Space Engineers

Space Engineers

VCZ Multifloor Elevator
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Opdatering: 3. nov. 2019 kl. 16:24

Update:
- NEW BLOCK: VCZ Elevator Rotor Base - you can use this instead of VCZ Elevator Rotor and place it at the bottom of your elevator. Use Middle or Middle Double floor for your first floor instead of Bottom floor. First floor can have Fillers or Filler Vent between it and the Base. Finish with Top floor as usual.

- New option for Floors: You can now select "Close Door on Timer" if you want the door on each floor to close automatically after being open for 5 seconds. If you choose this option the door won't close until the time runs out no matter if you select a floor or not. Otherwise the door will continue to operate as before.

- Better Voxel clearing logic.
- Other small script optimizations.

Opdatering: 27. okt. 2019 kl. 9:24

Update:
- Fixed going down at lower elevator speed couldn't reach the floor and starts going back up.
- Fixed (Maybe) when in multiplayer someone calls the elevator the last person that was using it gets teleported inside. Couldn't test this in Multiplayer but I changed when the previously transported entities are cleared. I will need confirmation that it's actually fixed.

- Minor tweaks in the scripts.

Opdatering: 26. okt. 2019 kl. 18:39

Update:
- Fixed occasional death when using the elevators on DS.
- Fixed Elevator Speed slider not working on DS.
- Fixed rare case where getting a floor number causes a crash.

- New feature: Gradual acceleration and decceleration (it is actually kind of a biproduct of the fixed death on DS so like it or not it's staying) :)

- Removed any reference to the old block types. By now anyone who is actually using this mod would have updated already.

Opdatering: 13. okt. 2019 kl. 14:53

Update:
- NEW: Added selection for type of Cabin Light (Spotlight with shadows or Standard)
- NEW: Added 3 more audio tracks for Elevator Cabin Music (and named the ones I could after their artist or where they were taken from)

- CHANGED: Elevator is now completely airtight on the inside. No matter where you build it you will need Filler Vent to pressurize it (except maybe on Earth).

- A lot of code rework and optimization, hopefully for better performance. ;)

Opdatering: 5. okt. 2019 kl. 4:36

Update:
- I've taken some steps to greatly reduce unwanted ship movement (please let me know how it's behaving and if I need to look for other solutions)
- New option: Floor Offset - You can now select an offset from the default floor numbering to be displayed. For example if you want your elevator floors to start from -2 you will need to set a floor offset of -3. The slider for Floor Offset is from -10 (displayed floors will be -9 to -1) to 90 (displayed floors will be 91 to 99). Floor Offset is set on the main elevator block, not on individual floors and has an effect on the whole elevator.

Opdatering: 28. sep. 2019 kl. 20:09

Update:
- Improved stability on moving grids (no delay in the checks if grid is moving and lowered the threshold for when to remove the cabin to almost nothing)
- Various performance improvemts

Opdatering: 24. sep. 2019 kl. 7:37

Update:
- Improved behavior of the elevator when on ship that is turning (also disabled the Sahred Inertia Tensor which should improve ship manuverability)
- Added a small function to straighten the cabin if somehow it gets rotated

Opdatering: 23. sep. 2019 kl. 9:29

Update:
- Fixed unable to call elevator from other floors.
- Other minor changes in the script that I hope will lead to better operation on servers.

Opdatering: 21. sep. 2019 kl. 16:49

Update:
- Changed block type again (sorry but there was no way to fix the ship moving any other way). It is now an Advanced Rotor and the cabin is the Rotor Head. I am using rotor displacement to manually control the movement, which might be better than using a piston even for that reason alone. The cabin will be removed when turning speeds are bigger than what I tested as being safe. Once the angular speed drops under the threshold the cabin will be placed again and the elevator will continue it's normal operation.
If the elevator is in use when the turning crosses the threshold it will wait until all entities have cleared the cabin before removing it.
- Added some little things to, hopefully, prevent game crash when checking for floors. (I wasn't able to replicate the issue myself so I am counting on your feedback for further fixes if needed)
- Added a small touch to how the elevators behave when there is not enough power for them to run (they require 100kW when moving), When there is not enough power to use the elevator the music will stop and the light inside the cabin will be turned off. Additionaly the outline of the button on every floor will turn red. No commands will be accepted either from separate floors, the buttons inside the cabin or any button or toolbar calling an action. Once the power is restored everything will go back to normal. The elevator will not have remembered any calls for floors so you'll need to call it again.
If the elevator is in use when the power drops it will stop in place and release the entities inside of it from it's lock. At this point you can cut your way out and go fix the problem or wait inside for someone else (if you are in multiplayer) to do it and then the elevator will continue to it's target floor.

Opdatering: 7. juni 2019 kl. 2:09

Update:
- Narrowed the collisions for the cabin and all blocks as much as I could. This should reduce clang on moving grids in most cases. Please, avoid very sharp turns and rolls with your ships.