Space Engineers

Space Engineers

VCZ Modular Cockpits with Dashboard Indicators
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Update: 14 Mar, 2020 @ 5:31am

Update:
- A small update in preparation for the 1.194 game update.

Update: 11 Jun, 2019 @ 1:58am

Update:
- Fixed the missing armor textures.

Update: 16 Mar, 2019 @ 9:54am

Update:
- Fixed a bug where the game would crash when pasting a blueprint with any other cockpit and then entering that cockpit.

Thanks to Wood morning for helping me test for this bug.

Update: 14 Feb, 2019 @ 9:50am

Update:
- Preparation for the Survival Update.

Update: 13 Jan, 2019 @ 10:41am

Update:
- Fixed stuttering when using the cockpits on Low or Medium Graphics settings.

Update: 8 Jan, 2019 @ 4:50pm

Update:
- Added some LOD models.
- Added mirroring for the Cockpits.

Update: 4 Jan, 2019 @ 3:00pm

Update 1.3:
- New Cockpit - Model B! You can now choose between two models with the main differences being the nose style, the dashboard and the back.
- Rearranged some of the indicators on the original model (now model A).
- Added new module - Small Cargo Container for the front port.
It has 3 ports and 160 liters capacity. Default placement orientation for the ports is Backward, Down and Forward.
- New mechanic and modules - Thrusters Boost!
Includes 2 different modules to fit the nose styles of the 2 cockpit models.
- New indicator for Boost including Current status, Multiplier value and Boost Charge.

Any new built cockpit will place 2 Boost modules and the small cargo container automatically under the LCDs. If you want different position or orientation of the new modules you can grind them and place them manually (boost module blocks need to touch the cockpit). They are located inside the new grouped G-Menu item for the cockpits.

Other minor changes:
- Added Toolbar Action for Automatic Canopy Open/Close.
- Added Toolbar Actions for the new Boost options.
- Added additional color for Dampeners indicator - will turn Blue if Relative Dampening is ON.
- Added Custom Info in the Cockpit Terminal Control panel. Limited information for now, I might add more in time.
- Automatic Canopy Opening doesn't work when the ship has no power.
- Turning power OFF for the grid triggers a Restart for the script, same as if you pressed the Restart button in Terminal Control.
- Added a flashing indicator for new updates. It will flash every second when there is a new update and you will see a brief information for the new update on the Info section in the Terminal Control screen for the cockpit. You can turn of the indicator and information temporarily until the next update or disable them completely and not be notified for any new updates. You can change these settings at any time.

Here is how Boost works:
- You need one of the two models of my cockpit (doesn't work on other cockpits).
- You need at least one Boost module connected to the cockpit (boost module block needs to touch the cockpit block). The cockpit will inform you how many valid Boost modules it has found.
- The Boost modules will consume and store power as a charge that can be released to multiply any thruster output.
- You can set the boost strength between 2 and 10. Boost strength determines how fast the stored charge will be drained and also by how much the thrust will be multiplied.
- Using Boost will also multiply the power consumption of thrusters by the Boost multiplier + 20%.

What does all that mean?
Let's say you are boosting 1 thruster with boost strength 5. This 1 thruster will have the output thrust equivalent to 5 thrusters and will consume power (or hydrogen) equivalent to 6 thrusters of the same type.
You didn't think it was going to be free, right? ;)

You can activate Boost by pressing and holding X (or if you remapped it - the jet-pack button) or by selecting the option Boost Always ON in the terminal control or from the toolbar option. Selecting Boost strength is also done either in the terminal control or from toolbar options.

Boost modules turn ON and OFF automatically depending on your power and thrust output. You can't manually control when they are ON or OFF. When Boosting you always use all available Boost modules. If you don't have enough power to charge them without overloading you may see some power fluctuations and slower recharge times. If you want to stop them from recharging you can set their RECHARGE state to ON or OFF.

Update: 27 Nov, 2018 @ 3:45pm

Update:
- Fixed crash when trying to set actions to any other type of cockpit (vanilla or other mods)
- Fixed minor mistake from last upload - Landing Gear and Connector status not working

Update: 20 Nov, 2018 @ 6:29am

Update:
- Minor improvements for better code running.
- Added check to stop running script if DS. Only needs to run on clients.
- Added Toolbar Actions for Opening/Closing the canopy. Actions are visible and usable only when the automatic function is disabled. Actions can be added to the Cockpit Toolbar, Buttons, Timers, Sensors, etc.

Update: 3 Nov, 2018 @ 2:17pm

Update:
- Fixed Canopy flying off when the ship is moving;
- A couple of small bug fixes in Power and Cargo indicators;