It took a dog's age to create and test, and I still have some finishing touches to add (like grouping low-power switches), but it's finally complete. I call it the Mosquito Space Superiority Heavy Fighter. Do you have too much Erestrum and Zascosium lying around in your base? Do you trip over piles of green and brown ingots every time you go to the kitchen to grab a pizza? Well, this little guy will help you get rid of it all before you know it!
Hi guys. Requesting a quick feedback. Does this LCD screen make sense to you? Is it fairly clear how the system works? Or is the wording too obtuse? I think it's ok, but I just want to be sure before I move on that anyone unfamiliar with the system can readily discern what the levers do. I mean is it obvious that you can't turn the space-only turrets on unless the A switch is on?
@68plex The way you have it is plenty clear and makes sense. I do have a suggestion for the physical layout though: what if you moved switch 'A' one block to the left, and put the LCD between the two switches? The lcd text could then be easily arranged to indicate each switch function. You can even make the text point at the appropriate switch using the symbols you can copy/paste from this page: Empyrion - LCD Symbols Here's a sample of something I did kind of similar a little while ago, for a different function but kind of same idea: edit - This one is a two-stage arming switch which is probably more similar to what you have above (there's an amber light that turns on with each switch, and a red light that turns on as a warning when either of the two switches is active):
I see you took a lot of time to arrange and justify the text on that sign. I took about five seconds to write "USE THE PDA, A-HOLES" on a huge LCD and just hung it somewhere in the foyer.
Okay cool. And great idea. I'll Implement it when I jump back in-game. And thanks a bunch for linking to that Symbols page... I'd forgotten where it was and have been too lazy to search for it. This feedback might help me also use a smaller LCD, which is good!!! A smaller one is what I started with, but I got too 'wordy'. Thank you.
You can also use the output signals to make the on light for the 2nd lever only activate when the first is also on: AND Circuit: Lever A Out + Lever B Out = Lever B Enabled Lever A Light: Lever A Output Lever B Light: Lever B Enabled
Btw, your brilliant inspiration for getting BA doors not to automatically open was duly noted. Now the humble CV awaits your attention. No rush... we'll wait
When you say "on light for the 2nd lever", are you talking about a light I add to the system (a flare), or the little green/red light/thing on the lever itself? Okay, I need a minute to think about that circuit you wrote. I'm not sure what it all means.
Had an idea this morning so I'm updating one of my base blueprints as a kind of experiment. I added a garage that doubles as a small landing pad on the roof and added some walkways connecting back to the main building at various levels. And oh hey what's this? A basement! This seems to be working out pretty well which means an underground SV hangar for the Military Command Bunker in the near future. I'm thinking basements for my entire bunker series. Basements are cool.
I mean to add flares. What the circuit does is make a new signal is both levers are On. Lever 1 (AND) Lever 2. All you do is add an 'AND circuit signal', give it both lever inputs and assign it an output Tx - transmit signal (Anything you like!). Then you can link the first light directly to lever 1, since it has no other conditions. And the 2nd light uses the new Tx you made, which is already applying the conditions you want; ie Both levers = on. For the doors thing... ooh I likes.. sneaky!
Hehe. Your method would certainly save a lot of frustration Yes, I'm big on what a lot of people might consider a pointless detail. I like having physical switchgear and display indicators for common circuits on my ships and stations, and enjoy trying to make them look the part if I can.
@jmtc Yeah, it looks great. Makes everything feel much more official and technical. I just have to force my Steam friend who's much better with logic gates than I am to come up with the necessary circuits to do more intricate tasks. I'm familiar with them, I know what they can do, and I have a general idea of how to do it, but he can get it done a lot faster. But I can do pretty sign layouts! Yeah, if you're releasing it to the Workshop, it's probably for the best. When I first started Survival, I was put off many otherwise tasty designs because they were covered in plasma and laser cannon syrup with an artillery turret on top. Leave them in for the screenshot, but let people make the turrets and so on themselves. Depends on what sort of vehicle it is, though; some of McFluffFace's designs on the workshop (the grey ones with the Aztec naming convention) wouldn't make sense without the turrets on, for example.
Okay, it's all coming together now... I understand what your saying, and really appreciate the idea. It's amazing what a hot cup of joe and a bowl of oatmeal drenched in butter and syrup does for the brain... not to mention a few hours shut-eye.
That's almost exactly my favorite breakfast, although I use brown sugar instead of syrup, but that's a small difference overall. Actually, these days I use coconut sugar, because it has a similar smoky/caramel taste but is lighter and easier to handle.
Finally created a ship that I am mostly happy with. Trying to go with a smallish futuristic submarine look. Hangar space for a small HV and a landing pad for a SV on top. Time to start texturing and working on the interior.