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regardless of settings or validation it just outright refuses to work, any ideas?
fress world, this mod alone, nope.
@dskw - Thanks soooo much! That means a lot. I can look into adding separate settings for 3rd Person vs First Person so people can customize each separately for the next update.
You did an amazing job at making this so stable and feature rich!
It's awesome! We're using it for the holo grid in our main base room and for different ships.
Small request though:
I did notice the flag to disable the 3rd person rendering, but orbit lines and velocity lines are still visible.
Which is not bad in itself, but I lack an option to disable those for the 3rd person only.
can someone pls help me
Any ideas if it would be possible to make this mod work with cockpits on subgrids?
Aafter changing it to 50k and even 30k, once you load the world it changes by itself to 20k in the sandbox.sbc / sandbox_config.sbc. Not exactly sure why this is, but 15km and a view distance of 20km should be enough, specially for a multiplayer game with the hardware I got.
Really apreciate your help and i'm loving this amazing mod, so yeah thank you again. It might be worth putting this information somewhere in the description so people like me don't get the same issue and ask about it.
If it still occurs please post an updated log so I can debug further, but I think this is the issue. I don't have any custom respawn ships with it already enabled so it is hard to test.
Thanks for posting your logs it was really helpful!
tested cockpits with crash. All of them If its a respawn ship
And I was able to succesfully toggle radar info off.
Also you can now toggle the radar info (I assume you meant the scale, and act/pas/off mode) with a toggle in the block console/CustomData. Along with disabling Money, Gauges etc.
@MrFox - Hmm. Would you mind telling me which helm exactly (The vanilla one?) and could you paste the CustomData into a discussion post perhaps? Also is it resetting immediately after you save it or later on when you load the game?
@Liliathe - I will look into that, I hadn't considered connected subgrids when building the targeting logic xD I think there's a function to check which entityIDs a grid is connected to and exclude it from being targeted if one ID is the localGrid you're currently on.
I guess this is not vanilla behavior.
And disable radar information on the bottom
I honestly have no clue if I just asked you to do something as easy as ticking a box, or if I just told you to climb Everest. (lol)
Side note - No crashes yet since you did that fix for the CTDs.
Added keybinds R, B, and N by default to target nearest grid, previous grid, next grid (Hold Ctrl for hostiles only).
Works to select a target on the nearest holo radar table if within range!
Also made the hologram table [ELI_LOCAL] have an option to show the target grid instead of just local grid, in CustomData.
Made it work in third person too! And also for turrets, and remote controlled grids.
At this point I'll probably remove the shield code entirely, as it just uses JumpDrives for compat with the old AegisSystems mod. Then modify the holograms to display jump drive charge a different way, as actual jump drive charge, and make it work with the FSD drives.
Both shield mods have their own local shield display hud it appears, so the only thing that we would be missing is target shield info and I am okay with that for the time being. I'd like to focus on other features first.
I'm going to look at proper shield logic, and the FSD mods next I think
[EliDang]
.. bunch of stuff..
ScannerShowVoxels=True
ScannerOnlyPoweredGrids=True
---
Inventory
Works with AutoLCD2 without losing any data, both the HUD, and AutoLCD2 work.
"@0-Fenix-0 The functionality you want is already there. Simply put any commands for scripts that use MyIni format at the top of the custom data then have --- and after that do ALCD2 commands. This is explained in the guide under the section titled "Compatibility with other scripts"."
For eg.
[AutoLCD]
Inventory=
Will list out all inventory, but if I use just "Inventory" because that isn't in valid ini format of being set = to something it just gets removed.
Further AutoLCD2 will parse all further info, they haven't restricted it. I've been tinkering with de-obfuscating their code to limit it to a tag like [AutoLCD] but even if I got it working I can't publish it :C
Can you link the exact mod so I can check for compatibility and potentially patch?