space engineers change flight seat lcd panel names made in china

The old (legacy) method to calculate the average bar sizes and values should only be used on identical blocks. When averaging blocks with different maximum values the AltCalc keyword should be used. This will change the method of calculation to:

(Like when you had blocks with the names "Thruster #1" and "Thruster #2" and wanted to address them with "Thruster #") In such a case use the IconCount option.

FSD can clone the text content of other displays. These texts can be fixed or could be generated by other scripts (like Automatic LCDs 2 by MMaster or Isy"s Inventory Manager)

LCD Panel, clone:0 position(100,50) fontsize=0.5 TextColor(255,128,0)This would clone the text contend of the first screen of the block "LCD Panel" to the position (x=100 y=50) in an orange color with a font size of 0.5.

This way you can ether reduce the number of LCD Panels needed or greatly enhance the amount of information you can display with a given set of screens/panels.

Caution: There has to be no space between "layoutrate" and the equals sign "="This will set the rate of changes for the screen layouts. (in changes per minute)

You can overide individual LCD/Cockpit screen settings by using a special keyword line starting with "FSD options:" in the Custom Data field of the Programmable block itself.

All keywords for this override options must be in a single line and this line must be located above an optional "ShowStats" line or else the used keywords affect only the LCD panels of the Programmable block.

The same is true for the rate of display layout changesYou can turn the rate up or down. But it due to visual reasons it should remain a fraction of the FpM.

The SeparatorsThese characters are used to separate the "names" part from the "option keyword" part in the Data_sets. Change these at your own risk!!!

space engineers change flight seat lcd panel names made in china

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.

space engineers change flight seat lcd panel names made in china

Sparks of the Future update explores our fascination with science and science fiction and delivers on that with a vision of hi-tech visuals in the Space Engineers universe. We are really excited about exploring all of the possibilities this genre opens to us. Whether it"s a vibrant high-tech space station located among an asteroid cluster, a classic sci-fi themed space cafe, or just a cool looking spaceship bristling with Ion thrusters and neon armor - we hope all of this will add to your story in a world of high technology.

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items to enrich your game visually. You can experience them in the free Sparks of the Future scenario. The price of the Sparks of the Future Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Sparks of the Future Pack.

We are always impressed by the innovation of our modding community! We would like to thank these members of the Space Engineers community for continuing to inspire us through their ideas, suggestions, and hard work.

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items and the Frostbite scenario designed to enrich your game visually. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Frostbite Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Frostbite Pack.

We’d also like to thank several members of the Space Engineers community, who contributed voice-over recordings for the new Frostbite scenario: Naburine and DirectedEnergy of Ball&ChainGaming & Misfit Studios (creators of Protocol 51), Nathan "Silverbane" Steen, Skyler "Gorhamian" Gorham, Jacob "wearsglasses" Ruttenberg.

Another one is the Large Open Cockpit, which has also been super popular with our community. This cockpit is an addition to already existing seats, but again, we listened to our community and we decided to give it to you as a Christmas present.

Thank you for being such an awesome community! We hope you’ll enjoy this update and that you’ll have a great time playing Space Engineers during the holiday season.

It’s hard to believe, but Space Engineers was released six years ago. It seems like yesterday, but I think the time always runs very fast with the things you love. It would take the entire blog post to mention all names and people who contributed to the success of Space Engineers. But it were not only my colleagues who I’d like to thank, it’s also you, our players and modders, who helped us to shape the game, gave us great ideas and who constantly provided us with feedback.

Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items designed to enrich your game visually. The package is the second edition of the Decorative Pack, which was released back in April this year. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Decorative Pack II is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Decorative Pack II on Steam.

All new game features related to the economy are free of charge. The free update includes the economy code updates, the safe zones, all the contract features and long term fixes. For players who wish to support the further development of Space Engineers, we have created a Pack which consists of cosmetic items designed to enrich your game. The price of the Economy Deluxe pack is $3.99USD, or your regional Steam equivalent. So if you wish to support us, check out the Economy Deluxe Pack on Steam.

It’s time for another major update. We have been very busy since the release of Space Engineers from Early Access. We continued working on the game improvements and in this update we focused on a new feature: Build Planner, and one new block: Small Cryo Pod and on customizable game elements, such as skins, emotes and armor skins.

For players who wish to support the further development of Space Engineers, we have created a Style Pack for $5.99USD which consists of two character skins, four character emotes and two armor skins. With this release, we are also bringing two new character skins to the game: NextGen and Fiber. Both character skins are only decorative and you can buy them in the Steam Item Store. The price will be set to $3.99USD per skin set. We decided to keep the same approach as with our last update, being that if you decide to not buy the Style Pack/character skins, you are still getting a major free update containing all the gameplay features! This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.

A: The complexity and technical requirements are different for these two packs. We spent much more time working on the Style Pack than on the Decorative Pack. The Decorative Pack was also the first DLC we released after Space Engineers moved out of Early Access and it showed us that many members of our community are willing to support us. Therefore, we invested more time and effort to bring some game changing things to Space Engineers now and we plan to continue this for upcoming releases. Another reason is that we wanted to give the Decorative Pack to as many players as possible, and a reduced price definitely helps :)

A: I do not want to spoil the surprise, but it’ll be a game changer that will give players a better system for cooperation, as well as certain levels of tasks and goals, which can be managed by themselves

Fixed spectator from respawn screen (Shift+Esc) being available to everyone (Now have to have spectator rights, change to spectator is irreversible as you don"t have character to get back to)

It’s time for another exciting update for Space Engineers. The most obvious change is the fact that with this release we are bringing both free and premium content to the game. This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.

All players will get new functional cockpit LCDs with customizable screens, replay tool, which can be used for setting up various animated scenes, brand new random Encounters, Steam trading cards, badges and backgrounds, and all bug fixes, optimizations, and smaller improvements for free.

For players who wish to support further development of Space Engineers, we have created a bulk of Decorative Blocks, which you can use for various decorations on your spaceships, vehicles and space stations. The price is $3.99 USD, or your regional Steam equivalent. You can purchase the Decorative Pack here.

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: < DLC >DecorativeBlocks

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.

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.

February 28, 2019 is the day for all Space Engineers. Today, we are moving Space Engineers out of Early Access. Getting Space Engineers out of Early Access has been planned for a long time. We have worked on it basically since 2016/2017, when the game entered beta. It was our goal to release the game in the state we consider to fulfill our original vision, including all planned features and core game components. Moreover, the game includes a lot of things that were not planned at the beginning of development (solar panels, planets, rotors, pistons, wheels, and many more features).

Space Engineers was one of the first Early Access games on Steam and one of the few titles to be successfully released after several years of passionate development. We keep our promises!

Space Engineers has been in Early Access for 5+ years, and during this period we developed the game from a proof-of-concept to a feature complete space engineering sandbox. We sold more than 3 million copies and we have more than 200,000 monthly active players.

Because Space Engineers development was open, you were able to see what’s happening under the hood. Contrary to other products, where you see the final product, but don’t see how the project has been developed and changed over time, and what challenges the development team had to overcome.

With this update, we are also setting a new price for Space Engineers to $19.99. According to our analysis and tests, this price better suits the majority of Space Engineers fans. This change also brings all regional prices on Steam to match countries specifications and regional differences.

Hello, Engineers! Today"s minor update brings you more improvements in Airtightness, UI and Scripts. There are also bunch of fixes for issues found by our community. Thanks for reporting them - it really helps us locate and fix everything!

Coincidentally, it’s also the fifth anniversary of Space Engineers being released in Early Access! A MASSIVE thank you to everyone who has supported us since we launched the game and welcome to all of the new Engineers.

We are so happy that you are enjoying Space Engineers multiplayer, every stream, youtube video or game session we see is an absolute blast of fun. And that is the best outcome we could have hoped for.

After six months, we are releasing the next major update, which is focusing on the complete overhaul of multiplayer in Space Engineers, and a number of new features and optimizations. This was a massive overhaul and that’s why it wasn’t possible to make this update in weekly increment - so thanks a lot for your patience!

We had to redo major parts of the engine and there was a lot of experimentation - for example changing the prediction protocol on client-server and observing if it’s better for user experience or worse, and many more. Space Engineers has many systems and special care had to be taken for each of them: player character, jetpack, ship, wheeled vehicles, voxels and planets, fast moving objects, deformable entities, antennas, player standing on a moving grid, colliding grids, rotors, pistons, wheels, and many many more.

Hello, Engineers! We continue with the steady stream of regular minor patches, while most of the team is working on more optimizations and polish for the future major update. Thanks a lot for your patience, support and all the bug reports!

And if you are experiencing any issues with the game, please leave us a report on our forums in Bug Reports section. It really helps us to make Space Engineers better and better every week! https://forums.keenswh.com/forums/bug-reports.326950/

Hello, Engineers! We bring you huge load of improvements and fixes as usual after every major update. And thanks again for all your feedback - it really helps us to make Space Engineers better!

If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you. https://store.steampowered.com/app/244850/Space_Engineers/

Hello, Engineers! With today’s major update, 1.186.0, we are releasing a massive overhaul of visuals, audio and wheels, together with a huge number of additional improvements to the core of Space Engineers.

For more info go to Marek"s blog post describing all the changes in detail along with visual examples: https://blog.marekrosa.org/2018/02/overhaul-visuals-audio-wheels.html

Changes in Terminal Screen (removed number of unused/obsolete wheel/suspension settings - the game takes care of the details, tuned the default settings)

Hello, Engineers! We have another minor update for you this week, but do not despair! We have big major build cooking in our basement, where we keep the programmers shackled and working. It should be ready for the release into the wild soon! (the update and the programmers).

Hello, Engineers! This week"s update contains more fixes and improvements as the main team continues with working on the next major update. The notable improvements this week are for example eliminating issues with transferring items through Advanced Rotor Head, or projection still being projected after cutting power.

Also, if you want to participate in the Space Engineers Physics & Engineering Contest - there is still time. For more details continue to: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! Back from holidays and waiting for your weekly dose of Space Engineers improvements? Well, wait no longer! Inventories on grinds built by Projectors are accessible, destroyed cargo containers are dropping items again and more.

Hello, Engineers! Today"s update is another minor one bringing you more improvements before next major update. The battery exploit was removed, so welding your batteries back up no longer resets its powerstate without trashing the powercells. You are welcome. :)

And if the wait for another major update seems long to you, why not join our Physics & Engineering Contest meanwhile? Check the details at Marek"s blog post: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! Today"s update brings you more improvements for our last major update. We have also improved jetpack behavior while flying on a moving ship for dedicated servers.

And if you are thinking about joining our Physics & Engineering Contest, now is your chance! Check the details at Marek"s blog post: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html

Hello, Engineers! In today"s update we are bringing you another bunch of improvements and fixes. We have added input method for Chinese text, fixed gravity HUD and laser antenna issues and more!

We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you: https://store.steampowered.com/app/244850/Space_Engineers/?snr=1_5_1100__1100

Hello, Engineers! Today"s update continues with improvements for our last major update. Plus we are re-introducing a rotor lock option back into the game - it allows you to completely stop a rotor spinning even when external forces are applied. The internal working of this feature is different from its previous implementation and fits the new physics system.

If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you!

With today’s major update we are releasing a large overhaul to the physics in Space Engineers. The update is primarily focusing on pistons, rotors, landing gears, and grid deformations. These mechanics have been a top priority for the SE team during the last year - to have these things be as robust, stable, and intuitive as possible. The game’s physics are now more stable and creations shouldn"t break, explode or do uncontrollable things under normal conditions with default settings. You can read about the changes to physics in great technical detail on Marek Rosa’s blog: physics.html

Hello, Engineers! We are getting extremely close to the next major release with the team reviewing the last few remaining details before we can let it loose on the community. We truly appreciate your patience with us as we prepare this update as we really want it to blow your minds!

The API overhaul is nearly done, and we think you"ll be excited by all the changes! Some modders were given a preview and preliminary feedback was very encouraging. However, some changes will break existing scripts! Rexxar has posted a comprehensive list of all API changes coming in the next major update, including breaking changes, and some tips on how to get your mods and scripts ready for the new API. Check out the forum post here.

Hello, Engineers! The team continues to mainly focus on the next major release but in today"s update we still have some nice improvements for you. Character backpacks, which could decrease the performance on highly populated servers, can now be removed from the world via the "Remove Floating Objects" function in the Space Master screen.

Hello, Engineers! Today’s update comes with an exciting new addition - the Skin Recycler! With this, you can recycle your unwanted or duplicate skins and upgrade them to a new Badger skin! The recycler will give you recycle tokens for your old skin pieces, which you can trade in for new items of your choice. All of this is done in the character customization screen.

Space Engineer"s fourth anniversary was this Sunday, and there"s been a lot of speculation and excitement about it. However, today"s update is not the anniversary update. We have been working very hard on the next major update which was originally scheduled to release today, but we decided to delay it for a few more weeks to give our team more time to perfect all the changes. This next update is seriously exciting, with some pretty huge changes. We want to make sure it"s as good as it can possibly be before we release it, so please stay patient and start up the major update hype train :)

The first issue was that when the projector was turned on and off rapidly, the projection would be stuck showing all blocks as buildable for a few seconds. This was a side effect of the parallelization of the projector that I did earlier this year. The problem was that when projections are first spawned, they show as 100% buildable, and since the projector only tries to update the projection every few seconds, it just stays like that until the worker thread notices something has changed. The solution was pretty simple, just hide the entire projection on first spawn, then force the worker thread to start processing the new projection as soon as possible. Additionally, projections now disappear as soon as you turn off the block, instead of sticking for a few milliseconds. The overall effect is a lot smoother now.

The second problem was trickier, and players to make automatic weapon factories may have noticed it. When a projection"s only attachment point is a merge block, sometimes the projected merge block shows as buildable or not buildable depending on whether it"s "real" partner on the other grid is enabled. This is because when a merge block is disabled, the mount point on the front is also disabled. So you could get into a situation where the projected block looks like it"s buildable, but isn"t. I had to create a new event for merge blocks to alert other code when the mount point changes, then when the projector detects this event, it very politely asks its worker thread to update the projection immediately.

Hello, Engineers! We’ve heard your feedback for the last few minor updates, and since so many of you are missing the weekly update videos, we’ve decided to post some new, different content! This week we have the first video in a series we’re calling Catchin’ Clang. In this series, everyone’s favorite developer, Rexxar ( ͡° ͜ʖ ͡°), will give you a behind the scenes look at the process of finding and fixing bugs in Space Engineers!

We’re planning some large changes to the APIs, and we need your help! If you have any issues with the API, or any feature requests, please post in these forum threads!

Some of these changes will break the API, but we will give you more information about these changes as soon as we can, so you can get your mods ready to go before the update comes out. Stay tuned!

Hello, Engineers! Today"s minor release comes with a sizeable batch of general improvements. The team has been working hard on both fixes and features of upcoming updates and are looking forward to seeing in the hands of our players. Issues fixed in this week"s update include the dampeners HUD icon showing the incorrect state, controls being inverted when two players pilot a single grid and inventory scrolling not working properly. Additionally there"s more sound improvements. For example, you will notice a new sound when walking with activated magnetic boots and footstep sounds should now be in sync with animation.

Hello, Engineers! This week"s minor release comes with some important general improvements. Issues fixed include a number of audio issues like wheel sounds playing even when a vehicle is not moving and choking sounds being heard by all players. Also, the Doppler Effect should now be heard correctly through your sound device of choice. Additionally, there’s some modding improvements; mods can now use WAV format audio instead of WXM.

Behind the scenes, the team is busy working towards some exciting major updates for the game as we approach the fourth year anniversary of Space Engineers. Stay tuned...

Hello, Engineers! This week"s minor release brings you a significant round of fixes and improvements. Numerous fixes for the UI are included in the update and downloading mods should no longer fail when loading into a new world. Direct connect now allows DNS as well as IP address to join multiplayer games. Also, headphone users will be happy to hear that we fixed the volume of hangar door sound effects!

Hello, Engineers! This weeks update brings you more fixes and improvements. There should be fewer multiplayer crashes, issues with block groups in control panel should be fixed and Remote Control functions: Take Control and Sharing now work correctly.

Hello, Engineers! While we are fully focused on next major update, in this week"s minor we are bringing bunch of fixes likes not spawning containers, small advance rotor head clipping through rotor body. This update is bringing a lot of crash fixes with various UI cases, resource distribution, copy and pasting of drones in MP and others. Perhaps the most noteworthy fix this update is concerning the visual bug for moving grids that was encountered by RYZEN and I7 users.

„Well, the thing about a black hole - it"s main distinguishing feature - is it"s black. And the thing about space, the color of space, your basic space color - is it"s black. So how are you supposed to see them?“ - Holly

Hello, Engineers! This week"s minor release is primarily focusing on the Chinese translation of the game, but also on other minor fixes such as parachute fixes, container spawning, block fixes and many others.

During 5 month period, We have been working on Chinese translation for Space Engineers with the great help from Chinese community! Now we are happy to announce, that we have finished the translation and releasing it today.

Hello, Engineers! With today"s major release we are bringing you some amazing additions to the game! From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing 33 customizable skin sets for your engineer, your tools and your weapons. It’s time to show off! On top of that, another brand-new block makes its debut in Space Engineers: A reloadable parachute block for both small and large grid!

We encourage you to provide us your feedback about introduced changes. We"ve created a new platform for players to submit feedback to the development team. The feedback.keenswh.com page provides the possibility to let your voice be heard, or to vote for an idea that the team needs to look at and consider implementing. For more instructions, click here.

Hello, Engineers! We are extremely excited to announce that today we are releasing the next major update for the game which contains a huge batch of optimisations and improvements!

Moving on to some smaller changes, we improved tool animations even more and increased the visibility of certain HUD elements. Additionally, there are many other general improvements in this update which should fix lots of issues that players have been experiencing.

The team would just like to once again remind you that as this is a major update, there has been many significant changes made to code so we will especially appreciate any bug reports sent in by the community. This will allow us to find issues quicker and get them fixed as soon as possible. It’s also worth pointing out that if necessary, you can always revert to a previous major version of the game via the betas tab in steam under game properties.

This week’s minor is continuing the current run of general improvements as we near the release of the next major update. We know a lot of you really can’t wait for this but it’s crucial that we fix as many bugs as possible before going live with changes to code as significant as the ones in the upcoming major. The main issues fixed in today’s update include terminals taking you to the incorrect block in the control panel and automatic turrets shooting subgrids of their own grid. Additionally, corner and interior lights should no longer appear emissive when turned off or not supplied with power.

Hello, Engineers! It’s a new minor update this week containing more general improvements as we grow ever closer to the next major release, the changelog of which is growing bigger and bigger day! If you missed it, watch last week’s video to hear about some of the optimisations that will be going into that release. The main issues fixed in today’s update include safety locked rotor heads detaching after using a jump drive and grids being able to pass through closed hangar doors. Additionally, we resolved issues with block placement being offset when standing on moving grids.

Hello, Engineers! This week’s minor update is focused on addressing multiplayer desyncs. We fixed issues related to landing gears, autolock etc. Amount of crashes was also dramatically reduced.

Hello, Engineers! This week’s minor update is focused on addressing various crashes, the majority of which are related to multithreaded physics. This is also why you may have noticed multiple hotfixes being released during the last week as we are determined to fix them as soon as possible. Other issues fixed include the collect all option not working properly with large connectors and being unable to remove catwalks in certain situations.

Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved. It’s been great to read everyone’s feedback and to hear that many players have seen big performance gains in their worlds. Please do continue to let us know your thoughts and experiences with these weekly updates. In today’s work in progress section We would like to talk about the render optimizations showcased earlier this week. We demonstrated how a world with 16 red ships would run at around 45FPS on a system running the current version of game. In comparison, the exact same scenario was then loaded on a prototype version with the render optimizations included and ran at around 60FPS! One of the improvements which helped to achieve this was making the GPU be no longer limited by the CPU.

Hello, Engineers! Today’s release is a major one bringing you some of the biggest optimizations in the game’s history. For example, the 16 players and 16 red ships multiplayer scenario ran at a sim speed of 0.25 before optimizations and now it runs at 1.0! We achieved this by reducing blocks per frame updates, reducing world matrix calculations per frame, and by enabling multithreaded physics. The team still plans to continue with further optimizations in areas like ship collisions, explosions, loading times, planets, memory usage and more! Additionally, We are also pleased to announce that the multiplayer synchronization code has been optimized further.

Just as a heads up for the modders out there; due to many blocks being optimized, some older block mods may need updating. See the forum thread linked in the description for more information: https://forums.keenswh.com/threads/warning-for-block-mods.7395156/ Among the many changes this week, we"ve added asynchronous entity creation to the ModAPI, which allows a mod like ServerLink to operate much faster. This release was thoroughly tested but as there has been so many changes in the code we will especially appreciate it if you report bugs that you find. Although many of you do this already!

Hello, Engineers! Once again, we’ve got a minor update for you today with more crash fixes and a couple of improvements as the team battles with the last few remaining issues in the next major update.

This particular upcoming major update has many changes to the code so it also requires a huge amount of additional testing which of course adds to production time. The majority of our programmers and testers are working on this which is why the recent minor updates have only contained a small amount of improvements. The image shown here is a good example of what searching for and trying to reproduce a crash in the game can look like. But we are expecting significant increases in performance from these changes so it’s still definitely something you can look forward to and we appreciate your patience with this.

Next Tuesday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. This stream with Marek will be focusing on the vision for Space Engineers as well as giving a more detailed update on the progress of performance improvements.

Hello Engineers! There’s a batch of art and animation fixes in today’s minor update as the team moves ever closer to the next major update which will contain significant improvements to performance and multiplayer. Issues with model fixed this week include incorrect LODs on a number of blocks like the small grid merge block and small grid camera but also missing textures on blocks such as wheel suspension and the large ship welder. Moving on now to a couple of the notable animation issues that were fixed, using hand tools will no longer stretch the engineer’s arms and rifles should now aim where the crosshair is pointing.

In other news, next Monday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. During the stream, together with Marek and Deepflame, we’ll be talking more about things being worked on and also taking a look at Medieval Engineers and it’s future plans. Marek will even be suiting up for the occasion in his personalized Roman armor!

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The Lockheed A-12 is a high-altitude, Mach 3+ reconnaissance aircraft built for the United States Central Intelligence Agency (CIA) by Lockheed"s Skunk Works, based on the designs of Clarence "Kelly" Johnson. The aircraft was designated A-12, the 12th in a series of internal design efforts for "Archangel", the aircraft"s internal code name. In 1959, it was selected over Convair"s FISH and Kingfish designs as the winner of Project GUSTO, and was developed and operated under Project Oxcart.

The A-12 was produced from 1962 to 1964 and flew from 1963 to 1968. It was the precursor to the twin-seat U.S. Air Force YF-12 prototype interceptor, M-21 launcher for the D-21 drone, and the SR-71 Blackbird, a slightly longer variant able to carry a heavier fuel and camera load. The A-12 began flying missions in 1967 and its final mission was in May 1968; the program and aircraft were retired in June. The program was officially revealed in the mid-1990s.

A CIA officer later wrote, "Oxcart was selected from a random list of codenames to designate this R&D and all later work on the A-12. The aircraft itself came to be called that as well."Cygnus,

Under Project Gusto the designs were nicknamed "Archangel", after the U-2 program, which had been known as "Angel". As the aircraft designs evolved and configuration changes occurred, the internal Lockheed designation changed from Archangel-1 to Archangel-2, and so on. These names for the evolving designs soon simply became known as "A-1", "A-2", etc.Oxcart.

Because the A-12 was well ahead of its time, many new technologies had to be invented specifically for the Oxcart project with some remaining in use in present day. One of the biggest problems that engineers faced at that time was working with titanium.

Collins safely ejected and was wearing a standard flight suit, avoiding unwanted questions from the truck driver who picked him up. He called Area 51 from a highway patrol office.Republic F-105 Thunderchief in news articles and official records.Las Vegas were available 24 hours a day for steak, Maine lobster, or other requests.

In June 1964, the last A-12 was delivered to Groom Lake,YF-12A interceptors for the U.S. Air Force (not funded under the OXCART program), and two were M-21 reconnaissance drone carriers. One of the 13 A-12s was a dedicated trainer aircraft with a second seat, located behind the pilot and raised to permit the instructor pilot to see forward. The A-12 trainer, known as "Titanium Goose", retained the J75 power plants for its entire service life.

On 28 December 1965, the third A-12 was lost when "Article 126" crashed 30 seconds after takeoff when a series of violent yawing and pitching actions was followed very rapidly with the aircraft becoming uncontrollable. Mele Vojvodich was scheduled to take aircraft number 126 on a performance check flight which included a rendezvous beacon test with a KC-135 tanker and managed to eject safely 150 to 200 ft (46 to 61 m) above the ground. A post-crash investigation revealed that the primary cause of the accident was a maintenance error; a flight-line electrician had mistakenly swapped the connections of the wiring harnesses linking the yaw- and pitch-rate gyroscopes of the Stability Augmentation System to the control-surface servos, meaning that control inputs commanding pitch changes counterintuitively caused the aircraft to yaw and control inputs commanding left or right yaw instead changed the aircraft"s pitch angle. The investigation criticised the electrician"s negligence, but also noted as contributory causes failures in the supervision of maintenance activity and the fact that the aircraft"s design allowed for the swapped connection in the first place.

The first fatality of the Oxcart program occurred on 5 January 1967, when "Article 125" crashed, killing CIA pilot Walter Ray when the aircraft ran out of fuel while on its descent to the test site. No precise cause could be established for the loss and it was considered most probable that a fuel gauging error led to fuel starvation and engine flameout 67 miles (108 km) from the base. Ray ejected successfully, but was unable to separate from the seat and was killed on impact.

Although originally designed to succeed the U-2 overflying the Soviet Union and Cuba, the A-12 was never used for either objective. After a U-2 was shot down in May 1960, the Soviet Union was considered too dangerous to overfly except in an emergency (and overflights were no longer necessary,reconnaissance satellites) and, although crews trained for flights over Cuba, U-2s continued to be adequate there.

Operations and maintenance at Kadena AB began with the receipt of an alert notification. Both a primary aircraft and pilot and a back-up aircraft and pilot were selected. The aircraft were given thorough inspection and servicing, all systems were checked, and the cameras equipped. Pilots received a detailed route briefing in the early evening prior to the day of flight. On the morning of the flight a final briefing occurred, at which time the condition of the aircraft and its systems was reported, last-minute weather forecasts reviewed, and other relevant intelligence communicated, together with any amendments or changes in the flight plan. Two hours prior to take-off the primary pilot had a medical examination, got into his suit, and was taken to the aircraft. If any malfunctions developed on the primary aircraft, the back-up could execute the mission one hour later.

A typical route profile for a mission over North Vietnam included a refueling shortly after take-off, south of Okinawa, the planned photographic pass or passes, withdrawal to a second aerial refueling in the Thailand area, and return to Kadena. Its turning radius of 86 miles (138 km) was such, however, that on some mission profiles it might intrude into Chinese airspace during the turn.

During a flight on 30 October 1967, pilot Dennis Sullivan detected radar tracking on his first pass over North Vietnam. Two sites prepared to launch missiles but neither did. During the second pass, at least six missiles were fired, each confirmed by missile vapor trails on mission photography. Looking through his rear-view periscope, Sullivan saw six missile contrails climb to about 90,000 ft (27,000 m) before converging on his aircraft. He noted the approach of four missiles, and although they all detonated behind him, one came within 300 to 700 ft (100 to 200 m) of his aircraft.

The final Black Shield mission over North Vietnam and the Demilitarized Zone (DMZ) was flown on 8 March 1968. Good quality photography was obtained of Khe Sanh and the Laos, Cambodia, and South Vietnamese border areas. No usable photography was obtained of North Vietnam due to adverse weather conditions. There was no indication of a hostile weapons reaction and no ECM systems were activated.

Even before the A-12 became operational, its intended purpose of replacing the U-2 in overflights of the Soviet Union had become less likely. Soviet radar systems increased their blip-to-scan ratios, which rendered the A-12 vulnerable.President Kennedy had stated publicly that the United States would not resume such missions. By 1965, moreover, the photoreconnaissance satellite programs had progressed to the point that manned flights over the Soviet Union were unnecessary to collect strategic intelligence.

Ronald L. Layton flew the 29th and final A-12 mission on 8 May 1968, over North Korea.2+1⁄2 weeks before the fleet"s retirement, an A-12 from Kadena, piloted by Jack Weeks, was lost over the Pacific Ocean near the Philippines while conducting a functional check flight after the replacement of one of its engines.Palmdale, California, storage facility.

16 August 1956: Following Soviet protests about U-2 overflights, Richard M. Bissell Jr. conducts the first meeting on reducing the radar cross section of the U-2. This evolves into Project Rainbow, a bid to prolong the aircraft"s operational life through a package of modifications. Called "Trapeze", these added wires and paints impregnated with tiny iron ferrite beads and ECM systems. The modified U-2s were called "Dirty Birds". Ultimately, the program failed to substantially reduce the U-2"s RCS, leading to the decision to develop a new aircraft with stealth characteristics.

21 April 1958: Kelly Johnson makes first notes on a Mach-3 aircraft, initially called the U-3, but eventually evolving into Archangel I. Kelly noted in his A-12 diary, "I drew up the first Archangel proposal for a Mach 3.0 cruise airplane having a 4,000 nmi [4,600 mi; 7,400 km] range at 90,000 to 95,000 ft [27,000 to 29,000 m]".

November 1958: The Land panel provisionally selects Convair FISH (B-58-launched parasite) over Lockheed"s A-3. The A-3 was an unstaged (non-parasite) aircraft that cruised at Mach 3.2 at 95,000 ft (29,000 m). The Land Panel favored Convair"s design, which had a smaller radar cross section than the A-3. On 22 December, Convair was instructed to continue FISH"s development and to plan for production. While Convair struggled with aerodynamic issues, Lockheed pursued its own efforts on high-speed, high-altitude reconnaissance designs, evolving from A-4 through A-11. The first three configurations, A-4 through A-6, were smaller, self-launched aircraft with vertical surfaces hidden above the wing. The aircraft used a variety of propulsion schemes that included turbojets, ramjets, and rockets. None met the required mission radius of 2,000 nmi (2,300 mi; 3,700 km), leading Lockheed to conclude that maximum performance and low radar cross section were mutually exclusive. The A-10 and A-11 configurations were larger aircraft that also focused on performance at the expense of radar cross section. Lockheed submitted the more refined A-11 at the next Land Panel review.

June 1959: The Land panel provisionally selects the A-11 over FISH, instructing both companies to re-design their aircraft. In July, the Land panel rejected both the Convair and Lockheed proposals. The Convair FISH used unproven ramjet engine technology and would be launched from a modified B-58B Hustler which was canceled in June. The susceptibility of the A-11 to radar detection was considered too great. On 20 August, both firms provided specifications for their revised proposals.

1 May 1960: Francis Gary Powers is shot down in a U-2 over the Soviet Union. He safely ejected and was turned over to Soviet authorities. A well-publicized trial followed and he was sentenced to 10 years "deprivation of liberty," serving three years in prison before being exchanged in 1962 for Soviet spy Rudolf Abel. Upon return he was debriefed extensively.

26 April 1962: First flight of A-12 with Lockheed test pilot Louis Schalk at Groom Lake. The previous day, it had made an unofficial and unannounced flight, in keeping with Lockheed tradition. Schalk flew the aircraft less than two miles (three km), at an altitude of about twenty feet (six meters), because of serious wobbling caused by improper hookup of some navigational controls. Instead of circling around and landing, Schalk landed in the lake bed beyond the end of the runway. The next day, the official flight took place with the landing gear down, just in case. The flight lasted about 40 minutes. The takeoff was perfect, but after the A-12 got to about 300 ft (90 m) it started shedding all the "pie slice" fillets of titanium on the left side of the aircraft and one fillet on the right. (On later aircraft, those pieces were paired with triangular inserts made of radar-absorbing composite material.) Technicians spent four days finding and reattaching the pieces. Nonetheless, the flight pleased Johnson.

20 July 1963: First Mach 3 flight tracked by MSQ 39 Radar on an RBS Train stationed at the Army Depot at McAlester, OK. The A-12 flew above 83,000 feet, at 2,250 MPH ground speed.

22 December 1964: First flight of the SR-71 with Lockheed test pilot Bob Gilliland at AF Plant #42. First mated flight of the MD-21 with Lockheed test pilot Bill Park at Groom Lake.

5 June 1968: Loss of last A-12 (#60-6932) during Functional Checkout Flight (FCF) flown from Kadena, Jack W. Weeks became the second and last CIA pilot killed in the line of duty during Oxcart and is so honored in the "Book of Honor" at CIA Headquarters. The A-12 had a radio telemetry system called "Birdwatcher", monitoring the most critical aircraft systems and transmitting data to ground monitoring stations. Following aerial refueling, the ground station was informed via "Birdwatcher" that the starboard engine exhaust gas temperature was in excess of 1,580 °F (860 °C), the fuel flow on that engine was less than 7,500 lb (3,400 kg) per hour and that the aircraft was below 68,500 ft (20,900 m). Several attempts to make contact were made without success. Monitoring continued until the time that the aircraft"s fuel would have been depleted. The aircraft was declared missing 520 mi (840 km) east of the Philippines and 625 mi (1,000 km) south of Okinawa in the South China Sea. The loss was due to an in-flight emergency. To maintain security the official news release identified the loss as an SR-71. An intense air and sea search was conducted but no wreckage of "Article 129" was ever recovered. It was presumed totally destroyed at sea. The "Birdwatcher" system provided the only clues to what happened and was the basis for the accident report. It was ascertained that a malfunction involving an engine over-temperature and low fuel flow on the starboard engine had contributed to a catastrophic failure and subsequent aircraft break-up.

The A-12 training variant (60-6927 "Titanium Goose") was a two-seat model with two cockpits in tandem with the rear cockpit raised and slightly offset. In case of emergency, the variant was designed to allow the flight instructor to take control.

The M-21, a two-seat variant, carried and launched the Lockheed D-21, an unmanned, faster and higher-flying reconnaissance drone. The M-21 had a pylon on its back for mounting the drone and a second cockpit for a Launch Control Operator/Officer (LCO) in the place of the A-12"s Q bay.

The M-21 program was canceled in 1966 after a drone collided with the mother ship at launch. The crew safely ejected, but LCO Ray Torick drowned when his flight suit filled with water after landing in the ocean.

30 July 1966: 60-6941 (Article 135), one of the two drone carriers, was lost during a test flight off the California coast. The pilot, Bill Parks, and launch control engineer Ray Torrick

5 January 1967: 60-6928 (Article 125) was lost during a training flight. The pilot, Walter Ray, ejected but failed to separate from his seat and was killed

III, L. Parker Temple (2004). Shades of gray : national security and the evolution of space reconnaissance. Reston, Va.: American Institute of Aeronautics and Astronautics. p. 112. ISBN 1563477238.

"1" (PDF). A-12 Utility Flight Manual. Central Intelligence Agency. 15 September 1965. p. 1. Archived from the original (PDF) on 2 February 2017. Retrieved 27 July 2017.

Robarge, David (2012). Archangel: CIA"s Supersonic A-12 Reconnaissance Aircraft (PDF) (2nd ed.). Washington, D.C.: Central Intelligence Agency. ISBN 978-1-92966-716-1. Archived from the original (PDF) on 26 September 2012.

Merlin, Peter W. From Archangel to Senior Crown: Design and Development of the Blackbird (Library of Flight Series). Reston, VA: American Institute of Aeronautics and Astronautics (AIAA), 2008. ISBN 978-1-56347-933-5.

Suhler, Paul A. From RAINBOW to GUSTO: Stealth and the Design of the Lockheed Blackbird (Library of Flight Series). Reston, Virginia: American Institute of Aeronautics and Astronautics (AIAA), 2009. ISBN 978-1-60086-712-5.

space engineers change flight seat lcd panel names made in china

Editor’s Note:Monthly Ticket is a CNN Travel series that spotlights some of the most fascinating topics in the travel world. In June, we’re taking to the skies for a look at the latest developments in plane interiors, including the people working to change the way we fly.

Flying economy for any extended period of time is an experience usually endured rather than enjoyed, but one airplane seat designer reckons his design could revolutionize budget travel.

Alejandro Núñez Vicente’s Chaise Longue Airplane Seat concept started small scale last year, as a college project for the then 21-year-old. A nomination in the 2021 Crystal Cabin Awards – a top prize in the aviation industry – swiftly followed, and the design became the focus of a flurry of online attention following a CNN Travel article.

Since then, Núñez Vicente’s been making waves in the world of aviation. He’s paused his master’s degree to pursue the project full time. He’s in talks with big-name airlines and seat manufacturing companies. He’s been granted some hefty investment that’s allowed the project to develop.

“My purpose here is to change the economy class seats for the better of humanity, or for all the people that cannot afford to pay for more expensive tickets,” he says.

First up, the top level. Núñez Vicente’s designed the prototype with two ladder-like steps for travelers to use to access the top level. It’s a little precarious, but once I’m up there, the seat feels roomy and comfortable, and there’s plenty of room for stretching out my legs. The prototype seats don’t move, but they’re each set up in a different positions to indicate how they could recline.

Núñez Vicente’s design does away with the overhead cabin. Instead, he’s designed space in between the top and bottom levels for travelers to stow cabin luggage.

In the vast, echoing halls of the Hamburg Messe conference center, it’s hard to imagine what it would actually be like to be that close to the cabin ceiling. Núñez Vicente reckons there would be about 1.5 meters separating the seated passenger from the top of the plane. He argues that while a traveler couldn’t stand upright in that space, many already can’t stand upright in regular economy rows – although, presumably, these taller travelers will be even more squished by this design.

Next up, trying the bottom row of seats. Núñez Vicente’s frustration with a lack of legroom was the original impetus for the design, and by not having a seat on the same level in front of me, it does allow me to stretch out my legs, and there’s a foot rest for added comfort.

Still, because the other level of seats are directly above me and in my eyeline, it feels pretty claustrophobic. But if you don’t mind tight spaces, and you’re planning simply to sleep all flight, it could be an effective solution.

The Chaise Longue seat was initially envisaged for the Flying-V airplane, a new airplane concept currently in development at Delft University of Technology, Núñez Vicente’s alma mater.

Núñez Vicente is ambitious and confident his design could become a reality, but he also acknowledges that unusual airplane seat ideas don’t often make it from concept to reality. It’s a lengthy process, and the industry’s stringent rules and regulations can become roadblocks.

“One of the phrases I get a lot, is ‘If it’s not broken, why change it?’” admits Núñez Vicente. “So if passengers still fly in the worst economy class seats, why are we going to give them a better option? It makes money. That’s the goal of the airline at the end of the day, not to make your flight better.”