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---So far im just using the arguments prev or next, but if not on main menu 0 it just goes and displays the menu I do not want.
EXAMPLE: I have a timer block that turns on my weapons and plays sounds etc... it would be nice to have a argument that will send to SDS script to go to, lets stay meun 3 where it displays weapons status, ammo etc... This could also be used for other senerios like this.
If not hope you will consiter it for a update feature or for another script build down the road.
You made a great script!
I don't know how to program in Space Engineers and your script helped me take my buildings to a new level of automation and improved control!
I'm very pleased with the flexibility and ease of setup your script.
The only negative that I came across is that the script does not support all the blocks in the vanilla game, such as wheel suspensions
I don’t understand programming and I don’t know exactly why you missed some of the blocks, but if this is due to the fact that the script would become too large and complex, then I can suggest one way out in this situation: your script can send commands to others program blocks!
You can make the second part of the script with support for those blocks in the form of a separate program that were not included in the first script, after which it will not be difficult to link them together using your system for exchanging commands between program blocks.
Еще раз благодарю уже в 2024 году!
On the other hand, when I put something in the container, the percentage is correctly updated for him but not for me.
There is clearly a sync/network code problem here.
In the first grid, my friend sees a blue screen on the LCD, even after recompiling. It's quite strange.
In the second grid, my friend sees the data correctly updated, but the two lines (Thrusters & Cargo) are overlapping, which is not cool.
In the third grid, everything is working fine for both of us.
From my perspective, the first grid is functioning perfectly, with no blue screen on the LCDs. However, the second grid is broken for me (as mentioned in my previous message). And the third grid is working well.
Is this behavior normal? Even after disconnecting and reconnecting, the problem did not fix itself. I also tried spawning your demo ship, and one out of three times, the ship spawned with a blue screen on the LCDs.
Could it be that the script is broken?
[0]
All Thrusters;thrust;all/all;onoff
Large cargo;show;Cargo Container;inv
This configuration displays the current inventory of the Cargo Container. However, it doesn't update if the container is filled further, even after pressing the "Recompile" button. To update the value, I discovered that the only way is to modify something in the Custom Data. So, if I remove the "All Thrusters" line:
[0]
Large cargo;show;Cargo Container;inv
And then press the recompile button, the value is updated correctly. However, it stops updating afterwards. I have to modify the Custom Data again by adding or removing another line to get it working again. Why is this happening?
e.g.
Batteries |||||| [100%]
H2-Tank ||| [50%]
Cargo [0%]
ex: (Timer Block 1 [|||||||||||| ] 35s <in seconds>)
*Progress Bars can be optional
1. The weapon charge is not shown
2. You can see the jump charge, something like this: Jump 1;show;Jump Drive 1;jump
btw I have some issues when after my first setting it up:
1. Is it possible to check how the weapons are charged?(energy charged & charge percentage)
2. How to check power state of the jump drives?
Like I want to show each jump drive's remaining charged time and how much is already
charged. (ex: Jump Drive 7 [|||||||||||||| ] 70%<or 210 MJ>)
Error!!! in Custom Data [Main] section
Ive pasted the exact example code into custom data, Main, Add and Color. My Cockpit has the exact same prefix as name and the LCD panels as well
2022-06-05 18:04:27.546 - Thread: 16 -> in file: Unknown
2022-06-05 18:04:27.546 - Thread: 16 -> MOD PARTIALLY SKIPPED, LOADED ONLY 1/6 PHASES, Following Error occured:
Object reference not set to an instance of an object.
Sandbox.Game
at Sandbox.Definitions.MyDefinitionManager.LoadDefinitions(List`1 contexts, List`1 definitionSets, Boolean failOnDebug, Boolean isPreload)
Some mods were not loaded because of errors. See log for errors
Error!!! in Custom Data [Main] section
Total 2 items found in TopMenu
...and 2 menus was found
``` Running setup ...
Error!!! in Custom Data [Main] section
Total 2 items found in TopMenu
...and 2 menus was found
Error: Group AutoAirlocks not found
Error in [AutoAirlocks] line: 1```
then continues saying it found x, y, and z different blocks which all looks more or less correct (including saying it found 1 cockpit)
anyways, how would I go about fixing this?
Its for my new project: https://imgur.com/a/ZkWzXYy
Since it seems that you cannot use subprograms to update/edit existing lines on an LCD, you might have to have subprograms do this for each item you check on the checklist:
Clear the Checklist LCD > rewrite the entire checklist on the Checklist LCD reflecting that newly checked item, while retaining the prior checked items.
(this would mean you can't perform your pre-flight checklist out of order, but this is realistic anyways since if you skip steps, people will die).
That's such a simple, yet ingenious idea. I'm not sure about adding non-functioning text to the interface itself, however you can use subprogram routines to interact with a checklist LCD.
Example:
[0 start sub-program]
Disable landing brakes;gr-lgear_lock;parking brakes;unlock
Update checklist;write;Checklist LCD;nltext=DISABLE PARKING BRAKE [X]
Is it possible to just display boxes with no function on a page?
I wanna make a Flight Checklist, for example:
[0]
Oxygen 100%;OnOff (So here you can tick the box).
Parkingbreak;OnOff
Thx for the help in advance :)
Some kind of cockpit or remote control is required for the script to work. But you can not use it for WASD control, but send commands to the program block from any button panels... such as "up", "down" - to move the cursor, or any commands for direct control of blocks too
Awesome, thank you very much! What's the link/where can I find it?
What are the chances of implementing event-driven commands, or if/then functionality to subprograms and the auto airlock feature? I have a large ship with heavy SDS-OS usage, and have perfect timing with all my subprograms and auto airlocks in singleplayer. However, as soon as I jump online and run tests, the auto airlocks no longer allow the doors to completely close before powering them off, and my subprograms no longer have the correct timing, and this could lead to disastrous results with what's being handled. I believe this system could HEAVILY benefit if event-driven routines could be handled.
so if you want to see airlock effect, you need to configure external door Custom Data to some depressurising time (2+ sec for example)