space engineers can

I can"t get mroe than one LCD to display text at a time and that display will look something like that image. Basicly what should be on two or three display is displayed on a single display while all other displays will show either the offline or online texture despite being set to show public text v.v

They are all powered, owned by me, shared with faction, and public read/write. Turning them off and on again usualy only results in all of them showing the online/offline message regardless of settings.

I"m kind of at a lost here as to how to get them working right but they did work once. for a short time they were werking perfectly and now they all behave like this no matter how times I quit the program and restart.

space engineers can

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 can

But it will decrease the performance of the game - you need to have powerful GPU for that, as each screen is essentially another frame to render. Thus if your FPS is 40, with another camera-on-screen it might drop to 20 (if low FPS was caused by taxed GPU, not overloaded CPU). And it will incur some cost in CPU performance.

But it will decrease the performance of the game - you need to have powerful GPU for that, as each screen is essentially another frame to render. Thus if your FPS is 40, with another camera-on-screen it might drop to 20 (if low FPS was caused by taxed GPU, not overloaded CPU). And it will incur some cost in CPU performance.

The original mod worked fine, almost no performance impact whatsoever. It was well designed, didn"t do anything it didn"t need to, and used a dynamic pool of your available frames so that it literally couldn"t drag your FPS down. The worse your frames, the less the mod did. If you got over 60, it used those for even smoother displays. Xocliw showed it off on the community stream. He showed it directly to Marek, showed it working beautifully, while having none of the drawbacks it was claimed such a mod would have. And then Keen ignored the potential and changed a bunch of things and the mod died.

The original mod worked fine, almost no performance impact whatsoever. It was well designed, didn"t do anything it didn"t need to, and used a dynamic pool of your available frames so that it literally couldn"t drag your FPS down. The worse your frames, the less the mod did. If you got over 60, it used those for even smoother displays. Xocliw showed it off on the community stream. He showed it directly to Marek, showed it working beautifully, while having none of the drawbacks it was claimed such a mod would have. And then Keen ignored the potential and changed a bunch of things and the mod died.

It did have the drawbacks it was claimed such a mod would have... it"s just, it was showcased on powerful computers with enough frames to spare. The second you don"t have a powerful computer, you"ll see the drawbacks quickly. This is why it wasn"t made vanilla.

It did have the drawbacks it was claimed such a mod would have... it"s just, it was showcased on powerful computers with enough frames to spare. The second you don"t have a powerful computer, you"ll see the drawbacks quickly. This is why it wasn"t made vanilla.

Again with the "can"t be done". I"m reminded of that quote regarding senior scientists saying something can"t be done and being most certainly wrong.

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!

Again with the "can"t be done". I"m reminded of that quote regarding senior scientists saying something can"t be done and being most certainly wrong.

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!

From what I can see in the Steam and Keen forums, this mod wouldn"t be difficult to implement but suffers greatly from a performance drain. This could be mitigated with a slider on the link controlling frames per second for a capture rate.

From what I can see in the Steam and Keen forums, this mod wouldn"t be difficult to implement but suffers greatly from a performance drain. This could be mitigated with a slider on the link controlling frames per second for a capture rate.

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.

@zooltan no, the camera monitors would show a display of the camera view after you look through it. Its framerate was like 1Hz and it only lasted for so long but considering I was playing it on a x486 (I think)...

@zooltan no, the camera monitors would show a display of the camera view after you look through it. Its framerate was like 1Hz and it only lasted for so long but considering I was playing it on a x486 (I think)...

An option in game settings with sliders to limit darn thing. Probably I would think of getting new computer since cam feedback was so cool back in a day. But I guess it"s to much of an effort, shame mod isn"t working anymore.

An option in game settings with sliders to limit darn thing. Probably I would think of getting new computer since cam feedback was so cool back in a day. But I guess it"s to much of an effort, shame mod isn"t working anymore.

But the real issue with this is rendering a scene to a texture that gets applied somewhere in word.. It"s the same as trying to render a dynamic reflection, it"s incredibly intensive and difficult to implement.

But the real issue with this is rendering a scene to a texture that gets applied somewhere in word.. It"s the same as trying to render a dynamic reflection, it"s incredibly intensive and difficult to implement.

Old mod was great, as long as you didn"t have dozens of screens running. IIRC there was a "performance" slider to make it more user friendly to lower spec machines. If you could at least consider it Keen, that would be great!

Old mod was great, as long as you didn"t have dozens of screens running. IIRC there was a "performance" slider to make it more user friendly to lower spec machines. If you could at least consider it Keen, that would be great!

While the actual rendering is client side, the camera can be several subgrids - maybe kilometers - away and see a different part of the universe. A camera would be like an additional player, spawning in local asteroids and streaming grid data from the server to be rendered on the remote camera feed. Or cameras are 100% local and intended for cameras in close proximity only, with no load on the server and very low PCU amount. (Maybe have separate server/client PCU?)

Rendering performance impact could be made O(1) by updating a set amount of screens per frame at a preset resolution. I.e. A surveillance room with 10 camera feeds would update every screen at 6 FPS instead of 60, as in this example surveillance camera clip: https://www.youtube.com/watch?v=X2oNWHv0zSQ

Eventually all "extra rendering step" could be queued up so that only one extra rendering is done per frame. I.e. environment cube maps could be on every frame if the queue is unused, but reduce to every second frame if camera feeds are active:

(Effective frame rate of the three cameras would then be 10 FPS. Camera feeds should only update when the player is actually standing in front of and looking in their direction. Screens being "freshly" activated would take the next slot in the update queue for a max 1 frame delay, unless several screens activated in the same frame.)

While the actual rendering is client side, the camera can be several subgrids - maybe kilometers - away and see a different part of the universe. A camera would be like an additional player, spawning in local asteroids and streaming grid data from the server to be rendered on the remote camera feed. Or cameras are 100% local and intended for cameras in close proximity only, with no load on the server and very low PCU amount. (Maybe have separate server/client PCU?)

Rendering performance impact could be made O(1) by updating a set amount of screens per frame at a preset resolution. I.e. A surveillance room with 10 camera feeds would update every screen at 6 FPS instead of 60, as in this example surveillance camera clip: https://www.youtube.com/watch?v=X2oNWHv0zSQ

Eventually all "extra rendering step" could be queued up so that only one extra rendering is done per frame. I.e. environment cube maps could be on every frame if the queue is unused, but reduce to every second frame if camera feeds are active:

(Effective frame rate of the three cameras would then be 10 FPS. Camera feeds should only update when the player is actually standing in front of and looking in their direction. Screens being "freshly" activated would take the next slot in the update queue for a max 1 frame delay, unless several screens activated in the same frame.)

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.

Glass cockpits aren’t worth it on large grids! The glass is far more fragile than heavy armor! I want cameras to be my window to the world and to be sheathed in armor, like ships in The Expanse!

Glass cockpits aren’t worth it on large grids! The glass is far more fragile than heavy armor! I want cameras to be my window to the world and to be sheathed in armor, like ships in The Expanse!

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.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don"t understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

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.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don"t understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

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.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don"t understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

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.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don"t understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

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.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don"t understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

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.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don"t understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

In short, as many people out there, I really believe that this should"ve been in the vanilla game since the LCD"s were introduced and also believe that it would elevate the game play so much.

Having the ability to view a camera image from an LCD in a basement - which is what I nearly always end up building in order to protect my gear from meteorites - would be a massive boon.

Also, displaying multiple camera images on LCDs means that a ship could have a decent bridge buried deep inside it and still have good visibility of the surrounding space, without needing to cycle through cameras while sitting in a control seat.

Having the ability to view a camera image from an LCD in a basement - which is what I nearly always end up building in order to protect my gear from meteorites - would be a massive boon.

Also, displaying multiple camera images on LCDs means that a ship could have a decent bridge buried deep inside it and still have good visibility of the surrounding space, without needing to cycle through cameras while sitting in a control seat.

I want this to very very badly I had a ship idea that had this involved with a script but I didn’t know that Scripps couldn’t allow this yet. I hope they Addison to the game I really really do!

I want this to very very badly I had a ship idea that had this involved with a script but I didn’t know that Scripps couldn’t allow this yet. I hope they Addison to the game I really really do!

A few other suggestions would be to resize the screen if adjacent displays share a tag, an option of linking it to a remote grid would be useful too for situational awareness of your current position while controlling a remote vessel.

A few other suggestions would be to resize the screen if adjacent displays share a tag, an option of linking it to a remote grid would be useful too for situational awareness of your current position while controlling a remote vessel.

This used to be a plugin mod (https://www.youtube.com/watch?v=VBbW2EZK7N0) but it was VERY GPU intensive and broke as soon as Keen updated the game. You are basically asking your GPU to render the same scene twice over.

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.

This used to be a plugin mod (https://www.youtube.com/watch?v=VBbW2EZK7N0) but it was VERY GPU intensive and broke as soon as Keen updated the game. You are basically asking your GPU to render the same scene twice over.

The mod is smart about it and makes it so that the LCD can "share" frames instead. So it can update at 30 fps but it doubles the GPU Render Load, or all the way down to 1fps which divides evenly amongst other LCDs. So if you had the setting at 30fps they"d each run at 15fps, which would divide further as you added more.

I don"t know the limitations of this engine, but that what we ask for here, is used in many games like Portel or Prey (the old one) and is used, when some NPCs are in a monitor. For example, in Half Life 2, when Wallace Breen has his speeches on the monitors, the actual NPC is loaded in a separate room on the map, where the NPC gets recorded by a virtual camerajand is streamed directly to the ingame TVs and monitors, the player can see and they do it that way, because, according to the devs, tihs is much easier then make a actual video clip to play back on the screens. So it schouldn"t be wichcraft to make something like that. Except the engine really can"t cope with that.

The Mods we had, are more or less a collection of workarounds to make this feature somewhat functioning, but someone with unrestricted access to the source code, should be able to implement, at least the frame work, for such a function, without all too heavy performance impacts. Furthermore we are in an age, of ridiculously powerfull GPU like the Nvidia 30 Series and Space Engineers never was a casual game, requirement wise. And for those with a too weak system, we could make a tab in the world settings to disable this feature.

I don"t know the limitations of this engine, but that what we ask for here, is used in many games like Portel or Prey (the old one) and is used, when some NPCs are in a monitor. For example, in Half Life 2, when Wallace Breen has his speeches on the monitors, the actual NPC is loaded in a separate room on the map, where the NPC gets recorded by a virtual camerajand is streamed directly to the ingame TVs and monitors, the player can see and they do it that way, because, according to the devs, tihs is much easier then make a actual video clip to play back on the screens. So it schouldn"t be wichcraft to make something like that. Except the engine really can"t cope with that.

The Mods we had, are more or less a collection of workarounds to make this feature somewhat functioning, but someone with unrestricted access to the source code, should be able to implement, at least the frame work, for such a function, without all too heavy performance impacts. Furthermore we are in an age, of ridiculously powerfull GPU like the Nvidia 30 Series and Space Engineers never was a casual game, requirement wise. And for those with a too weak system, we could make a tab in the world settings to disable this feature.

The examples you use, only have a few limited "Cameras" active at the same time, and several of those probably uses a different technique (Like a simple pre-rendered video for the speech)

So the only way it can work, without tanking the FPS completely, would be to limit the number of cameras that can be active, to maybe 1-3, which I don"t thing is what the players want.

The examples you use, only have a few limited "Cameras" active at the same time, and several of those probably uses a different technique (Like a simple pre-rendered video for the speech)

So the only way it can work, without tanking the FPS completely, would be to limit the number of cameras that can be active, to maybe 1-3, which I don"t thing is what the players want.

The rendering load could be alleviated by defaulting to a low-refresh camera mode where the camera only updates at, for example, 15 fps or lower and an optional high-performance mode where the camera updates like the player camera.

The rendering load could be alleviated by defaulting to a low-refresh camera mode where the camera only updates at, for example, 15 fps or lower and an optional high-performance mode where the camera updates like the player camera.

i would make lcd refresh rate based on distance to closest player, that is looking at that lcd - so game would crank up lcd fps only when someone is actually looking at it and "freeze" display when nobody is around or looking on something else ....

i would make lcd refresh rate based on distance to closest player, that is looking at that lcd - so game would crank up lcd fps only when someone is actually looking at it and "freeze" display when nobody is around or looking on something else ....

I also find it very strange that this is so hard to implement... Duke Nukem 3D dynamically rendered security cameras onto display screens just fine 25 years ago (before even basic 3d graphics cards were even in most gamer"s PCs) along with a few N64 games, like Goldeneye. Not to mention more recent games like Half Life 2. There are a lot of ways to keep it performant on modern systems. Here"s a few suggestions that little old me can think of to keep system performance from being too negatively impacted.

If a remote camera LCD isn"t in visible range to a player, then don"t gather render data from the camera nor render the camera onto the LCD. I do not believe this is something that a modder could do, since it would require access to a player"s rendering data and being able to detect if any remote camera LCDs are within what"s being rendered.

Any camera feeds are sampled at a lower resolution and also rendered to LCDs at a lower resolution than when a player views through the camera directly. With a lower resolution on both sampling and rendering I would expect GPU stress to be lower as well.

Nested camera LCDs (any LCD"s rendering a camera that are THEN viewed by a later camera and rendered to a later LCD) would be only rendered at 1fps and only when the player is looking at the later LCD, otherwise it is not rendered. Or just don"t render nested camera LCDs at all, though that might confuse some players if done without explanation.

I also find it very strange that this is so hard to implement... Duke Nukem 3D dynamically rendered security cameras onto display screens just fine 25 years ago (before even basic 3d graphics cards were even in most gamer"s PCs) along with a few N64 games, like Goldeneye. Not to mention more recent games like Half Life 2. There are a lot of ways to keep it performant on modern systems. Here"s a few suggestions that little old me can think of to keep system performance from being too negatively impacted.

If a remote camera LCD isn"t in visible range to a player, then don"t gather render data from the camera nor render the camera onto the LCD. I do not believe this is something that a modder could do, since it would require access to a player"s rendering data and being able to detect if any remote camera LCDs are within what"s being rendered.

Any camera feeds are sampled at a lower resolution and also rendered to LCDs at a lower resolution than when a player views through the camera directly. With a lower resolution on both sampling and rendering I would expect GPU stress to be lower as well.

Nested camera LCDs (any LCD"s rendering a camera that are THEN viewed by a later camera and rendered to a later LCD) would be only rendered at 1fps and only when the player is looking at the later LCD, otherwise it is not rendered. Or just don"t render nested camera LCDs at all, though that might confuse some players if done without explanation.

Many games implement in-view screens of the game world. This isn"t new and not impossible just something Keen chose not to implement with their time. Other priorities. The LCD displays in the game and the cameras seem like a perfect match.

Many games implement in-view screens of the game world. This isn"t new and not impossible just something Keen chose not to implement with their time. Other priorities. The LCD displays in the game and the cameras seem like a perfect match.

Ill be honest, I don"t care about the GPU limitations and all the technical issues. Sorry but thats not for us players to worry about, we come up with ideas and devs make the judgements and solutions. If this feature works it would be a massive improvement to the game.

Ill be honest, I don"t care about the GPU limitations and all the technical issues. Sorry but thats not for us players to worry about, we come up with ideas and devs make the judgements and solutions. If this feature works it would be a massive improvement to the game.

Honestly I love this idea and I wish it was in the game this would be definitely revolutionary in my opinion and I think it would definitely be a great idea!

Honestly I love this idea and I wish it was in the game this would be definitely revolutionary in my opinion and I think it would definitely be a great idea!

You could even have lower frame rate, or have fram rate being dependent on distance to closes player so screens further away only update 10-20 fps and close by screens at higher rate.

You could even have lower frame rate, or have fram rate being dependent on distance to closes player so screens further away only update 10-20 fps and close by screens at higher rate.

Now as to why this will never probably happen other than those options I had given above and not dragging into question player Computer specs and what not.

Now as to why this will never probably happen other than those options I had given above and not dragging into question player Computer specs and what not.

I tested this plugin, and it works, but for me, it tends to generate some visual light bugs, as well as having a huge performance penalty. I think if the devs would add this feature straight into the game code itself, it can be much better controlled in terms of possible bugs and as previously mentioned a player could select render resolution and frame rate themselves to suit their needs as well as reduce the performance penalty depending on their specific GPU computing power.

I tested this plugin, and it works, but for me, it tends to generate some visual light bugs, as well as having a huge performance penalty. I think if the devs would add this feature straight into the game code itself, it can be much better controlled in terms of possible bugs and as previously mentioned a player could select render resolution and frame rate themselves to suit their needs as well as reduce the performance penalty depending on their specific GPU computing power.

While it"s a cool idea that have it"s own merits, it"s a different goal from what desire (which is a seamless intergration of camera feed onto our ships on various screens.)

While it"s a cool idea that have it"s own merits, it"s a different goal from what desire (which is a seamless intergration of camera feed onto our ships on various screens.)

It"s not the overlay, it"s the feed - which doesn"t exist. Cameras cheat by moving the player"s POV to the camera, not be sending a camera feed back to the player. So this request is more work than it appears; each camera would need to be rendered. Would it be rendered by the server? Servers don"t render anything right now. A player? Which one? What if they log out? It"s complicated.

It"s not the overlay, it"s the feed - which doesn"t exist. Cameras cheat by moving the player"s POV to the camera, not be sending a camera feed back to the player. So this request is more work than it appears; each camera would need to be rendered. Would it be rendered by the server? Servers don"t render anything right now. A player? Which one? What if they log out? It"s complicated.

I was searching about the best camera for photography then I found an article on google which gave the best info about top cameras and lenses. The article was from

I was searching about the best camera for photography then I found an article on google which gave the best info about top cameras and lenses. The article was from

Cool idea but one feature at a time. Once we get (if we do, at all) camera footage on a screen, we can then consider the possibility of a multi-screen set up.

Cool idea but one feature at a time. Once we get (if we do, at all) camera footage on a screen, we can then consider the possibility of a multi-screen set up.

Whats the reasoning behind declining this sugestion? Is it the usual BS about performance impact or any other of the usual exscuses or are you finaly ready to admit your incompetence, of which we are all alredy well aware?

Whats the reasoning behind declining this sugestion? Is it the usual BS about performance impact or any other of the usual exscuses or are you finaly ready to admit your incompetence, of which we are all alredy well aware?

It"s not rhetoric, it"s simple reality of economics. If you can"t afford what"s necessary to run a feature, then you can hardly expect the feature to be made available to you anyway, can you? I too would like if my car was as luxurious as a Bentley. Alas, I couldn"t afford a Bentley, so, why should I be entitled to having VW make my Polo be like one for what I paid for that Polo?

It"s not rhetoric, it"s simple reality of economics. If you can"t afford what"s necessary to run a feature, then you can hardly expect the feature to be made available to you anyway, can you? I too would like if my car was as luxurious as a Bentley. Alas, I couldn"t afford a Bentley, so, why should I be entitled to having VW make my Polo be like one for what I paid for that Polo?

I was not refering to the message, that was true enough. your statement is also true. but if your polo and bentley were made in the same year, is one more primitive than the other? I was reffering to error 404"s use of the word primitive in the context of consoles and its derogatory connotation in this sense.

I was not refering to the message, that was true enough. your statement is also true. but if your polo and bentley were made in the same year, is one more primitive than the other? I was reffering to error 404"s use of the word primitive in the context of consoles and its derogatory connotation in this sense.

Attacking strawmen buys you nothing. I never said anywhere that either make was more or less primitive than the other, and you know damn well I never did. You were the one who conflated those two very separate illustrations of the matter.

I get it, you want to justify your purchase, but at the end of the day the fact of the matter remains. The functionality consoles and their ecosystems bring is fundamentally and distinctly more limited than what the PC offers even at the worst of times, and "primitive" is one applicable word for that. Sure, you can decide to become terribly offended by someone"s choice to forego wrapping that truth in a sickeningly cloying wadding of diplomacy and baby-speech and walking on the eggshells that are your own life decisions, but I somehow doubt there"s any benefit to that. Might as well stand above those things and spend your energy on more productive matters.

Attacking strawmen buys you nothing. I never said anywhere that either make was more or less primitive than the other, and you know damn well I never did. You were the one who conflated those two very separate illustrations of the matter.

I get it, you want to justify your purchase, but at the end of the day the fact of the matter remains. The functionality consoles and their ecosystems bring is fundamentally and distinctly more limited than what the PC offers even at the worst of times, and "primitive" is one applicable word for that. Sure, you can decide to become terribly offended by someone"s choice to forego wrapping that truth in a sickeningly cloying wadding of diplomacy and baby-speech and walking on the eggshells that are your own life decisions, but I somehow doubt there"s any benefit to that. Might as well stand above those things and spend your energy on more productive matters.

I was reffering to error 404"s message with my primitive statement. I apologize if that was interpreted the wrong way. as far as justification of purchase and all that, I just want to play the game and have fun. I won"t get into a linguistics debate because I don"t want to. all the rest of that eggshells and diplomacy and whatever else you are talking about is kinda irrelevant because you are right. they should be two seperate versions. but just because you are correct does not mean you can"t be polite in your speech and manner towards other people.

I was reffering to error 404"s message with my primitive statement. I apologize if that was interpreted the wrong way. as far as justification of purchase and all that, I just want to play the game and have fun. I won"t get into a linguistics debate because I don"t want to. all the rest of that eggshells and diplomacy and whatever else you are talking about is kinda irrelevant because you are right. they should be two seperate versions. but just because you are correct does not mean you can"t be polite in your speech and manner towards other people.

The troll face says it all. PC gamers also have low end hardware. There is a bit of psychology at work here though. If your PC can"t handle the camera-to-LCD feature you may chose to turn it off for now, maybe consider a GPU or RAM upgrade or just accept it for now. For cool screenshots you can always turn it back on temporarily. You feel like it"s all in your hands. On a console on the other hand, graphics and complexity are often locked down, like the number of planets or asteroids. You can"t upgrade a hardware component or decide for yourself if camera-to-LCD is worth the performance hit. Others decide what your console can handle. You begin to feel disenfranchised compared to a PC gamer with comparable hardware.

The troll face says it all. PC gamers also have low end hardware. There is a bit of psychology at work here though. If your PC can"t handle the camera-to-LCD feature you may chose to turn it off for now, maybe consider a GPU or RAM upgrade or just accept it for now. For cool screenshots you can always turn it back on temporarily. You feel like it"s all in your hands. On a console on the other hand, graphics and complexity are often locked down, like the number of planets or asteroids. You can"t upgrade a hardware component or decide for yourself if camera-to-LCD is worth the performance hit. Others decide what your console can handle. You begin to feel disenfranchised compared to a PC gamer with comparable hardware.

I only wanted to say, consoles are geting stronger and stronger, and some day they too will be able to run any and all games as good as a PC or better.

I only wanted to say, consoles are geting stronger and stronger, and some day they too will be able to run any and all games as good as a PC or better.

I have a lot of critique for Keen and their decitions, but I agree with them on this one. I am a software developer, with 8 years of experience in game engines and I don"t know of any way to implement this in a way that performs well and satisfies what players expect.

It"s a feature I would love as well, but the amount of time they would have to spend on this one feature, can be spent on many things that will benefit the game more.

So unless you can give a detailed explanation of how to implement this, and not just how you "think" it can be done, then please respect the actual developers who decided not to implement this one feature.

I have a lot of critique for Keen and their decitions, but I agree with them on this one. I am a software developer, with 8 years of experience in game engines and I don"t know of any way to implement this in a way that performs well and satisfies what players expect.

It"s a feature I would love as well, but the amount of time they would have to spend on this one feature, can be spent on many things that will benefit the game more.

So unless you can give a detailed explanation of how to implement this, and not just how you "think" it can be done, then please respect the actual developers who decided not to implement this one feature.

Also, generaly speaking, if you are a doing one job and you find yourself strugling due to incompetence, you can always go do somethingh ealse. Sweeping streets or emptying sewers pays well. I wouldnt know tho, cos i do my job well.

Also, generaly speaking, if you are a doing one job and you find yourself strugling due to incompetence, you can always go do somethingh ealse. Sweeping streets or emptying sewers pays well. I wouldnt know tho, cos i do my job well.

As can be seen in this YouTube Video (https://www.youtube.com/watch?v=cWpFZbjtSQg) implementing a camera feed to the LCD screens shouldn"t be thatdifficult. Now one difference would be the need to dynamically alter the position of the projection but even as an inexperienced programmer that is not an issue. If the devs have some competence (which I would assume given they developed this game) it should not be a problem to implement at all, except of course the issue with consoles other users mentioned. Drawing a second camera is expensive for the render engine but if not done at full resolution, unless the player is accessing the camera directly, I fail to see any issues except poor performance on low end pc"s and console, which imo is already the case so that would be a drop of water in an ocean.

As can be seen in this YouTube Video (https://www.youtube.com/watch?v=cWpFZbjtSQg) implementing a camera feed to the LCD screens shouldn"t be thatdifficult. Now one difference would be the need to dynamically alter the position of the projection but even as an inexperienced programmer that is not an issue. If the devs have some competence (which I would assume given they developed this game) it should not be a problem to implement at all, except of course the issue with consoles other users mentioned. Drawing a second camera is expensive for the render engine but if not done at full resolution, unless the player is accessing the camera directly, I fail to see any issues except poor performance on low end pc"s and console, which imo is already the case so that would be a drop of water in an ocean.

you always pull the "how many of you are programers" card.But it"s true. There"s a difference between bashing some stackoverflow search results together and truly making the effort of working it effectively and efficiently into the final product. And that"s not even considering the economics of working under employment in a company that earns the money to pay you from selling the work you contribute. You may think Keen is incompetent, you may call Keen incompetent, and maybe they even are, by some measure or another, but that still doesn"t change anything about that, right here, right now, they have this much work, this much capacity, and this much market demand for this much of their products. You might not like it. Hell, they might not like it. But nobody can escape their daily need of bread on the table, and that"s ultimately what makes or breaks pursuit of any requested feature.

As can be seen in this YouTube VideoYes, but SE"s gameworlds aren"t exactly just some five polygons like in that video"s test world. I have no doubt the R&D to find out how to optimise this before even going about optimising this, and a ton of other considerations in the ecosystem of the whole game around such a camera feature, is weighing a lot heavier than just spending an afternoon or so to get the code written.

It"s still a business decision. How many more paying players could adding such a small yet challenging-to-implement-well feature as a ploppable cam feed realistically invite? Enough to warrant the effort? Likely no? Then no.

you always pull the "how many of you are programers" card.But it"s true. There"s a difference between bashing some stackoverflow search results together and truly making the effort of working it effectively and efficiently into the final product. And that"s not even considering the economics of working under employment in a company that earns the money to pay you from selling the work you contribute. You may think Keen is incompetent, you may call Keen incompetent, and maybe they even are, by some measure or another, but that still doesn"t change anything about that, right here, right now, they have this much work, this much capacity, and this much market demand for this much of their products. You might not like it. Hell, they might not like it. But nobody can escape their daily need of bread on the table, and that"s ultimately what makes or breaks pursuit of any requested feature.

As can be seen in this YouTube VideoYes, but SE"s gameworlds aren"t exactly just some five polygons like in that video"s test world. I have no doubt the R&D to find out how to optimise this before even going about optimising this, and a ton of other considerations in the ecosystem of the whole game around such a camera feature, is weighing a lot heavier than just spending an afternoon or so to get the code written.

It"s still a business decision. How many more paying players could adding such a small yet challenging-to-implement-well feature as a ploppable cam feed realistically invite? Enough to warrant the effort? Likely no? Then no.

space engineers can

After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!

Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.

There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.

There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:

Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.

Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.

Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.

Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.

Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?

Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.

Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.

Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.

Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.

Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.

*Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag:

Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.

Sometimes we have to invest in people, teams, or projects, without knowing if they will work out. You need to give them time. And if you want to have a high bar for innovation, expecting novel things, you need to take the risk.

Why are they high-risk? Because they are hard to do, and usually it takes many iterations until we figure out the right way to do it. It usually takes a few iterations to perfect it. This means that doing water can take a few weeks (if we get it right from the start) or a few years (if we need to experiment, iterate, throw away past experiments, look for specialists in this area, etc). Same for the engine rewrite and AI / living worlds for our games.

A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.

A: The way we designed this is that even people who don’t purchase the Decorative Pack can play on servers with people who own the Decorative Pack. Players who don’t own the Decorative Pack won’t be able to build with these new blocks, nor interact with them, but they will be able to view them in-game.

A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.

A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.

A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.

A: Hehe, if you put it this way, it sounds kind of funny. But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.

Looking at our upcoming plans, I can say that we are going to work on another package similar to this one. It’s not a secret that we want to bring you more things you asked for in the past, such as new skins, new weapons, new economy system etc.

If you want to let me know your feedback on our decision to release paid Decorative Pack, please get in touch via my personal email address marek.rosa@keenswh.com. I welcome every feedback and we will use it to learn and provide better service.

space engineers can

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.

Choosing "Edit Text" allows inputting custom text such as the name of a room to use above doors. The text can then be scaled up to fit the screen dimensions or preferred size by using the "Font Size" slider.

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 can

Restart the computer. This is a classic troubleshooting step because it often works. It closes other processes that might be interfering with your monitor"s performance and gives you a clean slate from which to proceed.

Change the screen resolution. If the second monitor"s display is blurry, pixelated, distorted, or discolored—or if it"s duplicating the primary display—check the computer"s display settings. If the frame rate or resolution is incorrect, adjust it there.

Adjust the scaling settings. If the windows display in different sizes on different monitors in Windows 10, adjust the scaling settings. The recommended setting will match the apparent window size across monitors as closely as possible.

Fix discoloration and color accuracy. (On macOS, use display calibration.) If the computer"s settings don"t fix the problem, use a hardware calibration device, or adjust the monitor"s color settings, gamma, and brightness settings in the monitor"s on-screen menu. Every monitor is different, but Coloror Display Depth are the typical terms.

Other causes of color issues include different display panels, backlights, technologies, and age. If you need an exact match, consider professional-grade photo-editing monitors.

Adjust the monitor"s refresh rate. Monitors are built to work at particular refresh rates. If your computer doesn"t send a signal at one of those supported rates, there"s a chance the monitor won"t display the signal.

Swap out the current cable. A bad cable is the most common culprit when the monitor shows artifacts or no picture at all. Very long and poorly shielded cables are especially prone to interference.

Good cables don"t need to cost a fortune. Gold-plated connectors and oxygen-free copper don"t provide any noticeable differences in image quality. However, poorly constructed cables can lead to issues. Purchase a cable from a trusted manufacturer. Monoprice offers an excellent combination of affordability and reliable quality.

Try the cable in alternate ports on the PC, the display, or both. Change only one at a time, so you can pinpoint which ports caused the problem. If your PC doesn"t have a second compatible port, connect the monitor to a different computer to see if it works and to help pinpoint the problem.

Make sure the cable supports the correct version of the display standard. HDMI cables can support anything from HDMI 1.0, which provides minimal support, to HDMI 2.1, which can support the highest resolutions, color spaces, and audio channels.

USB-C and Thunderbolt monitors are even more confusing because the cables are physically interchangeable but not cross-compatible. DVI, meanwhile, has multiple versions, and it"s possible to plug an incompatible DVI cable into a computer or monitor.

Check the cable"s documentation on the manufacturer"s website to find the latest display connection version supported by the cable. If the cable doesn"t support your display, replace it with a cable that does. Additionally, check the appearance of the connectors on the cable, computer, and monitors to ensure they"re compatible.

Remove any switches or converters from the signal chain. If the cable has HDMI on one end and DVI on the other, try a cable that has the same connector on both ends. If possible, remove or replace dongles and switches temporarily. If the simpler connection works, the removed device is to blame.

Try a different display interface. For example, if the second monitor is currently connected over HDMI, use Display Port instead. This can accomplish a few things. If the current interface can"t drive all the pixels in the second monitor, switching to a different interface can fix that problem.

Based on capability, common display connectors can be ranked in this order: DisplayPort, HDMI, DVI, Thunderbolt, USB-C, VGA. Unless you must use a VGA connection for legacy compatibility, avoid it; it cannot properly drive modern displays. Also, there are multiple versions of HDMI, DVI, and USB-C. Just because you can plug a cable into a port doesn"t mean you"ll have full compatibility.

Update the computer"s display drivers. If you have a third-party discrete graphics card, update the drivers from the manufacturer. If you plug the monitor into the motherboard"s display connectors, visit the motherboard or computer manufacturer"s website to check for updated drivers for those features.

Lower the image quality. If the monitor suffers from a poor frame rate, choppiness, or corrupted video or game content, reducing the signal"s complexity can help. For games, try the lowest-quality settings first, then gradually improve the quality until the issue reappears. For video content, try a lower resolution or a less demanding frame rate.

Check the power connections. If the monitor doesn"t turn on, try different power connectors or wall outlets. Test wall outlets with other devices before plugging in the monitor to ensure those devices work properly.

Check the monitor"s input settings. If the monitor has multiple input interfaces, make sure you have the correct one selected in the monitor"s on-screen menu. Most monitors have an auto-detect feature that automatically switches to the connector receiving the signal. When that doesn"t work, set the display connector manually.

Make sure the monitor can display the content sent to it. Does the monitor have sufficient color gamut, resolution, or bit depth to display the content properly? Consult the monitor"s documentation or the monitor manufacturer"s website.

If none of these steps fix the problem, you might need to replace the monitor. If you see colored lines, black or colored points, or cracks in the image, the monitor"s panel might be damaged and require replacement. These display issues can be fixed similarly on macOS.

space engineers can

The first thing that we would recommend, if you are experiencing some technical or gameplay issues with the game, is to check our support portal. There is a good chance that the problem you are facing has been experienced before, so it is likely that players who have had similar issues have posted suggestions and solutions.

You can get help with general gameplay questions by joining our active Discord community on our official Discord server here: https://discord.gg/keenswh

Note: Space Engineers currently does not support nVidia/AMD 3D vision and it should be disabled in the nVidia/AMD control panel, otherwise it can cause various issues.

Provide as much detailed information as you can. Write a synopsis of what you were doing before the error happened. Taking a screenshot of the bug or a video may also also help. Support staff will request additional information as is needed.

Attach one or all save folders. You have to enable hidden files in order to see the Save folder. Save folders may contain MBs of data, be careful when sending them. Emails usually don’t like attachments larger than 10 MB):

What if you can’t find the AppData Folder? Run “Fold