Space Engineers

Space Engineers

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Demozo Jul 19, 2014 @ 2:08pm
Bind motors to a key?
I feel like being able to say bind a certain object to a key, in my case motors/rotors, not sure what they're called would be awesome.

I recently saw a KSP vid from Robbaz where he built a VTOL and I kinda wanted to make one in Space Engineers aswell, this could ofcourse also be useful for other things like turning of the lights with a click of the button, maybe disable indoor turrets idk.

So basically what I'm primarily suggesting/asking for is a way to bind a group of motors to a key and make them rotate based on how long the key is being pressed.

What are your thoughts on this?
Last edited by Demozo; Jul 22, 2014 @ 8:45am
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Showing 1-15 of 21 comments
Mavi Jul 19, 2014 @ 3:02pm 
I would love to be able to bind everything, just like in Garry's Mod ... that's like .. the most basic thing I would expect in a game like this. For example when I was looking on the new update video from the devs they were struggling with going to Control Panel all the time too.. why they don't implement simple binding of control panel items to keys?
LtKillPuppy Jul 19, 2014 @ 4:23pm 
I agree, the control panel is starting to grow out of control. I hope at some point they re-visit the user-interface for our ships. WASD keys with a few globally-found keys just isn't cutting it anymore, when I can have wheels, rotors, item-spewing ejectors, recharging batteries, etc.
Imp0815 Jul 19, 2014 @ 6:03pm 
+1 thats really needet to build really cool function
[] Leo [] Jul 19, 2014 @ 7:04pm 
Would be cool, and basic , come on devs, give us keybindings....
Demozo Jul 20, 2014 @ 12:46pm 
Originally posted by LtKillPuppy:
I agree, the control panel is starting to grow out of control. I hope at some point they re-visit the user-interface for our ships. WASD keys with a few globally-found keys just isn't cutting it anymore, when I can have wheels, rotors, item-spewing ejectors, recharging batteries, etc.

My main issue with the control panel is that when you have a big ship, you'll have over 100 items in that list.
Pocket Messiah Jul 20, 2014 @ 5:49pm 
I agree with this idea completely. Even if it is not possible for key bindings, increased groupling options would be great, so that you did not have 300 items in the control panel.

I dont really want to make a new thread for this because it is along the same basis, but being able to place or set keypads to be interacted with in such a way that they could toggle lights, grav, hanger doors without needing to go into the control panel.
EngiSloth Jul 22, 2014 @ 5:13am 
i would love if you can create the block group and bind them to a key so i can create two or three diffrent rotor groups and bind them on diffrent keys while i am on the cockpit and the BEST would be if you can use antennas to get to acces to other cockpits so you could remote open doors and hangars ... would be ♥♥♥♥♥♥♥ awesome
Dr Fraud Jul 22, 2014 @ 5:22am 
This is well overdue, we have 101 keys to re-bind (some of us more). Throw in modifier keys (Shift, Alt and Ctrl) and the number almost triples. There is plenty of possibility for custom control of rotor arms and gantries. If it has a control panel interface we should be able to bind a key(s) to it.
EngiSloth Jul 22, 2014 @ 5:30am 
i for myself dont need global keys for everything i would love if you can set keys in the cockpit for stuff I think it would be easier for actual ingame use if you can set every big ship individually but in the end both would be good ^_^
Demozo Jul 22, 2014 @ 6:51am 
Would be great if we could get a Dev in here. And hear their thoughts on this matter.
Fulcrum Jul 22, 2014 @ 8:10am 
Another useful UI feature would be allowing us to rename multiple items at once on the control panel. For instance, on my most recent ship there's a large interior space with over 80 interior lights. Now I've got them all grouped under a control group so that I can sort of identify them at a glance, but when I'm attempting to manage the settings of a single light somewhere in a ship with hundreds of lights it can be a little difficult, especially if it's not one I just placed. The alternative is individually labeling every single light, which in this case could very well take hours given the scale of the ship.

This would be useful for a whole slew of things. Really, the control panel needs a lot of work. It's rapidly becoming outdated as new features and larger ships are coming into play.
Felixblucher Jul 22, 2014 @ 8:10am 
I am all for key binding, I would also like it if we could place controls for different items into the toolbelt, like we can do with tools, guns, and other such items.
Demozo Jul 22, 2014 @ 8:45am 
I have to agree with you on that Askar, would definitely be a nice feature to have.
LoRd_NeX Jul 22, 2014 @ 9:20am 
Something like this will eventually have to happen. Especially if the machines get anymore complicated. It's like tring to build a drill on an arm of movable roters. Its impossible to control becuase you have to switch back and forth between roters to enable and adjust them, but you cant see what your doing with the Control Panel open.
Demozo Jul 22, 2014 @ 11:54am 
Originally posted by Lord Nexliar:
Something like this will eventually have to happen. Especially if the machines get anymore complicated. It's like tring to build a drill on an arm of movable roters. Its impossible to control becuase you have to switch back and forth between roters to enable and adjust them, but you cant see what your doing with the Control Panel open.

Exactly this is why I posted the thread. Although my purpose for it is a little different than yours. My idea was to rotate the motor by X degrees while key Y (Y being a variable not the actual key) is pressed
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Date Posted: Jul 19, 2014 @ 2:08pm
Posts: 21