Crane cockpit/operator cabiin
Not Enough Votes
A specialised, oxygen fed, booth with controls for pistons, rotors and hinges.
No flight control or flight displays.
Displays for reading mechanical position, proximity sensors, lift weights.
Controls for selecting and adjusting mechanisms.
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I like this feedback
Some more.
Some more.
...I think I'd rather just have the SE1 industrial cockpit bought to SE2, and then have the option to remap the controls in a specific cockpit to use it like this...
...I think I'd rather just have the SE1 industrial cockpit bought to SE2, and then have the option to remap the controls in a specific cockpit to use it like this...
Controlling complex mechanical mechanisms is something I have always wanted in SE1 without relying on mods or scripts. It is rather a broader issue that includes things like subgrid controls and input axis mapping. I was thinking a lot about it and made this generic suggestion of how much of this can be possible with just a few in-game blocks.
Controlling complex mechanical mechanisms is something I have always wanted in SE1 without relying on mods or scripts. It is rather a broader issue that includes things like subgrid controls and input axis mapping. I was thinking a lot about it and made this generic suggestion of how much of this can be possible with just a few in-game blocks.
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