Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Crimor;44331511]Is there a way to toggle thrusters? Thinking missiles with the front having a thruster(but not enough thrust for the back ones to not push it forward)[/QUOTE]
No simple way. This is a big reason I hope they add some sort of programmability - so you can just connect a constant "ON" to a thruster so that it rockets off when it's released.
[QUOTE=bobsmit;44331636]No simple way. This is a big reason I hope they add some sort of programmability - so you can just connect a constant "ON" to a thruster so that it rockets off when it's released.[/QUOTE]
That and controllable rotation(maybe with a gmod style numpad system for both rotation and toggling thrusters?)
[QUOTE=bobsmit;44331636]No simple way. This is a big reason I hope they add some sort of programmability - so you can just connect a constant "ON" to a thruster so that it rockets off when it's released.[/QUOTE]
i don't think programmability is necessary for that specific task when solid rocket boosters are an actual thing to begin with, like you don't need to jury-rig a solution and program a thruster to stop when you could just use a rocket designed with that specific thing in mind.
[QUOTE=RayvenQ;44330590]More effective you say? I beg to differ
Let's see a craft burn that much through the big red ship. Ramming weapons are much more intimidating, knowing that your enemy is so commited to taking you out that they will literally hurl themselves at you to fuck you up, no matter how fucked up they get in the process.[/QUOTE]
You're not paying attention to what I'm saying.
I'm saying we [i]ram the shit out of them with the thrusters[/i]. Since your frontal thrusters are now shot, there's no turning back.
[editline]23rd March 2014[/editline]
[QUOTE=Crimor;44332091]That and controllable rotation(maybe with a gmod style numpad system for both rotation and toggling thrusters?)[/QUOTE]
This and wire-like function would be godlike.
[QUOTE=ForgottenKane;44332193]You're not paying attention to what I'm saying.
I'm saying we [i]ram the shit out of them with the thrusters[/i]. Since your frontal thrusters are now shot, there's no turning back.[/QUOTE]
Except my ship is normally intact if only a little dented, front thrusters and all.
Pff. Be a man and terminally endanger both ships :v:
[QUOTE=Cone;44332191]i don't think programmability is necessary for that specific task when solid rocket boosters are an actual thing to begin with, like you don't need to jury-rig a solution and program a thruster to stop when you could just use a rocket designed with that specific thing in mind.[/QUOTE]
I agree that it's not necessary for that specific thing, you're exactly right. Here's what I'm really getting at:
Right now, if I want self-propelled torpedos, I have to beg and plead on the forums and hope they add button-trigger-able releaseable SRBs. If they do it, that means some other feature somebody else wanted goes on the backburner, and even then it might not be exactly what you were hoping for.
With a feature that allows us to link together some GUI blocks with logic and math, we can build [I]so many damn things[/I] without needing any new mods or parts. Instead of needing an SRB, I can just go home and build the missile.
So with a timer and a detonator, you could make a missile out of (currently) existing blocks that splits apart after 10 seconds of flight. With a speedometer and an integrator, you could make a missile that splits apart after 100 meters of flight. With a short-range radar and a detonator, you could make a missile that splits apart when there is an object 50 meters in front of it. With long-range high fidelity radar you could build a missile that chases other missiles a'la Iron Dome!
See what I'm trying to say? We can make our own complex munitions and ships and guns and doors and everything, [I]without[/I] needing a modder or a developer to make it for us. We've learned a lot from Wiremod about what works and doesn't work. We know that allowing a chip to know everything about player locations and block owners was a mistake. We don't have to make those same mistakes. We can make this something that's accessible to anyone and does nothing but add to the creativity.
I want liquid fuel rockets so I can be hideously inefficient and pollute space with my military industrial empire.
[QUOTE=Grenadiac;44332751]I want liquid fuel rockets so I can be hideously inefficient and pollute space with my military industrial empire.[/QUOTE]
I want solid-fuel boosters so I can fill space with gaseous AND solid debris.
I wonder if they'd consider adding things like liquid and gas pockets/deposits that you could mine, like for hydrogen or something.
...Unless they're going to do that with ice. Ice is still in the game, right?
[QUOTE=ElectricSquid;44332904]I wonder if they'd consider adding things like liquid and gas pockets/deposits that you could mine, like for hydrogen or something.
...Unless they're going to do that with ice. Ice is still in the game, right?[/QUOTE]
making a gas collecting base inside of a cloud of hydrogen sounds awesome.
[QUOTE=bobsmit;44332362]I agree that it's not necessary for that specific thing, you're exactly right. Here's what I'm really getting at:
Right now, if I want self-propelled torpedos, I have to beg and plead on the forums and hope they add button-trigger-able releaseable SRBs. If they do it, that means some other feature somebody else wanted goes on the backburner, and even then it might not be exactly what you were hoping for.
With a feature that allows us to link together some GUI blocks with logic and math, we can build [I]so many damn things[/I] without needing any new mods or parts. Instead of needing an SRB, I can just go home and build the missile.
So with a timer and a detonator, you could make a missile out of (currently) existing blocks that splits apart after 10 seconds of flight. With a speedometer and an integrator, you could make a missile that splits apart after 100 meters of flight. With a short-range radar and a detonator, you could make a missile that splits apart when there is an object 50 meters in front of it. With long-range high fidelity radar you could build a missile that chases other missiles a'la Iron Dome!
See what I'm trying to say? We can make our own complex munitions and ships and guns and doors and everything, [I]without[/I] needing a modder or a developer to make it for us. We've learned a lot from Wiremod about what works and doesn't work. We know that allowing a chip to know everything about player locations and block owners was a mistake. We don't have to make those same mistakes. We can make this something that's accessible to anyone and does nothing but add to the creativity.[/QUOTE]
i don't know about programming in general, i feel like it would kind of kill the improvised nature of a lot of the weapons and tactics. like when we engineered a wide variety of missiles just with the addition of magnets, making for a perfectly viable, modular, and amazingly simple weapon that could smash whatever it was aimed at and was constructed out of nothing but simple blocks. or when rocks got added in, and we used them to design hyper-lethal railguns that could split a ship in two with a single piece of dug out uranium. the best thing about the community is that we weaponize the most innocuous things possible, and even the slightest new thing is another potential nuke to add to the arsenal.
the thing i find most enjoyable about this is how, if i want a new weapon of mass destruction, i have to actually think about how i'll build it, how it'll work, what i'll use for X part, how i'll trigger stage Y without just directly telling it what to do and when to do it, etc. i want to have to really put that thought into what i'm devising, and i want to rack my brain on the details, and i want to be restricted by my improvised resources and tools.
what i'm trying to say is, i don't want things where the use as a weapon are too obvious - i feel they suck the fun out of the concept of an arms race entirely run by engineers. you can have programming if you want, and you most likely will because iirc the devs want to add it in at some point, but i fail to see the entertainment value in it. that's just me apparently.
The issue with all that is there's currently no efficient way to trigger them, they're useless in MP because it's as easy as translating up 10 meters to avoid an incoming pseudo-missile. I don't mind having to design weapons but I don't want to have to do all this crazy shit to be able to line it up and fire and have it all for nothing if my target so much as moves.
[QUOTE=Grenadiac;44333221]The issue with all that is there's currently no efficient way to trigger them, they're useless in MP because it's as easy as translating up 10 meters to avoid an incoming pseudo-missile. I don't mind having to design weapons but I don't want to have to do all this crazy shit to be able to line it up and fire and have it all for nothing if my target so much as moves.[/QUOTE]
There really is a pretty damn long road ahead of the dev's because for every new feature there is basically another new feature that needs to be added along.
Although its good that they release new content quite often.
[QUOTE=Cone;44333115]i don't know about programming in general, i feel like it would kind of kill the improvised nature of a lot of the weapons and tactics. like when we engineered a wide variety of missiles just with the addition of magnets, making for a perfectly viable, modular, and amazingly simple weapon that could smash whatever it was aimed at and was constructed out of nothing but simple blocks. or when rocks got added in, and we used them to design hyper-lethal railguns that could split a ship in two with a single piece of dug out uranium. the best thing about the community is that we weaponize the most innocuous things possible, and even the slightest new thing is another potential nuke to add to the arsenal.
the thing i find most enjoyable about this is how, if i want a new weapon of mass destruction, i have to actually think about how i'll build it, how it'll work, what i'll use for X part, how I'll trigger stage Y without just directly telling it what to do and when to do it, etc. i want to have to really put that thought into what i'm devising, and i want to rack my brain on the details, and i want to be restricted by my improvised resources and tools.[/QUOTE]
I think we're looking at two sides of the same coin. I [I]want[/I] to improvise weapons, I [I]want[/I] to be forced to invent things for myself. My feeling is that, unless we can design shipboard electronics, we're limited to what we can do mechanically. See, I don't want there to be mods that add heat-seeking missiles or shipboard radar. I'd like players to have to build it themselves. In my opinion, that only adds to the engineering-ness.
I want to be limited so that ingenuity is required, and because of that I want to be able to build more sophisticated controls. Like, I want to be able to wire a button to open doors, and another button to close doors, and if both buttons are pressed at once, self-destruct the ship's reactors. You know, crazy things that you just cannot do by adding rotors. I think I want all of the same things that you want, I just want to use wiring as an intuitive way to connect subsystems so that you can have multiple people on a ship operating multiple different components, each of which is can be immensely complex.
[URL="https://twitter.com/SpaceEngineersG/status/439088022374473728/photo/1"]Take this for example[/URL]. It's clunky and difficult to operate the Rubik's Cube. Why not allow the user to use geometry/math and make the pads seamlessly lock and unlock based on the angle of the motor? That way, you never have to leave your seat to run the Rubik's cube. All you would do is get into one seat, and press arrow keys that you've programmed to rotate the right motors and lock the right pads.
Conclusion: Adding programmability doesn't suddenly make anything easy. It just makes things more fun to use. IMO, it even adds a layer of ingenuity to design.
[editline]23rd March 2014[/editline]
[QUOTE=darth-veger;44333354]There really is a pretty damn long road ahead of the dev's because for every new feature there is basically another new feature that needs to be added along.
Although its good that they release new content quite often.[/QUOTE]
Is there any hope that they'll release a plug-in API before summer? I and many others would happily develop mods at no cost, provided that the tools are made available to us.
And when I say mods, I don't just mean new blocks - I've said before that I have volumetric life support (kind of) working in MATLAB, and I'm interested in scrapping together logic/math block systems.
I just realized a fatal flaw in my ship's design.
There's no room for generators.
[editline]23rd March 2014[/editline]
I guess with my fantastic plan of having the ship perfectly fit in all the thrusters despite the damage has now failed considering I can't even power them up now :v:
i wish there was a medium generator. Large ones are xbox hueg and small ones generate fuck all for power.
Gravity railguns are just not feasible at the moment I guess. I made one that accelerated a projectile at 40 Gs for 60 blocks and the projectile just phases through the target... the engine should kick up its collision detection for objects that are moving that quickly. Obviously a 2000 kg chunk of iron is being accelerated to 1 km/s for a reason.
Finally figured out a proper plan to get this damn thing moving. Now I present my latest ship and it's about 100~ blocks long.
[t]http://cloud-2.steampowered.com/ugc/468679371734052399/21D537A9B661E1FE3E318CDD9CA6677D02BA1753/[/t]
[t]http://cloud-4.steampowered.com/ugc/468679371734054212/FA1217FE25C36350D7A443203FCFDBE357E748BD/[/t]
[t]http://cloud-2.steampowered.com/ugc/468679371734056358/80DAEA662E4CED44E40E267871C4B8B218562413/[/t]
[t]http://cloud-4.steampowered.com/ugc/468679371734058065/73E3EF74BA12F8411195BACB6AC959FEF5A41532/[/t]
[editline]23rd March 2014[/editline]
Gets from 0-60 in a few seconds and overall has very nice maneuverability for something so large. It even turns pretty fast (considering I have over a hundred Gyros in the thing :v:).
It has no weapons and the main hangar isn't too large, only long, so it allows only smaller ships to take off through the front at max speed considering it's length.
[QUOTE=Civil;44302732]Thanks for calling my designs shit ships:
[img_thumb]https://dl.dropboxusercontent.com/u/54374248/SpaceEngineers%202014-02-27%2021-52-42-72.png[/img_thumb]
[/QUOTE]
That Nova Class makes me wet.
[QUOTE=Tmaxx;44333912]i wish there was a medium generator. Large ones are xbox hueg and small ones generate fuck all for power.[/QUOTE]
I agree, 2x2 size generators would fit better behind large thrusters depending on the situation.
I think small generators generate a reasonable amount though. Speaking of which, does anyone know whether it's more efficient (based on mass, volume and energy produced) to have 3x3x3 small generators or a single large generator?
are we posting our small ship galleries now?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=232185518[/url]
here just take it
i added photos but fuck descriptions i'm exhausted
everything you need to know is in the file itself, a fancy description doesnt mean anything
much like damnatus i'm going to keep updating this as i make more and more ships
have some pictures:
[thumb]http://cloud-4.steampowered.com/ugc/595906061196666929/0DEEAC4F70B5D54E4F8F059AB4440DC88B1D5388/1024x575.resizedimage[/thumb]
[thumb]hhttp://cloud-4.steampowered.com/ugc/595906061196671270/6E8F95CBE113F5C8A0F51CDEAE736B1E53B34AC7/1024x575.resizedimage[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/595906061196670439/747748BD9413A4BE7EF7D5D60A3B8C58DFF4A4E2/1024x575.resizedimage[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/595906061196666265/E7139D9A6BE132BD66CD5D7BC4292988499F105B/1024x575.resizedimage[/thumb]
[thumb]http://cloud-3.steampowered.com/ugc/595906061196667428/C6A39947FE2909682B5F73FCE4EF205B7ED8747B/1024x575.resizedimage[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/595906061196668781/2D70AD89F4B541E1AAA71D3127FC63A762996D86/1024x575.resizedimage[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/595906061196669714/87EC40F69D44A136A300372810204353CC8D5304/1024x575.resizedimage[/thumb]
i wish i was talented enough to build ships based off other sci-fi
</3
[QUOTE=Tmaxx;44336433]i wish i was talented enough to build ships based off other sci-fi
</3[/QUOTE]
Just wait until they make teleporters and somebody will make the TARDIS
all the unrealistic stuff they could make it so its creative only so in survival you don't murder everyone because you destroyed 50 rescue boats and got shit to make a railgun of gigantic size.
[QUOTE=Pigbear;44336758]all the unrealistic stuff they could make it so its creative only so in survival you don't murder everyone because you destroyed 50 rescue boats and got shit to make a railgun of gigantic size.[/QUOTE]
Teleports might be unrealistic, but surely railguns are feasible?
[QUOTE=ElectricSquid;44336978]Teleports might be unrealistic, but surely railguns are feasible?[/QUOTE]
Definitely, rail-guns are already being built and tested so it seems like a feasible weapon in the future.
Well, my FSU is proving to be really worthy of its name.
[thumb]http://cloud-4.steampowered.com/ugc/450664973227135053/1B3313EB3896E60645E4F8EC8129BB09B47F38FE/[/thumb]
Thats 10 large blocks of heavy armor. Although it doesn't work like a traditional rammer, since oddly enough low speeds work best with this rather than high speeds, i literally spawned it right in fornt of the blocks, barely got any speed up and just watched it plough through.
Now available on steam workshop:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=241789562[/url]
me and rayven where just playing around when steam decided to die and we lost connection :(
Yeah apparantley multiplayer is heavily connected to steam, if steam goes down or you lose connect to it for even a short moment, you get kicked off.
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