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- A small update in preparation for the 1.194 game update.
https://steamcommunity.com/sharedfiles/filedetails/?id=1654963857
and
https://steamcommunity.com/sharedfiles/filedetails/?id=1769427568
They use the same script, for the most part and also have a NavBall integrated.
To be honest I don't remember why I made it so that newly built cockpits will always have it on...
You can turn it off from the Control Panel.
What means the blue Update Signal in the Cockpit?
As for a more rover-ish/utility cockpit, I have been very busy in the past year or so and probably gonna be like that for the forseable future. Barely have time to fix bugs here and there but I'm afraid I can't spare the time for a new model.
One request for the longer term though: Downward visibility is bad.
For a planetary ship/rover/etc, it's almost impossible to see the ground directly in front of you. Hopefully quick fix: would it be possible to "adjust the seat height" for a higher angle of view (maybe an option or slider?) and (this is the longer term bit) how about a separate 'utility' cockpit - shorter with a slightly less intrusive dash - maybe something relatively flat across the bottom with maybe a display or two in the top corners if needed? To give a better view directly in front and below.
https://www.youtube.com/channel/UCBwxz0Fqo4FguNrab8YE_Kg
- Fixed the missing armor textures.
It's odd......
Cockpit: Varian B with all modules is builded.
That's what we get for getting updates without public tests. :(
As for the other "clutter", I may clear out some of the indicators in favor of some of the new screens to be used with the pre-made scripts, like for example the clock. That will clean up some of my code and provide some options for the visual style of the clock or whether it's even showing a clock or something else.
I will get to these at some point. In the meantime everything works the way it is at the moment, so better not change that until I can give it my full attention.