Empyrion - Galactic Survival

Empyrion - Galactic Survival

need switch thruster-engines on/off
Please, provide a quick fix to on/off switch (X) the thruster-engines, just like there is one for the lights (T). Even when landed they are working and wasting a lot of energy, but when switching all off (Y) also the fridges and growing lights are being switched off what is bad.
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Showing 1-12 of 12 comments
Htom Sirveaux Oct 7, 2016 @ 9:06pm 
You can use the menu formthe P key and set a group of all the items you want to disable independant of the ships power. Then just uncheck the active box and they power down. This can help for now.

As for the suggestion I think it would be more beneficial to have say 2-3 keys for groups that are unassigned at the start of the game then being able to assign the groups under that previously mentioned menu to those keys.

EX: keys - = \ are assigned as Toggle Power 1, 2, 3 respectively.

In the control panel menu for the ship/base etc. You can assign all thrusters and turrets to Toggle Power 1. Pressing the key - simply powers them down.

This adds flexibility for the user to be able to toggle which ever power sources they wanted. It would even allow someone to make lighting zones. You could power off entire sections of the ship/base and only have active power where you wanted it. Since you can control what goes in the group you could ignore toggling things like fridges and grow lights while powering down anything else you choose.
Last edited by Htom Sirveaux; Oct 7, 2016 @ 9:08pm
bob.tompson Oct 7, 2016 @ 9:13pm 
I was asking for a quick fix ;) I am tired of having to switch off every thruster one by one. Of course, later, they can implement a more sophisticated system of control.
Last edited by bob.tompson; Oct 7, 2016 @ 9:14pm
Zuleica Oct 7, 2016 @ 9:21pm 
Originally posted by bob.tompson:
I was asking for a quick fix ;) I am tired of having to switch off every thruster one by one. Of course, later, they can implement a more sophisticated system of control.

The "quick fix" ...actually the intended use...is to create a thruster group, add all the thrusters to the group and then turn the group off/on as needed.

On the other hand CVs have a problem with thrusters that are off still consuming energy.
Htom Sirveaux Oct 7, 2016 @ 9:26pm 
Originally posted by Zuleica:
Originally posted by bob.tompson:
I was asking for a quick fix ;) I am tired of having to switch off every thruster one by one. Of course, later, they can implement a more sophisticated system of control.

The "quick fix" ...actually the intended use...is to create a thruster group, add all the thrusters to the group and then turn the group off/on as needed.

On the other hand CVs have a problem with thrusters that are off still consuming energy.

Which was what my first paragraph was about though after re-reading it I admit it was a little confusing and vague. Your explanation makes much more sense. :steamhappy:
bob.tompson Oct 7, 2016 @ 9:32pm 
Ok, thanks, wasn't aware that I can switch whole groups...
Htom Sirveaux Oct 7, 2016 @ 9:36pm 
Originally posted by bob.tompson:
Ok, thanks, wasn't aware that I can switch whole groups...

When you select the group on the right hand side on the top right will be a check box labeled active. Simply uncheck it and the entire group powers down.
Last edited by Htom Sirveaux; Oct 7, 2016 @ 9:36pm
sacredglade Oct 8, 2016 @ 3:30am 
Originally posted by Sharu:
You can use the menu formthe P key and set a group of all the items you want to disable independant of the ships power. Then just uncheck the active box and they power down. This can help for now.

As for the suggestion I think it would be more beneficial to have say 2-3 keys for groups that are unassigned at the start of the game then being able to assign the groups under that previously mentioned menu to those keys.

EX: keys - = \ are assigned as Toggle Power 1, 2, 3 respectively.

In the control panel menu for the ship/base etc. You can assign all thrusters and turrets to Toggle Power 1. Pressing the key - simply powers them down.

This adds flexibility for the user to be able to toggle which ever power sources they wanted. It would even allow someone to make lighting zones. You could power off entire sections of the ship/base and only have active power where you wanted it. Since you can control what goes in the group you could ignore toggling things like fridges and grow lights while powering down anything else you choose.


I like this as a concept, woud make a lot of sence
Tryst49 Oct 8, 2016 @ 3:54am 
Would be nice to have light switches on the wall assigned to a group. The switch then turns a specific group on or off. Assign all lights in that room/area to that group and turn the lights on as you enter and off as you leave the room/area.

That would only need to have an extra button on the item list for switches to assign them to a specific group so they could activate or deactivate that group. Of course, switches in a ship could also be assigned to other groups like thrusters, weapons or entire decks etc.
Steeleye Oct 8, 2016 @ 5:44am 
I like the idea of assigning new keys to power on/off whole groups. I am also switching off thrusters (+RCS) in a group.
Humpenstilzchen Oct 8, 2016 @ 6:03am 
+1 for the idea
I also use p and deactivate them as a group, but it would be nice to have a extra button for this.
I like the idea of a placeable button for the wall as well.
Xango2000 Oct 8, 2016 @ 6:43am 
Well, you could make a tiny HV or SV with docking pad for your fridge, keep it Docked in your cv at all times...

For grow plots, remove them from cv, put them in a base... Make it a big enough base that you only need go back occasionally to restock fridge.

Then completely shut off cv when not flying.
Zuleica Oct 8, 2016 @ 12:53pm 
Originally posted by Sharu:
Originally posted by bob.tompson:
Ok, thanks, wasn't aware that I can switch whole groups...

When you select the group on the right hand side on the top right will be a check box labeled active. Simply uncheck it and the entire group powers down.

Right...except for CVs the thruster group when deactivated doesn't seem to consume less power. Known bug but would sure be nice to have a fix.
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Date Posted: Oct 7, 2016 @ 8:45pm
Posts: 12