space engineers lcd panel no panels found manufacturer
The various LCD Panel blocks are a great way to add a human touch to a ship or base by displaying useful images or text. For LCD configuration and usage, see LCD Surface Options.
Note: Some functional blocks, such as Cockpits, Programmable Blocks, Custom Turret Controllers, and Button Panels, have customizable LCD surfaces built in that work the same way as LCD Panel blocks, which are also discussed in detail under LCD Surface Options.
LCD Panels need to be built on a powered grid to work. Without power, they display an "Offline" text. While powered without having a text, image, or script set up, they display "Online".
LCD Panel blocks come in a variety of sizes from tiny to huge (see list below) and are available for large and small grid sizes. Note that LCD Panel blocks all have connections on their backs, and very few also on a second side.
All LCD Panels and LCD surfaces work with the same principle: They are capable of displaying dynamic scripts, or few inbuilt static images accompanied by editable text. Access the ship"s Control Panel Screen to configure LCD Panels or LCD surfaces; or face the LCD Panel block and press "K".
A Text Panel, despite its name, can also display images. On large grid, it is rectangular and does not fully cover the side of a 1x1x1 block. On small grid it is 1x1x1, the smallest possible LCD block in game.
On large grid, you choose the Text Panel when you need something that has rectangular dimensions that make it look like a wall-mounted TV or computer screen. If you want to display images, this one works best with the built-in posters whose names end in "H" or "V" (for horizontal or vertical rotation). On Small grid, you place these tiny display surfaces so you can see them well while seated in a cockpit or control seat, to create a custom display array of flight and status information around you.
Corner LCDs are much smaller display panels that typically hold a few lines of text. They don"t cover the block you place them on and are best suited as signage for doors, passages, or containers. They are less suitable for displaying images, even though it"s possible. If you enable the "Keep aspect ratio" option, the image will take up less than a third of the available space.
These huge Sci-Fi LCD Panels come in sizes of 5x5, 5x3, and 3x3 blocks, and can be built on large grids only. These panels are only available to build if you purchase the "Sparks of the Future" pack DLC.
They work the same as all other LCD Panels, the only difference is that they are very large. In the scenario that comes with the free "Sparks of the Future" update, they are used prominently as advertisement boards on an asteroid station.
This LCD panel can be built on large and small grids. The transparent LCD is basically a 1x1x1 framed window that displays images and text. It is part of the paid "Decorative Blocks Pack #2" DLC.
What is special about them is that if you set the background color to black, this panel becomes a transparent window with a built-in display. In contrast to other LCD Panels it has no solid backside, which makes it ideal to construct transparent cockpit HUDs, or simply as cosmetic decoration.
While configuring an LCD Panel, the GUI covers up the display in-world and you can"t see how the text or images comes out. In the UI Options, you can lower the UI Background opacity to be translucent, so you can watch what you are doing more easily.
But it will decrease the performance of the game - you need to have powerful GPU for that, as each screen is essentially another frame to render. Thus if your FPS is 40, with another camera-on-screen it might drop to 20 (if low FPS was caused by taxed GPU, not overloaded CPU). And it will incur some cost in CPU performance.
But it can be managed: in graphic settings there might be another slider: maximum of camera-to-screens, max distance of player to screen with screens nearer to player taking preference, plus if screen is LOD model it should be ignored.
But it will decrease the performance of the game - you need to have powerful GPU for that, as each screen is essentially another frame to render. Thus if your FPS is 40, with another camera-on-screen it might drop to 20 (if low FPS was caused by taxed GPU, not overloaded CPU). And it will incur some cost in CPU performance.
But it can be managed: in graphic settings there might be another slider: maximum of camera-to-screens, max distance of player to screen with screens nearer to player taking preference, plus if screen is LOD model it should be ignored.
The original mod worked fine, almost no performance impact whatsoever. It was well designed, didn"t do anything it didn"t need to, and used a dynamic pool of your available frames so that it literally couldn"t drag your FPS down. The worse your frames, the less the mod did. If you got over 60, it used those for even smoother displays. Xocliw showed it off on the community stream. He showed it directly to Marek, showed it working beautifully, while having none of the drawbacks it was claimed such a mod would have. And then Keen ignored the potential and changed a bunch of things and the mod died.
The original mod worked fine, almost no performance impact whatsoever. It was well designed, didn"t do anything it didn"t need to, and used a dynamic pool of your available frames so that it literally couldn"t drag your FPS down. The worse your frames, the less the mod did. If you got over 60, it used those for even smoother displays. Xocliw showed it off on the community stream. He showed it directly to Marek, showed it working beautifully, while having none of the drawbacks it was claimed such a mod would have. And then Keen ignored the potential and changed a bunch of things and the mod died.
It did have the drawbacks it was claimed such a mod would have... it"s just, it was showcased on powerful computers with enough frames to spare. The second you don"t have a powerful computer, you"ll see the drawbacks quickly. This is why it wasn"t made vanilla.
It did have the drawbacks it was claimed such a mod would have... it"s just, it was showcased on powerful computers with enough frames to spare. The second you don"t have a powerful computer, you"ll see the drawbacks quickly. This is why it wasn"t made vanilla.
Duke Nukem 3d had a camera view to screen feature in a game with user generated maps/layouts 22 years ago. Granted it wasn"t 1080p but I don"t think anyones expecting that from a Text panel. Unpossible!
Duke Nukem 3d had a camera view to screen feature in a game with user generated maps/layouts 22 years ago. Granted it wasn"t 1080p but I don"t think anyones expecting that from a Text panel. Unpossible!
glad to see this thread bumped i find it ridiculous that this isn"t already in the game. Surely you could implement this with some sort of anti-rastorization method where you just don"t render the parts of the ship eclipsed by the display just like if you gave dirt or whatever a transparent texture back in minceraft, that"s how rodina does it; and even without the fact that this method would be way more efficient, you would also end up with a better, more spacey, implementation "cause it would have perspective.
glad to see this thread bumped i find it ridiculous that this isn"t already in the game. Surely you could implement this with some sort of anti-rastorization method where you just don"t render the parts of the ship eclipsed by the display just like if you gave dirt or whatever a transparent texture back in minceraft, that"s how rodina does it; and even without the fact that this method would be way more efficient, you would also end up with a better, more spacey, implementation "cause it would have perspective.
Also, it"s not a matter of C# vs C++. It might be marginally faster if implemented correctly in C++, but it"s more a matter of the graphics card having to render 2 "screens" instead of 1.
It"s a fantastic feature that i"d love to have, with current technology (Not just SE), it"s just not really possible in a way that would be usable in game.
Also, it"s not a matter of C# vs C++. It might be marginally faster if implemented correctly in C++, but it"s more a matter of the graphics card having to render 2 "screens" instead of 1.
It"s a fantastic feature that i"d love to have, with current technology (Not just SE), it"s just not really possible in a way that would be usable in game.
@zooltan no, the camera monitors would show a display of the camera view after you look through it. Its framerate was like 1Hz and it only lasted for so long but considering I was playing it on a x486 (I think)...
@zooltan no, the camera monitors would show a display of the camera view after you look through it. Its framerate was like 1Hz and it only lasted for so long but considering I was playing it on a x486 (I think)...
Rendering a scene to a dynamic camera is something video games have always struggled with, especially if it"s a scene from an area wwith no players anywhere near by, you"re asking the server to keep up with scenes that could be across the map, or atleast across max antenna range.
Rendering a scene to a dynamic camera is something video games have always struggled with, especially if it"s a scene from an area wwith no players anywhere near by, you"re asking the server to keep up with scenes that could be across the map, or atleast across max antenna range.
While the actual rendering is client side, the camera can be several subgrids - maybe kilometers - away and see a different part of the universe. A camera would be like an additional player, spawning in local asteroids and streaming grid data from the server to be rendered on the remote camera feed. Or cameras are 100% local and intended for cameras in close proximity only, with no load on the server and very low PCU amount. (Maybe have separate server/client PCU?)
While the actual rendering is client side, the camera can be several subgrids - maybe kilometers - away and see a different part of the universe. A camera would be like an additional player, spawning in local asteroids and streaming grid data from the server to be rendered on the remote camera feed. Or cameras are 100% local and intended for cameras in close proximity only, with no load on the server and very low PCU amount. (Maybe have separate server/client PCU?)
It is possible, but that was never a simple mod; that entry on the Steam workshop was just to add the terminal controls, the actual code was in a plugin (Client Extender) that you had to install alongside the game.It allowed you to write frames to textures and had a priority queue system so it would never drain your FPS more than you allowed it, and you could give client-side priority to cameras; if you"re in a big battle with a bunch of different people who also use LCD feeds then, from your perspective, yours would be updated first and fastest regardless.
It is possible, but that was never a simple mod; that entry on the Steam workshop was just to add the terminal controls, the actual code was in a plugin (Client Extender) that you had to install alongside the game.It allowed you to write frames to textures and had a priority queue system so it would never drain your FPS more than you allowed it, and you could give client-side priority to cameras; if you"re in a big battle with a bunch of different people who also use LCD feeds then, from your perspective, yours would be updated first and fastest regardless.
I saw Camera, LCD, then it was obvious I could link a camera feed to one of cockpit LCD to have a view..... even at low resolution, and even with limitation numbers.
I saw Camera, LCD, then it was obvious I could link a camera feed to one of cockpit LCD to have a view..... even at low resolution, and even with limitation numbers.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.
Having the ability to view a camera image from an LCD in a basement - which is what I nearly always end up building in order to protect my gear from meteorites - would be a massive boon.
Also, displaying multiple camera images on LCDs means that a ship could have a decent bridge buried deep inside it and still have good visibility of the surrounding space, without needing to cycle through cameras while sitting in a control seat.
Having the ability to view a camera image from an LCD in a basement - which is what I nearly always end up building in order to protect my gear from meteorites - would be a massive boon.
Also, displaying multiple camera images on LCDs means that a ship could have a decent bridge buried deep inside it and still have good visibility of the surrounding space, without needing to cycle through cameras while sitting in a control seat.
I want this to very very badly I had a ship idea that had this involved with a script but I didn’t know that Scripps couldn’t allow this yet. I hope they Addison to the game I really really do!
I want this to very very badly I had a ship idea that had this involved with a script but I didn’t know that Scripps couldn’t allow this yet. I hope they Addison to the game I really really do!
The mod is smart about it and makes it so that the LCD can "share" frames instead. So it can update at 30 fps but it doubles the GPU Render Load, or all the way down to 1fps which divides evenly amongst other LCDs. So if you had the setting at 30fps they"d each run at 15fps, which would divide further as you added more.
The mod is smart about it and makes it so that the LCD can "share" frames instead. So it can update at 30 fps but it doubles the GPU Render Load, or all the way down to 1fps which divides evenly amongst other LCDs. So if you had the setting at 30fps they"d each run at 15fps, which would divide further as you added more.
I don"t know the limitations of this engine, but that what we ask for here, is used in many games like Portel or Prey (the old one) and is used, when some NPCs are in a monitor. For example, in Half Life 2, when Wallace Breen has his speeches on the monitors, the actual NPC is loaded in a separate room on the map, where the NPC gets recorded by a virtual camerajand is streamed directly to the ingame TVs and monitors, the player can see and they do it that way, because, according to the devs, tihs is much easier then make a actual video clip to play back on the screens. So it schouldn"t be wichcraft to make something like that. Except the engine really can"t cope with that.
The Mods we had, are more or less a collection of workarounds to make this feature somewhat functioning, but someone with unrestricted access to the source code, should be able to implement, at least the frame work, for such a function, without all too heavy performance impacts. Furthermore we are in an age, of ridiculously powerfull GPU like the Nvidia 30 Series and Space Engineers never was a casual game, requirement wise. And for those with a too weak system, we could make a tab in the world settings to disable this feature.
I don"t know the limitations of this engine, but that what we ask for here, is used in many games like Portel or Prey (the old one) and is used, when some NPCs are in a monitor. For example, in Half Life 2, when Wallace Breen has his speeches on the monitors, the actual NPC is loaded in a separate room on the map, where the NPC gets recorded by a virtual camerajand is streamed directly to the ingame TVs and monitors, the player can see and they do it that way, because, according to the devs, tihs is much easier then make a actual video clip to play back on the screens. So it schouldn"t be wichcraft to make something like that. Except the engine really can"t cope with that.
The Mods we had, are more or less a collection of workarounds to make this feature somewhat functioning, but someone with unrestricted access to the source code, should be able to implement, at least the frame work, for such a function, without all too heavy performance impacts. Furthermore we are in an age, of ridiculously powerfull GPU like the Nvidia 30 Series and Space Engineers never was a casual game, requirement wise. And for those with a too weak system, we could make a tab in the world settings to disable this feature.
The problem is, no matter the engine, rendering an extra camera will always cost a full extra render pass; which will scale for every camera you have active.
The problem is, no matter the engine, rendering an extra camera will always cost a full extra render pass; which will scale for every camera you have active.
i would make lcd refresh rate based on distance to closest player, that is looking at that lcd - so game would crank up lcd fps only when someone is actually looking at it and "freeze" display when nobody is around or looking on something else ....
i would make lcd refresh rate based on distance to closest player, that is looking at that lcd - so game would crank up lcd fps only when someone is actually looking at it and "freeze" display when nobody is around or looking on something else ....
I also find it very strange that this is so hard to implement... Duke Nukem 3D dynamically rendered security cameras onto display screens just fine 25 years ago (before even basic 3d graphics cards were even in most gamer"s PCs) along with a few N64 games, like Goldeneye. Not to mention more recent games like Half Life 2. There are a lot of ways to keep it performant on modern systems. Here"s a few suggestions that little old me can think of to keep system performance from being too negatively impacted.
If a remote camera LCD isn"t in visible range to a player, then don"t gather render data from the camera nor render the camera onto the LCD. I do not believe this is something that a modder could do, since it would require access to a player"s rendering data and being able to detect if any remote camera LCDs are within what"s being rendered.
Any camera feeds are sampled at a lower resolution and also rendered to LCDs at a lower resolution than when a player views through the camera directly. With a lower resolution on both sampling and rendering I would expect GPU stress to be lower as well.
Nested camera LCDs (any LCD"s rendering a camera that are THEN viewed by a later camera and rendered to a later LCD) would be only rendered at 1fps and only when the player is looking at the later LCD, otherwise it is not rendered. Or just don"t render nested camera LCDs at all, though that might confuse some players if done without explanation.
I also find it very strange that this is so hard to implement... Duke Nukem 3D dynamically rendered security cameras onto display screens just fine 25 years ago (before even basic 3d graphics cards were even in most gamer"s PCs) along with a few N64 games, like Goldeneye. Not to mention more recent games like Half Life 2. There are a lot of ways to keep it performant on modern systems. Here"s a few suggestions that little old me can think of to keep system performance from being too negatively impacted.
If a remote camera LCD isn"t in visible range to a player, then don"t gather render data from the camera nor render the camera onto the LCD. I do not believe this is something that a modder could do, since it would require access to a player"s rendering data and being able to detect if any remote camera LCDs are within what"s being rendered.
Any camera feeds are sampled at a lower resolution and also rendered to LCDs at a lower resolution than when a player views through the camera directly. With a lower resolution on both sampling and rendering I would expect GPU stress to be lower as well.
Nested camera LCDs (any LCD"s rendering a camera that are THEN viewed by a later camera and rendered to a later LCD) would be only rendered at 1fps and only when the player is looking at the later LCD, otherwise it is not rendered. Or just don"t render nested camera LCDs at all, though that might confuse some players if done without explanation.
Many games implement in-view screens of the game world. This isn"t new and not impossible just something Keen chose not to implement with their time. Other priorities. The LCD displays in the game and the cameras seem like a perfect match.
Many games implement in-view screens of the game world. This isn"t new and not impossible just something Keen chose not to implement with their time. Other priorities. The LCD displays in the game and the cameras seem like a perfect match.
Ill be honest, I don"t care about the GPU limitations and all the technical issues. Sorry but thats not for us players to worry about, we come up with ideas and devs make the judgements and solutions. If this feature works it would be a massive improvement to the game.
Ill be honest, I don"t care about the GPU limitations and all the technical issues. Sorry but thats not for us players to worry about, we come up with ideas and devs make the judgements and solutions. If this feature works it would be a massive improvement to the game.
Now as to why this will never probably happen other than those options I had given above and not dragging into question player Computer specs and what not.
Now as to why this will never probably happen other than those options I had given above and not dragging into question player Computer specs and what not.
It"s not the overlay, it"s the feed - which doesn"t exist. Cameras cheat by moving the player"s POV to the camera, not be sending a camera feed back to the player. So this request is more work than it appears; each camera would need to be rendered. Would it be rendered by the server? Servers don"t render anything right now. A player? Which one? What if they log out? It"s complicated.
It"s not the overlay, it"s the feed - which doesn"t exist. Cameras cheat by moving the player"s POV to the camera, not be sending a camera feed back to the player. So this request is more work than it appears; each camera would need to be rendered. Would it be rendered by the server? Servers don"t render anything right now. A player? Which one? What if they log out? It"s complicated.
I was searching about the best camera for photography then I found an article on google which gave the best info about top cameras and lenses. The article was from
I was searching about the best camera for photography then I found an article on google which gave the best info about top cameras and lenses. The article was from
It"s not rhetoric, it"s simple reality of economics. If you can"t afford what"s necessary to run a feature, then you can hardly expect the feature to be made available to you anyway, can you? I too would like if my car was as luxurious as a Bentley. Alas, I couldn"t afford a Bentley, so, why should I be entitled to having VW make my Polo be like one for what I paid for that Polo?
It"s not rhetoric, it"s simple reality of economics. If you can"t afford what"s necessary to run a feature, then you can hardly expect the feature to be made available to you anyway, can you? I too would like if my car was as luxurious as a Bentley. Alas, I couldn"t afford a Bentley, so, why should I be entitled to having VW make my Polo be like one for what I paid for that Polo?
I was not refering to the message, that was true enough. your statement is also true. but if your polo and bentley were made in the same year, is one more primitive than the other? I was reffering to error 404"s use of the word primitive in the context of consoles and its derogatory connotation in this sense.
I was not refering to the message, that was true enough. your statement is also true. but if your polo and bentley were made in the same year, is one more primitive than the other? I was reffering to error 404"s use of the word primitive in the context of consoles and its derogatory connotation in this sense.
Attacking strawmen buys you nothing. I never said anywhere that either make was more or less primitive than the other, and you know damn well I never did. You were the one who conflated those two very separate illustrations of the matter.
Attacking strawmen buys you nothing. I never said anywhere that either make was more or less primitive than the other, and you know damn well I never did. You were the one who conflated those two very separate illustrations of the matter.
I was reffering to error 404"s message with my primitive statement. I apologize if that was interpreted the wrong way. as far as justification of purchase and all that, I just want to play the game and have fun. I won"t get into a linguistics debate because I don"t want to. all the rest of that eggshells and diplomacy and whatever else you are talking about is kinda irrelevant because you are right. they should be two seperate versions. but just because you are correct does not mean you can"t be polite in your speech and manner towards other people.
I was reffering to error 404"s message with my primitive statement. I apologize if that was interpreted the wrong way. as far as justification of purchase and all that, I just want to play the game and have fun. I won"t get into a linguistics debate because I don"t want to. all the rest of that eggshells and diplomacy and whatever else you are talking about is kinda irrelevant because you are right. they should be two seperate versions. but just because you are correct does not mean you can"t be polite in your speech and manner towards other people.
The troll face says it all. PC gamers also have low end hardware. There is a bit of psychology at work here though. If your PC can"t handle the camera-to-LCD feature you may chose to turn it off for now, maybe consider a GPU or RAM upgrade or just accept it for now. For cool screenshots you can always turn it back on temporarily. You feel like it"s all in your hands. On a console on the other hand, graphics and complexity are often locked down, like the number of planets or asteroids. You can"t upgrade a hardware component or decide for yourself if camera-to-LCD is worth the performance hit. Others decide what your console can handle. You begin to feel disenfranchised compared to a PC gamer with comparable hardware.
The troll face says it all. PC gamers also have low end hardware. There is a bit of psychology at work here though. If your PC can"t handle the camera-to-LCD feature you may chose to turn it off for now, maybe consider a GPU or RAM upgrade or just accept it for now. For cool screenshots you can always turn it back on temporarily. You feel like it"s all in your hands. On a console on the other hand, graphics and complexity are often locked down, like the number of planets or asteroids. You can"t upgrade a hardware component or decide for yourself if camera-to-LCD is worth the performance hit. Others decide what your console can handle. You begin to feel disenfranchised compared to a PC gamer with comparable hardware.
I have a lot of critique for Keen and their decitions, but I agree with them on this one. I am a software developer, with 8 years of experience in game engines and I don"t know of any way to implement this in a way that performs well and satisfies what players expect.
So unless you can give a detailed explanation of how to implement this, and not just how you "think" it can be done, then please respect the actual developers who decided not to implement this one feature.
I have a lot of critique for Keen and their decitions, but I agree with them on this one. I am a software developer, with 8 years of experience in game engines and I don"t know of any way to implement this in a way that performs well and satisfies what players expect.
So unless you can give a detailed explanation of how to implement this, and not just how you "think" it can be done, then please respect the actual developers who decided not to implement this one feature.
Also, generaly speaking, if you are a doing one job and you find yourself strugling due to incompetence, you can always go do somethingh ealse. Sweeping streets or emptying sewers pays well. I wouldnt know tho, cos i do my job well.
Also, generaly speaking, if you are a doing one job and you find yourself strugling due to incompetence, you can always go do somethingh ealse. Sweeping streets or emptying sewers pays well. I wouldnt know tho, cos i do my job well.
As can be seen in this YouTube Video (https://www.youtube.com/watch?v=cWpFZbjtSQg) implementing a camera feed to the LCD screens shouldn"t be thatdifficult. Now one difference would be the need to dynamically alter the position of the projection but even as an inexperienced programmer that is not an issue. If the devs have some competence (which I would assume given they developed this game) it should not be a problem to implement at all, except of course the issue with consoles other users mentioned. Drawing a second camera is expensive for the render engine but if not done at full resolution, unless the player is accessing the camera directly, I fail to see any issues except poor performance on low end pc"s and console, which imo is already the case so that would be a drop of water in an ocean.
As can be seen in this YouTube Video (https://www.youtube.com/watch?v=cWpFZbjtSQg) implementing a camera feed to the LCD screens shouldn"t be thatdifficult. Now one difference would be the need to dynamically alter the position of the projection but even as an inexperienced programmer that is not an issue. If the devs have some competence (which I would assume given they developed this game) it should not be a problem to implement at all, except of course the issue with consoles other users mentioned. Drawing a second camera is expensive for the render engine but if not done at full resolution, unless the player is accessing the camera directly, I fail to see any issues except poor performance on low end pc"s and console, which imo is already the case so that would be a drop of water in an ocean.
you always pull the "how many of you are programers" card.But it"s true. There"s a difference between bashing some stackoverflow search results together and truly making the effort of working it effectively and efficiently into the final product. And that"s not even considering the economics of working under employment in a company that earns the money to pay you from selling the work you contribute. You may think Keen is incompetent, you may call Keen incompetent, and maybe they even are, by some measure or another, but that still doesn"t change anything about that, right here, right now, they have this much work, this much capacity, and this much market demand for this much of their products. You might not like it. Hell, they might not like it. But nobody can escape their daily need of bread on the table, and that"s ultimately what makes or breaks pursuit of any requested feature.
As can be seen in this YouTube VideoYes, but SE"s gameworlds aren"t exactly just some five polygons like in that video"s test world. I have no doubt the R&D to find out how to optimise this before even going about optimising this, and a ton of other considerations in the ecosystem of the whole game around such a camera feature, is weighing a lot heavier than just spending an afternoon or so to get the code written.
It"s still a business decision. How many more paying players could adding such a small yet challenging-to-implement-well feature as a ploppable cam feed realistically invite? Enough to warrant the effort? Likely no? Then no.
you always pull the "how many of you are programers" card.But it"s true. There"s a difference between bashing some stackoverflow search results together and truly making the effort of working it effectively and efficiently into the final product. And that"s not even considering the economics of working under employment in a company that earns the money to pay you from selling the work you contribute. You may think Keen is incompetent, you may call Keen incompetent, and maybe they even are, by some measure or another, but that still doesn"t change anything about that, right here, right now, they have this much work, this much capacity, and this much market demand for this much of their products. You might not like it. Hell, they might not like it. But nobody can escape their daily need of bread on the table, and that"s ultimately what makes or breaks pursuit of any requested feature.
As can be seen in this YouTube VideoYes, but SE"s gameworlds aren"t exactly just some five polygons like in that video"s test world. I have no doubt the R&D to find out how to optimise this before even going about optimising this, and a ton of other considerations in the ecosystem of the whole game around such a camera feature, is weighing a lot heavier than just spending an afternoon or so to get the code written.
It"s still a business decision. How many more paying players could adding such a small yet challenging-to-implement-well feature as a ploppable cam feed realistically invite? Enough to warrant the effort? Likely no? Then no.
After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!
Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.
There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.
There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:
Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.
Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.
Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.
Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.
Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?
Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.
Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.
Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.
Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.
Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.
*Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag:
Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.
Sometimes we have to invest in people, teams, or projects, without knowing if they will work out. You need to give them time. And if you want to have a high bar for innovation, expecting novel things, you need to take the risk.
A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.
A: The way we designed this is that even people who don’t purchase the Decorative Pack can play on servers with people who own the Decorative Pack. Players who don’t own the Decorative Pack won’t be able to build with these new blocks, nor interact with them, but they will be able to view them in-game.
A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.
A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.
A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.
A: Hehe, if you put it this way, it sounds kind of funny. But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.
Looking at our upcoming plans, I can say that we are going to work on another package similar to this one. It’s not a secret that we want to bring you more things you asked for in the past, such as new skins, new weapons, new economy system etc.
If you want to let me know your feedback on our decision to release paid Decorative Pack, please get in touch via my personal email address marek.rosa@keenswh.com. I welcome every feedback and we will use it to learn and provide better service.
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IPS (in-plane switching) is a screen technology for liquid-crystal displays (LCDs). In IPS, a layer of liquid crystals is sandwiched between two glass surfaces. The liquid crystal molecules are aligned parallel to those surfaces in predetermined directions (in-plane). The molecules are reoriented by an applied electric field, whilst remaining essentially parallel to the surfaces to produce an image. It was designed to solve the strong viewing angle dependence and low-quality color reproduction of the twisted nematic field effect (TN) matrix LCDs prevalent in the late 1980s.
The TN method was the only viable technology for active matrix TFT LCDs in the late 1980s and early 1990s. Early panels showed grayscale inversion from up to down,Vertical Alignment (VA)—that could resolve these weaknesses and were applied to large computer monitor panels.
Shortly thereafter, Hitachi of Japan filed patents to improve this technology. A leader in this field was Katsumi Kondo, who worked at the Hitachi Research Center.thin-film transistor array as a matrix and to avoid undesirable stray fields in between pixels.Super IPS). NEC and Hitachi became early manufacturers of active-matrix addressed LCDs based on the IPS technology. This is a milestone for implementing large-screen LCDs having acceptable visual performance for flat-panel computer monitors and television screens. In 1996, Samsung developed the optical patterning technique that enables multi-domain LCD. Multi-domain and in-plane switching subsequently remain the dominant LCD designs through 2006.
IPS technology is widely used in panels for TVs, tablet computers, and smartphones. In particular, most IBM products was marketed as CCFL backlighting, and all Apple Inc. products marketed with the label backlighting since 2010.
Most panels also support true 8-bit-per-channel colour. These improvements came at the cost of a lower response time, initially about 50 ms. IPS panels were also extremely expensive.
IPS has since been superseded by S-IPS (Super-IPS, Hitachi Ltd. in 1998), which has all the benefits of IPS technology with the addition of improved pixel refresh timing.
In this case, both linear polarizing filters P and A have their axes of transmission in the same direction. To obtain the 90 degree twisted nematic structure of the LC layer between the two glass plates without an applied electric field (OFF state), the inner surfaces of the glass plates are treated to align the bordering LC molecules at a right angle. This molecular structure is practically the same as in TN LCDs. However, the arrangement of the electrodes e1 and e2 is different. Because they are in the same plane and on a single glass plate, they generate an electric field essentially parallel to this plate. The diagram is not to scale: the LC layer is only a few micrometers thick and so is very small compared with the distance between the electrodes.
The LC molecules have a positive dielectric anisotropy and align themselves with their long axis parallel to an applied electrical field. In the OFF state (shown on the left), entering light L1 becomes linearly polarized by polarizer P. The twisted nematic LC layer rotates the polarization axis of the passing light by 90 degrees, so that ideally no light passes through polarizer A. In the ON state, a sufficient voltage is applied between electrodes and a corresponding electrical field E is generated that realigns the LC molecules as shown on the right of the diagram. Here, light L2 can pass through polarizer A.
In practice, other schemes of implementation exist with a different structure of the LC molecules – for example without any twist in the OFF state. As both electrodes are on the same substrate, they take more space than TN matrix electrodes. This also reduces contrast and brightness.
Unlike TN LCDs, IPS panels do not lighten or show tailing when touched. This is important for touch-screen devices, such as smartphones and tablet computers.
Toward the end of 2010 Samsung Electronics introduced Super PLS (Plane-to-Line Switching) with the intent of providing an alternative to the popular IPS technology which is primarily manufactured by LG Display. It is an "IPS-type" panel technology, and is very similar in performance features, specs and characteristics to LG Display"s offering. Samsung adopted PLS panels instead of AMOLED panels, because in the past AMOLED panels had difficulties in realizing full HD resolution on mobile devices. PLS technology was Samsung"s wide-viewing angle LCD technology, similar to LG Display"s IPS technology.
In 2012 AU Optronics began investment in their own IPS-type technology, dubbed AHVA. This should not be confused with their long standing AMVA technology (which is a VA-type technology). Performance and specs remained very similar to LG Display"s IPS and Samsung"s PLS offerings. The first 144 Hz compatible IPS-type panels were produced in late 2014 (used first in early 2015) by AUO, beating Samsung and LG Display to providing high refresh rate IPS-type panels.
"TFT Technology: Enhancing the viewing angle". Riverdi (TFT Module Manufacturer). Archived from the original on 23 April 2016. Retrieved 5 November 2016. However, [twisted nematic] suffers from the phenomenon called gray scale inversion. This means that the display has one viewing side in which the image colors suddenly change after exceeding the specified viewing angle. (see image Inversion Effect) External link in |quote= (help)
tech2 News Staff (19 May 2011). "LG Announces Super High Resolution AH-IPS Displays". Firstpost.com. Archived from the original on 11 December 2015. Retrieved 10 December 2015.
Baker, Simon (30 April 2011). "Panel Technologies: TN Film, MVA, PVA and IPS Explained". Tftcentral.co.uk. Archived from the original on 29 June 2017. Retrieved 13 January 2012.
Ivankov, Alex (1 September 2016). "Advantages and disadvantages of IPS screen technology". Version Daily. Archived from the original on 26 September 2017. Retrieved 25 September 2017.
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If you’ve ever tried to connect an LCD display to an Arduino, you might have noticed that it consumes a lot of pins on the Arduino. Even in 4-bit mode, the Arduino still requires a total of seven connections – which is half of the Arduino’s available digital I/O pins.
The solution is to use an I2C LCD display. It consumes only two I/O pins that are not even part of the set of digital I/O pins and can be shared with other I2C devices as well.
True to their name, these LCDs are ideal for displaying only text/characters. A 16×2 character LCD, for example, has an LED backlight and can display 32 ASCII characters in two rows of 16 characters each.
At the heart of the adapter is an 8-bit I/O expander chip – PCF8574. This chip converts the I2C data from an Arduino into the parallel data required for an LCD display.
If you are using multiple devices on the same I2C bus, you may need to set a different I2C address for the LCD adapter so that it does not conflict with another I2C device.
An important point here is that several companies manufacture the same PCF8574 chip, Texas Instruments and NXP Semiconductors, to name a few. And the I2C address of your LCD depends on the chip manufacturer.
So your LCD probably has a default I2C address 0x27Hex or 0x3FHex. However it is recommended that you find out the actual I2C address of the LCD before using it.
Connecting an I2C LCD is much easier than connecting a standard LCD. You only need to connect 4 pins instead of 12. Start by connecting the VCC pin to the 5V output on the Arduino and GND to ground.
Now we are left with the pins which are used for I2C communication. Note that each Arduino board has different I2C pins that must be connected accordingly. On Arduino boards with the R3 layout, the SDA (data line) and SCL (clock line) are on the pin headers close to the AREF pin. They are also known as A5 (SCL) and A4 (SDA).
After wiring up the LCD you’ll need to adjust the contrast of the display. On the I2C module you will find a potentiometer that you can rotate with a small screwdriver.
Plug in the Arduino’s USB connector to power the LCD. You will see the backlight lit up. Now as you turn the knob on the potentiometer, you will start to see the first row of rectangles. If that happens, Congratulations! Your LCD is working fine.
To drive an I2C LCD you must first install a library called LiquidCrystal_I2C. This library is an enhanced version of the LiquidCrystal library that comes with your Arduino IDE.
The I2C address of your LCD depends on the manufacturer, as mentioned earlier. If your LCD has a Texas Instruments’ PCF8574 chip, its default I2C address is 0x27Hex. If your LCD has NXP Semiconductors’ PCF8574 chip, its default I2C address is 0x3FHex.
So your LCD probably has I2C address 0x27Hex or 0x3FHex. However it is recommended that you find out the actual I2C address of the LCD before using it. Luckily there’s an easy way to do this, thanks to the Nick Gammon.
But, before you proceed to upload the sketch, you need to make a small change to make it work for you. You must pass the I2C address of your LCD and the dimensions of the display to the constructor of the LiquidCrystal_I2C class. If you are using a 16×2 character LCD, pass the 16 and 2; If you’re using a 20×4 LCD, pass 20 and 4. You got the point!
First of all an object of LiquidCrystal_I2C class is created. This object takes three parameters LiquidCrystal_I2C(address, columns, rows). This is where you need to enter the address you found earlier, and the dimensions of the display.
In ‘setup’ we call three functions. The first function is init(). It initializes the LCD object. The second function is clear(). This clears the LCD screen and moves the cursor to the top left corner. And third, the backlight() function turns on the LCD backlight.
After that we set the cursor position to the third column of the first row by calling the function lcd.setCursor(2, 0). The cursor position specifies the location where you want the new text to be displayed on the LCD. The upper left corner is assumed to be col=0, row=0.
There are some useful functions you can use with LiquidCrystal_I2C objects. Some of them are listed below:lcd.home() function is used to position the cursor in the upper-left of the LCD without clearing the display.
lcd.scrollDisplayRight() function scrolls the contents of the display one space to the right. If you want the text to scroll continuously, you have to use this function inside a for loop.
lcd.scrollDisplayLeft() function scrolls the contents of the display one space to the left. Similar to above function, use this inside a for loop for continuous scrolling.
If you find the characters on the display dull and boring, you can create your own custom characters (glyphs) and symbols for your LCD. They are extremely useful when you want to display a character that is not part of the standard ASCII character set.
CGROM is used to store all permanent fonts that are displayed using their ASCII codes. For example, if we send 0x41 to the LCD, the letter ‘A’ will be printed on the display.
CGRAM is another memory used to store user defined characters. This RAM is limited to 64 bytes. For a 5×8 pixel based LCD, only 8 user-defined characters can be stored in CGRAM. And for 5×10 pixel based LCD only 4 user-defined characters can be stored.
Creating custom characters has never been easier! We have created a small application called Custom Character Generator. Can you see the blue grid below? You can click on any 5×8 pixel to set/clear that particular pixel. And as you click, the code for the character is generated next to the grid. This code can be used directly in your Arduino sketch.
After the library is included and the LCD object is created, custom character arrays are defined. The array consists of 8 bytes, each byte representing a row of a 5×8 LED matrix. In this sketch, eight custom characters have been created.
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