Space Engineers

Space Engineers

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FSD Example
   
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Type: World
Mod category: Experimental
File Size
Posted
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694.472 KB
30 Apr, 2022 @ 2:50pm
6 Sep @ 9:44am
19 Change Notes ( view )

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FSD Example

Description
7 Comments
Ekuah  [author] 2 Jun, 2022 @ 7:16am 
Well they are convenient for this type of display.
By the way the other two displays use them too.
cheerkin 2 Jun, 2022 @ 7:09am 
SemiCircles? Haha, you are probably the first person to use them ever)
Ekuah  [author] 2 Jun, 2022 @ 6:29am 
Btw, nice in game editor.
Ekuah  [author] 2 Jun, 2022 @ 6:27am 
Believe it or not.
There are only two triangles used in the top display and those are the tiny arrows at the end of both axis.
The blue body of the graph is made out of 25 semicircles.
cheerkin 2 Jun, 2022 @ 6:16am 
So the top one has blue filled with triangles or triangles plus squares, right? That's neat.

I have a script that allows making similar stuff with resize-reposition of everything using mouse drag. I also use in-game sprite drawing script instead of Whips converter or similar. Although I'm lazy to implement data-source part because it's a hell of a scope. Maybe some day we could make your one compatible (send each screen output via IGC to the presenter script, or send each item independently) so user could re-arrange and resize stuff with mouse instead of writing complex configs.

https://www.reddit.com/r/spaceengineers/comments/v2w8xm/databound_animations_orbital_painter_and_wip
Ekuah  [author] 2 Jun, 2022 @ 6:02am 
That graph is a combination of prebuild sprites and something what I call "in script programming"
Basically you can run a rudimentary program on FSD.
You don't have to modify the FSD Script for displaying the different displays
And the sprite count isn't too high.
30 Sprites for the top display
17 Sprites for the middle display
13 Sprites for the bottom display
cheerkin 2 Jun, 2022 @ 5:25am 
Graphs like that scary me with their sprite-count, or did you manage to optimize it somehow?
Do you use pre-built sprite frames and show them based on linear min-max interpolation, or build them in code for each particular view-style?