Space Engineers

Space Engineers

Cockpits With More LCDs
103 Comments
Kalmorph 28 Jun, 2022 @ 12:53pm 
Everytime I load the game, the cockpits disappears. It's still there (can go in and out), but it's invisible. I have to grind and rebuild in order to show the cockpit again.
Parker Posey's Mouth 2 Mar, 2022 @ 10:08am 
This is great! Any plans to add extra screens to the industrial or rover cockpits?
Kham  [author] 26 Feb, 2022 @ 8:56am 
All cockpits have had the Target Locking tag added to them for the Warfare 2 update.
Kham  [author] 25 Feb, 2022 @ 4:14pm 
@Syna sorry I've been away since the Warfare 2 update released. I am home now though so I will try to get them updated in the next couple of days.
Syna 25 Feb, 2022 @ 1:31pm 
The targeting system from the Warfare update does not work with these cockpits
dragonsphotoworks 15 Mar, 2021 @ 8:28pm 
Is this still working?
Mysterious Stranger 7 Mar, 2021 @ 7:30am 
@kham im not sure if its possible, but is there any way tou could make a cocpit where the windows are actually transparent LCDs? It'd be nice for custom crosshairs for the ship and such.
Kham  [author] 4 Oct, 2020 @ 8:30pm 
@sevya Thanks! Glad you enjoy the mod so much.
sevya 3 Oct, 2020 @ 12:47pm 
I just want you to know that I consider this mod essential to my enjoyment of Space Engineers. These cockpits and flight seats are the best I've ever used!
Kham  [author] 6 Dec, 2019 @ 8:27am 
At the very top of the script in the PB when loaded from the workshop reads
"Updates by JTurp

Updated script to support any block with a text surface (PB, Cockpit, Console Block, etc)

In order to use these blocks with the script, add the "lcdNamePrefix" to the block name, then either wait for the script to refresh (every 8-ish seconds) or recompile the script, then check the Custom Data of the block and configure as desired :)

Example block name: "Console Block [Shield LCD]""

I have it running on these cockpits on all of my ships. Though there's also a more up to date version JTurp linked in the comments of the script page, since he can't update the workshop version, which fixes a couple of issues with it and makes it work with other scripts being used on the same cockpit without overriding.

For reference, I too play with HUD off when flying. I have no obligation to make anything just because it's something *you* want. Being rude doesn't make it any more appealing to me.
VS-lockon 6 Dec, 2019 @ 3:09am 
im using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=543765745 shield script and it dose not say i can do that in the programmable block and see how not going make a lcd mod for all us that fly with hud off ya i'm not only one that turn off the hud and fly shack dose it so dose wasted form time to time but see how won't help us no hud flyer out there i guess i just use azimuth cockpit even tho i can't make it have carbon fiber skin
Kham  [author] 5 Dec, 2019 @ 6:01pm 
@captain_war_angel well coming in telling me the ways I 'fail' doesn't really encourage me to go and build an entirely new mod :P

Also, if you use the new version of the shield script you don't need to name the LCD, you name the cockpit block and edit the custom data to tell it which screen to show on... either way, the top LCDs and the lower LCDs are the same so if you already have it on the upper LCDs you should know that.
VS-lockon 5 Dec, 2019 @ 5:17pm 
@Kham ya this where you kinda fail in three part one you have be able rename lcds to [Shield LCD:BTS] for a shield script work the second way you fail you assume every one fly with hud on so they don't need there lower lcds in cam be occupied with fuel and power and distance from ground and hull and system heath this why i wish you or some one up date fix the lcds in this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=538279319 bc there ever thing i need be in a cock pit lcd
Kham  [author] 5 Dec, 2019 @ 12:32pm 
@captain_war_angel I mean, there are three LCDs in the fighter cockpit directly in front of the camera which I just assumed most people would use for things like shield readouts if they use such mods. The upper LCDs are more for secondary information, things you wouldn't need to be seeing constantly at a moments notice.

Having them above the player along that top brace helps keep them from obstructing your view whilst still keeping them large enough to have an easy to read resolution when used for text displays. I tried having them in front of the camera at first but I had to make them so small so as to not block the very limited visibility that you couldn't read them unless you were squinting right in front of the monitor.
VS-lockon 4 Dec, 2019 @ 5:41pm 
just saying fighter cock pit lcd kinda suck i can't see the shield lcd as i'm flying i have look up see them and i crash and burn see if mt shield down
BCMortis 2 Nov, 2019 @ 8:30am 
@Kham That's unfortunate.
Kham  [author] 2 Nov, 2019 @ 7:05am 
@BCMortis Sadly Keen have decided not to add any of the DLC blocks to the dev kit as they would seem to prefer modders not do anything with the DLC blocks. I would love to have extra screens and more legible screens available in that cockpit but until Keen decide we're allowed to do that, it's out of my hands.
BCMortis 1 Nov, 2019 @ 9:18pm 
Any chance of doing the same with the Industrial Cockpit from the DLC?
themightygeek 7 Oct, 2019 @ 11:30am 
Anyone else encountering where the remote block doesn't work with blocks from this mod on the grid. Trying to trouble shoot something odd.
ChozoSR388 25 Sep, 2019 @ 10:00am 
Alright, found it in one. Turns out it was More Realistic Oxygen/Hydrogen Generation and O2 Consumption that was the culprit. Odd thing is, I've been playing with that mod installed long before I added Cockpits with More LCDs with no issue. Also, my bad on the screen allocation thing.
Kham  [author] 25 Sep, 2019 @ 9:51am 
A handy mod to keep installed is Digi's Build Info mod, one of it's features is when you have a block selected on your toolbar it tells you which mod it comes from so you can tell if a mod is overriding vanilla blocks even though you wouldn't expect it to.
ChozoSR388 25 Sep, 2019 @ 9:46am 
I don't know what mod it'd be; I don't have any other cockpit mods, and they were working fine prior to adding the mod. However, I'll try to see if there are any mods that might conflict, and I'll give the verification a go.
Kham  [author] 25 Sep, 2019 @ 5:45am 
I've put a message on the Simple Cruise Control page to see if he can take a look at the setting as I have no control over screen indexing, it's all handled by the game and the script. If there's a problem with that system, it's either a script issue or a Keen issue.
Kham  [author] 25 Sep, 2019 @ 5:40am 
@Darth Crunchus I've just tested the cruise control script and it seems to have issues with selecting the correct screens. Half the time it seemed to work and the other half it doesn't. This has nothing to do with this mod, it's obviously a problem with the script itself not always obeying it's settings and defaulting to screen index 0.

As for missing displays on vanilla cockpits, that must be caused by either corruption in your game files (verify via Steam) or another mod you are using. This mod intentionally doesn't override anything from vanilla. I've also just tested that in the test world for this mod and all vanilla screens/flightseats/cockpits function as normal.
ChozoSR388 24 Sep, 2019 @ 8:51pm 
Although, now that I think on it, I did have an issue with the vanilla cockpits since installing your Cockpits with more LCDs mod (and I don't know if this is a Keen thing or a mod thing), where even though your mod simply adds new blocks, the vanilla cockpit blocks (aside from Control Stations and Flight Seats) no longer have displays, or the option in the terminal to modify the displays (it's as though the vanilla cockpits were put back into a state from before the Survival Overhaul or during the beta, where you had to replace existing blocks, as they had nothing but black screens).
ChozoSR388 24 Sep, 2019 @ 8:45pm 
Yeah, because the way Simple Cruise Control works, it uses a variable, nameofcockpit(n) in the Custom Data of its programmable block to define which display it's displayed on. It works perfectly fine on the vanilla cockpits, but seems to have issues on yours, being that it won't use any display other than the (for the sake of argument) 0th display. I realized after a quick conversation with someone on r/spaceengineers that I needed to use the AutoLCD command for ALCDs2 to put data on other displays in the cockpit, so sorry for that one, that was completely my bad.
Kham  [author] 23 Sep, 2019 @ 7:38am 
@Darth Crunchus The indexing of screens is handled completely by the game. I did test every variant of the cockpit using ALCD2 and they were all working fine, I haven't used Simple Cruise Control personally though so it's possible that script either doesn't fully support the new system or doesn't work well with other scripts on the same cockpit block. I'll try to take a look at it later and figure out where the problem lies.
ChozoSR388 21 Sep, 2019 @ 11:54am 
Just thought I'd let you know that either the numbering for the LCDs is off, or something else is up; I have a couple of scripts that take control of the first display on a cockpit block (I use that term rather loosely to describe all mannable control blocks), one of which is able to take control of a different LCD on the block, if you give it a number between 0 and whatever the last LCD on the block is (Simple Cruise Control), but it's unable to take control of any LCD on the Control Stations variants' LCDs other than the one that is designated as the main LCD. Could you maybe look into that? The scripts I'm trying to get working on the one seat (the 6 panel Control Stations) are Automatic LCDs 2 and Simple Cruise Control.
Sage 1 Sep, 2019 @ 1:24pm 
Oh man! I'm going to add so many things....thanks!!!!
Kham  [author] 31 Aug, 2019 @ 6:58am 
@Sage Haha, I hadn't actually considered that. I've put together a collection for you. The collection should show up on all of my mods just under the images section. Here's a direct link too though.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1850292532
Sage 31 Aug, 2019 @ 6:18am 
Could you make a collection of all your items? Because you have your steam profile hidden (totally get it) there-s not an easy way to find all of them! Also, nice work, these and the other panel look great!
woostyboy 30 Aug, 2019 @ 1:23am 
Kham, you're a star, thank you!
Kham  [author] 28 Aug, 2019 @ 11:57am 
For those who have been asking for a 'standalone' version of these, as in not cockpits, I've just uploaded a new mod titled Programmable Text Panels which should hopefully fit that need.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1847883564
woostyboy 17 Aug, 2019 @ 3:31pm 
Nice one Kham, will look forward to it. ;)
TheGoudaShoota 17 Aug, 2019 @ 12:43am 
Kham. Thanks for pointing that out!
Kham  [author] 16 Aug, 2019 @ 6:39pm 
@PirateRockabilityPunksInSpace So before I'd had a chance to do anything with the rover cockpit, it looks like one of the updated and maintained versions has today updated to include functional LCDs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=860009660

@wootsyboy Yeah it's something I have worked on. The problem is that Keen, in their divine wisdom, haven't extended the new screen area system to LCD block types. They did however extend it to Programmable Blocks so I've been working on a textpanel which is actually a programmable block with multiple displays. I just need the time to finalise it.
woostyboy 9 Aug, 2019 @ 8:32am 
These are awesome, nice job! I think it maybe has been asked, but would you consider just making the multi screens with no seat attached? Thanks.
TheGoudaShoota 5 Aug, 2019 @ 11:21pm 
@Kham Awesome. Please do let me know. I was going to make the attempt myself, but I'm not a modeler/texturer and have no idea what the hell I'm looking at in the model files without lots of tutorial time
TheGoudaShoota 5 Aug, 2019 @ 11:20pm 
@Kraken767 I havent tried that one yet, but it hasnt been updated in over a year, which was before TextSurface code was added, so it likely does not have them there either (The original rover didnt have any functional LCDs, just placements looking like them)
Kham  [author] 5 Aug, 2019 @ 5:36am 
@PirateRockabilityPunksInSpace I can take a look at it and see how it goes. I actually used to use that cockpit a fair bit until I got fed up not having working LCDs in it. Actually forgot Darth uploaded all of his source files when he stepped down from modding.
Kraken767 4 Aug, 2019 @ 11:13pm 
@PirateRockabillyPunksInSpace doesnt Skallabjorns update of that cockpit work? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1441899638
TheGoudaShoota 4 Aug, 2019 @ 10:14pm 
Would you be willing to revive one of Darth Biobech's Old Mods? He has a rover cockpit (I can provide the model files and such, got them from a link on the forum), but its outdated and hes sort of temporarily retired. At the very least, resurrect the old one with the LCDs it was built with!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=860009660
Knapp 31 Jul, 2019 @ 10:27am 
A must have for the small grid Control Stations alone!
Excellent work!
Kham  [author] 23 Jul, 2019 @ 9:28am 
@Cycrashy |GER MMaster's guide for ALCD2 does have a section called "How to use with cockpits" which explains how to use the new system in a lot of detail.
Essentially, you add the [LCD] tag to the name of the cockpit and then like I said in my reply to Mr Ban@noo you enter the commands in custom data of the cockpit just like other LCD panels but use @0 AutoLCD, @1 AutoLCD etc to set which screen the commands are displayed on.

When you're in the control panel for the cockpit and see the list of available screens, the top one in the list is always @0 and then @1 etc going down the list.

MMaster's guide can be found here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=407158161
Faylamoon ☾ 23 Jul, 2019 @ 9:09am 
@Kham
How do you control the individual monitors?
Since Auto LCD 2 you have to write in the name of each monitor you want to control [LCD], but this is not the case with the cockpit: /
Bzw where do I have to enter the code mentioned below and how do I know which monitor is 1,2,3 etc.?
Kham  [author] 23 Jul, 2019 @ 7:20am 
@Cycrashy |GER I'm not sure what sort of guide I would add for this mod, these are just cockpits the same as vanilla cockpits except they have more screen areas. Any guides needed, would have to be provided by whatever script you are trying to use with them as they will work exactly the same as any other cockpit block in the game.
Faylamoon ☾ 22 Jul, 2019 @ 3:57pm 
hi could you possibly give a guide?
Am apparently too stupid to get that xD
Use Automatic LCD 2 and try it with the code.
MR Ban@noo 13 Jul, 2019 @ 8:22am 
Super thank you will try the direct.
Kham  [author] 13 Jul, 2019 @ 8:20am 
@MR Ban@noo the screenshot is using Automatic LCDs 2 and the Custom Data looks like this;
@0 AutoLCD
invList * +component
@1 AutoLCD
invList * +ingot
@2 AutoLCD
Amount {Turret}
MR Ban@noo 13 Jul, 2019 @ 8:09am 
Can you give me an example for the script so that would show it. you can see in the photo above the first picture how would I write it in Data purely. Thank you