You could use a couple of signals and create a circuit that basically leaves the LCD on e.g. motion sensor triggers door and LCD, but LCD is only triggered by an AND circuit. That would enable the LCD to stay ON until next time you leave the hangar activating both signals...
The point was to make a small console with many LCDs that would not require a cathedral to display all panels. Since LCDs only display 1 message, how do you keep track of multiple hangars ?
Precisely! Presumably everything you see green in the picture is the SV right? Could you not also make the hangar doors part of the SV...? Perhaps I'm being silly...
The biggest shutter doors are 5x5 blocks. A 5x5 SV shutter door would only cover 1.25 BA/CV block space, not enough for a hangar entrance, unless for very tiny SVs or HVs. I wish signals were not restricted to a same structure...
@Kassonnade , just a couple random thoughts; If at some point you wanted to 'hide the wiring' could the SV blocks go through the lrg block that has a hole through it, or the U plates blk? And on SV<--info-->CV transfer, again if you wanted to hide things, maybe a hidden 'signals floor' where something like; CV Hanger door opens -> a 1x1 Shutter or Door opens on the signals floor --> SV motion detector reads the change and updates SV console. or a linked light goes on or off, something that the SVs sensors can read. Guess you could have multiple 'signals floors', depending on how many/where you wanted SV consoles. Mainly thinking that you might run into a size limitation trying to run SV conduit all over a large base. Anyway, just musing out loud & I'm looking forward to seeing what you figure out!
I would like to see the light beam sensor to not pass though objects. It's a light beam a wall should block it and be triggered. Just think if it worked this way. A ship then could be detected if it was parked in a hanger bay. As sv used as a control console could then trigger things to happen in a base if a roller door was closed or opened that a light beam in the base could detect.
Yes I see the problem now... I also wish you could place different messages on LCDs that you could trigger with different signals...
You're not quite understanding what you can do with Projectors. They don't need to be in the same room, or even the same base to produce a projection. They can overlap each other as well. You can stick a row of them in a strip under the floor, the walls or in the roof and have them all project to the exact same location on your "console". As proof of concept, I made the same hangar layout as you with sensors and projectors. This uses 7 projectors. 4 in the floor and 3 in the ceiling in a narrow gap between walls and in an airduct. They're all offset to project onto a window; with the underlay including the Title and Red text. The 6 remaining projectors overlap the red with green in their corresponding location when the door sensor is triggered. Overlapping it with different text would be too complicated though as mismatching text would mean the red underlay text would be visible behind the green. Colors are easier, less projectors.
Dayum that looks purdy... but is it functional...? As in performing the actual function of detecting if a SV/HV is in a particular Hangar & flagging the result onto those Projections...? Eye Candy is good stuff, but us peeps that like practicality & useful function wanna have fun too.
I can't "place" blocks in "another one's space" but I could move the SV into the empty spaces once the wiring holes are in place, for sure. That is not practical if the wiring goes in many directions, though. I basically drop the starter block in place, trying to fit as close as possible the limits of the BA blocks. I think it would look better by sending the "wires" through the floor, then come back around between walls and through the ceiling/ walls. Unfortunately sensors do not detect ramps or doors coming in the way. I tried. On the same principle, I tried making an elevator with a SV "base block" being pushed from under by 4 BA shutter doors pointing upwards, but the doors just pass through the SV... I think the same. One workaround could be to use hangar doors at the position where the SV is parking, since it will keep the hangar door "open" hence sending a steady signal that "the place is occupied"... The problem is : sensors send signals to devices, but devices do not send signals. Well thanks to @Vermillion ( ) now I know it's possible! Just a bit puzzling at first but it sure can be done with LCD projectors ! Basically each "offset" value in the LCD projector's settings is a 1/2 block step in one of 4 directions (x/-x, y/-y), and the text can also be adjusted with spaces/ new lines to allow more than 2 strings per 1/4 blockface. Here I used a SV armored window as "screen" and I had to open the floor to add SV blocks below the BA floor. Once the setup is completed I can close it with thin blocks. Infinite thanks @Vermillion !
Yes, it's functional. It's still limited by the sensor mechanics so it can't detect the parked ship because there's no way to do that. But it registers when a player-occupied ship goes through the door and toggles the corresponding Projector that will overlay the Red underlay with a green one that matches the hangar number. The sensor that opens the door is in the ceiling and is 1 BA block short of the ground, so a player walking around the door won't set it off, but an SV will since even at the lowest height, an SV is taller than a BA block. Don't want a player walking to their ship to flip the sensor on every hangar.
If you like doing stuff like this... You will LOVE this: https://github.com/GitHub-TC/EmpyrionScripting Mind you, it is under development - just like the ModApi itself - but very stable as of now (10.4).
But if the sensor is a toggle, this means that a player jetpacking through the sensor or just moving the ship a bit to hit the sensor then leaving it in the hangar without another trigger would change to display and show there is no ship in the hangar, right ? Can you think of a failsafe method to ensure there is/ is not a ship in the hangar ? If I replicate what you did (correct me if I'm wrong) : I set up a sensor (movement detector) in the same area you described, shown by the red lines in the image here, leaving 1 block to walk under: When I move in with the ship, the light on the facing wall is toggled off : Then I just move the ship back a bit, but I could still park it there, and the light goes on : Now I can leave the ship and the light will stay on, showing that the hangar is "empty". Actually the circuit is supposed to show the contrary (empty = closed light) but I inverted the sequence by moving around inside the hangar with the ship... I tried with a "follow" signal, with the room "filled" by the motion detector, so the light will stay on or off as long as the player or piloted ship is in the hangar. But the light goes off when the player leaves, while the ship is parked there... So obviously there needs to be another set of switches triggered by the player at each possible exit to disable the motion sensor once the piloted ship has entered its detection zone. And how not to trigger these other switches with the ship coming in ?
@Kassonnade The sensor itself doesnt care wether you are a player (player controlled object) or a vessel (player controlled object). Thus the sensor will know when you leave, allthough the vessel (no longer controlled) is still there. This is expected behaviour. Yes. I would say that you need to place another sensor at each exit/entrance to the hanger, which would 'toggle' the power of the sensor for the hangar. Thus should let the lights on while leaving the hangar, and active the sensor again, once you enter the hangar. Using the 'toggle' will ensure the actual 'toggle' without the hazzle for multiple signal logic's. hth
I know but thanks anyway. Can 2 sensors overlap ? Because if the player moves out of the 1st sensor range before he triggers the other one, light will go off. I need to test this.
Getting a better understanding of this now, thanks to you guys discussing things. <and that is a really cool use for the projectors Vermillion!> Edit: deleted, already covered
Not sure if it helps (or was already mentioned) but you can use signals to turn on or off other motion sensors and even couple that with delay signals. Maybe that could be used to get closer to what you're trying to do but I'm not sure.