Thread OP WIP. Talk about Space and Medieval Engineers here.
Yey a new thread, so I played the last MP test for about 3 days.
I really hope they push this out to the public branch ASAP because even in its current state id 100% take it. I had no major faults and the very thought of using pistons in MP feels weird but they work perfectly.
They NEED to get this out not in a months time If they want any hope of salvaging the player base.
I still don't really know what they did to this game, it used to run great but performance is fucking awful for me in singleplayer now. Everything feels so sluggish like the game is running at 75% speed. Until that is fixed I won't be able to enjoy the MP updates.
I've been trying singleplayer for a few days now and I've been running rather smoothly, even with a bump in resolution due to a monitor upgrade.
Feels like the opposite for me. Performance used to be really shit but it's a lot better now, even on the non mptest branch.
Any word for when this is coming to public? Would like to play it with some of the mods I use to see how it runs
@Turdman please update us on the Spacepunch Face Hulk
New Multiplayer test happening tomorrow!
I've driven a good 15km now.
https://i.imgur.com/pwDQpFm.jpg
Test servers are looking damm good. No clang.
Went on a stealth mission that ultimately ended prematurely because of clang.
https://d0playscdntv-a.akamaihd.net/video/H1UOibx17AD/processed/720.mp4
now that is fucking incredible, no body expects the clang inquisition.
Just the very thought of being able to do this without clang.
https://i.imgur.com/m1pnuEE.jpg
And then actually doing it.
The server don't actually wipe afaik, next time they're up it will be the same save file. Atleast that's what the admin of one server told everyone
So any idea how long until they're gonna let everyone play with the latest build/release it?
Tried some space engineers today with friends and I can almost taste the fun, however, then your car clips into the ground or you fall through the world and it starts to feel like everything is one step away from a prop black hole similar to Gary's mod.
MP BUILD WHEN?!
I'm glad you asked...
https://www.reddit.com/r/spaceengineers/comments/8zt2yp/major_overhaul_of_multiplayer_update_stream/
FYI: airtightness has been moved to experimental.
Please note for the love of god: EXPERIMENTAL IS A CHECK BOX. Not a different branch.
Its so babys first spooce engineers is not going to leave a bad taste after joining a server with too many mods/shit specifications.
This release being so soon was due to the response of players on the recent stream, I certainly felt that if we could even get close to what was being shown on the test servers that it would be more than fit for a full blown release. Of course iterations are still needed but it is far better than what we had before.
What?
Heads up, the new update is here.
https://youtu.be/dVPbVBLRBrY
Anyone had a chance to test it and see how it holds up?
I got distracted by the Tarkov update D:
I've been on a server with max 48 players. It's been running flawlessly except for 1 occasion where sim speed suddenly died and server automatically reset (after which it was fine again)
So does this mean we can actually run a functional FP server? First time I've been excited for Space Engineers in years.
its a shame the official servers are only 16 players, I understand that's the official count they're aiming for, but it feels pretty dead. if they ran maps which only had say the earth-like planet and it's moon and asteroids only spawned in close proximity it might bring people together to make it more interesting
I can see 24 being a reasonable compromise.
https://discord.gg/ZqPaSDm
The old FP Spergineers discord is still a thing
https://i.imgur.com/TPmwGB6.jpg
https://i.imgur.com/xUhY0aS.jpg
I am a happy bunny.
1.0 Sim speed is glorious.
Not all of them are 16 players, I'm on UK7 and it's 32 players with per player PCU.
It's also pretty stable at that player count.
A small patch (~15mb) has been released, resolves some client issues and servers switching into experimental mode at random.
Maybe somebody here can help.
So I found this nice Torpedo Part mod which also has its own guidance system.
Problem is that when you "reload" them, in my case with a projector and welders at a base, the buttons you set for lock and launch are grayed out because they only worked for the first missile.
https://i.imgur.com/PXg8eMy.png
I have to manually set them up again for it to work again.
Is there a way to have the buttons replaces by two that do the same action but for any missile?
The name of the guidance computer part is always the same.
There are also two code functions to do the thing but Im not that into coding to know how I get the name to use the function on it.
"Lock On Target" PB Action Name => Adn.ActionLockOnTarget
"Launch Missile" PB Action Name => Adn.ActionLaunchMissile
Sorry, you need to Log In to post a reply to this thread.