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A collection of small common scripts meant to be easily copied and understood for the [[YOLOL]] beginner.
A collection of small common scripts meant to be easily copied and understood for the [[YOLOL|YOLOL]] beginners.


''This page is a WIP. Please contribute to it! (Avoid complex scripts and the renaming of fields.)''
''This page is a "Work In Progress". Don't hesitate to contribute! Just make sure to respect the following rules:
* Avoid complex codes. As said, These must be easily understood by beginners. If you can't simplify your scripts, please add some comments to explain the most technical parts.
* Avoid as possible to modify the [[Device fields|device fields]]. If necessary, it must be specified which field has to be renamed (left column) and/or set to a given value (right column). ''


==[[Fuel chamber]]==
==[[Flight control unit|Flight Control Unit]]==
Ships will require enough batteries to act as a buffer for the generator spool up time.


==="Standard" Generator Script===
===Single Forward/Backward Lever===
:FuelChamberUnitRateLimit=100-:StoredBatteryPower/100 goto 1
Requires a center lever bound to '''"FcuForward"'''. ''Note: You can easily modify the default regular lever from most prebuilt ships and cockpit modules to be used as a center Lever. Just change the '''"LeverMinOutput"''' value from 0 to -100. Also don't forget to modify your control binds ("V" on keyboard by default).''


Makes the fuel chambers' rate limit follow the battery charge inversely.
:FcuBackward=-:FcuForward goto1
''<br/>Note: The [[Laborer Module]] ship rewarded during the tutorial has these fields renamed by default to: <code>Generator</code> and <code>Battery_1</code>''


==="Alternative" Generator Script===
===Speed Limiter===
Requires to modify the lever bound to '''"FcuForward"''' which shall be renamed '''"Fwd"''' and another regular lever with '''"LeverState"''' renamed '''"Limiter"'''. This script allow you to set a maximum forward speed to your ship, which is useful when you need more accurate movements (e.g. while mining or docking).


An alternative script that will keep the batteries fuller.
:FcuForward=:Fwd/100*:Limiter goto1


:FuelChamberUnitRateLimit=1000-:StoredBatteryPower/10 goto 1
''Note: If you already modified your '''"FcuFoward"''' lever to be used as a '''"Single Forward/Backward Lever"''' (see above), you can use the '''"Backward"''' lever made useless as the '''"Limiter"''' lever. Just make sure you have '''"FcuForward"''' renamed '''"FwdBwd"''' instead so you can modify forward and backward thrust individually. This way your YOLOL scripts should be written as follows:''


===Settable on/off Generator flag===
  :FcuForward=:FwdBwd/100*:Limiter goto1
  c=(c<1)*(:Battery_1<5000)+c*(:Battery_1<9999) :Gen=c*22+0.001 goto 1
Fitting this code on the Laborer Module requires renaming at least one device. (here the Generator was renamed Gen)


5000 and 9999 are the start-charging and stop-charging levels. 22 is just enough charge to run the stock two box thrusters.
:FcuBackward=-:FwdBwd goto1


===Generator Script (Basic YOLOL Chip)===
===Turtle Mode===
Similar to the previous script but with a button instead of a lever. '''"ButtonState"''' should be renamed '''"Turtle"''' and '''"ButtonStyle"''' set to '''"1"'''. In addition set the '''"ButtonOffStateValue"''' to '''"100"''' and the '''"ButtonOnStateValue"''' to the desired speed reduction. For example having '''"30"''' means 30% of maximum speed when the button is active.


This YOLOL script is inspired by the standard generator script and is further optimized.
:FcuForward=:Fwd/100*:Turtle goto1
You can set from which amount of stored battery power the generator should generate less compared to the stored battery power.
 
==[[Fuel chamber|Fuel Chamber]]==
 
The following scripts are made to be used with the ship "[[Laborer module|Laborer Module]]" rewarded during the tutorials. To make it compatible with other prebuilt or own-made ships, refer to the table below for the corresponding modifications in the [[Device fields|device fields]]. ''Note: Most scripts make the "Generator" button irrelevant as it replace its use. Some may make another use of it.''


It is assumed that specific YOLOL fields are renamed:
{| class="wikitable"
{| class="wikitable"
! Ship Part !! Default Field Name !! Laborer Module Field Name
|-
| Hybrid Button || ButtonState || Generator
|-
|-
! Ship Part !! Old YOLOL field name !! New YOLOL field name
| Fuel Chamber || FuelChamberUnitRateLimit || Generator
|-
|-
| Every Fuel Chamber || FuelChamberUnitRateLimit || Gen
| First Battery || StoredBatteryPower || Battery_1
|-
|-
| One Rechargeable Battery || StoredBatteryPower || Bat
| Second Battery || StoredBatteryPower || Battery_2
|}
|}


Depending on the amount of batteries and the amount of generators, a higher or lower value can be used for the variable "a" in the script. A too high value leads to the fact that the algorithm cannot find an optimal balance for the FuelChamberUnitRateLimit/Gen.
Also, ships will require enough batteries to act as buffers during the generator spool up time. ''Note: When in use, all batteries discharge at the same rate. The more batteries you have, the slower the discharge is.''
 
===Gradual Generator Script===
Makes the fuel rate limit of the fuel chamber inversely proportional to the charge level of the batteries.
 
:Generator=100-:Battery_1/100 goto1
 
Alternatively, the script below will keep the batteries fuller by setting the fuel rate limit to its maximum when batteries are below 90% of charge.
 
:Generator=1000-:Battery_1/10 goto1
 
Additionally, you can use the "Generator" button by renaming it "Eco" so it switch fuel saving on and off with the following script. Useful for more power consuming activities like mining.
 
:Generator=100-:Eco*:Battery_1/100 goto1
 
===Flagged Generator Script===
This script set the fuel rate limit to 25% (just enough to supply 2 box thrusters with a bit of spare charge) if the level of the batteries is below 9999 and adding 50% if below 5000. 0.001% is enough fuel rate to let the generator "sleep" when the ship stand still and the batteries are full.


====Generator Script====
:Generator=25*(:Battery_1<9999)+50*(:Battery_1<5000)+0.001 goto1


// Variables for Tweaking
===Advanced Generator Script===
a = 9500 // If Battery Amount is lower than this, Gen is 100%
This script is tweakable to your ship configuration. Field names are those of the Laborer Module, except for the '''"Generator"''' button which should be renamed '''"PWR"''' so the script can control the fuel rate while the button still being functional. Optionally you can add an override lever with '''"LeverState"''' renamed '''"PWR"''' as well.
// Static variables and precalculation
c = 10000 // Max Stored Battery Power
d = 100 // 100%
e = (c-a)/d
// Final Generator Scriptline
:Gen=((:Bat<a)*d)+((:Bat>a)*((:Bat-c)*-1)/e) goto 8


====Generator Script with On/Off Button and Minimum Power Production====
MaxBattery=20000          // total capacity
LowBattery=0.99*MaxBattery // start charging below 99%
MinBattery=0.20*MaxBattery // max charge rate below 20%
MaxGenerator=100          // max fuel rate
MinGenerator=2            // min fuel rate (near 100% charge)
h=MaxGenerator c=MinGenerator          // auxiliary variables,
f=MaxBattery l=LowBattery e=MinBattery // no need to change these
r=(h-c)/(f-e) z=h-r*l a=r*(f-l)      // reboot: remove "goto9" briefly
y=:PWR-z-r*(:Battery_1+:Battery_2)+c*(y>c)+a*(y>0) :Generator=y goto9


If the battery consumption is very high and the amount of rechargeable batteries is not enough until the generator produces enough power, you should consider using the following version of the script.
It is assumed that the following device fields are set as explained (''Note: The "PWR" button is already set up in the Laborer Module''):


Use a Hybrid-Button with the following field names and values configured:
{| class="wikitable"
{| class="wikitable"
! Ship Part !! Field Name !! Set Field value
|-
|-
! Name !! Value
| "PWR" Button || ButtonOnStateValue|| 100
|-
|-
| On || 0
| "PWR" Button || ButtonOffStateValue|| 0  
|-
|-
| ButtonOnStateValue || 1
| "PWR" Button || ButtonStyle || 1
|-
|-
| ButtonOffStateValue || 0
| "PWR" Lever (optional) || LeverMinOutput || 0  
|-
|-
| ButtonStyle || 1
| "PWR" Lever (optional) || LeverMaxOutput || 200
|-
| "PWR" Lever (optional) || LeverCenteringSpeed || 0
|}
|}


The variable b can be used to set the minimum amount of power that the generators should generate. A too low value, can lead to the fact that the generators do not provide enough power yet and the batteries are already discharged. A too high value leads to the fuel rod consumption during standstill being too high.
==[[Material point scanner|Material Point Scanner]]==


// Variables for Tweaking
===Material Point Scanner Script===
a = 9500 // If Battery Amount is lower than this, Gen is 100%
Requires two displays for '''"Material"''' and '''"Volume"''', two buttons to toggle the '''"Active"''' and '''"Scan"''' fields of the scanner, and a third button with '''"ButtonState"''' renamed '''"Next"''' and '''"ButtonStyle"''' set to '''"1"'''.
b = 10 // If Button is On, Gen will be at least this much
// Static variables and precalculation
c = 10000 // Max Stored Battery Power
d = 100 // 100%
e=(c-a)/d f=(d/b)
// Final Generator Scriptline
:Gen=:On*(((:Bat<a)*d)+((:Bat>a)*(((:Bat-c)*-1)+(:Bat-a)/f)/e)) goto 9


==[[Flight control unit]]==
:Index=(:Index+:Next)*(:Index<:ScanResults) :Next=0
===Single lever forward/backward script (Basic YOLOL Chip)===
:Material=:Material :Volume=:Volume goto1


''Note: This script assumes you have a center lever bound to FcuForward''
===Automatic Material Point Scanner Script===
This is a modified version of the above script so it can be used when the scanner is '''"Active"''' without the need of any additional buttons.
''Note: launching a new scan reinitialize the index to '''"0"'''.''


====Default device fields====
:Scan=1
//Pause
:Index=Next
Next=(Next+1)*(Next<:ScanResults)
:Material=:Material :Volume=:Volume goto1


:FcuBackward=-:FcuForward goto 1
==[[Mining laser|Mining Laser]]==
''Note: [[Mining laser|Mining Lasers]] were updated to have an activation cost, which is why pulsing lasers is not economic anymore.''
===Pulsed Mining Laser===
Requires a button with '''"ButtonState"''' renamed '''"Mining"''' and '''"ButtonStyle"''' set to '''"1"'''. Reduces power consumption by continuously switching mining laser "On" and "Off" while the button is active.


==[[Material point scanner]]==
:MiningLaserOn=(1-:MiningLaserOn)*:Mining goto1
===Material Point Scanner Script===
 
''Note: Additionally to two output panels for '''"Material"''' and '''"Volume"''' and two buttons to toggle '''"Active"''' and '''"Scan"''' install a third button and rename '''"ButtonState"''' to '''"Next"''' and set its '''"ButtonStyle"''' to '''1'''.''
===Configurable Pulsed Mining Laser===
  :Material=:Material :Volume=:Volume
Similar to the previous script but with configurable timers for the "On" and "Off" phases of the laser.
:Index=(:Index+:Next)*(:Index<:ScanResults) :Next=0 goto 1
''Note: Each phase is calculated in a number of YOLOL "tick" (0.2sec). So in the example, the "On" phase last 2*0.2=0.4sec and the "Off" phase 3*0.2=0.6 sec, which makes the power comsumption just a bit lower than the power production of a regular generator module (= one fuel chamber and three generator units, all in tier 1).''
 
  On=2 Off=3 :MiningLaserOn=(T<On)*:Mining T++ T*=T<(On+Off) goto1


===Continuous Material Point Scanner Script===
==[[Navigation receivers|Navigation Receiver]]==
''This is a modified version of the above script so it can be used when the scanner is on without the need of any additional buttons.
Note: launching a new scan reinitialize the index to 0, so the script had to be changed a bit furthermore.''
:Scan=1
//Pause
:Next=(:Next+1)*(:Next<:ScanResults)
:Index=:Next
:Material=:Material :Volume=:Volume
goto 1


==[[Mining laser]]==
===Received Signal Display===
===Pulsed Mining Lasers===
Requires a text panel with '''"PanelValue"''' renamed '''"Nav"'''.  
Reduces power consumption by pulsing mining lasers on and off while a button is pressed. The duration of the on and off state are each configurable in number of ticks. (One tick is about 0.2 seconds)
on=1 off=2 :MiningLaserOn=:ButtonState*(t<on) t++ t*=t<(on+off) goto1
or even simpler:
:Laser=(1-:Laser)*:Mining goto1
where '''Laser''' - laser name, '''Mining''' - button name to turn on/off laser.


==[[Navigation receivers]]==
===Receiver Signal Display===
Using a display named '''Nav'''
  if :SignalStrength>0 then goto2 else :Nav="No Signal" goto1 end
  if :SignalStrength>0 then goto2 else :Nav="No Signal" goto1 end
  :Nav=:Message+"\n"+(1000000-:SignalStrength)/1000+" km" goto1
  :Nav=:Message+"\n"+(1000000-:SignalStrength)/1000+"km" goto1
 
==[[Ore collector|Ore Collector]]==
 
===Mining Laser/ Ore Collector Swapping Power===
Requires a button with '''"ButtonState"''' renamed '''"Collecting"''' and '''"ButtonStyle"''' set to '''"1"'''. Reduces power consumption by switching ore collector "On" only if the button is active And the mining laser is "Off". ''Note: this script works best alongside the "Pulsed Mining Laser" scripts.''
 
:ToggleOn=(1-:MiningLaserOn)*:Collecting goto1
 
==[[Ship transponder|Ship Transponder]]==
 
===Outside Safezone Warning===
Requires an active transponder and either a warning button or a safety lid button. The button blink whenever you're outside of the safe zone. ''Note: the button needs to be active in order to blink.''
 
:ButtonEnableBlink=1-:InsideSafeZone goto1
 
===Stations Building Availability===
Same as the previous one, but the button blink wherever you're allowed to build a station.
 
:ButtonEnableBlink=:StationsAllowed goto1


==[[Ship transponder]]==
[[Category:Networks|Common YOLOL]]
===Leaving Safezone Warning===
This script require an active transponder and either a warning button or a safety lid button.
:ButtonEnableBlink = 1 - :InsideSafeZone goto 1

Latest revision as of 06:04, 4 July 2024

A collection of small common scripts meant to be easily copied and understood for the YOLOL beginners.

This page is a "Work In Progress". Don't hesitate to contribute! Just make sure to respect the following rules:

  • Avoid complex codes. As said, These must be easily understood by beginners. If you can't simplify your scripts, please add some comments to explain the most technical parts.
  • Avoid as possible to modify the device fields. If necessary, it must be specified which field has to be renamed (left column) and/or set to a given value (right column).

Flight Control Unit

Single Forward/Backward Lever

Requires a center lever bound to "FcuForward". Note: You can easily modify the default regular lever from most prebuilt ships and cockpit modules to be used as a center Lever. Just change the "LeverMinOutput" value from 0 to -100. Also don't forget to modify your control binds ("V" on keyboard by default).

:FcuBackward=-:FcuForward goto1

Speed Limiter

Requires to modify the lever bound to "FcuForward" which shall be renamed "Fwd" and another regular lever with "LeverState" renamed "Limiter". This script allow you to set a maximum forward speed to your ship, which is useful when you need more accurate movements (e.g. while mining or docking).

:FcuForward=:Fwd/100*:Limiter goto1

Note: If you already modified your "FcuFoward" lever to be used as a "Single Forward/Backward Lever" (see above), you can use the "Backward" lever made useless as the "Limiter" lever. Just make sure you have "FcuForward" renamed "FwdBwd" instead so you can modify forward and backward thrust individually. This way your YOLOL scripts should be written as follows:

:FcuForward=:FwdBwd/100*:Limiter goto1
:FcuBackward=-:FwdBwd goto1

Turtle Mode

Similar to the previous script but with a button instead of a lever. "ButtonState" should be renamed "Turtle" and "ButtonStyle" set to "1". In addition set the "ButtonOffStateValue" to "100" and the "ButtonOnStateValue" to the desired speed reduction. For example having "30" means 30% of maximum speed when the button is active.

:FcuForward=:Fwd/100*:Turtle goto1

Fuel Chamber

The following scripts are made to be used with the ship "Laborer Module" rewarded during the tutorials. To make it compatible with other prebuilt or own-made ships, refer to the table below for the corresponding modifications in the device fields. Note: Most scripts make the "Generator" button irrelevant as it replace its use. Some may make another use of it.

Ship Part Default Field Name Laborer Module Field Name
Hybrid Button ButtonState Generator
Fuel Chamber FuelChamberUnitRateLimit Generator
First Battery StoredBatteryPower Battery_1
Second Battery StoredBatteryPower Battery_2

Also, ships will require enough batteries to act as buffers during the generator spool up time. Note: When in use, all batteries discharge at the same rate. The more batteries you have, the slower the discharge is.

Gradual Generator Script

Makes the fuel rate limit of the fuel chamber inversely proportional to the charge level of the batteries.

:Generator=100-:Battery_1/100 goto1

Alternatively, the script below will keep the batteries fuller by setting the fuel rate limit to its maximum when batteries are below 90% of charge.

:Generator=1000-:Battery_1/10 goto1

Additionally, you can use the "Generator" button by renaming it "Eco" so it switch fuel saving on and off with the following script. Useful for more power consuming activities like mining.

:Generator=100-:Eco*:Battery_1/100 goto1

Flagged Generator Script

This script set the fuel rate limit to 25% (just enough to supply 2 box thrusters with a bit of spare charge) if the level of the batteries is below 9999 and adding 50% if below 5000. 0.001% is enough fuel rate to let the generator "sleep" when the ship stand still and the batteries are full.

:Generator=25*(:Battery_1<9999)+50*(:Battery_1<5000)+0.001 goto1

Advanced Generator Script

This script is tweakable to your ship configuration. Field names are those of the Laborer Module, except for the "Generator" button which should be renamed "PWR" so the script can control the fuel rate while the button still being functional. Optionally you can add an override lever with "LeverState" renamed "PWR" as well.

MaxBattery=20000           // total capacity
LowBattery=0.99*MaxBattery // start charging below 99%
MinBattery=0.20*MaxBattery // max charge rate below 20%
MaxGenerator=100           // max fuel rate
MinGenerator=2             // min fuel rate (near 100% charge)
h=MaxGenerator c=MinGenerator          // auxiliary variables,
f=MaxBattery l=LowBattery e=MinBattery // no need to change these
r=(h-c)/(f-e) z=h-r*l a=r*(f-l)      // reboot: remove "goto9" briefly
y=:PWR-z-r*(:Battery_1+:Battery_2)+c*(y>c)+a*(y>0) :Generator=y goto9

It is assumed that the following device fields are set as explained (Note: The "PWR" button is already set up in the Laborer Module):

Ship Part Field Name Set Field value
"PWR" Button ButtonOnStateValue 100
"PWR" Button ButtonOffStateValue 0
"PWR" Button ButtonStyle 1
"PWR" Lever (optional) LeverMinOutput 0
"PWR" Lever (optional) LeverMaxOutput 200
"PWR" Lever (optional) LeverCenteringSpeed 0

Material Point Scanner

Material Point Scanner Script

Requires two displays for "Material" and "Volume", two buttons to toggle the "Active" and "Scan" fields of the scanner, and a third button with "ButtonState" renamed "Next" and "ButtonStyle" set to "1".

:Index=(:Index+:Next)*(:Index<:ScanResults) :Next=0
:Material=:Material :Volume=:Volume goto1

Automatic Material Point Scanner Script

This is a modified version of the above script so it can be used when the scanner is "Active" without the need of any additional buttons. Note: launching a new scan reinitialize the index to "0".

:Scan=1
//Pause
:Index=Next
Next=(Next+1)*(Next<:ScanResults)
:Material=:Material :Volume=:Volume goto1

Mining Laser

Note: Mining Lasers were updated to have an activation cost, which is why pulsing lasers is not economic anymore.

Pulsed Mining Laser

Requires a button with "ButtonState" renamed "Mining" and "ButtonStyle" set to "1". Reduces power consumption by continuously switching mining laser "On" and "Off" while the button is active.

:MiningLaserOn=(1-:MiningLaserOn)*:Mining goto1

Configurable Pulsed Mining Laser

Similar to the previous script but with configurable timers for the "On" and "Off" phases of the laser. Note: Each phase is calculated in a number of YOLOL "tick" (0.2sec). So in the example, the "On" phase last 2*0.2=0.4sec and the "Off" phase 3*0.2=0.6 sec, which makes the power comsumption just a bit lower than the power production of a regular generator module (= one fuel chamber and three generator units, all in tier 1).

On=2 Off=3 :MiningLaserOn=(T<On)*:Mining T++ T*=T<(On+Off) goto1

Navigation Receiver

Received Signal Display

Requires a text panel with "PanelValue" renamed "Nav".

if :SignalStrength>0 then goto2 else :Nav="No Signal" goto1 end
:Nav=:Message+"\n"+(1000000-:SignalStrength)/1000+"km" goto1

Ore Collector

Mining Laser/ Ore Collector Swapping Power

Requires a button with "ButtonState" renamed "Collecting" and "ButtonStyle" set to "1". Reduces power consumption by switching ore collector "On" only if the button is active And the mining laser is "Off". Note: this script works best alongside the "Pulsed Mining Laser" scripts.

:ToggleOn=(1-:MiningLaserOn)*:Collecting goto1

Ship Transponder

Outside Safezone Warning

Requires an active transponder and either a warning button or a safety lid button. The button blink whenever you're outside of the safe zone. Note: the button needs to be active in order to blink.

:ButtonEnableBlink=1-:InsideSafeZone goto1

Stations Building Availability

Same as the previous one, but the button blink wherever you're allowed to build a station.

:ButtonEnableBlink=:StationsAllowed goto1
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