• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
I'm rather worried about this guy screwing up the wiki translation, I managed to comment on most of the string he'd messed up, but I hope he actually reads this
[QUOTE=Wazbat;43712272]Thanks, I would appreciate that. As I said in the localization thread, I believe it's probably due to lack incentive, something simple such as crediting some more people in individual sections for each language, or simply a forum rank that would expire if you were inactive would probably get people translating again. [editline]29th January 2014[/editline] Oh great the localization thread became active again and now I'm arguing with a history teacher. [editline]29th January 2014[/editline] God dammit now he's screwed up all the translations by replacing ore with it's scientific equivalent, instead of using "Mineral" which is what every other Spanish translated game uses, including Minecraft[/QUOTE] I talked to RP and he said that the top 4 or 5 contributors by rank (he wasn't sure on the number) should already have been credited. I haven't had the chance to check the credits personally, but if that's incorrect just tell me, and I'll try and take a look. It might be a mistake where fewer people were credited than intended.
Just spent four or five hours building a ship. Just before I quit to make a backup, ship finally finished, it asks me one last time if I want to save. I click yes, literally thinking "It'd suck if it gets corrupted somehow right now." GUESS WHAT FUCKING HAPPENED. [editline]29th January 2014[/editline] Is there anyway to save the ship?
[QUOTE=blazingfly;43717787]Just spent four or five hours building a ship. Just before I quit to make a backup, ship finally finished, it asks me one last time if I want to save. I click yes, literally thinking "It'd suck if it gets corrupted somehow right now." GUESS WHAT FUCKING HAPPENED. [editline]29th January 2014[/editline] Is there anyway to save the ship?[/QUOTE] Try using this tool and export the ship to a new save: [url]http://forums.keenswh.com/post?id=6592019[/url]
[QUOTE=mcattack1092;43717807]Try using this tool and export the ship to a new save: [url]http://forums.keenswh.com/post?id=6592019[/url][/QUOTE] Well, that's weird, I copied the four main files over the top of some other save, reloaded the game, and now it's showing the save file again! Although it's still telling me something's corrupted. :B
[QUOTE=Shogoll;43717632]I talked to RP and he said that the top 4 or 5 contributors by rank (he wasn't sure on the number) should already have been credited. I haven't had the chance to check the credits personally, but if that's incorrect just tell me, and I'll try and take a look. It might be a mistake where fewer people were credited than intended.[/QUOTE] I too haven't been able to check the credits for a while, so I'm not sure either if it's been changed recently, but is it top 4-5 contributors of all languages combined? Or top 4-5 of each language? [editline]30th January 2014[/editline] When I last saw the credit's there were about 6 people under "Localization"
[QUOTE=Birdman101;43715205]So I hooked my 3d joystick up to wrok with SE its pointless with shall ships but it makes large ships so much easier to conrol.[/QUOTE] Wait what's a 3D joystick?
[QUOTE=Trekintosh;43718587]Wait what's a 3D joystick?[/QUOTE] My guess is it's one of these things: [url]http://www.3dconnexion.com/[/url]
[QUOTE=woolio1;43719167]My guess is it's one of these things: [url]http://www.3dconnexion.com/[/url][/QUOTE] Sure he doesn't just mean a joystick capable of handling pitch, yaw and roll? :v: (three dimensions)
[QUOTE=Profanwolf;43719501]Sure he doesn't just mean a joystick capable of handling pitch, yaw and roll? :v: (three dimensions)[/QUOTE] Thats exactly what I meant
'dimensions' is a really bad word for that :v:
Well I usually call it a twisty stick, but that doesnt sound right, and 3d is in the product name.
[QUOTE=Wazbat;43718389]I too haven't been able to check the credits for a while, so I'm not sure either if it's been changed recently, but is it top 4-5 contributors of all languages combined? Or top 4-5 of each language? [editline]30th January 2014[/editline] When I last saw the credit's there were about 6 people under "Localization"[/QUOTE] I believe it should be the top 4 or 5 contributors from each language. [editline]30th January 2014[/editline] [img]https://dl.dropboxusercontent.com/u/6035324/2014-01-29_00015.jpg[/img] it's mad
[QUOTE=NoDachi;43696052][thumb]http://cloud-4.steampowered.com/ugc/3296934591485553457/6DABAB2070ACD7064B17D6BCA49EFCE5DAA48DEE/[/thumb] ready for survival~[/QUOTE] The angle you took it from made me think it was waaaaay bigger than it really was.
[img]https://dl.dropboxusercontent.com/u/6035324/2014-01-30_00001.jpg[/img] quick (another) wip [media]http://www.youtube.com/watch?v=BrNEkQWu1rs&feature=youtu.be[/media] watch my computer struggle to do stuff
[QUOTE=Profanwolf;43719501]Sure he doesn't just mean a joystick capable of handling pitch, yaw and roll? :v: (three dimensions)[/QUOTE] Used the "SpacemousePro" [URL]http://www.3dconnexion.com/index.php?id=271[/URL] at a modeling job earlier. 3D Joystick is more than just tilting; [I]6-Degrees-of-Freedom[/I] It's got rotation in Pitch, Yaw, Roll, as well as Translation (Movement) In X,Y and Z. As in, you pull the ball towards you to zoom in, push to zoom out, push it left to pan left, etc, while tilting like a traditional joystick rotates the view/object. Pretty much perfect for any flying vehicle that can strafe.
[QUOTE=Shogoll;43723434][img]https://dl.dropboxusercontent.com/u/6035324/2014-01-30_00001.jpg[/img] quick (another) wip [media]http://www.youtube.com/watch?v=BrNEkQWu1rs&feature=youtu.be[/media] watch my computer struggle to do stuff[/QUOTE] That's incredible.
[QUOTE=Shogoll;43723434][img]https://dl.dropboxusercontent.com/u/6035324/2014-01-30_00001.jpg[/img] quick (another) wip [media]http://www.youtube.com/watch?v=BrNEkQWu1rs&feature=youtu.be[/media] watch my computer struggle to do stuff[/QUOTE] It's really cool, but do you need a four-bar if the doors are only attached to the larger arm that is directly attached to the ship? You should put the doors on the top bar that isn't directly connected to the ship.
[QUOTE=Aathma;43724152]It's really cool, but do you need a four-bar if the doors are only attached to the larger arm that is directly attached to the ship? You should put the doors on the top bar that isn't directly connected to the ship.[/QUOTE] it means he can close the doors flush to the hangar bays, and still open them without it dragging against the ship. Which is [I][URL="http://www.facepunch.com"]Fucking Incredible[/URL][/I]
[QUOTE=viperfan7;43724945]it means he can close the doors flush to the hangar bays, and still open them without it dragging against the ship. Which is [I][URL="http://www.facepunch.com"]Fucking Incredible[/URL][/I][/QUOTE] But the doors are attached to arms already attached to the ship. The two other arms seem unnecessary. However, I'm now noticing that using the other arms helps hold it closed and increases leverage during opening.
I hope that they make interior wall blocks emit light when there's power sometime soon. Cool mechanic because: They already have lights built in! Look at 'em! No more placing thousands of lights all over the ship if you have a large ship. If a section becomes cut off from other interior wall blocks from damage, the power would cut out, leading to damaged, darkened sections without the lights staying on just because of a hull connection. Only trouble is that this could cause a bajeebus amount of lag unless they fix the lighting mechanics. It'd also be interesting if power flow was based around how many blocks remain connected, so damaged sections could get flickering lights and such. Or even base it on the distance from the nearest deformation. That would really at some atmosphere.
[QUOTE=blazingfly;43725583]I hope that they make interior wall blocks emit light when there's power sometime soon. Cool mechanic because: They already have lights built in! Look at 'em! No more placing thousands of lights all over the ship if you have a large ship. If a section becomes cut off from other interior wall blocks from damage, the power would cut out, leading to damaged, darkened sections without the lights staying on just because of a hull connection. Only trouble is that this could cause a bajeebus amount of lag unless they fix the lighting mechanics. It'd also be interesting if power flow was based around how many blocks remain connected, so damaged sections could get flickering lights and such. Or even base it on the distance from the nearest deformation. That would really at some atmosphere.[/QUOTE] Haha I like the light flickering idea regardless, maybe for the emissives and lights for when the ship uses more than 100% power. That would be perfectttt.
i'd build a cannon so powerful that one shot requires 100% of the ship's power capacity screw practicality, i'd love to tell my opponent to [B]witness the firepower of this fully armed and operational battlecruiser[/B], sloooooooooooooooooooooowly aim the freudian compensator at their ship, do a countdown, fire and then of course miss completely. then as the powergens slowly restarted the lights and thrusters would flicker back to life one by one but achieving full power would take minutes
are there any mods for se yet? I'm getting kind of bored with the stock blocks.
[QUOTE=blazingfly;43725583]I hope that they make interior wall blocks emit light when there's power sometime soon. Cool mechanic because: They already have lights built in! Look at 'em! No more placing thousands of lights all over the ship if you have a large ship. If a section becomes cut off from other interior wall blocks from damage, the power would cut out, leading to damaged, darkened sections without the lights staying on just because of a hull connection. Only trouble is that this could cause a bajeebus amount of lag unless they fix the lighting mechanics. It'd also be interesting if power flow was based around how many blocks remain connected, so damaged sections could get flickering lights and such. Or even base it on the distance from the nearest deformation. That would really at some atmosphere.[/QUOTE] where you the one who had the video ages ago of that huge ship crashing into the red one and the collision impact sent 'smoke' down the corridor but it looked like the lights were flicking on and off and it looked super kool
It'd be cool if you could set a power limit for reactors. Assuming they're gonna use fuel in survival, I think that'd be pretty useful. For example, you generate 200 energy but flying with your ship only takes 100, so while you're not doing anything special you could set the reactors to work at 50% power and thus waste less fuel. Also, it'd be cool if the reactors stopped working if you flew for too long over the power limit. They'd either turn off, so you'd have to turn them back on manually; or go on a cooldown timer and automatically turn back on. If you used too much power at once, say, by firing a shitload of guns and using up more energy than you have reactors for, then they'd just straight up explode instead of ceasing to work
Yes they use fuel and burn through its been in since the very first release Its just in creative mode they still work at 0 fuel. But making them overload or explode doesn't make sense. When you go over like 152%, it doesn't mean you're running your reactors at 152%, it just means your output is underbudget and your systems are not getting enough power. Like your thrusters become weaker and so on. Your reactor will only output up to X amount, and you can't make it go over that.
Well, it IS a classic sci-fi trope though :v: You know, red lights and "system overload" on all screens and all that (this reminds me, we need screens and panels with big red buttons under glass covers as cosmetic blocks)
[QUOTE=Aathma;43724152]It's really cool, but do you need a four-bar if the doors are only attached to the larger arm that is directly attached to the ship? You should put the doors on the top bar that isn't directly connected to the ship.[/QUOTE] It is hard to tell, but the doors are infact attached to the top linkage of the four bar. The door still tilts because its not a parallelogram linkage, the forward linkage is longer than the rearward linkage because other wise the door strikes the hangar unless it tilts away
you could build a self-destruct system with that too if bigger generator types exploded violently when pushed way over the limit. overload the main power nodes and jump into an escape pod
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