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.
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.
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.
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
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.
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.
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.
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.
This game is truly amazing. I just got it last week on ps4 .
i love this great job i love seeing other people put things in space the old fashion way.
Just started playing space engineers on console. This game is so freaking cool and this video was so well made! Thanks for sharing!
Great Job!
I've done this with scripts before, but the Event Controller makes it so much easier.
Opening the parachute at 200m while traveling at 100m/s means 2 sec before impact.
I'm surprised that it stopped.
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.
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
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.
Thanks and happy to see that you caught it before I did. I hope to keep putting stuff like this up.
That was awesome bud, GREAT JOB! Thanks for sharing. I am two months old in SE and learned a LOT! 😇🫡🫡🫡🫡
Now an update with signal update ;p
Great video.
@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.
awesome video
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.
You do realize you made that a lot more complicated than it needs to be, right?
Would love to play with you
I've never actually played SE multiplayer!