AU Ships

AutoHover PID w/ AntiWindup

Workshop author: Ziminite · Steam ↗

System System Small

AutoHover PID w/ AntiWindup

Specifications

176 Parts
17 Part types
1 Engines
146 Cable cells
3 Frames
27 Equipment parts

Engine mix

  • Lift fans1

Equipment

  • Logic circuits 10

Most used parts

  • Data Cable 146
  • Multiplier 4
  • Label 4
  • Constant 4
  • Frame Full 3
  • Simple Threshold 2
  • Addition Array 2
  • Datameter 2

Author's description

Credits: This is a condensed version of Strelok's AutoHover PID (with anti-windup) system, made in the stylistic design of Taddsworth's Compact PID system, both found in the Workshop. If you like this blueprint, then give them a thumbs up as well! --- This compact auto-hover PID (Proportional-Integral-Derivative) system (with anti-windup) achieves easy auto-hovering on any planet! This component is copy-paste ready, but needs to be tuned correctly on a per-ship and per-planet basis for functionality. This blueprint is not a flyable craft. The example wiring is color-coded to showcase what peripheral each output should be plugged into. Simply paste the PID tower into your ship, wire it accordingly per the examples, then delete or recycle the rest. There are 4 constant variables (the labeled black boxes) that you'll need to tune per-ship and per-planet for maximum efficiency, and I will paraphrase Taddsworth's explanations because I am not smart: KP: Proportional - Slowly raise this value until it can catch your ship out of freefall — when your CMD (the lever in the blueprint) is set to 0 while falling. Too high of a value will cause large oscillations. KD: Derivative - Slowly raise this value to reduce the magnitude of oscillations until you can reach 0 V SPD smoothly in the previous freefalling conditions. KI: Integral - Slowly raise this value to increase the accuracy of your CMD output vs your actual velocity. Limiter: This 1-100 value offsets your CMD setting to limit your thrusters' maximum output. A value of 100 is full effectiveness, while anything lower will induce throttling. This is useful on planets with low atmospheres, where default thruster settings may easily push you out of the atmosphere.

How to install this ship

  1. Download the ZIP. Every download contains two files with matching names — a .bp and a .bpmeta. You need both: the .bp is the ship, the .bpmeta holds its name. A .bp on its own will not appear in the game.
  2. Unzip into the Blueprints folder. Paste %USERPROFILE%\AppData\LocalLow\ApproximatelyGames\ApproximatelyUp\Blueprints into Explorer's address bar and drop both files there. Keep their filenames exactly as they are — the game pairs them by name.
  3. Restart and open the blueprint menu. The game reads the folder on startup, so restart it. Open the blueprint menu, find the ship by its name and load it. Test it next to a garage before flying a mission.

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