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Common YOLOL

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Revision as of 11:12, 15 February 2022 by Danthbyrth (talk | contribs) (→‎Configurable Pulsed Mining Laser: Modifying the script to make it more concrete)

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

This page is a WIP. Please contribute to it! (Avoid complex scripts and the renaming of fields.)

Flight Control Unit

Turtle Mode

Requires to modify the lever bound to "FcuForward" which shall be renamed "Fwd" and a button with "ButtonState" renamed "Turtle" and "ButtonStyle" set to "1". This script is useful when you need more manoeuvrability but have too much forward thrust (e.g. while mining or docking). Note: Replace "X" with the number you want to substract from the percentage rate of your main thrusters. Example: A "X" of 80 means you'll have 100-80=20% of maximum thrust.

:FcuForward=:Fwd/100*(100-(X*:Turtle)) goto1

Single Forward/Backward Lever

Requires a center lever bound to "FcuForward". Note: You can easily modify a regular lever to be used as a center Lever. Just change the "LeverMinOutput" value from 0 to -100.

:FcuBackward=-:FcuForward goto1

Eventually you might want to modify forward and backward individually (e.g. turtle mode), in which case you'll need a lever unbound to any instead (name it '"FwdBwd" for example) and 2 YOLOL chips.

:FcuForward=:FwdBwd goto1
:FcuBackward=-:FwdBwd goto1

Fuel Chamber

Ships will require enough batteries to act as a buffer for the generator spool up time.

"Standard" Generator Script

:FuelChamberUnitRateLimit=100-:StoredBatteryPower/100 goto 1

Makes the fuel chambers' rate limit follow the battery charge inversely.
Note: The Laborer Module ship rewarded during the tutorial has these fields renamed by default to: Generator and Battery_1

"Alternative" Generator Script

An alternative script that will keep the batteries fuller.

:FuelChamberUnitRateLimit=1000-:StoredBatteryPower/10 goto 1

Settable on/off Generator flag

:Generator=22*(:Battery_1>5000)*(:Battery_1<9999)+0.001 goto1


5000 and 9999 are the start-charging and stop-charging levels. 22% is just enough charge to run the stock two box thrusters.

Tweakable Generator Script

This script is tweakable to your ship configuration and also by an on/off button and/or override lever. Field renamings are those of the default Laborer, except for the :FCRL field. This field needs a new name so that the script can control the fuel rate, instead of the Generator button.

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=:Generator-z-r*(:Battery_1+:Battery_2)+c*(y>c)+a*(y>0) :FCRL=y goto9

It is assumed that specific YOLOL fields are renamed:

Renamed fields
Ship Part Old YOLOL field name (Laborer in parenthesis) New YOLOL field name
On/Off Button ButtonState (Generator) Generator
First Battery StoredBatteryPower (Battery_1) Battery_1
Second Battery StoredBatteryPower (Battery_2) Battery_2
Fuel Chamber FuelChamberUnitRateLimit (Generator) FCRL
Override Lever (optional) LeverState Generator

It is assumed that specific YOLOL fields have the specific values below. The on/off button is already set up in the basic laborer.

Fixed field values
Ship Part YOLOL field name Fixed field value (Laborer default in parenthesis)
On/Off Button ButtonOnStateValue 100 (100)
On/Off Button ButtonOffStateValue 0 (0)
On/Off Button ButtonStyle 1 (1)
Override Lever (optional) LeverMinOutput 0
Override Lever (optional) LeverMaxOutput 200
Override Lever (optional) LeverCenteringSpeed 0

Material Point Scanner

Material Point Scanner Script

Requires 2 displays for "Material" and "Volume", 2 buttons to toggle "Active" and "Scan" and a third one 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

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 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 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 Switching

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 On 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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