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"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.
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.
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.
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1850292532
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1847883564
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=860009660
Excellent work!
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
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.?
Am apparently too stupid to get that xD
Use Automatic LCD 2 and try it with the code.
@0 AutoLCD
invList * +component
@1 AutoLCD
invList * +ingot
@2 AutoLCD
Amount {Turret}