• Space/Medieval Engineers V3. "Planets this Thursday I swear"
    3,892 replies, posted
I made this fucker a few days ago. [img]http://i.imgur.com/5Qk3gd4.png[/img] [img]http://i.imgur.com/LmVUP8z.png[/img] You have no idea how hard it is to make a medium sized heavy armored ship that has atmospheric capabilities powered via hydrogen thrusters [editline]13th February 2017[/editline] turns out it's absolute shit in combat because the cockpit is at the front and it just blows up if a well placed missile hits the face of it
Combat ships should always have an armoured battle bridge that you retreat to when going into combat.
my next ship should have something like that, surrounded by walls of heavy armor 3 blocks thick also i dig the funky geometry on that thing, it's like a cargo hauler with stealth armor
Note-worthy update for builders: [media]https://www.youtube.com/watch?v=MBhNtFf0-9E&t=0s[/media] [quote]Features - improved default mount position for: Large and small Solar panel Large and small Connector Large and small Laser Antennae, Large and small Hydrogen Thrusters Small Connectors Small Ore Detectors Small Antennae Small Ship Drill Refinery Medical Room Fixes - reverted changes for welder - added default setting for suspension wheels when built, to provide moderate performance in any environment - fixed crash in render that caused the game to crash on launch due to the ShaderCache folder [/quote]
welders unfucked, my self-building battleships can build themselves again!
I wonder if there is a mod to revert to the old build menu. I cant bring myself to play with this obtuse excuse for a menu.
Someone remind me what they did to welders in the first place?
still lacking in creativity design-wise, but at least this time i did something relatively small and compact and also functional to a degree [img]http://files.1337upload.net/TieBase1-e2cb61.jpg[/img] [t]http://files.1337upload.net/TieBase2-73e223.jpg[/t][t]http://files.1337upload.net/TieBase3-146af0.jpg[/t] has moorings for 6 TIE fighters and a decent sized landing pad on top. basically you hop into a fighter, unclamp the connector and fire up the thrusters - the damn things hit a speed of 150 m/s in a couple of seconds, especially the Interceptors tower is meant to be ACT or something.
decided to do something more risky and built a TIE Striker with turning wings [img]http://wduwant.com/index_uploads/uploads/b2ce0ebcdd8d.jpg[/img] handles like shit though, thanks to the dead weight of the rotor grids, and because of them it also slowly sinks in gravity is this thread hibernating or something
I like spaceships.
something about the expanse I guess [IMG]https://puu.sh/uyKLK.png[/IMG]
Little late, but hey, "mulitplayer improvements". [media]https://www.youtube.com/watch?v=BHlz9wYLiQA&t=0s[/media] [quote]Features - LOD Optimizations - Newly placed blocks inheriting the velocity of the player - Cutscene Editor Guide: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=879883672[/url] Fixes - fixed issue with grids and voxels not appearing from client - fixed issue with grid not reloading - fixed character leaning in certain situation when using mag boots - fixed crash when spawning in a small drill ship - fixed issue with synchronization of trees between client and server - fixed synchronization between client and server for corpse GPS marker - fixed issue with sub grids turning into station when their main grid was placed into voxel. Hotfix 178.004: - added 15 M/s threshold for when placing blocks during movement - added mountpoint on small merge block - fixed crash when locking to another grid that is being controlled [/quote]
[QUOTE]- fixed issue with sub grids turning into station when their main grid was placed into voxel.[/QUOTE]Horay!
does FP still have a server? follow up question, is that server active?
This is kinda worth posting [url]http://blog.marekrosa.org/2017/03/changes-to-space-engineers-release_14.html?m=1[/url] In short, the dev branch is going away but that doesn't really change much in the end because we're still gonna get small weekly updates, and big ones will come out whenever they feel like it Also new HUD [t]https://1.bp.blogspot.com/-caY6iszBgH8/WMg4-QFX-XI/AAAAAAAABNk/zMj3OqgGeWgp5R4zZevXAAkiuRqaomIzACLcB/s1600/SE_HUD_image2.png[/t]
Doesn't read well on sand. Is it any good? Who knows!
"fully moddable and can be customized per cockpit or helmet", you'll probably be able to change the opacity right from the start without even editing any files
Long video, mostly blahblahblah about where Marek's been and what the team are up to. [media]https://www.youtube.com/watch?v=IHXVTifLaCs[/media] [quote]Features - New Multiplayer Scenario: Dead Drop Arena - Marek's Blog Post: Changes to Space Engineers Release System - [url]http://blog.marekrosa.org/2017/03/changes-to-space-engineers-release_14.html[/url] Fixes - fixed crash while showing gravity range - fixed crash while placing block into the voxel on dedicated server - fixed symbol @ not working in e-mail subscription on some keyboards - fixed moving platform does not move, when it is connected with voxel - fixed plane and line blocks do not have the correct ownership - fixed wheel steering while controlling vehicle from turret - reduced too bright whites on some voxel materials - corner LCDs renamed to top and bottom - suspension wheels renamed to left and right [/quote]
[quote]- fixed crash while showing gravity range[/quote][B][I][U]FINALLY.[/U][/I][/B]
[QUOTE=Thunderbolt;51960273]This is kinda worth posting [url]http://blog.marekrosa.org/2017/03/changes-to-space-engineers-release_14.html?m=1[/url] In short, the dev branch is going away but that doesn't really change much in the end because we're still gonna get small weekly updates, and big ones will come out whenever they feel like it Also new HUD [t]https://1.bp.blogspot.com/-caY6iszBgH8/WMg4-QFX-XI/AAAAAAAABNk/zMj3OqgGeWgp5R4zZevXAAkiuRqaomIzACLcB/s1600/SE_HUD_image2.png[/t][/QUOTE] All I ask is an MMO-like UI system wherein you can toggle, reposition, and resize UI elements on the fly.
"We're gonna post minor updates every Thursday" [media]https://www.youtube.com/watch?v=RZqxaKUbsFw[/media] [quote]Hello, Engineers! We are happy to announce that today we are releasing the first iteration of the new heads-up display. Firstly you will notice that the screen is much less cluttered now as lots of the informational text has been replaced with bars and icons. A notable feature is that the oxygen and hydrogen bars indicate how many bottles you have in your inventory that are capable of replenishing your personal supply. The HUD contains a new speedometer and inventory capacity bar which updates as you fill your character's backpack, while the main toolbar has had numerous visual changes made to it while still retaining elements of the classic style. Red hazard icons for a full inventory, low health and low oxygen will appear to alert the player when these particular stats are in the danger zone and to the right of the main toolbar you will find the new gravity indicator which shows the gravitational plane orientation relative to your character, including a velocity marker that displays when you're moving. When seated on a ship or station, you will see the bars on the right side of the screen light up. These indicate the power usage and hydrogen fuel levels of that grid. It’s worth noting that pressing tab once will hide the keybindings and pressing tab again will hide all of the HUD as before. You can also change the opacity of the HUD background via the game options. Nearly every element of the user interface has been updated including the main menu, block screen, control panel and much more. You will notice new icons on all of these pages and screens too! Overall, the UI and HUD now looks much cleaner, higher quality and more immersive! Lastly, as mentioned in previous videos, the HUD is fully moddable so modders… go crazy! We would love to know your thoughts, so please leave any feedback on the new heads-up display and user interface in the comments below. In the following weeks, we’ll be improving, tweaking and iterating upon them so it’s now super important for us to gather the community’s feedback. Features - New HUD, fully moddable - GUI cleanup with new default font - Example Mod: HUD Colors - [url]http://steamcommunity.com/sharedfiles/filedetails/?id=889485290&tscn=1490282446[/url] - Example Mod: HUD Colors Large Cockpit Only - [url]http://steamcommunity.com/sharedfiles/filedetails/?id=889595992[/url] - Added slider for intensity of flares Fixes - fixed crash in CubeGridSystems - fixed issue with explosions making giant debris appear when hitting voxels - fixed issues concerning camera zooming when moving fast - fixed issues with camera alignment [/quote]
Definitely not a fan of the new HUD or the general flat and indistinct new look of the UI as a whole. Particularly, I'm not a fan of the new directional indicator and the fact that the recognizable unit of Gs has been replaced by uh [img]http://puu.sh/uWaM6/6c4d758389.jpg[/img] This number salad which I guess is acceleration, which on one hand is kind of a nice hard sci-fi touch sort of but on the other is kinda just obnoxious Also the atmospheric o2 indicator's placement is just straight up nonsensical Darkness is actually a thing again though, so that's nice [img]http://puu.sh/uWb4C/cdb23db88e.jpg[/img] They've also definitely made improvements to the physics, too, 'cause that mining truck I keep hoping will one day be viable doesn't violently shake itself apart anymore, instead it just jitters madly around and it is [I]hilarious[/I] :v:
At least it's updating for you. SE refuses to update because "content file locked", even after uninstalling/reinstalling.
[QUOTE=Sitkero;52002127]Darkness is actually a thing again though, so that's nice[/QUOTE] HELL TO THE YES
Finally got it to update. Apparantley a system restart was all that was needed, meaning the "locked file" was still somehow loaded despite SE not running. (and the file the log pointed to, SpaceEngineers.exe, wasn't present in the directory listed :huh: ) On another note, is it just me, or did they revert the component/tool icons to their older versions?
I wish the forward velocity indicator was just a floating thing on the main screen like in pretty much every space/flight sim instead of just a tiny thing in the corner. [editline]24th March 2017[/editline] And that the on-screen artificial horizon line actually stayed on the horizon instead of vaguely pointing in its direction if you're not looking directly at it
Anybody else getting incredibly low LOD/view distance since a couple updates ago? It's never been this bad before [t]https://steamuserimages-a.akamaihd.net/ugc/92728095779269510/EFC9AD1EEEA1E74EEA458B6EF6B37F05A3546A9A/[/t] I barely got 10 blocks away from the windows and their frames already stopped rendering, it looks horrible [editline]24th March 2017[/editline] Found a workaround, F12 -> Render -> Lodding -> set "Object distance mult" to something like 0.200
[QUOTE=Joazzz;52003553]HELL TO THE YES[/QUOTE]taking this back, nothing seems to have really changed for me. and why is there still atmospheric lighting on airless planetoids like the Moon? also, performance seems worse than in a good while
[QUOTE=Joazzz;52008386]taking this back, nothing seems to have really changed for me. and why is there still atmospheric lighting on airless planetoids like the Moon? also, performance seems worse than in a good while[/QUOTE] I've noticed it only gets really dark inside ships and buildings, it won't get pitch black on the surface of a planet, even in the middle of the night, which kinda sucks. Go inside a ship though and turn off the power, you won't be able to see a damn thing
Space Engineers is the only program I have ever used that crashes my entire system on a diceroll when I click the "exit" button.
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