Space Engineers
Heat Sink Imitator
Комментариев: 102
S.S.Mogeko 31 мая. 2019 г. в 15:55 
Any update this script?
CaptPatrick01 9 окт. 2018 г. в 22:33 
We have a heatsink dependant on the ship's power consumption (this one), a heatsink based on the ship's current thrust output, and a heatsink dependent on the number of weapons in use. Soon, I want to see a heatsink based on the ship's Jump Drive charge level.
Cyberjasse 23 мар. 2018 г. в 19:04 
It doesn't work in my case. But it reacts: lighs shut down when the required power is more than power that can be delivered. else, they keep a constant intensity.
Its a static station.
[5СМ] DeerWithBeer  [создатель] 10 фев. 2018 г. в 4:05 
@Golden Dragon, i don't know answer on your question, because the script owner not responding on my messages about update script version)
Golden Dragon 9 фев. 2018 г. в 12:28 
Hello! Can you update this (nice) script to remove timer requiment?
SubQuest 4 дек. 2017 г. в 0:55 
nvm
it works on small ship but why not big ship?
SubQuest 4 дек. 2017 г. в 0:51 
for some reason it always says percent is declared but never used and my lights dont work
Minus 9 ноя. 2017 г. в 17:06 
Great little Script.
Played over an hour with it and I will not miss it anytime from now on.
Hemza 25 окт. 2017 г. в 13:28 
And I just tested this script works flawlessly
Hemza 25 окт. 2017 г. в 12:11 
Wow that was kinda rude, Fxx it. Didn't even explain what was wrong with it. How blunt.
[5СМ] DeerWithBeer  [создатель] 11 окт. 2017 г. в 14:45 
@Inq, what happened?
Inq182 11 окт. 2017 г. в 13:40 
Fxx it
[5СМ] DeerWithBeer  [создатель] 3 окт. 2017 г. в 13:42 
CaptPatrick01 , In Percent (in decimal)
CaptPatrick01 30 сен. 2017 г. в 19:51 
Is the output values in Watts or Percentage of maximum power?
Copycat80 27 сен. 2017 г. в 14:14 
can this work with lcds' brightness too? If not can you consider adding it
SievertChaser 4 апр. 2017 г. в 14:01 
Hi guys, only really got around to trying the script now. It may work marvelously... but am I correc that the newer lighting system makes the glow rather difficult to notice, even at max intensity?
Jizzmonkey 2 апр. 2017 г. в 15:42 
@Riverey - My bad it dopes work, just not for ships with lots of lights!
Jizzmonkey 2 апр. 2017 г. в 15:03 
@Riverey are you going to update this script? I love using it but i cant because it doesnt work anymore... :(
Divine 13 дек. 2016 г. в 17:45 
not working with last updates
Inq182 27 авг. 2016 г. в 17:40 
FIX PLS
Inq182 3 авг. 2016 г. в 15:53 
Hey Rivery. I was wondering if at all possible that you could ask Deer with Beer if he could make a version able to spin rotors faster. I'm working on some ship builds with spinning reactors and I'd like them to spin faster if the consumption is higher. Thanks

- Inquisitor
Bartholomew Marmalade 30 июл. 2016 г. в 16:29 
Is there anyway to exagerate the effects? Some of my ships that I use this script on seem to very small differences. Can I make the lights grow a lot brighter and more instense for a certain amount of the reactor's usage?
Spoon 15 июл. 2016 г. в 15:33 
@ Audio Queen
Is there a way you can set a timerblock and a different programable block up for certian conditions?
SimplyBenjamen 11 фев. 2016 г. в 10:22 
Is there a script like this but can toggle on and off groups. I want to use steam thrusters like heat vents when the power is overloaded.
Riverey  [создатель] 24 янв. 2016 г. в 13:39 
I use structures like (ship) (piston) (piston) (part). When I merge part and ship (leaving construction made of pistons between them) and unmerge again, it erases all groups.
Howewer, maybe it's good idea to ask Deer with beer to make it so it check for the group first and if it doesn't found it, when it just pick all lights.
Chip Patton 24 янв. 2016 г. в 6:36 
Not unless both ship names are the same.... :P
Chip Patton 24 янв. 2016 г. в 6:34 
The only problem is if there is a huge amount of lights on a ship, the getblock builds a query of every block of that type and if it is too many, "script terminated" lol. However, get block by group narrows down the internal query a bit allowing the game to do its own filtering which I don't believe counts against complexity.

As a suggestion with the grouping issues, name the groups to the grid-name of the ship such as "My Ship Lights" and you should never lose that group. This happens when a group is identical on both grids that merge, so when they un-merge only one takes that group with them. Naming the group unique to the grid is like a prenump :P
Riverey  [создатель] 24 янв. 2016 г. в 5:53 
@Chip Patton I prefer to use prefixes since in my ships groups constantly dissapears because of some game bug with merging part of the grid mounted on two pistons with the grid itself.
Prefixes, at the same time, stay in place since they are just parts of the block names.

But we're now comlitely rewriting the script to make it spool up gradually as many people requested, so maybe we'll look into this problem as well)
Chip Patton 24 янв. 2016 г. в 5:27 
Hi Rivery,

I'm getting the same error, script terminated due to complexity. May I request instead of filtering by [tag/prefix] that the script get the lights by group name -- this will cut down on the complexity a bit by narrowing the query of lights (on well lit ships) as I assume this is where the complexity is.
Riverey  [создатель] 14 дек. 2015 г. в 13:05 
@Darth Biomech thanks for the ideas! We'll definetly try to make a smooth spoolup since so many people want it.
About color changing - yeah, but it would be nice to be able to set just to colors (start and final one) and let the script change it according to the current heat level.

May I request a radiator model to you?) Some cube block with a grille and some pipes and warning signs and function of the light will be great!
0111narwhalz 12 дек. 2015 г. в 14:16 
@Darth Biomech
Perhaps increment the variable based upon the difference between the variable and reactor output, so if you run your reactor for a very short time, it'll glow a little bit and take a while to cool down.
Darth Biomech 11 дек. 2015 г. в 21:36 
Some suggestions:
Make it rise up the heat gradually, not instantly based only on the output of reactors. Maybe some sort of variable that's getting increased by certain amount based on the reactors output (more reactor - faster the increase). And also cooldown with substraction from that variable, but slow?
Make it control color of the lights also, so it would start at dull red, and only after it would go to bright orange or yellow.
Capitan_Ron 9 дек. 2015 г. в 18:19 
so i just installed this script on my ship directly according to the tutorial, however it worked for about 30 seconds, then stopped working and i get a message on my hud on the right side saying "script execution terminated, script is too complex. please edit and rebuild script" etc. ive tried everything i can think of to get it to work. copy/past in new world. etc. im not a programmer so i don't know how to troubleshoot scripts.

plz :steamfacepalm: how to fix? i really like this script!
Riverey  [создатель] 21 ноя. 2015 г. в 8:56 
@Зимний yep, working on it)
Model [sketchfab.com]
JWA 21 ноя. 2015 г. в 8:21 
It would be nice to have the grate itself be the light so it just looks like it's heating up.
Cheetah 21 ноя. 2015 г. в 2:43 
Nice&awesome, adds a bit of realism to these enigmatic self-contained nuclear devices called "reactors". Although it needs a custom block with a model of vertical window (with shutters) or air vent and functionality of Interior Light.
Doge the biologist 20 ноя. 2015 г. в 22:25 
That is brilliant handsome
JWA 15 ноя. 2015 г. в 9:42 
Holy crap how did I miss this one...
V 13 ноя. 2015 г. в 17:58 
how do you get it to smoothly transition, mine has a hard transition going intense and dim
aaronlukemarshall 12 ноя. 2015 г. в 8:02 
Ok no worries just have to see what bug fixes come along, have you submitted it to keen?
Riverey  [создатель] 12 ноя. 2015 г. в 3:14 
@HashtagMC | Babel de-N en-2 yep, that's how it works now in the game.
@Commander Shepard sorry, it seems to be some game bug, related to the new way of calculating power flows. Can't do anything with it right now(
Mx. Amber 12 ноя. 2015 г. в 3:02 
Energy Output = Energy Consumed?
aaronlukemarshall 10 ноя. 2015 г. в 10:07 
Thanks Bro!
Riverey  [создатель] 10 ноя. 2015 г. в 0:03 
@Commander Shepard Hey! Yeah, I encountered the same problem...
Reported it to our programmer)
aaronlukemarshall 9 ноя. 2015 г. в 10:42 
Hey guys when i load the game the script say index out of bounds and have rebuild the script everythime is there a fix for that?
Riverey  [создатель] 29 окт. 2015 г. в 2:02 
@Ninth Prophet hey, is it that what happened to you?
Link [vk.com]
Riverey  [создатель] 24 окт. 2015 г. в 10:14 
@venator2070 well, you can just ajust MAX variable in the script to make it more sensitive.

@FLT. ADMIRAL RAVEN yep, long time ago I was inspired with that heat sinks on one of the ships and tryed to implement them in one of my builds)
venator2070 24 окт. 2015 г. в 8:50 
Can someone help me. I would like to modifie this script so it calculates only the energy cunsumed by engines not by the whole ship. I try to set up fake engines which lights would produce a engine glow matching the output of some modded engines inside my ship. but because my reactors are modded too (and insanely powerfull) i the script ain´t working how i wanted it to work.
Raven 17 окт. 2015 г. в 7:03 
based on Elite: Dangerous, I'm guessing.
Ninth Prophet 1 окт. 2015 г. в 19:15 
Holy shit this script now tears a hole in space that leads to the pixel void. Will send pictures.