安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2804279843
they are regular blueprints. They should be listet in your blueprint list not in your mod list. :-)
I did this because, when a ship has multiple UCUs docked to it, Space Engineers "helpfully" merges all the groups that have the same name, causing the buttons to behave unpredictably. I've hit the "toggle cargo connector" button and seen multiple UCUs fall off my ship because the buttons control the merged group. The script restricts those commands to blocks on the same construct, which prevents this anomaly. It's not strictly required, and if you aren't worried about it, I can send you a version with it removed. Your Grasshopper and other cargo handler designs actually rely on this group-merging behaviour, as well.
I'll publish blueprints shortly, as they contain larger changes - including on-container manifest displays using LCD panels. You're more than welcome to pick them apart when I do!
* On-UCU cargo manifest display
* Fix issues with button commands affecting other UCUs through connectors
* Automatically disable the artificial masses when landed or docked
* Update the Beacon's HUD text to automatically match the name of the UCU
Alternately, I can send you code.
I really like this concept and it's been a big driver for my recent projects in the last year.
Just add a parachute to each UCU, and activate it either based on a timer or on a height sensor.
There used to be issues with objects impacting a planet surface with no player nearby; the dropped objects tended to crash through the planet surface and keep falling towards the planet center. That was a few months ago, I'm not sure if they ever fixed that. Just so you know what happened when you see an impact crater but your UCU isn't nearby.
1) a ship, that can drop UCUs from orbit?
2) a cargo ship with atmospheric thrusters?
3) a UCU that can be dropped from orbit by any ship
4) none of the above.
@Gonz.0 yes, the batteries are quite large for a compact grid like this. I had to try many solutions before I came to this one.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1236028315
So I had to step back from the merge blocks and try the connectors. You can't use Button P now when locking landing gears, but I always put them in my ships menu bar anyway (on button for lock and one for unlock).
I don't know if this problem still persists but now I got used to using connectors instead of merge blocks . Maybe this is not the perfect solution for everyone, but It is a good solution for me xD
It would be just nice if you make some sort of universal cargo then you could also make more where you replace as examble the cargo container with hydrogen tanks or other stuff.
@Samerrie the complete loadout is listed in the description. It is a cargo module with some little gadgets like artificial mass, landing gears, connectors and buttons to turn them on and off.
hope you understand the irony on this comment
Tank you guys. Glad, you like it!