Crane cockpit/operator cabiin

Deon Beauchamp shared this feedback 3 days ago
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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Replies (3)

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Some more.

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...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...

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The post was prompted by another post asking for the hotbar back in the cockpit. Although I too would like the hotbar back, it does clutter the available screen area that could be used better for avionic indicators and displays. This would not be a problem if there was not such a need for so many hotbar options in the flight cockpit and a dedicated control cabin was available for crane type functions. There is no need for flight controls and displays in a crane cabin. The available screen area would be better laid out for a more useful UI relating to the control of moving parts.

I did suggest a pop-up hotbar for the flight cockpit as well. I think that basic things like braking, landing and docking should be part of the avionic controls and not an option that the player has to add.


A crane cabin and flight cockpit are specialised for their tasks, the enclosing box should not be the determining factor. With the the advent of VS2.2 I felt that this post was a valid comment.

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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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