• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=bobsmit;43160079]words[/QUOTE] for me, the reasons you posted. The premade things i just felt took away creativity. And yes, I was alienated because i'm not a programmer. I also felt that one guy sitting there for 3 hours programming on one chip that does everything ever was really really boring. my friends all had a blast building shit out of things already in gmod, including the phx packs put in as vanilla.
[QUOTE=S31-Syntax;43159752]Wire expanded Gmod. Our server went from building catapults and numpad cars to building automotive engines, cruise missiles, submarines with dynamic weight based computer controlled ballast tanks, three dimensional radar systems, and systems to disrupt said radar systems. We had a [I]blast[/I] because of Wire.[/QUOTE] Maybe I'm just a special child, but I really didn't catch on with wire. I got as far as making some autonomous robots that would hunt down and kill players but didn't bother getting any further. I also wholeheartedly disagree that numpad controlled thruster driven cars can ever get boring. The opening shots of this include a numpad car with mechanical suspension and steering. [media]http://www.youtube.com/watch?v=lMDMx5XKCHs[/media] There's a lot more things I haven't filmed that need to be filmed, including a fully destructible 4 story spider mech, a full-sized fully destructible (and flying) dropship from sup com, and a bunch of other monstrous creations that don't need any wire. This video isn't really a good example.
I never really catched on to wire either. I was always so incredibly jelly of everyones creation back when I played gmod because I knew jackshit of how people did all those things. I'd prefer if wire was kept out of this game, I don't want that to happen again :v:
That video actually makes me want to reinstall GMod, what mods were you using?
[media]http://www.youtube.com/watch?v=cgwtc0NvV3g&hd=1[/media]
I fell in love with Wiremod because of how it learned me programming, but it also got me to learn other stuff in GMOD, all the mechanical things and nifty things that didn't really have anything to do with wire itself (but was used), like the different suspensions, how to not make sliders fuck up etc. I have a minor fetish for making things autonomous, for an example, me and a friend while playing minecraft some months ago. Started to develop different things in redstone, and eventually we made two things legitimately in a survival MP game: First was a completely self-sustaining, redstone powered pumpkin farm. The other one was a self-sustaining chicken-breeding plant, and storing some of the eggs, also powered by redstone. Stuff that I liked to build in Spacebuild (GMOD) was similar stuff, like a thing I made semi-recently. A satellite orbiting a planet, collecting resources through brushes, and leaving them when it's storage is full and keep on doing so until I turn it off. So here in Space Engineers I see a lot of potential, like if I want to make smaller automatic mining drones that belong to a modership sort of thing, that refines the ore, and either makes something of it, or exports it. Or something more complex, but that's just an example.
has anyone tried making the serenity ship yet?
why are we talking like hating E2 = hating wire??? the former is a component in the latter or did everyone forget that? wiremod =/= E2 ffs. i mean i had absolutely no problem with the rest of wiremod that shit was absolutely fantastic but when people literally talked about nothing but ApplyForce things just got idiotic. i say E2 is some of the worst shit to ever be added into GMod and people go WHY YOU HATE WIRE. E2 destroyed GMod building, not wiremod. learn to read please or did you skip elementary damn the contraption in that videos intro looks cool
I'm not going to say I didn't like Wiremod because I was jealous of other creations, I just hated the tedium of setting them up. It's faster and easier to slap a pod on something and be the robot than it is to spend hours sticking components to it to give it a semblance of function (and then have to baby-sit it as it gets caught on things). Part of me wants space engineers to have a single part that uses a series of simple expressions like "go to", "look at" or "flee from" for the sake of simplicity, but another part of me wants it to share the same complexity as wire mod with individual sensors and calculating parts for the sake of the hilarious symptoms that come with damage, like shaving one side of a cat's face. [editline]12th December 2013[/editline] [QUOTE=Tmaxx;43160519][media]http://www.youtube.com/watch?v=cgwtc0NvV3g&hd=1[/media][/QUOTE]At the end of this video I see an ammo feed for a capital ship's main gun.
[QUOTE=Joazzz;43160643]why are we talking like hating E2 = hating wire??? the former is a component in the latter or did everyone forget that? wiremod =/= E2 ffs. i mean i had absolutely no problem with the rest of wiremod that shit was absolutely fantastic but when people literally talked about nothing but ApplyForce things just got idiotic. i say E2 is some of the worst shit to ever be added into GMod and people go WHY YOU HATE WIRE. E2 destroyed GMod building, not wiremod. learn to read please or did you skip elementary damn the contraption in that videos intro looks cool[/QUOTE] As someone who have used applyForce a lot, I can actually see where you come from. Recently I decided to try to stop using any kind of applyForce, it made stuff harder, but more fun to build. Since the more mechanical/technical precision factor made a bigger part of the contraption, so in the end, for me felt more satisfying to build. So I don't want to imply that I want something like that, I just want to be able to chose between a more simpler I/O, more physical form, or the more programming/scripting-like E2. But without E2 "magic" or so to speak. I just want to be able to make mechanical stuff, that is mixed in with some kind programming. Most of the stuff I have built in Gmod was physic engines/gearboxes and the like. TL;DR (really confusing post from me): I understand that you didn't like applyForce and in retrospect I do not either. I just want some programming potential that could be mixed with mechanical building.
[QUOTE=Squeegy Mackoy;43160174]Maybe I'm just a special child, but I really didn't catch on with wire. I got as far as making some autonomous robots that would hunt down and kill players but didn't bother getting any further. I also wholeheartedly disagree that numpad controlled thruster driven cars can ever get boring. The opening shots of this include a numpad car with mechanical suspension and steering. [media]http://www.youtube.com/watch?v=lMDMx5XKCHs[/media] There's a lot more things I haven't filmed that need to be filmed, including a fully destructible 4 story spider mech, a full-sized fully destructible (and flying) dropship from sup com, and a bunch of other monstrous creations that don't need any wire. This video isn't really a good example.[/QUOTE] Oh shit youre the guy that made that I remember seeing that back in the day. I commented about how radio towers actually had ball joints at the bottom for wind, and you replied with the most polite uploader reply Ive ever seen on youtube.
[QUOTE=Pilotguy97;43158885]Jokes on you, it actually comes out on the third day of Kwanzaa.[/QUOTE] On the third day of Kwanzaa, the spacemen gave to me... Explosive decompression! On the subject of wire mod, I think something similar would be fantastic for this game, as long as it didn't allow you to do the crazy stuff E2 was able to. No ApplyForce, no Holograms, no ridiculously spazzing murder turrets built out of code. I think if they could implement a scripting system that relied on IO rather than the matrix, an E2 analogue could work pretty well. Honestly, I'd love to automate certain functions of my spaceship. I'd love drones. A programming interface could work well, as long as there's a simpler way to handle the same stuff. Lego Mindstorms did some interesting stuff with visual programming last decade, maybe something like that could work?
My case for Space Wire, developed as a mod: - No omniscience, no omnipotence. Non-wirerers hated E2 because it was unfair, it could detect anything and manipulate anything. Space Engineers' shipboard computers should not be able to do that. - Fallible sensors with limited range. Shipboard computers should rely on radar and IR sensors that [I]only[/I] give you distances and velocities, but have a finite range. They provide [I]no[/I] entity IDs, player IDs, no [I]magic[/I]. They should also be susceptible countermeasures that reduce or eliminate accuracy. - In GMod Wire, was trivial to build a drone that Target Finder'd players, pointed at them and then started chasing. With the philosophy of imperfect sensors and no omniscience, this sort of thing wouldn't be possible. - Manage ship subsystems. Instead of manually changing motor settings to close a door, press a button on the bridge. The computer (using code you've written or borrowed) determines whether to close or open it, varies speed to avoid damaging the ship and locks the door using a pad all on its own. How is that not awesome? Why would you not want that? Don't you want finer control over your ship? - What about controlling multiple turrets at once, or distributing turret control between multiple players? What if you want to control doors during a boarding action? What if you want to be able to release docking pads one at a time? What about a complex mechanical assembly that requires fine-tuned controls? - What about radar-based asteroid field navigation? Mapping? That's awesome! It's awesome! I want that and I want to have fun building and using it with you guys, too. - Finally: You don't have to use it, and you don't have to play on servers that have it. I'll miss you, though. TL;DR SpaceWire should not give you the God powers that E2 and TFinders could. It [I]should[/I] let you design ship controls without mechanical kludges. So here's my deal. If you don't know how to program, but you support SpaceWire because holy shit awesome, come find me when it's released and I will personally teach you. I promise it's not that hard.
[QUOTE=bobsmit;43161052]My case for Space Wire, developed as a mod: - No omniscience, no omnipotence. Non-wirerers hated E2 because it was unfair, it could detect anything and manipulate anything. Space Engineers' shipboard computers should not be able to do that. - Fallible sensors with limited range. Shipboard computers should rely on radar and IR sensors that [I]only[/I] give you distances and velocities, but have a finite range. They provide [I]no[/I] entity IDs, player IDs, no [I]magic[/I]. They should also be susceptible countermeasures that reduce or eliminate accuracy. - In GMod Wire, was trivial to build a drone that Target Finder'd players, pointed at them and then started chasing. With the philosophy of imperfect sensors and no omniscience, this sort of thing wouldn't be possible. - Manage ship subsystems. Instead of manually changing motor settings to close a door, press a button on the bridge. The computer (using code you've written or borrowed) determines whether to close or open it, varies speed to avoid damaging the ship and locks the door using a pad all on its own. How is that not awesome? Why would you not want that? Don't you want finer control over your ship? - What about controlling multiple turrets at once, or distributing turret control between multiple players? What if you want to control doors during a boarding action? What if you want to be able to release docking pads one at a time? What about a complex mechanical assembly that requires fine-tuned controls? - What about radar-based asteroid field navigation? Mapping? That's awesome! It's awesome! I want that and I want to have fun building and using it with you guys, too. - Finally: You don't have to use it, and you don't have to play on servers that have it. I'll miss you, though. TL;DR SpaceWire should not give you the God powers that E2 and TFinders could. It [I]should[/I] let you design ship controls without mechanical kludges. So here's my deal. If you don't know how to program, but you support SpaceWire because holy shit awesome, come find me when it's released and I will personally teach you. I promise it's not that hard.[/QUOTE] I like your ideas, and agree that Matrix-like functions really damaged E2. I think limiting it to IO functions would work really well. I also think, for those of us who don't want to program, a code block visual programming interface, like Lego Mindstorms/NXT could work really well.
I liked Wire because it made previously impossible stuff possible, and most of it came natural to me (I'm an electronics technician), but I hated E2 because a single E2 gate could do everything my circuit I worked for hours on could and more, and I can't program for shit.
time to add garage doors to everything
[QUOTE=Thunderbolt;43161197]I liked Wire because it made previously impossible stuff possible, and most of it came natural to me (I'm an electronics technician), but I hated E2 because a single E2 gate could do everything my circuit I worked for hours on could and more, and I can't program for shit.[/QUOTE]this
[QUOTE=woolio1;43161122]I like your ideas, and agree that Matrix-like functions really damaged E2. I think limiting it to IO functions would work really well. I also think, for those of us who don't want to program, a [B]code block visual programming interface[/B], like Lego Mindstorms/NXT could work really well.[/QUOTE] This is good, and I think it would be a natural step for such a mod. I imagine programming the ship computer with inputs and outputs, and then going to a block diagram GUI where you draw connections between the computer's I/O block and the ship's subsystems' varied inputs and outputs. From there, it's 'simple' to implement, for example a block that has inputs A and B, and outputs the logical AND. Or a block that takes the derivative of an input. Then you could entirely use blocks in place of a programmable computer, if you pleased. This way it stays intuitive and accessible to most people. What do you guys think of that? Also, there is a discussion to be had about whether components should have to be physically connected with wires, or if each gate should exist as an entity. But let's admit it would be pretty fucking cool to blow up a wire junction and see a ship spin out of control. [editline]12th December 2013[/editline] [QUOTE=Thunderbolt;43161197]I liked Wire because it made previously impossible stuff possible, and most of it came natural to me (I'm an electronics technician), but I hated E2 because a single E2 gate could do everything my circuit I worked for hours on could and more, and I can't program for shit.[/QUOTE] If you were good at Wire, you should try learning to program. You'd be surprised how much you already know. Syntax (knowing how to [I]write[/I] code) is just a small part of actual programming. Wire without Expression gates is the same as block programming without any text.
[QUOTE=NoDachi;42947155] Honestly if it was up to me I would remove all the war tech from the game and give players just straight up engineering and industrial equipment and let them use their ingenuity and creativity to weaponize it all.[/QUOTE] After seeing that video I want this more than ever. The devs should just remove the missile-turret and gatling gun that are in-game then add bullets, shells and that kind of thing for us to spawn ourselves. Let us create our own weapons, and ammo feeds etc out of the blocks we already have and of course there will be more blocks coming making it possible to create ever more complex machines. One thing though, if that was done it should be possible to place the smaller blocks onto 'large' ships because trying to make a weapon that isn't just a massive railgun or something like that out of blocks that are all 2.5m would be quite difficult.
[video=youtube;RN1GLcAaGYM]http://www.youtube.com/watch?v=RN1GLcAaGYM[/video] Mining and the new rotation system at its finest. This game is going to be amazing in Multiplayer.
[QUOTE=crimsonwingzz;43161771][video=youtube;RN1GLcAaGYM]http://www.youtube.com/watch?v=RN1GLcAaGYM[/video] Mining and the new rotation system at its finest. This game is going to be amazing in Multiplayer.[/QUOTE] can't wait to see what he does with the rotational railgun loading system in the dev video. i think you might actually be able to have a proper semi-automatic one now without having to build cockpit-based bolt action contraptions
Working assault rifles! :) [editline]12th December 2013[/editline] Why the disagree? You disagree that they're working? Or you disagree with being happy about it? You're free to not use them. [editline]12th December 2013[/editline] Okay, I'm still learning how this forum works. I swear there was a disagree when I typed that. Anyway, sorry about being a dork. My point is, I don't know if it was this update or an earlier one, but at some point assault rifle got enabled and I don't recall seeing that in any of the changelogs.
so uh yeah as kopd said, assault rifles are working
[video=youtube;4fT1sBJ-H7o]http://www.youtube.com/watch?v=4fT1sBJ-H7o[/video] He wasn't lying.
Sadly, still no ship weapons. Maybe next week.
Don't ADS whilst shooting because then, for some reason, the gun keeps playing the firing sound although I've released the trigger. The loop persists in the main menu as well. Bullets add velocity to object which are not attached.
I hope guns won't cause dents later on because it'd be a huge pain to have your entire ship dented by some ass running around shooting all the time.
[QUOTE=Savant231A;43162786]Don't ADS whilst shooting because then, for some reason, the gun keeps playing the firing sound although I've released the trigger. The loop persists in the main menu as well. Bullets add velocity to object which are not attached.[/QUOTE] it happens even if you don't its all very wip [editline]12th December 2013[/editline] [QUOTE=scratch (nl);43162863]I hope guns won't cause dents later on because it'd be a huge pain to have your entire ship dented by some ass running around shooting all the time.[/QUOTE] the SE equivalent of keying cars tbh they should keep it, stuff should build up wear and tear over time and the dents really are superficial.
[QUOTE=scratch (nl);43162863]I hope guns won't cause dents later on because it'd be a huge pain to have your entire ship dented by some ass running around shooting all the time.[/QUOTE] Considering how many bullets it took to make a noticeable dent, it would take a long time to do much damage to a large ship with the AR. No idea if ammo will stay infinite in creative mode, but I imagine in survival/PVP you'll have to craft ammo beyond what you start with, so players would probably not want to waste it shooting at something they can barely scratch. I imagine the AR will be mainly a weapon to use against players, not ships. As it should be, imho.
it certainly wrecks small ships too fast though
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