• Space/Medieval Engineers V4: A New(er) Hope
    199 replies, posted
I meant it more to do with what happens in the first Space Engineers trailer - the long blue ship gets rammed and cut in half because it's got long thin bits. In that regard Space Engineers rewards proper engineering. If you just have a cockpit with thrusters, reactor and a gyro you will get melted in the face of minigun fire.
https://i.imgur.com/nQpWrec.jpg My trainset as it sits currently. It's gonna keep sitting too if I don't find someone who can set up the guidance program.
Man do I ever want to do a heist on that thing.
I have no idea how ship design works in Empyrion but in SE shape matters as far as receiving damage. You can make a brick of components but they'll all stop working pretty quickly when strafed with gunfire. Challenge comes in making a ship that is robust while also lightweight. You can make an armour brick but it also wont accelerate very fast. I'm still of the opinion that the more of your mass is devoted to thrust, the better. You have to reach a point where you can just dodge turret fire and then armour doesn't matter. A good enough player in the same ship could still shoot you down though, and thus the cycle repeats.
The alternative is making a mobile space station that doesn't need to move because it has 5 layers of heavy armor and 22 jump drives to take it wherever it needs to go
How does server specs correlate with speed when running dedicated? Does the server application run heavy constantly meaning there's a minimum spec that must be met at all times, or is it mostly smooth sailing until someone attempts a massive battle? Or is player count the deciding factor? Is latency critical? Would be interesting to know if a VM on my home server (3.3GHz Xeon HT, 16 GB RAM), could manage to host a game at some point once I get into it.
The min clockspeed is 3.5ghz now, and I have no clue how that would work since recomended is 4.5ghz
How on earth is that possible? I can't think of many enterprise servers running at those clock speeds?
It's not really unless you have a lot of money. Me and a friend wanted to run a server, but that dream ended quickly as we have a 24 core @ 2.4ghz server. Keen really needs to fix this or this game won't last since lack of community service.
There's still a lot of jank going on even after recent updates which have caused multiple ships of mine to get destroyed which is pretty awful when playing on survival mode.
Trying to set up a dedicated server but apparently no .NET version above 4.0 will install on a non-genuine Windows. Does anybody know if this can be worked around? Apparently Linux server support is broken due to x64.
FPARMA has a 16 player server that we just purchased. So far performance has been pretty good, but if you want to join, check out our discord. https://discord.gg/xQA7UqF
Can anyone confirm whether or not the EEM mod is functional currently? A friend and I have been having a blast on my dedicated, but after running a map for a few hours it appears the server cannot load the map after reboot if the EEM mod is enabled. It gets stuck at "Create Log instance Utils=True". Removing EEM from the mod list fixes the issue, and allows the map to load normally. Does anyone know how one might fix this? It's a shame because the mod is a ton of fun.
It's a shame hosting from a non-dedicated server still seems to be hit-and-miss. I still get the occasional fun-ruining hiccup for whatever reason. :/
Just watched the latest Dev Diaries, and honestly, I've never used the Female Engineer model before, but in this video where they talk about giving her some unique animations, I can't help but think that it looks like she shat herself. https://www.youtube.com/watch?v=Ftdwj49obOs
A new update for Space Engineers is coming out: https://www.youtube.com/watch?v=XWp2oVLMxyY From Mark Rosa's dev blog: Space Engineers: Airtightness & In-game Help SUMMARY: New in-game help - for better onboarding of new players https://4.bp.blogspot.com/-P7fF3a7-upw/W83Cwkl4SqI/AAAAAAAAB2A/qy8PXBLaAWgKoE6GSjNyWAeYX3c8FJnrwCEwYBhgL/s400/image6.png Space Engineers is a very complex game...after a new player selects a block for the first time, in-game help text will appear on the screen via Good.bot, and teach the player the basics of building. Once the player has successfully completed these basic building tasks, the in-game help text will disappear...players will be able to access in-game help in multiplayer by asking Good.bot questions through typed messages...we’re trying to make Space Engineers more enjoyable for everyone... Major overhaul of airtightness and oxygen Your suit oxygen will now automatically refill whenever you are in oxygenated environment. This means that your suit will replenish oxygen when the player enters _ a pressurized environment or while dwelling on a planet with a breathable atmosphere.  Major overhaul of asteroid clusters Another feature we are adding into the game are naturally generated asteroid clusters...Asteroids will now spawn either as lone asteroids or together in clusters...We are adding more than 100 types of asteroids. Fractal generated asteroids have been replaced with prefab asteroids, which go through a add / subtract merge generator to alter their shapes by creating caverns and adding debris. 51 new prefab asteroids have been added to ensure variety and many asteroids are now riddled with naturally occurring caves and tunnels... Good.bot - an AI chatbot from our sister company GoodAI Applied https://2.bp.blogspot.com/-pZRxP7ta42Y/W88FaVytJcI/AAAAAAAAB2k/Qv70eAc08SMn0ptL__Az-PrryHQvCz7YQCLcBGAs/s400/image6.gif Good.bot will help with answering basic questions about the game, such as queries regarding blocks, tools, resources and movement in Space Engineers... Relative inertial dampeners https://4.bp.blogspot.com/-H1W60_Zt9iQ/W83CwLs0DCI/AAAAAAAAB2U/q9zpJqdYnDMqbqxbrpZEEKzBtogXgHCTQCEwYBhgL/s400/image3.gif ...Now, with the updated relative dampeners, you will keep the same speed as the speed of the moving grid you’re connected to. This helps especially in cases when you’re working on a moving ship, or an asteroid, so you don’t need to manually adjust your dampeners. Support for mods bigger than 2GB ...Now you can enjoy huge worlds and creations which were not possible to be downloaded before. This also opens the doors for all moders to unleash their creativity and upload crazy things currently gathering dust in their drawers :)  Render Optimization ...performance improvements include better threading, voxel peaks optimization and the improvements of occlusion culling. We have discovered special paths in execution that can be compressed and done with less computation. This process is always incremental, basically you add optimizations on top of your existing optimizations, always trying to get more out of your hardware. We have  achieved significant performance improvements that you’ll be able to experience in the game. I’d like to mention: Incremental culling which was improved by up to +15%  Occlusion culling in shadow cascades up to +25%  Regression of Red Ship rendering improved by up to +60%  Skip unused shadow cascades was improved by up to +270% (2,7x) Many features moved out of experimental mode -> becoming official features I’m happy to share with you several features we’re moving from experimental mode, and they are becoming official game features.These are: Lobby Realistic sounds Workshop worlds FOV slider being available in safe mode For more in-depth look at the update go here.
I was about to start playing this again. Good timing
Oh man copy and paste is the most satisfying thing they ever added. https://files.facepunch.com/forum/upload/241363/a4cca3a1-0ae2-48b7-8d7e-f18e5c5cf25d/2018-11-03_22-28-47.webm
I've been playing this the last few weeks with one of my friends after leaving off last January... the recent bugfixes are superb. Haven't once had trouble with wheels (though I haven't tried rotors much so idk about them). Only complaint is that it eats up memory now, but maybe that's a mod. Speaking of, there's a shitton of great mods and scripts and stuff now, it's so much better than I would have imagined when they first added workshop support.
I basically never had issues with rotors, but I think that's because I subconsciously avoid designs that the physics solver can't deal with easily because "I know how are do video game physics". The first version of pistons, however, were quite painful, because linear constraints in general are very unstable. Currently I have no issues with pistons though.
Edit: I sure hope rotors are fine, because: https://i.imgur.com/hgtKLVq.png
https://files.facepunch.com/forum/upload/1717/aac17720-1e4e-40ce-a2ae-364ad3dc9972/76c.jpg
A few versions ago I tried using rotors to make a fold-out machinegun for a small ship, but found it sort-of unstable and I couldn't get movement of parts in close proximity to static parts working right without getting stuck.
Are rotors actually somewhat stable now? Because I remember how dis-heartened I became after trying this: https://www.youtube.com/watch?v=n-RV5VVBx6I
That looks like its only happening when the landing gear are clamped? If that's the case, I think it's because you've made an unsolvable constraint (easy way to create free energy in any physics engine!) where the anchors of two constraints between two bodies don't have the same position. If the solver is limited to one pass, it's fine, but if they're more stringent about it (and SE seems to use projection) then you end up adding more and more energy into the system each time it tries to 'solve' the constraints and you get the classic spazzing / blackhole of gmod. If that's not the case, then its just a different form of unsolvable constraint. The usual solution is to not have such giant mass inequalities in long chains (and avoid long chains) but you have access to the inertia tensor so you should be able to fix that yourself. Y'all can still physics. Here's a thing I made in 2013. I have no modern examples because I'm a hack. http://i.imgur.com/PhKLqsS.jpg http://i.imgur.com/pw7zGVq.jpg
If you watch closely, the landing gears never clamp. When they are clamped, this problem doesn't happen. Watch hot-key 7: That's enabling/disabling shared inertial tensors.
That brings me back, I think your stuff was probably what first got me into SE.
reminded me of this banger from 2013: https://youtu.be/nW7rH3nYrNE
I'm trying to use SE Toolbox to mirror half a ship I imported as a model (and then had to cut in half because the stupid imported model wasn't symmetrical) and it did the halves fine for the smaller version I imported as a test but now with the full sized one it keeps telling me it can't perform the operation because "Object reference not set to an instance of an object". What the hell is wrong and how do I fix it?
That's on the devs. Best you can do is try to find circumstances which don't produce that. Better yet - find the exact circumstances which do, and then report it as a bug. Also, relevant to my post above, I just learned what a clangdrive is. Here's some applied science: https://youtu.be/soJR9cEViDQ
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