• Space Engineers - Say goodbye to Starmade and Blockade runner.
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[QUOTE=Mr.Rook;43519980]Are there any structural guidelines in place for the FP Fleet? (If that becomes a thing) Like measurements for hangar bays, small/large ships and colour schemes etc? Because if not we may want to make some before MP :)[/QUOTE]This list of requirements I have just says "1: Weaponised."
I wouldn't mind a wire system... Wire's something I never really got into, but I could see the potential, and it helped in a pinch. Really, it'd just take some time getting used to, like everything else. Everybody said Redstone would ruin Minecraft, and those people shut up pretty quick when it clearly didn't. Something similar could work well here, but maybe more compact. I guess we sort of suffer from the "If I'm never going to use this feature, why should they waste time making it?" syndrome. We are extremely self-centric, acting as if our own thoughts should hold any weight in the final game. It helps us feel important.
[QUOTE=Beluntz;43519769]Here is my latest vessel, it is a Light Assault Carrier, or L.A.C for short, she can hold a full bay of six fighters, she is currently equipped with the following area's: [B] Medical Engineering Cargo Bay Alpha Cargo Bay Beta Crew Quarters Production/ Assembler Bay Main Command Bridge Secondary Assault Bridge Hanger Deck/ With Hanger Control[/B] [IMG]http://imagizer.imageshack.us/v2/800x600q90/841/mxah.jpg[/IMG][/QUOTE]this corridor looks incredibly awesome funny how much depth the colored lights add to everything
[QUOTE=PredGD;43518850]mostly because those who never really understood wire/never could be bothered or had the will to learn it felt like cavemen when going on servers in gmod and everyone was doing something with wire. don't want to stir up this argument again, just throwing it out there[/QUOTE] okay i just want literal wires like fucking connect a wire from a button in the control room to an engine on a torpedo, press the button and it lights up not some stupidass fucking scripting but wires WIREmod
[QUOTE=Turing;43520614]okay i just want literal wires like fucking connect a wire from a button in the control room to an engine on a torpedo, press the button and it lights up not some stupidass fucking scripting but wires WIREmod[/QUOTE] As long as they can be in-lined with/along walls; wires that stretch across and through the ship or have to have a whole block free are stupid.
wire!=powerline
Technically since the devs state that all the power/communication wires are built into the hull blocks, you could basically just have the blocks be a "bus" that you can plug everything into.
I want big thick power lines hanging from the ceilings and walls like in all the best classic sci fis.
[QUOTE=teh pirate;43521417]I want big thick power lines hanging from the ceilings and walls like in all the best classic sci fis.[/QUOTE] I want the bottom of interior-wall blocks to be nothing but a bevy of pipes. That way, I can finally build Space U-96.
[QUOTE=Zero-Point;43521325]Technically since the devs state that all the power/communication wires are built into the hull blocks, you could basically just have the blocks be a "bus" that you can plug everything into.[/QUOTE] this works best imo removes of manually forming wire-specific lanes, but also keeps the need for a physical connection could also be limited to specific types of blocks (weaker ones, at that), so maybe only hull blocks (when we get a specific type like that) and not armour - or maybe just light armour - can act as carriers the more important part is what logic to make avaliable and how. the current terminal system could work well with say, placing a button on a wall and setting it to control a couple of doors
You should only be able to run input through so many hull blocks before it doesn't transmit anymore. You'd still have to run cables then but it would allow for cleaner design. Interior blocks would run power forever.
[QUOTE=teh pirate;43521417]I want big thick power lines hanging from the ceilings and walls like in all the best classic sci fis.[/QUOTE] I'd like it if cable bundles were their own block. That'd make for good decoration. Unrelated, but are doors fucked up for anyone else? They rarely work for me and it's so frustrating that I don't even bother opening them anymore, I just delete them and go through, then place a new door.
Having to route physical wires is silly. The blocks contain all the wires you need. What is more important is the logical control. And I don't really think it needs to be scripting either. It could be a drag-n-drop logic element system like [URL="http://ozark.hendrix.edu/~burch/logisim/"]Logisim[/URL]. That would be user friendly and powerful at the same time.
I'unno, I like the idea of heavy duty equipment e.g. thrusters and weapons requiring a more dedicated power connection (preferably one that can blend into regular armor blocks with some minor visual differences, different destruction effects and being slightly weaker), while things like lights can get their juice from any old connected block. Gives the player a design choice of: having reactors close to those items which need them, which has the downside of needing a more extensive conveyor system in the future for fuel; and in the case of thrusters, an easy path to shoot through to reach something that goes boom. Or having the reactors in an internal, heavily armoured location; the downside being requiring long power conduit connections that could be severed and lead to parts of the ship being crippled if there's no backup.
[QUOTE=Sgt Doom;43522263]I'unno, I like the idea of heavy duty equipment e.g. thrusters and weapons requiring a more dedicated power connection (preferably one that can blend into regular armor blocks with some minor visual differences, different destruction effects and being slightly weaker), while things like lights can get their juice from any old connected block. Gives the player a design choice of: having reactors close to those items which need them, which has the downside of needing a more extensive conveyor system in the future for fuel; and in the case of thrusters, an easy path to shoot through to reach something that goes boom. Or having the reactors in an internal, heavily armoured location; the downside being requiring long power conduit connections that could be severed and lead to parts of the ship being crippled if there's no backup.[/QUOTE] Well... I wouldn't mind having something between [I]no power dedicated blocks[/I] and [I]having to run power to every device[/I].
Which is more likely for this week's update, an improved survival mode or multiplayer? (not counting other things they might be working on)
I hope they put Multiplayer first, my and my friend have been waiting forever to build a giant ship in coop
[QUOTE=DEMONSKUL;43523528]I hope they put Multiplayer first, my and my friend have been waiting forever to build a giant ship in coop[/QUOTE] Same my friend wants to make a warship with me and or duke it out with some shps
[QUOTE=Turing;43520614]okay i just want literal wires like fucking connect a wire from a button in the control room to an engine on a torpedo, press the button and it lights up not some stupidass fucking scripting but wires WIREmod[/QUOTE] I'd love a system like that. pretty sure most here would like that but what people don't want are gates and all the complicated jazz from gmods wiremod
What I want the most is an extensive modding support, that would make everyone happy You could mod in "wires", or mod them out if the game's devs decide to add them And much more~ Right now you can only modify blocks, which isn't that useful
I think it's rather silly that people think they shouldn't add something as simple as logic gates because it's too "complicated" for them it's like, if I can't use them then no one should!
[QUOTE=DeEz;43526069]I think it's rather silly that people think they shouldn't add something as simple as logic gates because it's too "complicated" for them it's like, if I can't use them then no one should![/QUOTE] thread going in circles, this argument has been had before, it's not as simple as that.
[QUOTE=Cloak Raider;43526345]thread going in circles, this argument has been had before, it's not as simple as that.[/QUOTE] I actually do think it's im part "it's too complicated for me !" and I realize that it's not as simple as that. Either way, if we get "wire", outside of wiring buttons, control panels, keyboard buttons, etc to motors/pistons/whatever, it will be [I]very[/I] purpose built. There won't be any fluff like gates, it will be to design systems that specifically ships and probes could use.
[QUOTE=Mbbird;43526451]I actually do think it's im part "it's too complicated for me !" and I realize that it's not as simple as that. Either way, if we get "wire", outside of wiring buttons, control panels, keyboard buttons, etc to motors/pistons/whatever, it will be [I]very[/I] purpose built. There won't be any fluff like gates, it will be to design systems that specifically ships and probes could use.[/QUOTE] I don't see why there couldn't be SIMPLE gates, like add, subtract, multiply, and divide, for simple functions like making a button output 15 instead of 1, per-se. Or making a single button control everything about a motor rather than just on and off. But past that, I see no reason to have anything more complex. By the way, we WILL eventually need a system for wires someday. Unless you plan to activate your motors for all your ship's moving parts manually during battle, I suppose. Good luck with that one.
Simple logic and scripting should be handled through the terminal rather than physical blocks. It would be interesting to have a set of small ship scale blocks to place in and around large ships for decoration though, whether they provide function or not. Kibble is really limited at the moment.
I just want to be able to control things from my cockpit. I don't want to get out of my ship, run across the damn thing, and man a turret manually or have to deal with a lot of that crap manually moving into a specific area of the ship to pull a lever or hit a button. All I want, and I see this as a reasonable and simple solution is some sort of control method from the cockpit controls. I don't expect to be able to do everything myself, but I don't like the idea of the game many of you seem to be advocating for as I feel it would really kill the creativity in ship designs and make the game a very basic block on block combat game with cool explosions. Maybe it could be a drag and drop system, maybe it could be a simple wire system, just let me control things that are on the other end of rotors or whatever we get in the future for actuators. It may be something we go in circles about here, but isn't the future of the game we all love kind of an interesting discussion to have? I don't know, I like reading it at least as long as it stays friendly.
Actually, I think it would be good if the game took a page from Blockland's eventing system. So say you have a button, you can choose from a dropdown all of your movable parts in your ship (which should be able to be renamed), and select one, then select what it should do when that button is pressed. So, say you have two motors that operate a big sliding door, you can make two events that happen when the button is pressed, to turn both the motors on at a torque of such and such at such and such speed. Theoretically, you could have these events happen at a press of a keyboard button from your cockpit, too, rather than a button.
[QUOTE=Usernameztaken;43526823]Actually, I think it would be good if the game took a page from Blockland's eventing system. So say you have a button, you can choose from a dropdown all of your movable parts in your ship (which should be able to be renamed), and select one, then select what it should do when that button is pressed. So, say you have two motors that operate a big sliding door, you can make two events that happen when the button is pressed, to turn both the motors on at a torque of such and such at such and such speed. Theoretically, you could have these events happen at a press of a keyboard button from your cockpit, too, rather than a button.[/QUOTE] i think that everyone can admit that going into the terminal just to open doors and turn on motors is a little clunky so this sounds like a good solution to me [editline]13th January[/editline] i think you should use the terminal to change fine parameters (like motor torque, light color etc.), but use a simple toggle button to turn it on or off. that way it's just a quicker more direct way of using the terminal
[QUOTE=Beluntz;43519769]Here is my latest vessel, it is a Light Assault Carrier, or L.A.C for short, she can hold a full bay of six fighters, she is currently equipped with the following area's: *hugeass images* [/QUOTE] Anyone else see the round chess set from Star Wars? Did you mod that in? In fact, there's a lot of shit in there that looks modded in, like consoles and power cables. WTF?
you people seem to forget its a very destructive voxel game where everything needs to be mined, refined, assembled and constructed. Having the fucking rewire every damn thing with even 'simple' gates and shit is just going to be tedious.
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