Hi, thanks for this very useful script.
I had a weird interaction where thruster and gyro overrides would not be cleared on dock on some ships, causing the ship to be unable to be controlled when disconnected from the connector. With the new event controllers I have a listener on the connector set to change batteries to recharge when I connect. Since the ship connects and on the same frame tests for thisThruster.IsWorking, they will be skipped and override not cleared as they are not considered powered until they receive power from the base.
Connection sequence works as expected once the IsWorking checks on SafelyExit are removed
if (systemsAnalyzer != null)
{
foreach (var thisGyro in systemsAnalyzer.gyros)
if (thisGyro != null)
- thisGyro .IsWorking
thisGyro.SetValue("Override", false);
foreach (var thisThruster in systemsAnalyzer.thrusters)
if (thisThruster != null)
- thisThruster.IsWorking
thisThruster.SetValue("Override", 0f);
}
Hi, thanks for this very useful script.
I had a weird interaction where thruster and gyro overrides would not be cleared on dock on some ships, causing the ship to be unable to be controlled when disconnected from the connector. With the new event controllers I have a listener on the connector set to change batteries to recharge when I connect. Since the ship connects and on the same frame tests for thisThruster.IsWorking, they will be skipped and override not cleared as they are not considered powered until they receive power from the base.
Connection sequence works as expected once the IsWorking checks on SafelyExit are removed
if (systemsAnalyzer != null) { foreach (var thisGyro in systemsAnalyzer.gyros) if (thisGyro != null) - thisGyro .IsWorking thisGyro.SetValue("Override", false); foreach (var thisThruster in systemsAnalyzer.thrusters) if (thisThruster != null) - thisThruster.IsWorking thisThruster.SetValue("Override", 0f); }