Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
So i was very interested in using thrusters as a means of a weapon, or a boarding vehicle. I constructed a simple vehicle, with a number of large thrusters on the front, as well as landing gear to keep it in place, at an attempt to maximum rear thrust to damage capital ship plating enough to punch through.
It was a complete failure.
[thumb]http://cloud-4.steampowered.com/ugc/595906061217038260/BA0B63A5CB9E125FEBAEDB903C633E33CD8E5698/1024x575.resizedimage[/thumb]
Here's the craft i used. As you can see, as much reactors as i could fit, and as much large thrusters on the front. I tested the craft prior to getting to this design, with small thrusters interspersed but they immediately did not make the cut. The design failed for a number of reasons, the biggest being that landing gear unclamp when the block under them is damaged. I tried a design with long arms to the side with landing gear sticking to undamaged blocks, but this prevented progress after the initial thruster damage. Second, the intense thrust pushes your craft very far back after the gear unclamps, making the application of thruster damage very difficult to accomplish without completely destroying the craft.
[thumb]http://cloud-4.steampowered.com/ugc/595906061217029385/BE5DB44CBB571E0644DB9A0ABC8CC4BA3DDF59D1/1024x575.resizedimage[/thumb]
That's what most attempts looked like. Somewhat successful... until you look at the result of the craft.
[thumb]http://cloud-3.steampowered.com/ugc/595906061217043671/B133F032452684D64CF6F87D41C4CA8A5E5BA720/1024x575.resizedimage[/thumb]
Completely un-usable. Considering the insane cost of making so many generators to power the thrusters and then to cost of re-making the destroyed thrusters, this design is ineffective in cost and use.
[QUOTE=ossumsauce;44342111]So i was very interested in using thrusters as a means of a weapon, or a boarding vehicle. I constructed a simple vehicle, with a number of large thrusters on the front, as well as landing gear to keep it in place, at an attempt to maximum rear thrust to damage capital ship plating enough to punch through.
It was a complete failure.
[thumb]http://cloud-4.steampowered.com/ugc/595906061217038260/BA0B63A5CB9E125FEBAEDB903C633E33CD8E5698/1024x575.resizedimage[/thumb]
Here's the craft i used. As you can see, as much reactors as i could fit, and as much large thrusters on the front. I tested the craft prior to getting to this design, with small thrusters interspersed but they immediately did not make the cut. The design failed for a number of reasons, the biggest being that landing gear unclamp when the block under them is damaged. I tried a design with long arms to the side with landing gear sticking to undamaged blocks, but this prevented progress after the initial thruster damage. Second, the intense thrust pushes your craft very far back after the gear unclamps, making the application of thruster damage very difficult to accomplish without completely destroying the craft.
[thumb]http://cloud-4.steampowered.com/ugc/595906061217029385/BE5DB44CBB571E0644DB9A0ABC8CC4BA3DDF59D1/1024x575.resizedimage[/thumb]
That's what most attempts looked like. Somewhat successful... until you look at the result of the craft.
[thumb]http://cloud-3.steampowered.com/ugc/595906061217043671/B133F032452684D64CF6F87D41C4CA8A5E5BA720/1024x575.resizedimage[/thumb]
Completely un-usable. Considering the insane cost of making so many generators to power the thrusters and then to cost of re-making the destroyed thrusters, this design is ineffective in cost and use.[/QUOTE]
Cant wait for pistons
[QUOTE=RayvenQ;44341636]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.[/QUOTE]
I used my drill on you to see what would happen and you just got in a weird position, dropped your torch and flop over on the ground :v:
I didn't know it would kill.
So me and Savant have started a new map up, building on the side and into an asteroid, and decided to built a solar array.
[t]http://cloud-2.steampowered.com/ugc/451790873144838329/6A57E9C2E4D1FC8471FBA906C8CA55C3EB134A0C/[/t]
[t]http://cloud-4.steampowered.com/ugc/451790873144844254/C8671F8FB6ADE04627C6F3869F886DFCFFCF203D/[/t]
[t]http://cloud-4.steampowered.com/ugc/451790873144847915/48A9A4E3EE9D0D3C8AF5E3597077F170493F7DDF/[/t]
Once they were done, we realised how useless solar panels are at the moment, and immediately stopped the process of making more of them. :v:
thinking of starting a creative faction v. faction server. If you want to join me, i'll have it set to friends only, add me, and hit me up letting me know you'd like to play. If i get 4 or more, i'll do it.
[QUOTE=billi999;44335683]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?[/QUOTE]
Well, I'm honestly surprised. In all cases large reactors take up the space of 27 small reactors. For small ships, a large reactor outputs 35 times the power, making it about 30% more efficient. However, a large ship reactor only outputs 20 times the power of a small reactor, making it both very ugly and 26% less efficient. I wonder if this is a mistake?
Tested the thrusters as a comparison, and was shocked again: large thrusters used to have 25% more thrust than an equal volume of small thrusters, but now they have exactly the same. This held for both small and large ships. What has happened?!
[t]http://i.imgur.com/wPgdOW3.jpg[/t]
I tacked on another pair of nacelles to squeeze that extra bit of acceleration out of her. Except now it's slower.
i like those engines so much. except that they dont glow.
[QUOTE=Tmaxx;44346817]i like those engines so much. except that they dont glow.[/QUOTE]
I honestly think the devs should pick up the Titans and other mod engines and incorporate them into the game. Since heavy armor made ships bigger and heavier, it needs scaled-up engines. There's obviously a demand for them, and 90% of the work is already done.
[QUOTE=Used Car Salesman;44349163]I honestly think the devs should pick up the Titans and other mod engines and incorporate them into the game. Since heavy armor made ships bigger and heavier, it needs scaled-up engines. There's obviously a demand for them, and 90% of the work is already done.[/QUOTE]
First off, where the hell is everyone going that they need such fuckhuge engines? Second, they need to increase the speed limit first. Third, if they look like what I think they look like, they should change the look to be more in line with the SE look.
[QUOTE=Grenadiac;44346463][t]http://i.imgur.com/wPgdOW3.jpg[/t]
I tacked on another pair of nacelles to squeeze that extra bit of acceleration out of her. Except now it's slower.[/QUOTE]
Once upon a time, a bunch of Russian aircraft designer wannabees decided to make a huge fucking plane for no reason.
It's engines were too weak to lift it, so instead of like, making it lighter, or even better, doing something meaningful instead, they decided to slap more engines onto it, making it even slower.
Moral of the story: vodka never made a good aircraft designer out of anyone.
Little late to the ship collection club
[IMG]http://i.imgbox.com/ezo6ZEQZ.jpg[/IMG]
[QUOTE=Drury;44351234]Once upon a time, a bunch of Russian aircraft designer wannabees decided to make a huge fucking plane for no reason.
It's engines were too weak to lift it, so instead of like, making it lighter, or even better, doing something meaningful instead, they decided to slap more engines onto it, making it even slower.
Moral of the story: vodka never made a good aircraft designer out of anyone.[/QUOTE]
Im guessing this is the story of the K7
[QUOTE=Birdman101;44351531]Little late to the ship collection club
[IMG]http://i.imgbox.com/ezo6ZEQZ.jpg[/IMG]
Im guessing this is the story of the K7[/QUOTE]
Where's the Cadillac?
So i hammered out some basic rules for that faction v. faction server.
Each faction must have a base that is built ON THE SERVER. The minimum number of factions must of course be 2, but the most allowed is 6. Each base must be marked with a Beacon, with the faction's name listed.
Each faction must have a name and a distinct color scheme. The only ships allowed to break this color scheme are Stealth Fighters.
You may bring ships from your own saves. HOWEVER, there are limits on weaponry on ships. You can't just bring ships that are just a few blocks, generators, a gyro, and 20 miniguns and rocket launchers. I'm using the Universal Hull Designations( [url]http://i.imgur.com/GokO8LW.png[/url] ) for the following:
-Light fighters can only have 4 miniguns and 2 rockets. You can have as many of these as you want.
-Medium fighters can only have 6 miniguns and 4 rockets. You can have up to 7 at a time.
-Heavy fighters can have 8 miniguns and 6 rockets. You can have 3 at a time.
Each faction must CONSTRUCT ON THE SERVER a Capital Ship(Heavy Cruiser class or above). It must weigh over 10,000,000 kg.
Each ship made MUST have a Beacon with a name of the ship, class of the ship, and the faction on it. ONLY STEALTH SHIPS MAY DEACTIVATE THIS BEACON. Stealth ships MUST be marked as Stealth.
Only 2 Stealth Ships are allowed per faction.
Factions are allowed to team up and trade equipment. However, the traded equipment must still use the individual faction's color scheme. For example, if my faction trades a fighter to another faction, that faction must re-paint the fighter, and re-designate the beacon to show the faction.
Alliances can only be between two factions. No one faction can have an alliance with two other factions.
The goal is to eliminate all the other faction's Capital Ships and Bases. You do this by destroying the beacons of the Bases/Capital Ship. You are free to armor the Beacons as much as possible. Once one of your CS/Bases beacons have been destroyed, it is lost, and you must abandon them. They cannot be rebuilt until your faction has been completely eliminated, at which point you can begin construction on a new base and ship, and await the next match.
Thruster damage will not be enabled, but do try to put your thrusters in a reasonable place. As a rule of thumb, 80% of your thrusters must be exposed.
The class system is somewhat flexible. Trying to make a heavy fighter but it's 1000 kg or so away from 60,000? no biggie, label as a heavy fighter.
Interested?
Good luck enforcing any of that without an admin system or means of removing the offending craft.
[QUOTE=ElectricSquid;44355633]Good luck enforcing any of that without an admin system or means of removing the offending craft.[/QUOTE]
Ctrl + X? it works on all craft, not just yours. Besides, i'm not letting any scrub in. Listed as friends only, remember? Rule breakers just get removed from my friends list.
lol, who took it upon himself to create those "universal hull designations"?
[QUOTE=krail9;44355903]lol, who took it upon himself to create those "universal hull designations"?[/QUOTE]
I believe they're based on existing naval classifications.
My idea may be optimistic but would be hella fun with a dedicated group of people.
not really, you'll just end up with no one playing with you.
sorry.
[QUOTE=Tmaxx;44356526]not really, you'll just end up with no one playing with you.
sorry.[/QUOTE]
:c
fine i dont need any of you
i'll just
play all the factions myself
[QUOTE=ossumsauce;44356176]My idea may be optimistic but would be hella fun with a dedicated group of people.[/QUOTE]
People have tried enforcing these kinds of rules on ACF servers and it never proves popular.
[QUOTE=FlakAttack;44356773]People have tried enforcing these kinds of rules on ACF servers and it never proves popular.[/QUOTE]
Guess i'll just have to play with only my friends. A shame, cause i'd like to get a decent deal of players.
You can have a faction server be fun, just don't be so anal about it, jeeze.
I say there's a place for that sort of thing... I've seen it before, in Minecraft. However, you need a bigger playerbase to make it succeed.
[QUOTE=woolio1;44357568]I say there's a place for that sort of thing... I've seen it before, in Minecraft. However, you need a bigger playerbase to make it succeed.[/QUOTE]
Civcraft, I think it was? I remember stories about a MC server that had grown extremely large and very self-organized.
I wouldn't be discouraged if I were you, it's ambitious, but all you really need is the right people. I know some friends of mine and myself would be interested in joining, at some point.
[QUOTE=ElectricSquid;44357619]Civcraft, I think it was? I remember stories about a MC server that had grown extremely large and very self-organized.[/QUOTE]
Yep. I play on that server. Which explains my tight rules.
OhGodOhGod Space Jesus exists!
[thumb]http://cloud-2.steampowered.com/ugc/450664973287493882/4CF29B2BD1CE73782FC32FFF6FF55D12CBB74268/[/thumb]
I actually found the same thing a while ago, never got around to posting it though.
[url]http://cloud-3.steampowered.com/ugc/616171610928699836/D0B3BDA4000E722E55E3D03A5AA7CC72232F4C8F/[/url]
[editline]26th March 2014[/editline]
I named it "The Iron Cross" and build my first survival base on it.
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