tunnel network.
As usual I completely agree with you Mick :) Also Sam left a comment suggesting that it's actually supposed to work, if they can get it working properly I'll be seriously impressed and as I was planning on a tutorial for how to do it in vanilla I'll be able to point out that the script can do it now too. That sort of base design would probably look pretty cool too, especially with your drones coming in to land
Apologies Andrew, silly UA-cam somehow thought that your comment was spam so I didn't see it till I checked the spam folder :P I've pinned Sam's comment and if he can get it working reliably I'll put that into the next autopilot video. I wish I had more time to go through these with him before I posted as I'd have loved to show it off in it's most functional state :(
Hi Splitsie, thanks for this video. Do you think you could make another for Sam V2? It seems so changed as to almost be a whole new beast. Other videos have led me to understand that even horizontal connectors are no longer a problem.
Yeah apparently it's a big improvement. I'm hoping to have the time to get more tutorials out in the future so it may well get done but I don't expect it to be particularly soon :(
I would love to see an autopilot script that works with forwards powered ships to go to space. Currently, any ship I use the vanilla autopilot with (I haven't experimented with any other scripts that Isy's Solar Alignment as of yet) will either go upwards or sideways, but never forwards towards extraterrestrial GPS markers. While I technically can design ships to have powerful down-facing thrusters to make the autopilot able to fight gravity, it is more aesthetically pleasing, and more natural, to have hovering power on the bottom, and main thrust facing backwards. If a script could make use of that, that would be awesome, and I'd love to see a demonstration of it.
You can tell the autopilot to reorientate itself at a waypoint so that it reads forward as a different direction. If you set it to the down position that would put your rear thrusters on the 'bottom' from the perspective of the remote control and that should get you pointing the right way to space I think. I haven't messed around with that aspect of it a lot yet, but will be for the next autopilot tutorial as I plan on doing docking in space :)
So complex question, but is it possible for a script AI or timerblock AI to control drones from a stationary base? So an AI script or timers AI remote controlling drones through an antenna? Im playing on a server that deny scripts, so i was thinking of setting up timer block AI but cant figure out if there's a way to tell the drones to do stuff through antennas
I wonder if it'd be worth using this in lieu of an orbital elevator. I don't mind letting the drone make several trips down to the ice lake if the whole process is hands-off. I could use the priority system in Isy's Inventory Manager to make sure resources go where I want them to.
I watched you vid. on the setting up the autopilot manager script... then found out that the version that you are using no longer works... so found the v2.11.1 and it seamed to work until I tried to set it up with all the commands 1 thru 9 and that's where it goes bad... won't take any of the commands... comes up on the screen as invalid command when pushing the keys... is there a fix for this that I'm missing...??
Do another video with this script only this time, from ground to astroid, which then means, from Earth or Mars or even the alien planet to an astroid at several locations, will it go from planet to planet and/or astroid to astroid?
You might want to check out [PAM] it mines, welds, docks, shuttles yadda yadda.. you fly the route once and it remembers all of the twists and turns into a complex pit, dock or whatever you can come up with.
I haven't used PAM much yet, since it unfortunately came out a while after I had excavated most of the base I could have used it for, still a very nice script, worth noting too is that SAM has been updated recently too :)
@@Splitsie I've got one other question for ya.. You've added a mod that allows direct access to lights with a pad. What the heck is that.. I've about 100ish interiors to mod and it's a brutal task
And to think i have been doing this with out scripts for awhile, makes me wish i had looked at the using the programmable block along time ago instead of just now learning to use it. Ugg all that work doing it with out a script when a script does the same thing.
@@Splitsie Could be a neat little project! Perhaps if the train is propelled by a separate grid equipped with thrusters and connected to another grid with wheels via a connector, might be worth a try!
there is a new version of this script that is quite different and works very well vertical connectors and horizontal connectors, (requires 3 cameras) only 6 commands to run instead of 9 and sharing connectors is easier. would be worth making a new video for sure in my opinion :)
Hey, Splitsie thanks great vid. I would like to try this out on my mother ship. Do you think it will work with moving ships? If i could auto dock my mining ship to my mother ship that would be great!
It won't work with moving ships, the only system that seems to have any hope of that is Rdav's fleet command but I've not seen anyone get that working in survival yet. The reason is that this (like the vanilla autopilot) uses GPS markers which are fixed so can't be applied to a moving target like a mothership :(
It should be able to handle bigger ships with more storage, you'll just have to ensure that you have enough acceleration in each direction when you're fully loaded up so that the script can handle flying without hitting the docking point too hard... One problem with the autopilot and having multiple ships on the same route is that you can't dock with collision avoidance on so if you get a traffic jam you'll also probably end up with some collisions, they should be low speed so you might get away with them but it'll be risky :/
@@Splitsie I just recently started playing and find myself loving this game. I would like to a tutorial on V2 or even on PAM (Path auto miner) by Keks.steamcommunity.com/sharedfiles/filedetails/?id=1507646929&searchtext=Path+Auto+Miner
Auto pilot... I doont think I will ever use it. But for those who do use it are probably really happy. Also Splitsie I'm sick again! Last time I was was on the solar expansion
It's fair enough if that you might not use it, I played for well over 1000 hours without ever actually using it more than the quick testing when they first added it in a patch :P That sucks to be sick again. get well soon!
Wonder if you could do an updated tutorial using the SAMv2 - Sam's Autopilot Manager version 2? steamcommunity.com/sharedfiles/filedetails/?id=1224507423
I really didn't do any better the second time did I? :P Both of the ships ended up very ugly, I think I got distracted by trying to remember all the elements I forgot about style...
Hi Splitsie, thank you for the video. I noticed the horizontal docking is not working. It works fine for me. Could you help me replicate the issue such that I can fix it? Thanks.
Oh no! I didn't realise it was supposed to work with horizontal docking, I really should have been better organised so I could have checked with you first :( Sorry!
I was able to get it to happen pretty much exactly as it did in the video, I replicated it at least 5 times with the same result. With a rear facing connector and either a front facing or rear facing remote control the ship came in at an angle that meant the ship hit the top of the station connector, tilted and managed to reach the target in a tilted position. I don't recall if I had the connector named for the script though, could that have had an impact?
oh sorry! You meant rear facing. OK this is definitely not supported. Only forward facing. Rear facing should be feasible to do anyways. I will add it in the coming weeks. Thanks!
Just for completeness:
1) the script currently supports Front, Left, Right and Bottom Docking;
2) The necessity for having the remote control near the center of mass is to avoid Keen's Remote Control bugs. Not the script's, which actually tries to avoid them.
Cheers!
If you went by the direction of the remote control then the connector was front facing, but not according to the orientation of the cockpit so could that have messed things up?
Your videos are awesome. I recently bought SE and I've followed all the basic videos you did and just fitted SAM V2 to the Orbital ship from your tutorial. Great stuff thanks 👍
Glad you're enjoying yourself and the autopilot scripts :)
I could see me using this for utility too..Jumping back in from a mining trip..hit the autopilot, let the ship dock whilst I go work on something else. Or use it with my unknown signal podchaser..pilot it out, nab the pod, and set the autopilot to bring it home..again, frees me up to go elsewhere or sort something else out..handy. Ty 😊
I think you're right, that's precisely where this would excel, freeing you up from little tasks here and there. The other thing I was thinking, if you played with one of those mods that makes ore deposits much larger - thereby making a stationary mining rig worthwhile, you could automate a shuttle to and from it and have an almost hands off mining set up
Splitsie A season or so ago on Epiktek, Epik was building his Space Elevator..so needed to do massive scale mining. He set up mobile drilling rigs using the Beam Miners mod..just set one down on an ore deposit and turned them on automatic. I think he manually shipped the ores..so adding a couple of ore shuttles with this would work really well.
I was thinking about the hangar issue, if you need to get them into a hangar space, you just need to build the entrance with that glide slope in mind..Maybe build a dedicated drone hangar for that. Otherwise the drones shouldn't really need to be in the hangar anyway..they just need a protected surface connector to dock at , and then be off on their next leg. So, not a big issue 😊
After watching multiple videos on this script, especially those on SAMv2 as opposed to the outdated v1, I'd like to add my findings after extensive testing in game, in the hopes of helping someone else.
Please keep in mind, this applies to SAMv2 as opposed to any other version.
When naming your stations and connectors I advise you to keep it short enough to read on the LCD.
Important tags :
Ship Required
Programmable Block [SAM NODAMPENERS]
Remote Controller [SAM]
Connector [SAM]
Camera Up [SAM]
Camera Down [SAM]
Camera Forward [SAM]
Antenna [SAM]
LCD Panel [SAM]
Station Required
Programmable Block [SAM ADVERTISE Name=XXX]
Antenna (Does not require tag)
Connector [SAM Name=XXX]
Ship Optional
Wide LCD Panel [SAM LOG]
Battery [SAM Empty=10 Full=90]
Hydrogen Tank [SAM Empty=10 Full=90]
Cargo Container [SAM]
Cockpit [SAM PANEL0: PANEL2:LOG]
Programmable Block Hotbar in Cockpit (My personal preferences)
Hotbar# - Slot #
8-2 CLEARSTORAGE (must recompile)
8-7 ADD (waypoint)
8-8 ADD STANCE (waypoint with ship orientation)
8-9 REMOVE (removes waypoint)
9-1 SCREEN
9-4 NEXT
9-5 PREV
9-6 SELECT
9-8 START
9-9 STOP
I love all your tutorials but I wanted to say that there is a v2 of this SAM script and it is waaaaaaaaaaaay easier to setup, you only really need 1 LCD (but can add a log one if desired). It also pilots pretty well over terrain. I'd love to see you do an update and add to the autopilot script playlist :)
I'm hoping to get to that at some point, as I completely agree with you the V2 upgrade is a massive step above the original :)
I love how the acronym for Sam's Autopilot Manager Script is "SAMS"
You've gotta love a good recursive acronym :P
@@Splitsie space megaloviana
A piston, a connector and a set of hanger doors. Open the doors, push out the piston, let the drone dock, pull back in the piston, close doors. Drone is now secure within the hanger. With a few sensors and a few timers i can probbably automate its entering and leaving with the piston extending and retracting when needed and the door opening and closing when needed.
Awesome script. I just wonder if it would work in space or between an Earth base and a moon base or an astroid base or even a space station?????????????
I'm pretty sure it does, you need to make sure you have enough thrust in the different areas though so that it can move properly :)
Now all we need is a autopilot script for mining, and then we can fully automate an ore factory
Absolutely, I've got my fingers crossed that someone very clever can work that one out in a useful way
The problem is that scripts cant read data from Ore dets. Hope keen will enable it.
It would be amazing if they did enable that - so much automation that could be done
Along with some sort of rail mod.... imagine the possibilities...
The octopus miner works very well in the planets. It is amazing. There are a couple of small problems that are easy to fix. The reactor is not connected and I added a projector to it for repairs.
Great demonstration of Magistrator's script. It's stuff like this that really tempts me to learn how to (properly) code, so I can make cool and useful scripts in game. Although this is a very well done script, I feel it's missing an 'interrupt waypoint', where you can add a waypoint the ship must go while on route to a docking port. Not sure how difficult this would be to add, but it might prevent some issues with entering an underground base. Either way, loads of potential!
It's definitely a cool script. If you wanted to use a waypoint in the middle you could instead use the vanilla autopilot and when it reached the point it could activate the programmable block which would achieve the same effect :)
Ah, that's very true actually... Never even though about that.
I usually make my hangars fairly spacious as a precaution for accidental collisions. With that in mind, it's pretty easy to compensate for the approach the autopilot takes being as how it does so consistently
Very true, having a nice predictable landing approach makes it fairly simple to design around which is really handy :)
Very interesting - I can envisage a number of scenarious where this script would be VERY handy! :)
And it's still being worked on, there was a big update earlier this year :)
What the... I was just browsing the SE Workshop on my mobile and saw this mod. I however didn't took a look at it, went on to the next page and wondered what it actually does. Was about to go back check it out when suddenly *Popup* "Splitsie uploaded a new video"
Perfect timing Splits xD
Nice, I love a perfect coincidence :)
Splitsie On the survival Server im playing on my faction and I set up a moonbase, flew a few satellites with laser antennas into space so we can remotely mine platinum from our earthlike planet base. However we couldn't properly set up an automated cargo drone to transport the platinum down to the earthlike planet, dock + unload and then make it back to the moonbase to fill up again. Right now we're simply catapulting cargo drops equipped with a parachute, a beacon and all of our valuable platinum inside towards earthlike and have to pick it up manually. Would this script be able to pilot between two different gravitational zones? Maybe an idea for a next autopilot video
I think it can, you'd just need to make sure you have adequate thrust in and out of the atmosphere. I'll be interested to know if you get it working well :)
The script is set to disable itself in the absence of gravity for reasons (see comments in steam page). I will work on getting it to work on space next.
This looks nothing short of brilliant.
I think that the restrictions due to the approach angles required are of minimal concern and a small price to pay for something that is so simple to set up.
An underground station/hanger should not be to hard to resolve with a bit of tunneling to get a connector just clear of the surface. Indeed, I can see that once you are aware of that angle of approach required for docking you could easily build a cowling around the connector for added protection if deemed necessary. A gun turret on top of the cowling could then also be added for a bit more protection.
Mick S
It seems that it is only the final approach which is problematic, and could potentially be tweaked by the script author.
Regardless I would reason that this script could navigate a relatively complex tunnel system into a base wherein the final approach is considered in the design.
It looks like the script pilots the craft up to x distance above the connector, and y distance away.
Build the landing pad for your drones in your underground base aroind these parameters and you may solve this issue.
It seems to cope well with voxels. I've yet to see it navigate armor blocks. I would be interesting to see how it behaves in these conditions.
Perhaps Splitsie would like to make a part 2 including other stress tests. Mayve even an obstacle course, one more dynamic than a tunnel network.
As usual I completely agree with you Mick :)
Also Sam left a comment suggesting that it's actually supposed to work, if they can get it working properly I'll be seriously impressed and as I was planning on a tutorial for how to do it in vanilla I'll be able to point out that the script can do it now too.
That sort of base design would probably look pretty cool too, especially with your drones coming in to land
Apologies Andrew, silly UA-cam somehow thought that your comment was spam so I didn't see it till I checked the spam folder :P
I've pinned Sam's comment and if he can get it working reliably I'll put that into the next autopilot video. I wish I had more time to go through these with him before I posted as I'd have loved to show it off in it's most functional state :(
Hi Splitsie, thanks for this video. Do you think you could make another for Sam V2? It seems so changed as to almost be a whole new beast. Other videos have led me to understand that even horizontal connectors are no longer a problem.
Yeah apparently it's a big improvement. I'm hoping to have the time to get more tutorials out in the future so it may well get done but I don't expect it to be particularly soon :(
Have you made any more experimentation on this autopilot topic? It seems super useful if it can be done correctly
I would love to see an autopilot script that works with forwards powered ships to go to space. Currently, any ship I use the vanilla autopilot with (I haven't experimented with any other scripts that Isy's Solar Alignment as of yet) will either go upwards or sideways, but never forwards towards extraterrestrial GPS markers. While I technically can design ships to have powerful down-facing thrusters to make the autopilot able to fight gravity, it is more aesthetically pleasing, and more natural, to have hovering power on the bottom, and main thrust facing backwards. If a script could make use of that, that would be awesome, and I'd love to see a demonstration of it.
You can tell the autopilot to reorientate itself at a waypoint so that it reads forward as a different direction. If you set it to the down position that would put your rear thrusters on the 'bottom' from the perspective of the remote control and that should get you pointing the right way to space I think. I haven't messed around with that aspect of it a lot yet, but will be for the next autopilot tutorial as I plan on doing docking in space :)
So complex question, but is it possible for a script AI or timerblock AI to control drones from a stationary base?
So an AI script or timers AI remote controlling drones through an antenna?
Im playing on a server that deny scripts, so i was thinking of setting up timer block AI but cant figure out if there's a way to tell the drones to do stuff through antennas
Sadly you need a script to send commands through antennae, so you wouldn't be able to set up a system like that :(
I wonder if it'd be worth using this in lieu of an orbital elevator. I don't mind letting the drone make several trips down to the ice lake if the whole process is hands-off. I could use the priority system in Isy's Inventory Manager to make sure resources go where I want them to.
It could well be, certainly cheaper to set up at the start :)
I watched you vid. on the setting up the autopilot manager script... then found out that the version that you are using no longer works... so found the v2.11.1 and it seamed to work until I tried to set it up with all the commands 1 thru 9 and that's where it goes bad... won't take any of the commands... comes up on the screen as invalid command when pushing the keys... is there a fix for this that I'm missing...??
Do you think changing the orientation of the remote block might help the side docking? So that it thinks its down.
Do another video with this script only this time, from ground to astroid, which then means, from Earth or Mars or even the alien planet to an astroid at several locations, will it go from planet to planet and/or astroid to astroid?
I might already have plans for some orbital docking with this script and vanilla ;)
Nice, and I have been watching all of your videos, so.... Took me 2 days, and you seem as a good teacher! Keep the good work up!
I know this video is old now, any chance for an update video? a lot of the screen commands no longer work, (DIAG, GPS, DOCK REGISTER, DOSCK DELETE)
Thank you for this Video
You might want to check out [PAM] it mines, welds, docks, shuttles yadda yadda.. you fly the route once and it remembers all of the twists and turns into a complex pit, dock or whatever you can come up with.
I haven't used PAM much yet, since it unfortunately came out a while after I had excavated most of the base I could have used it for, still a very nice script, worth noting too is that SAM has been updated recently too :)
@@Splitsie I've got one other question for ya.. You've added a mod that allows direct access to lights with a pad. What the heck is that.. I've about 100ish interiors to mod and it's a brutal task
That one's Light Block Improvements by Digi steamcommunity.com/sharedfiles/filedetails/?id=603906728 :)
And to think i have been doing this with out scripts for awhile, makes me wish i had looked at the using the programmable block along time ago instead of just now learning to use it. Ugg all that work doing it with out a script when a script does the same thing.
Ah, but the script isn't infallible and the script only came out relatively recently. Personally I don't think any of that work was wasted :)
My engineer brain is tingling. Have you ever tried using this on wheels to make a train if it is supported with wheels?
I haven't but if the train is propelled by thrusters it's possible it could work
@@Splitsie Could be a neat little project! Perhaps if the train is propelled by a separate grid equipped with thrusters and connected to another grid with wheels via a connector, might be worth a try!
there is a new version of this script that is quite different and works very well vertical connectors and horizontal connectors, (requires 3 cameras) only 6 commands to run instead of 9 and sharing connectors is easier. would be worth making a new video for sure in my opinion :)
It's one of the ones that's been on my to-do list for quite a while as you're right, the new version is much improved :)
Hey, Splitsie thanks great vid. I would like to try this out on my mother ship. Do you think it will work with moving ships? If i could auto dock my mining ship to my mother ship that would be great!
It won't work with moving ships, the only system that seems to have any hope of that is Rdav's fleet command but I've not seen anyone get that working in survival yet. The reason is that this (like the vanilla autopilot) uses GPS markers which are fixed so can't be applied to a moving target like a mothership :(
Is it possible to get such drones partroling between nonstationäry Bases?
No, the autopilot uses GPS which are static :(
how about large containers and 20 or 30 at the same time loopin, do they stack
It should be able to handle bigger ships with more storage, you'll just have to ensure that you have enough acceleration in each direction when you're fully loaded up so that the script can handle flying without hitting the docking point too hard...
One problem with the autopilot and having multiple ships on the same route is that you can't dock with collision avoidance on so if you get a traffic jam you'll also probably end up with some collisions, they should be low speed so you might get away with them but it'll be risky :/
could you do a vid on the 2nd version of this script?
I hope to, got a couple of other tutorials on my list first, but it's on there too :)
@@Splitsie I just recently started playing and find myself loving this game. I would like to a tutorial on V2 or even on PAM (Path auto miner) by Keks.steamcommunity.com/sharedfiles/filedetails/?id=1507646929&searchtext=Path+Auto+Miner
That's awesome! Thanks!
You're welcome :)
Auto pilot... I doont think I will ever use it. But for those who do use it are probably really happy.
Also Splitsie I'm sick again! Last time I was was on the solar expansion
It's fair enough if that you might not use it, I played for well over 1000 hours without ever actually using it more than the quick testing when they first added it in a patch :P
That sucks to be sick again. get well soon!
Wonder if you could do an updated tutorial using the SAMv2 - Sam's Autopilot Manager version 2?
steamcommunity.com/sharedfiles/filedetails/?id=1224507423
I've planned to for a while but haven't yet found the time :/
7:09 i spy with my little eye, something beginning with V
There might be a little vector-something script hidden in there ;)
please update this tutorial as it is now out of date
At some point I hope to highlight what the new SAM can do, but I'm not expecting it to be very soon with the other plans I've already got in mind
8:04 9:25
"lets try to make a reasonable ship" Look at your Ship. It looks like a large Dip.
I really didn't do any better the second time did I? :P
Both of the ships ended up very ugly, I think I got distracted by trying to remember all the elements I forgot about style...
alfa ? ;)
I don't mind if the person who wrote the script can't spell, they made something awesome :)
(and they've kept making it better since)
old and dated video. things has changed since then.
First