Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
I am super-proud of my tiny little ships that don't look too bad and you guys pull off massive ships designs.
:saddowns:
I really wish you could have transparent blocks or window blocks. The grating is really ugly to look at, and makes large windows practically impossible to pull off.
[QUOTE=The golden;43086837]If it makes you feel any better, most of the super-massive ships people make are empty and ugly on the inside because there is nothing to fill that space with.[/QUOTE]
Mine won't be empty, however, don't let that sound like I'm bragging. If I can manage to finish it, at it's size, it's just entirely impractical. I can't even zoom out far enough to see the whole thing when in the pilot seat.
It's mostly allowing me to plot out the design and deck layout for an RP I'm planning to run in the near future.
Practicality for game play will require at least cutting the size down by about half, at least until I can get a full crew to help me with her.
[QUOTE=LoLWaT?;43086847]So basically there's some one set way of building a jump drive or gate and the game is some how able to determine it on the fly.
A player happens to build a jump drive or jump gate (and this "structure" matches the pre-determined one) and powers it, this thing automatically activates, bridging your world or server with all of the other ones online.
The only drawback is that any gates or drives built in one world or server all can only connect to the same one other world or server that the game automatically finds at random upon these things being properly built and powered up.
These links between servers/worlds/whatever would also be permanent, able to stay active through saves. So even if you saved your world, removed the original, and then used the copy, these things would still be linked to the same server.
And the only way to unlink gates or drives or worlds/servers for new ones is to destroy all of the currently active ones in a world/server, or shall they be called "sectors" for this game?
Jump drives or jump gates would all follow this same principle. If both were to be included, jump drives could move single ships while gates could move entire fleets.
Yes. HELL YES. [B]THIS NEEDS TO HAPPEN JESUS CHRIST[/B][/QUOTE]
I dunno what you're saying, all I was thinking was you power up your warp drive, it prompts for coordinates (Server IP) and if the IP is invalid the drive will just go "target missing" or if the server is private "Warning: Cannot Warp to Restricted Space".
If the local admin kicks you, game locks down your weapons and engines, then force warps you back home.
[QUOTE=Mbbird;43085884]
assymetrical ships are great. Left side is kitted out with an array of missile lauchers and armored 2-3x as much as the right side[/QUOTE]
Ah, I see you favor the Caldari school of ship building: asymmetrical and lots of missiles.
My third large ship is done! I have to check it but it might be longer/about as my largest ship. Of course it was mostly build around rotating stuff but it turned out better than I expected. I do hope they add in the ability to paint special blocks soon (and more colors!)
some outside shots
[t]http://cloud-2.steampowered.com/ugc/703982671711733431/6628B541B987068525182450393C15EF598675BE/[/t]
the engines are a bit of a clusterfuck
[t]http://cloud-3.steampowered.com/ugc/703982671711734445/5F980D6CCDA781A298D44CBEFBBF46C20ADB222A/[/t]
the docking bay on the underside from outside
[t]http://cloud-3.steampowered.com/ugc/703982671711729243/F354E669E5F058B67FB9165BD5C233A5B16DA482/[/t]
and from inside
[t]http://cloud-4.steampowered.com/ugc/703982671711730371/790D04668CE23EA29044F87573AFED81C9641E68/[/t]
and the engine room
[t]http://cloud-2.steampowered.com/ugc/703982671711732030/D97A012232F4539514BBB43721DD2FDF7BF34378/[/t]
also, you can't copy ships with rotating stuff without the rotating stuff dissapearing (as it technically is a seperate ship)
[QUOTE=LoLWaT?;43086908]I read your idea and went off on some tangent about how there could be two possible ways to connect to other people's worlds/servers and it was something akin to how an MMO works.
Then I pondered about if it was even possible and if it were made possible, how new links (which in my mind were permanent unless they were deactivated/destroyed/whatever) could be made to other peoples' servers on the fly randomly by the game if an existing one were destroyed through people shutting down their server or connection.
Basically if a person wants to play the game online, their world would be a single node in a network of interconnected servers, linked through some ingame devices or structures that can be built and destroyed by people.
The ip of these linked servers, once the connection is made by the game, would have to be saved with a person's world and if either end of the connection goes down at any time through a person closing the game or turning off their computer without a dedicated server
a new connection is randomly made to some other active and currently unlinked server. Or something to that effect.
So a person's online world can be randomly linked to by others if the host accepts, and that same world can also make its own connection to another random person's unlinked world if a jump drive / jump gate is built and activated.
Of course your idea is much more simple and way easier to work with using traditional methods.
Either way having an ingame method to connect to other people is way better than a regular old server list, along with the possibility of being able to move stuff back and forth.
Would be a load of work on the dev's part though.
[editline]6th December 2013[/editline]
Then again, if I remember right these guys are striving for realism here.
Jump drives and gates are quite possibly the farthest thing from that. They'll probably just go with the usual server list in the end or something.[/QUOTE]
I don't know if this is what you're saying, but it would be cool if a person or server's IP address was treated in-game as stellar coordinates, and so when you wanted to connect to someone, you'd "punch in their coordinates" to "warp over to them".
Anyone else has the problem that whenever they make a massive ship, it won't load? It runs fine when I'm in the game (around 50 fps, stable), but as soon as I exit and try to reload, it will just load infinitely.
Yes even with the 64-bit version.
how do you delete an entire ship at once? I had the option to do so once, but I don't remember how.
Ctrl x or delete I believe.
I really hope they add a use for interiors in this game other than hangar bays and cockpits.
The one thing all these games have lacked is an actual use for all the interior space you are left over with.
Seen as they are striving for realism I suggest Life Support.
- Your suit has to be charged at intervals therefore if you get stranded in space you [B]will[/B] die.
- Life support rooms will have to be built, a sort of procedural fauna plane could be built inside ships both for food an oxygen.
-As well as the above, systems that regulate heat (more later) and oxygen flow as well as CO2 - imagine ships with exhausts! Although I know most of the CO2 would just be recycled.
Now the heat thing: lasers that burn are currently available, so it's not OTT to imagine a short fired laser beam that can "melt" part of a ships structure. The introduction of heat would mean parts around glow white and make the area extremely dangerous to astronauts. Also, imagine how awesome it would be if fire were implemented - you send your crew to deal with a raging fire before it spreads to any of the main systems and possible takes out the whole ship.
Damn this game has so much potential to blow other voxel space games out the water.
[QUOTE=Wickerman123;43089134]- Life support rooms will have to be built, a sort of procedural fauna plane could be built inside ships both for food an oxygen.
-As well as the above, systems that regulate heat (more later) and oxygen flow as well as CO2 - imagine ships with exhausts! Although I know most of the CO2 would just be recycled.[/QUOTE]this i like and lots
[QUOTE=Wickerman123;43089134]- Your suit has to be charged at intervals therefore if you get stranded in space you [B]will[/B] die.[/QUOTE]how about fuck no we don't need any kind of fun-restricting time limit equivalent for the Minecraft hunger system; find some other way to deplete the suit energy but please fuck no keep time limits the hell away
[editline]6th December 2013[/editline]
or at least make the time limit forgiving and casual as possible so you don't have to zip back and forth between your drydock and the charging station every five minutes just to not die
[QUOTE=Joazzz;43089202]this i like and lots
how about fuck no we don't need any kind of fun-restricting time limit equivalent for the Minecraft hunger system; find some other way to deplete the suit energy but please fuck no keep time limits the hell away
[editline]6th December 2013[/editline]
or at least make the time limit forgiving and casual as possible so you don't have to zip back and forth between your drydock and the charging station every five minutes just to not die[/QUOTE]
What about a tether system then?
Of course all this would be configurable in the server settings.
Just throwing ideas out there.
I don't think the game needs any sort of oxygen thing considering it's already not exactly scientifically accurate.
What I would be interested in would be a point based gravity generator that, instead of producing gravity in a single direction, instead produces a sphere of influence with the generator for a center.
That and magnet boots.
[QUOTE=acds;43087824]Anyone else has the problem that whenever they make a massive ship, it won't load? It runs fine when I'm in the game (around 50 fps, stable), but as soon as I exit and try to reload, it will just load infinitely.
Yes even with the 64-bit version.[/QUOTE]
I have the opposite problem actually, massive ship loads fine, but my fps is low. I suspect, as before, after a few updates and fixes my fps will be good again. For now, the fps isn't low enough to be crippling, and I can live with it as a trade off for the game no longer crashing or freezing every few minutes.
[editline]6th December 2013[/editline]
[QUOTE=Ganerumo;43089807]I don't think the game needs any sort of oxygen thing considering it's already not exactly scientifically accurate.
What I would be interested in would be a point based gravity generator that, instead of producing gravity in a single direction, instead produces a sphere of influence with the generator for a center.
That and magnet boots.[/QUOTE]
While i like the principle of realistic gravity generators, it would force me to layout the interior like an Escher painting.
I'm not talking about replacing current generators, just allow for another type of generator that's 3-dimensional rather than just create linear gravity.
These + the ability to rescale their sphere of influence would notably allow the creation of effective gravity canons and clutches.
[QUOTE=Ganerumo;43090040]I'm not talking about replacing current generators, just allow for another type of generator that's 3-dimensional rather than just create linear gravity.
These + the ability to rescale their sphere of influence would notably allow the creation of effective gravity canons and clutches.[/QUOTE]
Oh. Then yes, I would love to see that in the game.
There are planets now?
All these cool ideas, and I doubt Keen Software will do any of it.
Why don't you guys post these ideas on their forums so they can at least see it?
[QUOTE=Wickerman123;43089134]I really hope they add a use for interiors in this game other than hangar bays and cockpits.
The one thing all these games have lacked is an actual use for all the interior space you are left over with.
Seen as they are striving for realism I suggest Life Support.
- Your suit has to be charged at intervals therefore if you get stranded in space you [B]will[/B] die.
- Life support rooms will have to be built, a sort of procedural fauna plane could be built inside ships both for food an oxygen.
-As well as the above, systems that regulate heat (more later) and oxygen flow as well as CO2 - imagine ships with exhausts! Although I know most of the CO2 would just be recycled.
Now the heat thing: lasers that burn are currently available, so it's not OTT to imagine a short fired laser beam that can "melt" part of a ships structure. The introduction of heat would mean parts around glow white and make the area extremely dangerous to astronauts. Also, imagine how awesome it would be if fire were implemented - you send your crew to deal with a raging fire before it spreads to any of the main systems and possible takes out the whole ship.
Damn this game has so much potential to blow other voxel space games out the water.[/QUOTE]
The thing with Life Support is that it kills the game in terms of performance. Or at least a developer told me so, the calculations the game has to make to decide and process how much air/heat/gas has to go in a room or how much of it there is at the moment per tick would demand a lot of of processing power from both the client and server.
It also really wouldn't be that fun in my opinion.
[QUOTE=darth-veger;43090525]The thing with Life Support is that it kills the game in terms of performance. Or at least a developer told me so, the calculations the game has to make to detemir how much air/heat/gas is in a room per tick would demand a lot of both the client and server.[/QUOTE]
They could abstract it into just making sure your ship has the appropriate modules, but in the end making sure the ship has a closed hull woudl be too much. So I'd agree not to implement it.
[QUOTE=Ganerumo;43090543]It also really wouldn't be that fun in my opinion.[/QUOTE]
yeah, if you had to worry about heat management it would just completely kill the design/aesthetic aspect of it. you'd have to get the right amount of coolant, integrate tubes and reservoirs for it, get heatsinks, get systems to automatically eject and replace them when they get too hot (and define what counts as "too hot"), etc. that would mean making and designating a silly amounts of subsystems before you could even start flying. and you'd have to double all of that for every reactor you added.
it would just be irritating having to put that amount of thought into it. i like attention to detail and all but that would just be annoying
[QUOTE=MatheusMCardoso;43090165]There are planets now?[/QUOTE]
[t]http://i.imgur.com/xxYDtkb.jpg[/t]
I just asked because of this image. No need for dumbs.
[QUOTE=MatheusMCardoso;43090805][t]http://i.imgur.com/xxYDtkb.jpg[/t]
I just asked because of this image. No need for dumbs.[/QUOTE]
Probably custom BG.
In a lack of stuff to do with the ships, I launch beacons in various directions.
I really gotta work on my ship designs.
[media]http://www.youtube.com/watch?v=V52qeIM2KGc[/media]
[QUOTE=LoLWaT?;43087396]
-At the same time the person can also have their server link to another one at random through the use of ingame "jump drives" or "jump gates" or whatever. People and items/ships/what not can travel through servers using these links.[/QUOTE]
You sure you want this?
[media]http://www.youtube.com/watch?v=RFn_AJzR2Rc[/media]
[editline]6th December 2013[/editline]
muh automerge
[QUOTE=darth-veger;43090525]The thing with Life Support is that it kills the game in terms of performance. Or at least a developer told me so, the calculations the game has to make to detemir how much air/heat/gas is in a room per tick would demand a lot of both the client and server.[/QUOTE]
iv found this to be a really neat example of atmosphere recreated ingame.
[media]http://youtu.be/MYQalMJRaWU[/media]
refuses to embed, looks like.
are they trying something like this, or ave they taken a different approach and found it too difficult?
[QUOTE=darth-veger;43090525]The thing with Life Support is that it kills the game in terms of performance. Or at least a developer told me so, the calculations the game has to make to detemir how much air/heat/gas is in a room per tick would demand a lot of both the client and server.[/QUOTE]
Just look at Space Station 13 and how goddamn laggy it is with all the different things it has to calculate at once. Completely different engine, of course, but the point stands.
Space Station 13 calculates gas flow per-square, which isn't necessary for this game. The system could divide a ship into a series of "rooms", which are just parts of the ship's bounding box not exposed to vacuum and seperated by walls. Each room could just have a single temperature, oxygen pressure, etc, rather than every square being calculated. These would only have to be recalculated in case of hull damage, and it would be a fairly simple process. Space Station 13 also runs on BYOND, which is both slow and inefficent with sending the updated atmospherics to everyone. I'm pretty sure this game could handle a solid atmospherics system.
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