Space Engineers

Space Engineers

InfoGraphx
Suggestion
list and comments of Suggestions

Tank Stockpile [By: VirtualGaming]
O2 Pressure level from AirVent [By: VirtualGaming]
Doors (Open/Close) [By: blu3poin7]
Sensor Detecting [By: epflederer]
Seeing Hydrogen with in Hydro Engine [By: Octavius]

By SwiftyTheFox:
Update Type:
COUNTWORKING -> same as COUNT, but excludes not working (off, incomplete) blocks

ANTENNARANGE -> Shows selected antenna Range in % to max
COUNTITEM -> add also tools and other items that are not included yet

Graphs:
Horizontal Bar, alternative designs (segmented etc), Percentage as Text

Others:
Fix Text alignment...

Adding more Symbols:
Radiation, Antenna, Landing Gear, Jump Drive

Fixing the "WORKING" to work with not only IMyFunctionalBlock but all IMyCubeBlock types (where it inherits from)
Ostatnio edytowany przez: Vortek Gamer; 1 sierpnia 2019 o 15:06
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Octavius 18 lipca 2019 o 15:58 
amount of hydrogen inside a hydrogen engine
SwiftyTheFox  [producent] 23 lipca 2019 o 13:53 
Update Type:
COUNTWORKING -> same as COUNT, but excludes not working (off, incomplete) blocks

ANTENNARANGE -> Shows selected antenna Range in % to max
COUNTITEM -> add also tools and other items that are not included yet

Graphs:
Horizontal Bar, alternative designs (segmented etc), Percentage as Text

Others:
Fix Text alignment...
SwiftyTheFox  [producent] 24 lipca 2019 o 22:20 
Adding more Symbols:
Radiation, Antenna, Landing Gear, Jump Drive

Fixing the "WORKING" to work with not only IMyFunctionalBlock but all IMyCubeBlock types (where it inherits from)
Boldtaar 27 lipca 2019 o 17:59 
Add support for ammunition types as TypeID and icons for the different types of ammo.
Also if a weapons or cargo container is damage beyond functionality should show inventory as zero. Maybe you can add a bool value to enable or disable the feature.

I missing the ability text from other scrips on the same display as the graphs from InfoGraphx. Example: I like to have flights speed, breaking speed on my flight seat https://ibb.co/JsNxP8j
Ostatnio edytowany przez: Boldtaar; 28 lipca 2019 o 10:02
Vortek Gamer 1 sierpnia 2019 o 15:05 
One thing im just thought about is Air Pressure level (0 as empty(vacume) and 1 as fully pressurize)
SwiftyTheFox  [producent] 10 sierpnia 2019 o 1:08 
@Boldtaar: If you mean "Numbers as text", this is planned for 2.0. I just have to clean up the script a bit first so that it does not get to large for a programmable block.
@VirtualGaming: Airpressure is lready built in. UPDATE:AIRPRESSURE:.... does the trick. read the manual for the different states represented by the %.

PS: I have already implemented a few things like items and update modes, but I need a bit more time for the rest of the features. A release is likely for next weekend - but that's not a promise :)
DMOrigin 3 października 2019 o 13:20 
I took a look over your source code and checked the execution time. The execution time is hight. Up to 7ms / frame. This equals around 42% of available time, at 3 displays. It looks like you update every single lcd on every single execute. I add a quick and dirty version to prevent this problem.

private int tick = 0; public void Update() {/* int i; foreach (GraphBroker broker in GraphBrokers) { for (i = 0; i < broker.UpdateDefs.Count(); i++) { broker.UpdateGraph(i); } broker.Draw(); }*/ if (GraphBrokers.Count == 0) return; GraphBroker broker = GraphBrokers[tick]; for (int i = 0; i < broker.UpdateDefs.Count(); i++) { broker.UpdateGraph(i); } broker.Draw(); if (++tick >= GraphBrokers.Count) tick = 0; }

In this variation, only one display will update per execute. This result in a latenz by the visualization. But it safes a lot of execution time. Now the execution time is only by up to 1ms/frame. And the execution time is undependend from the amount of used lcds.

Maybe it helps :)
Ostatnio edytowany przez: DMOrigin; 3 października 2019 o 16:13
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