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I still get 'no scan data' on objects Spectrometry returns data for. Anyone know what's going on there?
IVE: Camera #Ruler
IVE: #Ruler Camera
and
#Ruler Camera
all work equally well?
I generally try to append an affix to each device that isn't hidden on each construct, e.g., "IVE" = Ion_Vessel_Eleithylia vs. "BAB" = Base_Bat_Cave, etc.
I realise that it's a been a while, but do you have any suggestions for a workaround for using other mods that also want to put or get data from the LCD's custom field? I'm trying to use Hud LCD v2 to put the data your ruler creates on the suit hud, but it's config options are either in the block name of the lcd (buggy, and needs refreshed every login) or the custom field, which your mod erases every scan. Perhaps a [Blarg's Ruler] section tag for the custom field?
I used both this script and your Ascent Cruise Control in this small grid build, to great effect.
Sorry for the late response. Could have sworn I was subscribed to the thread.
Good that I checked ;)
But thank you very much. This is exactly what i meant.
Now my non-programming buddies can use it inside their cockpit too ;)
I don't want to actually publish my modified script to the workshop, since it's Blargmode's work, but if you like you can copy the text of the version I have up on GitHub (without the "using", "namespace" or "class" declarations, so from line 14 to line 1237 inclusive) and paste it into a programmable block.
I just (locally) added a quick&dirty fix to PanelPrint(), to have it display its output on my Screen 03 of the industrial Cockpit.
Obviously some config parameters (code/custom data) so set up a cockpit screen would be the clean solution.
i just couldn't be arsed to add a TextSurface collection all the way through your code to grab it during init().
At least not for my quick little "I want it on THAT display...NOW" adjustment...
However, Rob seems to be up for the task, so I thought I'd mention it ;)
The multi camera idea is very good! I'll add that to the todo-list. Can't give you an ETA on either though.
You could potentially support displays with multiple surfaces (like cockpits) if the keyword you add to the block supported an optional index as a suffix, e.g. a IMyTerminalBlock with a name containing #Ruler@1 would cause the script to write its info to that block's second display (since the displays are 0-indexed). It would default to @0 if the block has a name containing just #Ruler.
Also, multi-camera support (in the same direction) would be nice. If multiple cameras are tagged with #Ruler, the script could use the camera with the lowest accumulated charge >= the requested range, so your longer-range cameras could continue to accumulate charge for a future long-range scan. For an unlimited scan, you'd use the camera with the highest current charge, and that would be the range the LCDs would display as the current range also.
Here's my ship I'm using with your scripts!
Keep making awesome stuff!
Put it on the front of a fighter/gunship, and have it actively track and provide info about the target it's tracking, distane, position, IFF, etc.
Also perhaps have an additional function in the script to cycle through available targets with a button press (such as a "run" command to the hotbar), to allow the pilot to select which target to monitor?
What is the issue with turrets not allowing it? Do their cameras function differently than the fixed ones?
Thanks for all the work you do!