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I am trying to replace/update scripts inside this BP and is proven futile so far.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1572719539
As far as this script goes I don't understand how to set this script up and was hoping someone would make a video on how to make it work.
At the same time I know that I've been overkill with the configuration, and some things could be simplified, like, a lot. Grouping all the airlock blocks into a single group seemed a good compromise at the time. Well, let's see if I'll ever find some time to work on it!
@Dots yeah, I know, the thing is that when I created the script I had more a ship/station with 1/4 airlocks in mind, if I ever succeed in having enough time to work on version 2, I'll see if I can make it more manageable (this is actually the first script I have ever worked on :D)
I promise as soon as things get better - they should be starting with september - I'll get back to this. Even thinking of reqriting it from scratch honestly, when I worked on this I didn't expect to be this popular :D
Sorry again, happy engineering everyone!
Beware the sneaky spaces at the ends of your group names/when you type in the argument.
Firstly awesome script! Way tidier than some of the others out there.
Quick question, our second airlock - has all the same parts (named differently) as our first but is stuck on cycling (MP server)
Any ideas?
just installed this script on my ship, and i got some problems
noticed error when executing the
Skripts:Line10: Expected [section]
definition
at Program.Configure()
at Program..ctorl()
Edit: After some use i sometimes get a "Blue Screen" on the LCD (https://gyazo.com/8cfa4d2ee37e9da20c39fdddfe386cea) , restarting the script helps.
Firstly what a great script! Thanks very much for your hard work in giving this to the community. Unfortunately it won't run for me, here is the output (sorry can't copy and paste it): https://i.imgur.com/t3sTJbW.jpg Weirdly it does compile successfully though.
Thanks very much :)
2) As a matter of fact, when I didn't have so much work, I started working on two different scripts: one that manages landing pads and hangars, and one that manages power. The problem with power is that it's HUGE. The design document for the script reached 3 full pages, so it will take some time :D By the way, both of them have the same graphic style, but better (because this script tought me efficiency! yay!)
3) One of the things I'd like to do is having everything user-modified code directly in the custom data of the programmable block! When I have time I'll work on that too!
Again, thank you for your feedback!
@DesignCub hi and thank you for your feedback!
My RL job is still a problem, but I'm italian and you may know that our country is in total lockdown, so being stuck at home even during weekends (unless I want to be fined or arrested :D) gives me time to work on it, so expect work on the script to be resumed!
Now unto your question!
1) Doors "don't know" if one of their sides is exposed to vacuum, that's why I had to come up with the "custom data solution". I don't like it, but for now it's the only simple solution I came up with. If If I find another way, I'll update the script accordingly! As for many doors - i.e. hangar doors - I admit I tried with a small number, but I'll have a look!
1) Vanilla doors used for airlocks that are exposed to vacuum that switch off. Most of my builds are very large scale, and intended to be mostly public spaces so a little "idiot-proofing" is absolutely necessary. I've been using hangar doors, but using too many seems to get buggy.
2) I'd love to see you create a power management with a matching display output. I know there are dozens out there, but I'm in love with your aesthetics.
3) You've already addressed this, but I'd love to see the user-modified code items a little easier to find in your code. I little emphasis goes a long way.
(Yeah, I know, it was so long :)) forgive me)
Edit:
When I tried to copy-paste my ship hoping that it will solve the problem, my game crashed (That never happened to me before when pasting designs)
It's 1:22 now in Poland, so I wil try to fix it next mornig, maybe with another ship, but with this kind of confusing things I don't think that I will be able to sove it.
By the way, it seems that in the end my script needs to be considered an alpha version, so I'll update the description to reflect all this!
1. an air vent, to pressurize and depressurize a room, must have "space" to store or retrieve oxygen. So, if you want to depressurize airlock 1, the oxygen contained in the room must be stored somewhere and if all tanks in the ship are full, room will remain pressurized.
2. this could be prevented by setting a limit to tank fullness in the script, but bear with me, this is my first "complex" script, at the time of writing it I didn't know if it was possible. I still don't, honestly, and during a couple a test I noticed that working with gases is a pain
3. I wanted a script that could manage many airlocks separately, but there is no way to programmatically tell if a door is "tied" to an air vent without human intervention. That's why I choose for the block group, but certain things are needed because there's no way to know if a door has a side facing the void of space - at least that I know of.
I can work on the color issue if that's the case, I don't mind, it seems easy enough. Thanks for telling me how.
I look forward to the next update!
1. you can't in an easy way, but if you want, you can change the colors in the script (just search for "C_GREEN" and you'll find the list of colors). My shortcoming is that I used the same colors for all panels, so if you change a color, it will change the same color in all panels, sorry. This is something I wanted to change, give players the ability to change color panel by panel, maybe in a future release if I find time to work on it, sorry!
2. actually the only way is to completely shut the leak management off. But you gave me a good idea on how to improve the script, it should really avoid looking at certain airvents.
3. whops! You know, in my language oxygen is spelled "ossigeno" so sometimes I mix them up :D Another thing on the list of fixes for next version!
@leongheart english not being my main language, I admit sometimes I'm not great at explaining. As a matter of fact, airlocks are and should be "disconnected" entities, as in, they need to be separated from the conveyors of the ship. To have a working airlock, you just need an air vent inside the airlock, and an oxygen tank connected to it, no need for air vents anywhere else!
How can I change the Graphics Style or colors on the LCD screen for "Production"?
I have the issue where the doors refuse to open with leak detection on. I have a ship with a few outer vents set to depressurize, but are currently off until I hit atmosphere, these vents are for filling the oxygen tanks on planets, without the need to burn through ice, can I make the script ignore "off" state air vents?
Did you know in your latest update you misspelled "oxygen" a few times as "oxigen"? I fixed it in the editor, it ran fine either way but it bothered me.
The problem ship is A15 FGA01, the button panels by the hangar doors are hooked up, the elevator is in the centre of the hangar, and cub3 display and an airlock is front and centre on floor 4(hangar is floor 5.) The programmable block has cub3 in the name to find easily.
The save is hEaViLy modded, let me know if that's a issue and I can provide photos or remove mods that wouldn't cause hull breaches or game break.
A way to make it exclude certain or all subgrids? Or certain blocks?
Also noticing airlocks are stuck indicating [cycling] when booting the script/world. This isn't really a problem, but when setting them up initially they're finicky. I found the trick is to fill the tank with enough air to pressurize(by opening the interior door,) then close the interior door and open the exterior and they will indicate 'depressurized', and work normally.
Love the fancy airlock script though. It's a great look, and useful to have the centralized vent display.