Here is the complete dashboard, expanded with a new interior machine, and the vehicle, with the CANNON activated :
Starting with the remaining interior machines of the left section, the missing ones are explained in prior post :
THE RECEIVER : Scans the orbit for radio signals, with a wider range than your view, so you
can hear some objects before they enter the view. The states are:
Receiving radio signals ------> green
Scanning, no signals there --> blue
Out of energy -----------------> red
White tuning light : Wider range
The vertical bar : Strongest (nearest) signal out of view, objects in view are being skipped
THE SCANNER : Shows you the strengh and the condition of the current stone, you're above.
These unit has a second bar, inside its symbol, which displays the stone strengh.
The states are:
Entering a new stone, scanning --> green
Standby, no scanning ---------------> blue
No energy or no stone -------------> red
White tuning light : Half energy consumption
The vertical bar : Stone condition
The horizontal bar : Stone strengh
THE SPACESUIT : Saves your ass for a while, when OXYGEN-SUPPLY out of oxygen.
The states are:
OXYGEN-SUPPLY out of service, helmet closed --> green
Standby, helmet open -------------------------------> blue
SPACESUIT out of oxygen ---------------------------> red
White tuning light : Double oxygen
The vertical bar : Oxygen fuel
THE COOLER : Hides your hotspots for heatseeking missiles. The states are:
Heatseeking detected, extrem cooling --> green
Standby, light cooling ----------------------> blue
No energy, out of service ------------------> red
White tuning light : Half energy consumption
The vertical bar : Cooling state
The remaining exterior facilities on the control panel, the missing ones are explained
in prior post :
THE ENERGY SHIELD :
Your strongest protection shield, turns any matter into energy, and absorbs
any energy impact. If the CHARGER is installed, the absorbed energy gets stored.
The states are:
Getting an impact or charging --> green
Standby, no contact --------------> blue
No energy or charge -------------> red
White tuning light : Double shield capacity
The horizontal bar : Shield charge
Actions: Arrow down - Turns the wheel mark to the medium level, leaving the facility level.
THE GLUE-SPRAYER :
Spraying glue on the surface of the choosen stone, repairing any breaks. The states are:
Adjusting sprayer or spraying ----------------------------> green
Standby, glue > 0% ----------------------------------------> blue
Out of energy or glue, or not centered on a stone --> red
White tuning light : Half glue consumption
The horizontal bar : Glue fuel
Actions: Arrow left/right - adjusting sprayer (only, when centered on a stone),
arrow up - spraying (only, when sprayer is adjusted), Arrow down - Turns the wheel mark
to the medium level, leaving the facility level.
THE ACID-SPRAYER :
Spraying acid on any garbage on the choosen stone, etching it away. The states are:
Adjusting sprayer or spraying ---------------------------> green
Standby, acid > 0% ----------------------------------------> blue
Out of energy or acid, or not centered on a stone --> red
White tuning light : Half acid consumption
The horizontal bar : Acid fuel
Actions: Arrow left/right - adjusting sprayer (only, when centered on a stone),
arrow up - spraying (only, when sprayer is adjusted), Arrow down - Turns the wheel mark
to the medium level, leaving the facility level.
THE STONELAYER :
Forms a medium strengh stone and inserts it into a choosen gap, if the BUNKER-SYSTEM is
installed and has some stonepowder fuel. The states are:
Any form field activity or loading stonepowder ---------------> green
No form field activity, stonepowder > 0% -----------------------> blue
Out of energy or stonepowder, or not centered on a stone --> red
White tuning light : Forms double strengh stones
The horizontal bar : Stonepowder fuel
Actions: Arrow left/right - adjusting the form field (only, when centered on a stone),
arrow up - Stone-forming and -laying (only, when form field is adjusted),
Arrow down - Turns the wheel mark to the medium level, leaving the facility level.
THE LASER :
Has to be in every space game, and you will need it...
The states are:
Charging, aiming or firing --> green
Standby -----------------------> blue
Out of energy ----------------> red
White tuning light : Double capacity
The horizontal bar : Laser charge
Actions: Arrow left/right - aiming, arrow up - firing, arrow down - turns the
wheel mark to the medium level, leaving the facility level.
The second stock menu holds 7 kinds of rockets and mines, their states are generally:
Launching -------> green
Standby ---------> blue
Out of energy --> red
White tuning light : Double (explosive) power of the rockets/mines
The horizontal bar : Amount of rockets/mines
And in the section right of the control panel, some resources related displays:
THE METAL-BUNKER : Part of the BUNKER-SYSTEM. If the MATTER SHIELD is installed
and active, the metal part of the harvested matter dust gets stored here.
The states are:
In use by the MATTER SHIELD and/or the REPAIR ROBOT --> green
MATTER SHIELD or REPAIR ROBOT in standby mode --------> blue
Neighter MATTER SHIELD, nor REPAIR ROBOT accessible --> red
White tuning light : Double metal capacity
The vertical bar : Amount of metal
THE STONEPOWDER-BUNKER : Part of the BUNKER-SYSTEM. If the MATTER SHIELD is installed
and active, the stone part of the harvested matter dust gets stored here.
The states are:
In use by the MATTER SHIELD and/or the STONELAYER --> green
MATTER SHIELD or STONELAYER in standby mode --------> blue
Neighter MATTER SHIELD, nor STONELAYER accessible --> red
White tuning light : Double stonepowder capacity
The vertical bar : Amount of stonepowder
THE REPAIR ROBOT : Repairs any HULL damage, if the BUNKER-SYSTEM is installed
and has some metal fuel. The states are:
Repairing HULL, or loading metal --> green
Standby --------------------------------> blue
Out of energy or metal --------------> red
White tuning light : Double metal capacity
The vertical bar : Amount of metal
THE CHARGER : Stores the absorbed energy from the ENERGY SHIELD, flashing it into
the ACCU, when CHARGER 100% or ACCU 0%. The states are:
Charging or discharging --------> green
No charging or discharging ----> blue
No ENERGY SHIELD active -----> red
White tuning light : Double energy capacity
The vertical bar : Amount of energy stored
The next section, the 3x3 square of lights, shows the rescued guests you have in the
vehicles hangar. Their states are :
Happily living --> green
Unconcious -----> blue
Dead -------------> red
That's the whole panel, and now I have to put everything together, bringing all the displays
to life. It adds some complexity to the vehicle and the gameplay, hopefully making it a little
bit more appealing for the player.
Cheers for now !