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That's exactly my point. These scripts are 100% useless when someone is in their small ship and not docked at their station (assuming the scripts show values for docked vessels as well). You need an LCD display to see the data and while you could put one on either side of a small ship's cockpit so you'd only have to look to the sides, that's highly impractical. Not to mention it'll add extra weight and power requirements (to power the LCDs, programmable block, and the extra thrust that would be needed to move the additional mass in each direction). This should be already included in the game (in a single block similar to the control station but specific to damage control), especially considering what kind of game it is and how often it involves fighting or even sustaining damage. This is a game of engineers...in space. The basic concept behind both things is science (and therefore logic). Logically, a damage control center is mandatory for any space-faring enterprise or structure that sits in space. After all, you never know if you'll run into pirates and have to fight your way to freedom, or encounter a meteor shower (at least that's part of the game) and have to do some quick repairs to get back to a station. I can't think of a single game, TV show, movie, etc, that has space travel and does NOT include a damage control center; note that a holographic projection of your ship/etc on your HUD, such as in Elite: Dangerous, counts as a damage control center.
Good idea, apart from one thing....that won't work on a small ship since small blocks are...well...small. Plus, on a small ship you have a cockpit and....well that's it as far as player-accessible areas are concerned - so there's nowhere to actually put this holographic projection. I had thought of this as well, but threw the idea away once I realized there's nowhere to put it on my small mining ship (or a small fighter).
- Damaged blocks: blocks that have been shot at, for example.
- Incomplete blocks: you laid down a block but never finished building it completely
- Deformed blocks: Common issue when mining
Additionally, it keeps track of all blocks and provides a total ship integrity %. And, it uses the LCD panel to show all this information (or the HUD). Further, it colorizes blocks for each Indicator type (something that is not too intuitive). Lastly, it takes into account "merging" and "docking"---something that doesn't always feel intuitive either. Basically, when you merge/dock (with another ship, station, etc) it recalculates the entire system to take into account what merged/docked.
You can see a version of it here (third one shown):
https://www.youtube.com/watch?v=u8qpLr11iBc
I recently removed it from Steam due to no further planned development. And the tool became too complex since there was ALOT that was being requested. And there are a few bugs that I never got a chance to fully fix. If you'd like to enhance it further I'm glad to send you the source.
BTW, one thing the mod does not do is keep track of blocks globally. There is performance issues with that. Reporting is only *active* when the ship is occupied. I found no way around that.
https://www.zipshare.com/download/eyJhcmNoaXZlSWQiOiJlMDc0NTVjNi04OWNkLTRmNTctYjY0Ni1kYzQzYjU2MmY0MTciLCJlbWFpbCI6Im11c2ljZGV2QGdtYWlsLmNvbSJ9
Once you download unzip the file into your Mods folder located in:
C:\Users\{your user}\AppData\Roaming\SpaceEngineers\Mods
Then just copy the mod into over to that folder and you'll be able to see it in your Mods list in the world Mods settings.
There's some setup once enabled. You need to add the text "dmgind" into the Ship name you control via the cockpit. If you want painting of blocks add "p:on" and if you want to use the LCD panels, add "uselcd:on". If using LCD, add "dmgind" as the LCD name.
Let me know if any questions, concerns. There's also DEBUG ability, using "debug:on" in the ship name. It spits out block location info. Not useful but I added that in there in when trying to re-paint blocks back to their original color.
I don't know how useful the mod is anymore, and there's probably better mods out there for this kind of thing...if anything, hopefully you can learn from it and/or modify it to fit your needs.
EDIT: Gotta thank you, Storm, for adding such extensive comment blocks in the code. Going to make figuring out what does what so much easier :-)
http://steamcommunity.com/sharedfiles/filedetails/?id=397089400
Much much much simpler.