• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=Birdman101;44291567]or hop in a simple small fighter and blow off the arms. [editline]19th March 2014[/editline] not thats its not horrifying, I did in fact shit myself.[/QUOTE] Yeah but knowing squeegy I have a feeling that by the time he can pilot that by himself, he'll somehow use the game mechanics to make it have another set of arms to grab fighters that fly by... or worse. Either way, I would keep my damn distance from that thing unless I'm launching a warhead at it.
[QUOTE=Krazy Bomb;44291627]Yeah but knowing squeegy I have a feeling that by the time he can pilot that by himself, he'll somehow use the game mechanics to make it have another set of arms to grab fighters that fly by... or worse. Either way, I would keep my damn distance from that thing unless I'm launching a warhead at it.[/QUOTE] What if it somehow grabs the warhead and tosses it back?
[QUOTE=Spor;44289961]So I was looking through really old STALKER screenshots, from the time they were still undecided on the concept and look what I found. Space Stalker Engineers! [img]http://cs4569.userapi.com/u94097519/140781679/y_a438a4a2.jpg[/img][/QUOTE] I know we had an entire atmos discussion, but can I say, explosive decompression and opening airlocks while shit gets sucked into space is so cool.
actual atmospherics would be awesome but I imagine it'd be hard to implement properly
[QUOTE=woolio1;44291764]What if it somehow grabs the warhead and tosses it back?[/QUOTE] Considering that presently explosives have a shockwave that destroys components you wouldn't even need it to get into his catch range to start disabling his monster.
Either I've found a bug or I'm too dumb to understand assemblers. I can take items out of my assembler, but I'm not allowed to put stuff into it.
I made my first non-fugly ship! [t]http://i.imgur.com/kNZCqA1.png[/t] [t]http://i.imgur.com/19FI9oF.png[/t] [t]http://i.imgur.com/hrgwzIy.png[/t] I still haven't painted or finished adding exterior details though. Already looks better than my previous brick creation (which I am also in the process of renovating, but I got mad when I crashed once after finishing it and haven't gone back since)
I built a really neat ship that was powered by an array of eight Titan engines in four stacks of two, it looked like a Corellian corvette. I was so excited to get it done I forgot about reverse thrusters and hit an asteroid in front of me at 104 m/s, destroying the ship. I had turned autosave off.
[QUOTE=Grenadiac;44293281]I built a really neat ship that was powered by an array of eight Titan engines in four stacks of two, it looked like a Corellian corvette. I was so excited to get it done I forgot about reverse thrusters and hit an asteroid in front of me at 104 m/s, destroying the ship. I had turned autosave off.[/QUOTE] yeah I think I reached a similar amount of rage when I crashed after renovating the battleship-thing. Biggest ship I've ever built, and it was fugly. Fix it up, greeble it up, even paint it a bit. Then crashed :c such are the woes of alpha
they really need to make auto save more discreet. a tiny reminder in the corner of the screen "auto saving" instead of pausing the entire game/server just to save
We need to be able to change the top speed through configs.
I'm starting to really want this LARGER MAPS IDEA. what the fuck was i typing about auto saves brain you're drunk go home Right now it seems the most practical ships are pretty much destroyers down; destroyers even being a bit big. I class my ships by length of the largest axis (very similar to EvE) with frigates being up to 100, corvettes to 200, and destroyers to 300. I'd like to see at least cruisers becoming practical (400-500m) and a use for a battleship (even if its just room to fly it in) would be really great
[QUOTE=esalaka;44269398]Has anyone else tried creating gun turrets on capital ships using rotors, small ship cockpits, landing gear and weaponry?[/QUOTE] About an hour after rotors were first released
Do you guys know if there are any commands for multiplayer? Like a teleport command or something? I'm getting this really nasty glitch where the game spawns me like 180km away from, well, everything when I respawn.
[QUOTE=Birdman101;44291567]or hop in a simple small fighter and blow off the arms. [editline]19th March 2014[/editline] not thats its not horrifying, I did in fact shit myself.[/QUOTE] If we could reconnect severed grids then it would also be able to repair itself.
I hope they add to offline survival the ability for assemblers and refineries to still function when you are in the control panel just like in online survival.
[QUOTE=mcattack1092;44295641]I hope they add to offline survival the ability for assemblers and refineries to still function when you are in the control panel just like in online survival.[/QUOTE] They could totally do it if they linked a map with the client's computer clock.
[QUOTE=Squeegy Mackoy;44295546]If we could reconnect severed grids then it would also be able to repair itself.[/QUOTE] well played
[QUOTE=paindoc;44294758]I'm starting to really want this LARGER MAPS IDEA. what the fuck was i typing about auto saves brain you're drunk go home Right now it seems the most practical ships are pretty much destroyers down; destroyers even being a bit big. I class my ships by length of the largest axis (very similar to EvE) with frigates being up to 100, corvettes to 200, and destroyers to 300. I'd like to see at least cruisers becoming practical (400-500m) and a use for a battleship (even if its just room to fly it in) would be really great[/QUOTE] On the SE wiki there's a rough guide to ship classification that goes by tonnage. I think frigates are 3-4 million kg or something. I can't find it on the wiki right now but I think [url=http://forums.keenswh.com/post/universal-hull-designations-for-space-engineers-6611509]this[/url] gives the same idea. Maybe it's the way I build, but 100 blocks seems unnecessarily long for a ship. Anyway, it looks like radar is planned, or at least considered as a potential idea; right now the only blocks we have in the game that aren't fully functional are the various turrets, conveyors, and antennae.
[QUOTE=mcattack1092;44295641]I hope they add to offline survival the ability for assemblers and refineries to still function when you are in the control panel just like in online survival.[/QUOTE] i just turn my game to private, for this exact reason. feels a bit more realistic with the game running while you're in menus. private means no one can join unless you invite them, and it's still online.
[QUOTE=ElectricSquid;44296640]On the SE wiki there's a rough guide to ship classification that goes by tonnage. I think frigates are 3-4 million kg or something. I can't find it on the wiki right now but I think [url=http://forums.keenswh.com/post/universal-hull-designations-for-space-engineers-6611509]this[/url] gives the same idea. Maybe it's the way I build, but 100 blocks seems unnecessarily long for a ship. Anyway, it looks like radar is planned, or at least considered as a potential idea; right now the only blocks we have in the game that aren't fully functional are the various turrets, conveyors, and antennae.[/QUOTE] Before the thruster change I had a ship that was 300 blocks long. Needless to say it broke the physics engine and I couldn't be arsed to try and move it after what happened the first time :v: It easily fit into the largest category there. [editline]20th March 2014[/editline] Oh god my game is crashing all the time now. What happened in the last patch? The game is extremely unstable now. [editline]20th March 2014[/editline] Apparently if I place any blocks on one side of my ship the game crashes. I was so close to getting most of it done too.
Im probably super late on this, but if you read the survival blog they did, they intend to make thrusters damage shit behind them, and intended to put it in this patch. I hope its only stuff straight in a line behind them, and not blocks around directly behind them. I've been trying to make many of my designs reasonable with space for the thrusters to spew, but i didnt take into account them damaging like a huge area around the thruster port.
[QUOTE=Mattk50;44297649]Im probably super late on this, but if you read the survival blog they did, they intend to make thrusters damage shit behind them, and intended to put it in this patch. I hope its only stuff straight in a line behind them, and not blocks around directly behind them. I've been trying to make many of my designs reasonable with space for the thrusters to spew, but i didnt take into account them damaging like a huge area around the thruster port.[/QUOTE] Hopefully it doesn't damage windows, or at least that the damage range isn't too long that you can still put stuff behind engines after a certain (hopefully short) distance, I use windows to cover the back of my engines, to simulate an exhaust vent.
[QUOTE=Electrocuter;44298118]Hopefully it doesn't damage windows, or at least that the damage range isn't too long that you can still put stuff behind engines after a certain (hopefully short) distance, I use windows to cover the back of my engines, to simulate an exhaust vent.[/QUOTE] What if they changed the windows into proper glass windows and used the current window model as a new vent block or something. Maybe something that shortens the damage radius of engines.
When I look back on it, Starmade actually has a shit ton of awesome features. The only thing It doesn't have is the graphics/physics that SE has. Infinate universe, planets, stations, pirates... hopefully SE gets all that awesome stuff
If they make engines damage blocks that are around the direction of the thruster pushing away, that means I'm gonna have to rebuild the rear of my ship...Damn. Still my ship looked like crap anyway so I guess it's not a bad excuse.
I'm okay with the thruster damage as long as this rear end still works. [img]http://i.imgur.com/XseWoMk.jpg[/img]
[QUOTE=ElectricSquid;44296640]On the SE wiki there's a rough guide to ship classification that goes by tonnage. I think frigates are 3-4 million kg or something. I can't find it on the wiki right now but I think [url=http://forums.keenswh.com/post/universal-hull-designations-for-space-engineers-6611509]this[/url] gives the same idea. Maybe it's the way I build, but 100 blocks seems unnecessarily long for a ship. Anyway, it looks like radar is planned, or at least considered as a potential idea; right now the only blocks we have in the game that aren't fully functional are the various turrets, conveyors, and antennae.[/QUOTE] [QUOTE=yannickgd;43390523]Guess what the black outline is for [t]http://i.imgur.com/9AAch95.jpg[/t][/QUOTE] This ship has 3 times the weight of the top catagory :v: It weighs 98,000,000 kg, 290 blocks or 700 metres long, a little more than twice the length of an nimitz class.
[QUOTE=Squeegy Mackoy;44295546]If we could reconnect severed grids then it would also be able to repair itself.[/QUOTE] i can just imagine one of the arms being severed. then another arm catches it and holds it in place while a welding arm reconnects it.
I've mentioned a similar idea in the starmade thread previously. A game that's like space engineers but set in the middle of ocean would be fantastic. Gravity generators would be replaced with oxygen scrubbers for submarines. The space suit would be replaced with diving gear, and things like thrusters would be replaced with propellers. The whole small ship / large ship thing would work the same, with a little box which you could check called 'submarine' to chose between sub or ship. Stations would be pretty much the same as Space Engineers, being used to build offshore platforms or undersea bases. Mining and refining would also be similar to SE, but building would have to take place in some kind of floating drydock / shipyard. Dynamic water would be present for situations like sinking ships and hull breaches in subs too. A game like this is one that I've dreamed of for many years and I hope to make one day.
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