Space Engineers

Space Engineers

Dock Assist HUD
84 comentarii
TK_Over50 21 iun. la 14:58 
Is there anyway to put this on another activation button?
TK_Over50 26 ian. la 17:28 
Please make dots slightly bigger. Not obnoxious, just bigger. It takes me forever to find them. By then I'm right on the connector,
Savage117 3 febr. 2022 la 17:47 
Is there any way to change the size of the dots? My eyesight isn't what it used to be and I have a hard time seeing the dots, especially when they are on the screen edges. Is there a file I can edit with say Notepadd++, to increase their size? I dont usually dock when in combat so I don't care if they occlude my view, I just want to be able to see them. Also being able to change their colors might be nice too.
Atomic Dash 6 iun. 2021 la 2:25 
This mod causes weird problems with the shift key and prevents me from running.
Morthwyl 28 dec. 2020 la 11:44 
Does this still work?
Protheus 10 iul. 2020 la 1:12 
I have a modded connector andpressing shift doesn't seems to be working: https://steamcommunity.com/sharedfiles/filedetails/?id=1719695354 is the connector I have on my miner ship and station
Dark_453 25 sept. 2019 la 13:28 
Hi there, I was testing this while making a RC Tut and would seem "only mod running with text api".. that it likes to crash when you get close to connectors. it unlocks them or locks.. and crashes. same world no mods. no crash - I would guess Keen changed something?? would you be able to take a look. maybe something simple when they changed Def's. Thanks for your hard work, i have been using this on my buddy's server for almost a year and half. :)
DraygoKorvan  [autor] 7 aug. 2019 la 16:06 
As stated in the description that cycles the connectors on the ship you are currently piloting.
Dragoon_Guards 28 sept. 2018 la 15:09 
Downloaded with txt HUD API, now what? I hit control near connector but don't see anything.
DraygoKorvan  [autor] 16 aug. 2018 la 14:26 
ctrl is a standard modifier key in the game which is why its used.
H3xx 14 aug. 2018 la 6:54 
@Effrenatus
Actually, "C" is the standard button for downward thrust. You, like I and anyone else who's played a first person game, have changed it to the more intuitive "Ctrl" button. But I agree, perhaps the button to activate it could be something else? Like Period and Comma? Or just let us choose by modifying a config file or something?
ExCaedibus 23 mai 2018 la 14:44 
Works nicely, just tried it with a bottom port.
BUT: Ctrl is the standard key for downward thrust. That is very irritating
Perhaps Shift is also something. Can different keys be used, for example Alt Right, PgUp/Down, Backspace? Or is there a way to assign it myself?
DraygoKorvan  [autor] 15 iun. 2017 la 15:22 
Patched should be working again. Now using v2 code of the Hud API.
7h3ju57 31 mai 2017 la 16:27 
ahhh, that would make sense ;)
DraygoKorvan  [autor] 31 mai 2017 la 14:57 
You have to wait for me to fix it.
hiberniust 31 mai 2017 la 12:48 
It does not work for me. Do I have to run a script or what?
7h3ju57 28 mai 2017 la 13:36 
Thanks for the update, error seems to be gone, but i still cant seek to be able to enable with ctrl
DraygoKorvan  [autor] 24 mai 2017 la 15:10 
Rexxarrr :shakefist:
7h3ju57 22 mai 2017 la 11:54 
MyScriptManager.LoadData() - START
MOD_ERROR: Dock Assist HUD
in file:
Compilation of C:\Users\thejust\AppData\Roaming\SpaceEngineers\Mods\764754640.sbm_Dock failed:
MOD_ERROR: Dock Assist HUD
in file:
C:\Users\thejust\AppData\Local\Temp\SpaceEngineers\764754640.sbm_Dock\Core.cs(181,44): Error: Argument 1: cannot convert from 'string' to 'VRage.Utils.MyStringId'
MOD_ERROR: Dock Assist HUD
in file:
C:\Users\thejust\AppData\Local\Temp\SpaceEngineers\764754640.sbm_Dock\Core.cs(201,44): Error: Argument 1: cannot convert from 'string' to 'VRage.Utils.MyStringId'
Script loaded: _StatLogic, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
Script loaded: 758597413.sbm_HUDApi, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
MyScriptManager.LoadData() - END
7h3ju57 22 mai 2017 la 11:44 
is this still working in develop? ive tried enabling it but i cant see any dots anywhere.
aTTaX420[GanjaGaming] 21 mai 2017 la 5:51 
try to compile a complex program for yourself (like linux kernel) and you WILL see a ton of warnings, BUT it will work anyways.
DraygoKorvan  [autor] 12 febr. 2017 la 10:34 
warnings are warnings, doesnt mean it isnt working :P
Jakaya 12 febr. 2017 la 3:22 
[Dev Build]
2017-02-12 10:59:28.968 - Thread: 1 -> mod_warning: Dock Assist HUD
2017-02-12 10:59:28.968 - Thread: 1 -> in file:
2017-02-12 10:59:28.968 - Thread: 1 -> **WARNING!**
Script for MyObjectBuilder_ShipConnector is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
**WARNING!**
2017-02-12 10:59:28.968 - Thread: 1 -> mod_warning: Dock Assist HUD
2017-02-12 10:59:28.968 - Thread: 1 -> in file:
2017-02-12 10:59:28.968 - Thread: 1 -> **WARNING!**
Script for MyObjectBuilder_MergeBlock is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
Jakaya 5 febr. 2017 la 12:48 
Fantastic thx for the reply :p
DraygoKorvan  [autor] 5 febr. 2017 la 12:47 
i fixed it a while ago.
Jakaya 5 febr. 2017 la 4:27 
Is this working now ? as i see back in december it was reported to not working
DraygoKorvan  [autor] 18 dec. 2016 la 0:29 
Hrm, crash is in keens method, dont have the time right now to look into it but ill dig into it later. for now, dont push button :)
Dumpshock 18 dec. 2016 la 0:06 
And done.

http://pastebin.com/H7HuejzG

Generated from a fresh save with only the API and Hud mod active.
DraygoKorvan  [autor] 17 dec. 2016 la 23:05 
Crash logs are helpful. I'm pretty swamped at the moment.
Dumpshock 17 dec. 2016 la 19:44 
Hey, just wanted to let you know that this seems to be crashing with the latest update. Once you get close enough to press Ctrl to activate the HUD, a crash to desktop occurs.

Let me know if you need the crash logs and I can get them to you.
Tontow 17 oct. 2016 la 11:58 
I think this should require a radio connection on both ends.
DraygoKorvan  [autor] 13 oct. 2016 la 19:04 
In stable this no longer activates when you are in a menu.
DraygoKorvan  [autor] 3 oct. 2016 la 20:45 
It should automatically switch to a closer connector if one is availible. I would have to think of a good way to toggle through remote connectors.
EleanorVR 2 oct. 2016 la 19:16 
I see. In that case, a key to change which connector is targeted on the remote grid would be handy, as the closest connector isn't always the right one.
DraygoKorvan  [autor] 2 oct. 2016 la 8:43 
You need to find the line that Says Exception and then a bunch of text, i need the first 3 lines of that message.
MattPlaysSimulations 2 oct. 2016 la 8:42 
2016-10-02 16:40:10.342 - Thread: 1 -> Hiding window
2016-10-02 16:40:10.345 - Thread: 10 -> External debugger: interrupted.
2016-10-02 16:40:10.352 - Thread: 1 -> Network readers disposed
2016-10-02 16:40:10.976 - Thread: 1 -> Hiding window done
2016-10-02 16:40:10.976 - Thread: 1 -> Showing message
2016-10-02 16:40:10.991 - Thread: 1 -> ERROR: branch name cannot be resolved, services=
2016-10-02 16:40:10.991 - Thread: 1 -> ERROR: branch name cannot be resolved, services=
2016-10-02 16:40:10.991 - Thread: 1 -> ERROR: branch name cannot be resolved, services=
thats what it says at the end of the log.
MattPlaysSimulations 2 oct. 2016 la 8:34 
ill do it in a min. currently sorting few bits.
DraygoKorvan  [autor] 2 oct. 2016 la 8:32 
Copy in the first few lines of the crash report out of the log.
MattPlaysSimulations 2 oct. 2016 la 6:34 
Hello. i am currently having issues with this mod. every time i try to use it, the game crashes are you aware of any mods that are not compatable? im using 44 mods including this one and the API as required so im thinking its either faulty or its a confliction. any ideas? great mod love it
DraygoKorvan  [autor] 30 sept. 2016 la 15:57 
Shift only changes the connector on your own grid, it targets the closest grid to that one it can dock to. The other suggestions can be implemented.
EleanorVR 30 sept. 2016 la 14:48 
Pressing shift to select docking point doesn't seem to be working. It keeps selecting the wrong connector on the distant grid, and pressing shift doesn't switch it to any other connectors, even though they're in range.

Also, it'd be nice if we could have some commands to configure the hud: /dockAssist maxDistance [distance in meters] to set a custom distance at which the hud becomes available for example, or /dockAssist immersiveMode [(on)/off] to make the docking hud stay on even if the vanilla hud is turned off.
DraygoKorvan  [autor] 30 sept. 2016 la 14:31 
Hydrate, i will add that. I forgot they are considered a connector by the game.

I also should put the name of the block you are currently on when you hit shift, as some people dont have third person enabled.
HyratelWyvern 30 sept. 2016 la 10:12 
it needs to ignore Ejectors - having multiple Ejectors on a small ship and trying to approach my base is an exercise in frustration - the tap Shift to cycle through available ports is good but not intuitive from first person view
DraygoKorvan  [autor] 26 sept. 2016 la 18:12 
Also i tried docking connector to connector multiple times, and each time it is off in a different area depending on your rotation. So if you want to blame someone blame keen for not connecting it perfectly centered - I cannot compensate for that.
DraygoKorvan  [autor] 26 sept. 2016 la 18:11 
Vas, that is so incredibly close. I know it is not exactly on that is because the connection point is not in the exact center of the connector. I would rather not correct it because it can make modded docking ports incorrect. The point of the mod isnt to be super exact at point blank range, but to get you close enough to make the connection. If you line it up perfectly 100 meters out, it should connect and not miss.
Vas 26 sept. 2016 la 18:00 
As you can see, the red dot is never "on top" when docking and whatnot. Sorry I can't be more descriptive, fingers are barely able to move due to cold temp here and I'm rather pissed about a bank error at my bank causing all sorts of issues for me.
DraygoKorvan  [autor] 26 sept. 2016 la 17:04 
In DEV version the hud will no longer toggle when you are in a menu (cant fix stable sorry). Also updated the mod to be more intutitve. I am aware some people may h ave liked the old method but the new way works way better for merge blocks. You now only need to rotate once, then move instead of needing to continually rotate as you move.
DraygoKorvan  [autor] 26 sept. 2016 la 16:26 
I'm also thought up a way to make the docking a little more intuitive. stay tuned.
DraygoKorvan  [autor] 25 sept. 2016 la 13:20 
Good suggestion