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Probably a real time to sunrise when you're on a planet might work but I'm not sure how to even calculate that =)
Be able to use the HUD without using oxygen ? O.o
But if you mean seeing the HUD with the helmet off then you already have that option in the config file, the display does it by default.
Night vision might be possible but with actual light.
Not sure what you mean by "(items/blocks/creatures instead of heat)".
But yeah it's out of this mod's scope, I could make it as a separate mod but I dunno, I'll try and see how it looks... even though the game renderer has issues right now (grids/trees/rocks are emissive and headlights/spotlights don't have shadows, neither do mod-created lights).
What do you mean you didn't switch on DX11 yet ? O.o The game only has DX11 and I don't think this mod works with the old 32bit/WinXp/DX9 branch anymore.
Yea the clock would be weird. Perhaps you could calculate the characters position and spherical coordinates relative to the nearest planetary gravity, maybe even exclude the clock if they are not within any planetary gravity, Then grab the position of the sun and extrapolate.
scratch that...
Even simpler and makes more sense (I don't know how the game engine works) grab the position of the sun, the position of the player, and the position of the nearest planetary gravity. Draw a line from the planet center to sun and another from the planet center to the character, flatten the line between the character and the planet center to the 2d plane the sun orbits on. Compare the angle between the two "hands of the clock" if they match up exactly it's noon, if they are exactly opposite it's midnight. It's crude, time would get all sorts of messed up at the poles.
if their not within any planet gravity, put XX:XX.
HUD without using oxygen, OK, i'll have to check out the config again.
yea I figured it was outside the scope. just thought i'd mention the idea. What I meant by the item/blocks/creatures was that normally IR vision, also known as thermal vision ( sometimes color coded blue->red sometimes black-white(linked below)) shows objects of heat such as people, vehicles, production facilities, fires. There aren't many of those things naturally in space engineers.
http://www.transportationtechnologyventures.com/simwiki/images/3/3c/CODIR.png
seeing blocks (maybe just production/heat producing blocks) and loose items (rocks, ores, tools) along with the normal (people, engines, creatures) would make it more functional and of greater use.
"It's designed separately for DX9 and DX11, by default it's set to DX9 so if you're running DX11 you should type /helmet dx11 when you first boot it up."
Second sentence in your mod description, I did notice that nothing really changed when I typed in the command in-game.
Thank you again.
About DX9 description: I forgot about that there, that's no longer the case because the mod automatically detects DX11 and DX9 no longer exists. I'll edit xD
[Like this][i34.tinypic.com]
I think NV (Night Vision; Light-Amplification) would be a much better scenario. But the overlay shader could make reading UI harder.