space engineers small lcd panel 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.
Description: Powerful computer mainframe for your space stations and capital ships that is capable to advanced decision making. Loves to sing "daisy bell" from time to time for no apparent reason. Can be stacked into computing net with multiple inst...
We at Lancaster Inc. have developed 9 new LCD and HUD attachment modules for the Fighter Cockpit and Worker Cockpit to enhance its capabilities. These modules provid...
Psst! Pssssst hey you! Tired of that annoying yellow haze over your LCD screens? I know what that stuff is, they claim it helps your vision but it really doesn"t. Lucky for you I got my hands on some better stuff and am willing to sell. This here Clear LCD...
This mod adds two LCD Panels and two Text Panels with "Left" and "Down" model offsets. This means that the object appears one block to the side or below where you physically place it.
In here you"ll find an insight into the delightfully mad world of Capac"s mind. After encouraging him to create a selection of posters for use on LCDs in our Survival... Unlikely series this is what he delivered.
This is a collection of beautiful panoramas that I have sourced from Pixabay (links to the photos at the bottom). They are divided into perfectly sized chunks for use on square LCDs for the creation of... something that I"ll reveal in the coming episodes o...
Also includes Left and Right offset versions that allow the placing of upto three LCD panels on a single block (be warned that these screens technically occupy the block NEXT to the one they appea...
----------------------------------------------------------------------------------------------------------------------Transparent LCD Panels Extended Pack(DLC Only)
Like Chris says, it"s LCDs I was looking for, as the "cool" factor of having a dashboard in my small ship. While the text screens are awesome (is that a program you wrote that displays the details???), it"s not what I was looking for.
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.
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.
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.
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: 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.
The next Major (1.199) release for Space Engineers is upon us. Heavy Industry Introduces a whole new vision of industry in Space Engineers! A reimagining of industrial might, from lunar mining site to factory floor; smelting, refining, and mass production never looked so good.
This massive update is one of our biggest! Including DLC, Heavy Industry adds nearly 100 new blocks and block variants to Space Engineers! We hope you enjoy exploring Heavy Industry as much as we did creating it.
You can find a complete list of all free game content below. We are also offering you the opportunity to support the continued development of Space Engineers by buying the Heavy Industry DLC, which includes even more thematic additions to Space Engineers!
Armor Panel Blocks – Sheath your cruiser in armor or frame out an interior, when space is at a premium. Introducing 16 shapes, heavy & light armor variants, small and large grid versions. Expand your creative options with 64 new blocks!
Magnetic plate – Heavy industrial Magnetic Plate, Large and Small grid versions. Allows for surface locking, similar to the landing gear. Useful for cranes, mecha, or custom landing gear.
We want to thank everyone who made a submission to the Music Contest “Sounds of Space Engineers”. Included in the free portion of today’s update, we have incorporated all of the winning contest tracks! Crank up the Jukebox and have a listen! Tracks are listed by title. You can find the artists, and a complete track list, in the game credits.
Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.
The price of the Heavy Industry DLC is $3.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Heavy Industry DLC.
A collection of industrial-style beams for structural support and exterior decoration. The Industrial beam, 10 variants in both large and small grids.
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.
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.
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.
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 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 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 ....
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.
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.
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.
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.
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.
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.
I do understand that this is not an easy thing to do, I still want it, but I have the programmer training to know you are basically adding a player for each camera feeding to an LCD, (For other programmers I know this is a vast over simplification but not everyone has the knowledge we do) VRage chokes enough at 12 players much less the higher numbers some servers can represent if it is add there would also need to be a server setting toggle to disable it or some troll can crash the server by setting up a dozen or two Camera/LCD pairs.
I do understand that this is not an easy thing to do, I still want it, but I have the programmer training to know you are basically adding a player for each camera feeding to an LCD, (For other programmers I know this is a vast over simplification but not everyone has the knowledge we do) VRage chokes enough at 12 players much less the higher numbers some servers can represent if it is add there would also need to be a server setting toggle to disable it or some troll can crash the server by setting up a dozen or two Camera/LCD pairs.
The LCD Panel is a thin panel that takes an entire block face and can display a variety of messages and textures that can be displayed constantly or triggered by the Programmable Block, Sensor, Timer Block, or any other block capable of triggering.
The "Color" sliders allow setting the text colour using RGB slider and "Backgr." allows setting background fill colours (default black). If using a transparent LCD then the text will be against transparency unless fill colour is added.
"Loaded Textures" has a list of the available default and modded (where applicable) images available for display on the screen. Select the desired image and select "Add to selection". The selected image will then show in the second "Selected textures" panel.
When multiple images are applied they can be set to cycle between with the duration between images being set by the "Image change interval" slider. To remove an image from display select it in the second panel and select "Remove selected".
The "Preserve aspect ratio" checkbox can be used to prevent the image being stretched if it does not fit the screen properly such as when using a wide LCD.
To set the LCD to display a script, choose "Script" from the dropdown. Choosing Script allows the display of information such as weather, artificial horizon for vehicles, Energy and Hydrogen level etc.
The panel"s title and text can be made public, private, or a combination of both. Textures applied can be selected from a list or custom textures can be selected. Textures can be set to rotate on a timer, changing from one to the next. GPS coordinates shown in the GPS format in the text panel will appear in the GPS and can be activated (=shown on HUD).
The LCD Panel could be accessed with the programmable block as IMyTextPanel. It could work in ´Texture Mode´ in which the selected textures are shown or the ´Text Mode´ in which the text is shown. The following methods are available:
Space Engineers has been available for quite a few years now and been at least semi-popular for all of that time. With the game out that long, especially one as intricate and creative as a game like Space Engineers, it"s no wonder it"s gathered quite the modding community. There are a ton of different mods out there, from ones that just change the game aesthetically to ones that fundamentally change the way the game is played. Let"s take a look at ten of the best mods for Space Engineers out there right now:
Updated on March 14th, 2020 by Drew Ferguson:Space Engineers still seems to be going strong, and players still seem to be creating quality mods for the space sandbox game. There is always something new to do in Space Engineers because of the open-ended nature of it; as a wise man once said, "There"s always a bigger fish."
There"s a lot of tedious busywork in Space Engineers. There are those that would argue that"s a strength of the game; it"s a good way to relax and spend some real time making something cool. But, some don"t have that kind of time or the desire to spend that long on a project, and for those people, there are Nanites. These Nanite"s can be programmed to do different things, from construction, repair, deconstruction, and more.
The NPC encounters in the default version of Space Engineers are a bit lacking, but the thought of not being entirely alone in the universe is pretty enticing. For those who like those cool encounters, this mod adds a bunch more of them to the game, making for a much less lonely experience. Sure, looking at the stars and pondering is fun. But so is becoming a notorious space pirate.
A bit along the lines of the last mod, this one adds cargo ships that fly around planets with atmosphere. This really makes a big difference in making the world feel pretty lively and, once again, gives ample opportunity to carve a name for yourself as an infamous space pirate. (I mean, you could be nice and let them be on their way, too, but let"s not pretend that"s what"s really going to happen, here.)
Let"s face it: the base game of Space Engineers can be a bit dreary. Just about the entire HUD is the same washed out blue color, and after a few hours of staring at it, it starts to look more than a bit dull.
On the topic of adding a bit of color to Space Engineers, here"s another mod to help: the Colorful Icons mod. Instead of every single item in every inventory being that same washed-out blue as the rest of every HUD element, it shows every item the same color that it is in the game when it"s outside the inventory. This really does wonders for the hours of time you"ll be spending sifting through the inventories here.
Space Engineers animations have come a long way since it"s early access launch all those years ago, but there"s still times you"re doing something in-game and your character sort of just stands there. With the Animated Interactions mod, that problem is more or less eliminated. Even if you play in first-person, most of what you"re going to do has an animation with this mod, doing wonders to increase that all-powerful immersion.
Space Engineers holds one dark secret: the knowledge that ninety-percent of your time in game is going to be spent looking to see how many materials of what kind are needed to build an item, trying very desperately to memorize them for the short trip back to the assembler, only to realize you have no idea what you needed and need to go back. The Easy Inventory mod fixes this, grabbing all of the things need to build that item and automatically stuffing them into your inventory.
While the space in Space Engineers looks cool, it doesn"t quite look real. For those who want to make space look as realistic as possible, there"s the Space Just Got Real mod.
Ever thoughtSpace Engineers was a little bit quiet? A bit lonely? Well, while it"s not quite the same as having a human companion, with the Ship AI Voice Basic mod, at least someone is talking! This mod adds dozens of voice lines to the game, all reacting and responding to what you do.
Everybody"s been there. A flip is switched, something doesn"t quite go as planned, and that huge space freighter that took dozens of hours to build is being torn apart by its own turrets.
But with the Smart Turrets mod, the disaster might have been avoided. This mod allows for a whole slew of new options, allowing for new targeting parameters, targeting specific blocks, the order in which it should destroy blocks, etc. For players who are into the combat in Space Engineers, this mod is a great addition.
Walking around on a planet in Space Engineers can feel like a pretty empty and meaningless experience. There"s so much land, and absolutely nothing to find. Well, picking up the Surface Occupation mod somewhat alleviates this problem! This mod adds quite a few different stations that will randomly generate on the surface of planets, ranging from defense installations to observation outposts. Most importantly, it makes the game-world feel a little less empty, making for a much more enjoyable time.
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.
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!
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.
The Space Engineers - Sparks of the Future includes the Sci-Fi LCD, the Neon Tubes, the Sci-Fi Ion Thrusters, the Sci-Fi Atmospheric Thrusters, the Sci-Fi Interior Wall, the Bar Counter, the Sci-Fi Control Panel, the Sci-Fi 1-Button Panel, the Sci-Fi 4-Button Panel, the Sci-Fi Sliding Door, the Sci-Fi Armor Skin, the 2 Neon Armor Skins, the 8 new character emotes.
ATEM Mini’s compact all in one design includes both a control panel as well as connections. The front panel includes easy to use buttons for selecting sources, video effects and transitions. The source buttons are large so it’s possible to use it by feel, letting the presenter do the switching! You even get buttons for audio mixing! You also get buttons for record and streaming control, as well as output selection buttons that let you change the video output between cameras, program and multiview. On the rear panel there are HDMI connections for cameras or computers or even gaming consoles, extra microphone inputs, USB for webcam out plus an HDMI "aux" output for program video.
True professional model adds total of 8 HDMI inputs, 16 way multiview, 4 ATEM Advanced Chroma keyers, SuperSource with 4 extra DVE"s, 2 HDMI outputs, 2 USB ports and a more powerful control panel.
There"s never been a switcher that’s easier to use, as you simply press any of the input buttons labelled by number on the front panel to cut between video sources. You can choose between cut or effects transitions by selecting the cut or auto buttons. Unlike cut, the auto button tells ATEM Mini to use a video effect when switching inputs. You can select from exciting transitions such as dissolve, or more dramatic effects such as dip to color, DVE squeeze and DVE push. Add a DVE effect for picture in picture effects with customized picture positions and background. There are even "media players" which are a still store for titles and graphics that you can load via external software control.
ATEM Mini is ideal for interviews as you can connect multiple cameras for close ups of the host or interviewee, as well as wide shots plus ATEM Mini is so small the host can even switch in small studios. Plus ATEM Mini’s built in streaming supports live streaming to YouTube, Facebook and more!
ATEM Mini is perfect for educational videos! Setup is fast and easy, so you can travel to locations and record live multi camera video productions on a wide range of educational topics! Connect computers and cameras and use the ATEM Software Panel to load titles and perform video effects.
With two independent 3.5mm stereo audio inputs, you can connect desktop and lapel microphones. You can even connect a music player to generate introduction music after the live stream commences but before the program starts. With 2 extra stereo audio inputs, you can ensure a host and guest both have lapel microphones when doing interviews. All audio inputs to ATEM Mini include buttons on the panel for adjusting audio level and enabling inputs into the audio mixer. Plus all models feature a Fairlight audio mixer with all HDMI inputs and both microphone inputs are all connected to the audio mixer so you can live mix from all audio sources. The ATEM Mini Extreme also adds a headphone output.
When doing larger live productions with multiple cameras, it’s very useful to see all your video sources at the same time on a single monitor. All ATEM Mini models include a professional multiview that lets you see all video inputs, preview and program on a single HDMI television or monitor! Simply select M/V on the front panel video output control buttons to select multiview! Each camera view includes tally indicators so you know when each source is on-air, and each view also has custom labels and audio meters. Plus the ATEM Mini Extreme models allow you to select up to 16 custom views! Multiview even allows you to monitor critical statuses for recording, streaming and the audio mixer!
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The Ethernet connection also allows customized control solutions! Even though ATEM Mini includes ATEM Software Control, you can use the Ethernet to control the ATEM remotely, anywhere in the world. A popular workflow is to use the Ethernet to allow the ATEM Mini to be positioned near the HDMI cameras, but the control is positioned remotely in a quieter space, such as a control room. Imagine using the switcher from a control room and building a professional broadcasting studio where the control room can be separated away from the performance or interviews. Ethernet allows you to add as many panels as you like all at the same time, or you can build custom solutions using the developer SDK!
With Ethernet built in, ATEM Mini can use hardware control panels for high end workflows that take advantage of the hidden broadcast features in the switcher! The ATEM 1 M/E Advanced Panel features the fast program/preview style with separate source buttons for both program and preview rows. Get direct access to all transitions automatically or manually using the t-bar. For accurate control of the DVE the joystick provides X, Y positioning with rotation setting DVE size. You also get LCD menus to control features that don"t have dedicated knobs and buttons. You can even program and trigger macros! Plus you can use ATEM 1 M/E Advanced Panel later if you upgrade to a bigger ATEM switcher!
When working on live production, it’s critical all cameras are perfectly matched with good color balance for a consistent look as you cut and transition between the different cameras. Go beyond software control by adding an ATEM Camera Control Panel to control all 4 cameras connected to your ATEM Mini! Each camera controller includes a large LCD screen with soft buttons and knobs and a full set of professional controls for live camera adjustments, so you get a very clear indication of camera parameters. The large joystick allows direct adjustment of iris and rotates to set black level. There"s even red, green and blue knobs for fine control of camera color tint!
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