Space Engineers

Space Engineers

Enhanced Cockpit Concept Revival
Se afișează 1-10 din 10 intrări
Actualizare: 8 apr. 2019 @ 12:57

Minor update:
Fixed missing texture on some placement blocks since Keen removed the texture from the game
Adjusted the new vanilla cockpit LCDs to use the new CockpitScreen textures rather than the standard LCD ScreenArea textures so they have the same contrast and tones as the vanilla cockpit
Increased PCU values for the cockpit and all LCD variants to match the new increased values in vanilla

Actualizare: 31 mart. 2019 @ 16:20

Added the new 'Description' tags for people who find it helpful and because it bugged me that it kept saying it didn't know what the block was
Added missing sound definitions for the cockpit and O2/H2 generator
Added missing damage/destruction effects and sounds for all blocks

Re-designed the cockpit build process from the ground up
-The interior is now part of the main cockpit like vanilla, so no missing cockpit if you get in without building an interior first
-Old interiors have been replaced with new versions which are actually physically represented on or in the cockpit
-All SubtypeIds and orientations are the same as the old versions so the update shouldn't break anything, your cockpit might just have a couple of shiny new ECC Interior Cargo containers, or an ECC O2/H2 Generator keeping you company
-Full construction stages and LODs for the new versions of the interior block options
-The external model of the Cockpit now intentionally shows no forward conveyor door unless you've built either the Interior Cargo or Interior O2/H2 Generator to make it clear the forward port only works when one of those is installed

Some back end changes to mod file structure for easier maintenance

The changes to the cockpit build process have been needing to happen since before I took over the mod as it was a throwback to DX9 compatibility. I just never thought of a good way of preserving the functionality of the interiors or had the time to do it until recently.


NOTE: After seeing Marek's teaser about the cockpit LCDs, I'm hoping this update will make the ECC cockpits 'future proof' for that update as the model used from the latest dev kit already includes the new screens section which I presume is what they're going to use to display those fancy new info panels. Obviously, if it doesn't work with that update then I'll do my best to get it updated quickly either way.

Actualizare: 29 mart. 2019 @ 18:11

Added PCU for all blocks to make the mod more 'server friendly'
Altered the transparent materials files for the cockpit glass (interior and exterior) because changes in the game were making the glass virtually invisible.
Still not completely satisfied with the glass internally but I'll probably change to vanilla textures when I eventually rebuild the cockpit so it'll do for now.

Actualizare: 6 aug. 2018 @ 8:40

Added animation controller for new vanilla female astronaut so she doesn't try to merge with the cockpit and just sits in it like a normal human should.

Actualizare: 20 mart. 2018 @ 8:52

Fixed alignment of Large grid LCD options to latest version of vanilla flight seat model
Added 6 new large grid flight seat LCD variants (3 centre LCD and 3 2in1 side LCDs) which use Interior Walls for placement blocks

Huge thanks to EQUINOX who's "hacky LCD script" is now included in the mod to overcome the bug introduced by Keen which was preventing the large grid LCDs from being visible when in first person view.

Actualizare: 12 oct. 2017 @ 5:46

Thanks to the Dev team getting back to me, I've been able to fix the crashing on large grid versions.

Actualizare: 5 sept. 2017 @ 14:59

Removed tint from interior cockpit glass until I can get it less opaque in planetary lighting

Actualizare: 31 aug. 2017 @ 16:40

Added experimental large grid Flight Seat LCDs.
Two LCD variants, each with three placement options.

Models aren't final, I just wanted to get them in to see what people thought and if it's something worth pursuing further. Feedback is welcomed.

To note, targeting in survival was a pain so I've added an invisible model which sits on the edge of the block you place the LCD into. For example, the left versions you can look at the bottom right of the placement block (closest side to the seat) to grind/weld rather than looking at the construction model or LCD itself.

Actualizare: 29 aug. 2017 @ 8:37

Removed LODs from interior blocks to prevent them disappearing on certain graphics settings

Actualizare: 27 aug. 2017 @ 15:22

Initial Upload

What's fixed?
All LCDs are now emissive again
LODs are working, no more pink cockpits
Switched to the new animation controller and using a new pose to fix the camera clipping issue
Cockpit interior glass exists again, though I've kept it dirt free and given it a very faint tint to match the exterior
Cockpit exterior glass is now coloured more like it was when the mod first launched (faint greenish blue tint)
Lowered TextureAspectRadio from 3 to 2 for top centre LCDs to prevent game crashes


What's new?
Added a third variant of the top centre LCD to allow for more combinations
Added 'split' versions of each of the top centre LCD variants which act similarly to the 2in1 sides variants, handy for text readouts from scripts. See the screenshots.
All blocks from the mod are now available on scroll wheel if you add the main cockpit to your hotbar

I've had to replace the cockpit models as one of his original files was missing. It's not a big change as he'd built his original versions from the old vanilla cockpit and I've just used the new vanilla cockpit. It's one of the blocks which didn't change much in the big block update. The down side is, you can't colour the inside and outside independently any more otherwise there is noticeable clipping as the new vanilla interior/exterior models don't match perfectly. I'm looking into it.