Space Engineers

Space Engineers

Safe n' Stable Landing Gear Connections
21 Comments
Amalek 18 Apr, 2016 @ 9:55pm 
I am trying this mod out as I have carriers that get ripped to shreds when I try to fly with docked ships. The instructions where not very clear but I think I have it working. I cant see any actions taking place besides my timer block going off every second, but so far I have had not ships break free. I will continue to test and report back.
Marziopan 21 Aug, 2015 @ 11:11am 
does it still works? cause when i get the landing gears locked on a surface they doesn't cycle on/off anymore...
Soloquendi 26 Apr, 2015 @ 12:18pm 
Probably. I appreciate the mod. It seems to work fine. The game though needs that rewrite drastically. We're using a very high end dedicated server and it doesn't seem to make much difference.

Thanks for the reply.
InfiniteDice  [author] 25 Apr, 2015 @ 8:27am 
WillOfStone - Likely a de-sync issue with the server.
Soloquendi 25 Apr, 2015 @ 3:27am 
Landed a small ship on a large ship I was building. Working fine. Turned off progam block, unlocked and took off, noticed one landing gear missing. Turned around but didn't see it on the large ship, must have gone somewhere. Got to my base and Wham! Apparently the game thought the gear was still locked to the large ship and tried to reunite it with the small ship. Unfortunately, that space was occupied by my base so both it and the new ship were almost totally destroyed. Not sure if this was caused by the script or the original game bug, but be sure to keep a watch on the gear. If one is missing, don't move for a minute.
merendel 8 Apr, 2015 @ 10:56am 
If folks are haveing trouble undocking try a timer thats set to 1 MasterTimer toggle, 2 LandingGearGroup on, 3 LandingGearGroup Autolock toggle, 4 LandingGearGroup unlock. set it on the hotbar to trigger now. you may still get 1 landing gear that is stuck on the first try but you can either hit P to trigger the gear the normal way or just doubletap the new timer and it should finish undocking. Reason for the sticky gears is you cant unlock while a gear is powered down and the first timer wont always power it up in time to recieve the unlock command.
Tamster 23 Mar, 2015 @ 10:02am 
looking for a quick way to undock too :) other way is stopping the timer block, turn off landing gear and take off
Kham 23 Mar, 2015 @ 3:39am 
Great little script. Just one question, does anybody have a quick way to turn them off and undock? We've tried setting up another timer block to just trigger once turning off the master timer, activating both landing gears, setting their autolock off, unlocking, then turning them off. But for some reason that approach always leaves one of them locked. Going through them all individually is a bit time consuming.
IsThatAGrenade? 8 Mar, 2015 @ 7:45pm 
Amazing man i will tell everyone about this script. You are going to save us from so much frustration and time wasted rebuilding what would have fallen victim of the landing gears!
Kam Solastor 7 Mar, 2015 @ 11:37am 
Aha, figured out how to load this. @Shaggy and others - add a programmable block to your small ship (or large ship, I suppose too), and then open it, click edit, and there's a button at the bottom in the edit screen labled 'workshop' (bottom right). You can then open up scripts downloaded from the workshop, just like how blueprints can be loaded up from the workshop. Then select this mods script from the list, open it, and follow the instructions contained therein.
Derp & Junk 5 Mar, 2015 @ 2:07pm 
Wow, we so need a fix like this for pistons and rotors. There are some great builds out there, like the Cookie Monster, which I found in exploration. It's not just exploration ships either, respawn ships too. I was so mad when the weapons bays and troop bay door on my Cookie Monster corvette blew up. And on some ships I've seen the pistons detach, float through the ship, then respond to helm controls while the ship just sits there. So maddening!
shaggy1265 5 Mar, 2015 @ 1:01pm 
Hello,

When you say "follow the instructions in the script header" where exactly is that? On the save file or in game? I subscribed but can't find the instructions.
Void 4 Mar, 2015 @ 2:43am 
Great work ! :3
Kaii-Killer 3 Mar, 2015 @ 10:34am 
Make a post in the bug thread, linking to your mod also... Phand will most likely see it this way, Phand is the main bug report moderator... she goes through it all every week.
InfiniteDice  [author] 3 Mar, 2015 @ 10:05am 
Gears attach one ship to another ship/station by creating a connection between those two entities, as time goes by that connection position decays, somehow losing it's exact position.
This is evident when the ship starts to 'Spaz out' or jiggle around. Eventually it's as if the ship thinks it's in two places at once, once a certain undefined limit is exceeded, the ship either becomes disconnected or sees the motion between the two points as a collision and causes an explosion.

This script uses multiple gears, and sequentially refreshes the connection every second so that the position is never old, and therefore it eliminates the decay.

I've sent a note with my findings to the dev team so they are likely to find a way to enact a permanent fix on all gears. The underlying method could also help rotor and piston issues as well.

Till then this should come in handy :)
Void 3 Mar, 2015 @ 6:14am 
Yeah would like to know why it was happening in the first place lol
Kaii-Killer 2 Mar, 2015 @ 4:42pm 
Can you explain what this does please.
Redeye 28 Feb, 2015 @ 7:04am 
thanks for this, i'm going to try this. I had an issue where the ship would shake on my platform randomly then explode. It was near my reactors so main a chain reaction and destroyed 80% of my platform...
Zaanix 28 Feb, 2015 @ 2:47am 
Now how about landing at an angle and faster than a patient pilot? No need to ask why that's a concern.
Tiger 27 Feb, 2015 @ 4:56pm 
How does it work?
InfiniteDice  [author] 24 Feb, 2015 @ 11:49am 
Still holding fast on dedicated server at 155.5 m/s 2 million metres from world center for over 3 hours.