• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
landing gears like to snap when building too.
When station blocks get separated they should check the mass of each. The heavier mass remains fixed, the lighter one gains physics and is affected by gravity (so stations can collapse according to their own gravity), unless both halves are still intersecting with the asteroid.
It's been suggested in the past that stations should have a core block that acts as the anchor point. Though honestly I build all of my non-asteroid based stations as large ships that just have control columns to prevent rotational or translational drift.
[QUOTE=Grenadiac;44574855]When station blocks get separated they should check the mass of each. The heavier mass remains fixed, the lighter one gains physics and is affected by gravity (so stations can collapse according to their own gravity), unless both halves are still intersecting with the asteroid.[/QUOTE] maybe stations should be required to intersect an asteroid as an anchor point, otherwise they act the same as ships, which would help them break apart in a way that makes sense
Actually I added the asteroid requirement after thinking of the first part and in retrospect you could just check which side is no longer attached to an asteroid :downs:
[QUOTE=Sgt Doom;44573957]Tru dat. Bored shitless of the E2 arms race that virtually every vaguely combat-oriented gamemode in Gmod devolves into.[/QUOTE] Only the servers full of elitist shitlords hoard the "secrets" for themselves (which was sadly most of them. But a few servers tried to be more inclusive, including my own: we distributed very competitive ACF chips and actually managed to piss off quite a few people when our chips started appearing on their servers. It is actually bannable to use our stuff on some servers hahaha) But no, SE's scripting is likely going to be more like Computercraft, where it can accept and distribute instructions but can't interact with the world on its own. Suits me just fine, I've done both.
Hey guys if you go in the cubeblocks.sbc file there are now three sizes of roudn wheel that you can enable. They don't do or take damage from collisions. Someone already made this: [t]http://cloud-2.steampowered.com/ugc/468681725499005060/5218C8959454BA5D027AD6ED0607D6D027EB94FD/[/t] The faces of the wheels are also pretty low friction so you can use them as sliders.
[img]http://i.imgur.com/Csl7m2r.jpg[/img] conveyors really help with working together in MP
[QUOTE=Grenadiac;44575409]Hey guys if you go in the cubeblocks.sbc file there are now three sizes of roudn wheel that you can enable. They don't do or take damage from collisions. Someone already made this: [t]http://cloud-2.steampowered.com/ugc/468681725499005060/5218C8959454BA5D027AD6ED0607D6D027EB94FD/[/t] The faces of the wheels are also pretty low friction so you can use them as sliders.[/QUOTE] Saw that on this post here: [url]http://www.reddit.com/r/spaceengineers/comments/23bgtm/i_made_a_cute_little_buggy_now_to_just_make_a/cgvcv8b[/url] I can't wait for them to be enabled, not that it can't be done by users now.
[QUOTE=Sgt Doom;44573957]Tru dat. Bored shitless of the E2 arms race that virtually every vaguely combat-oriented gamemode in Gmod devolves into.[/QUOTE] Wire mod is a lot more than E2. I hope it's a lot like GMod Wiremod.
The thing about E2 is that it gets its true power from its ability to directly manipulate entities. Using ApplyTorque and ApplyForce, as well as the entity detection function. As long as you keep the scripting in SE confined to receiving inputs and giving outputs to real sensors and objects, you'll be fine. What we really want the scripting to be like is Expression 1 from GMod. It was just a codeable wire chip that would wire to and from normal components and gates but could not interact with the world itself.
I'm trying to get a mining ship working with these new pipes and stuff, but the cargo container on the ship is [i][b]FUCKING DISAPPEARING REPEATEDLY[/b][/i].
[QUOTE=ForgottenKane;44576185]Wire mod is a lot more than E2. I hope it's a lot like GMod Wiremod.[/QUOTE] wiremod without the actual wires like you can slap down a computer block that handles all the scripting but eats power
[QUOTE=Trekintosh;44576194]The thing about E2 is that it gets its true power from its ability to directly manipulate entities. Using ApplyTorque and ApplyForce, as well as the entity detection function. As long as you keep the scripting in SE confined to receiving inputs and giving outputs to real sensors and objects, you'll be fine. What we really want the scripting to be like is Expression 1 from GMod. It was just a codeable wire chip that would wire to and from normal components and gates but could not interact with the world itself.[/QUOTE] Expression 1 was terrible - one line per "row". Each line with limited length. Bad performance. I agree that we want no magic on e2. I.E. no phys manipulation, no magic detectors, and no direct world manipulation. However, I just want the ability to take inputs and outputs but do more complex operations inside to determine what to do. FPGA's are awesome for a reason. In either case - I hope that any automation tools they add don't become abusable from a performance standpoint.
I used E2 extensively, but I was very frustrated by the ability to do "magic" - apply forces to things that I'm not touching, and know with omniscience everything about every object. I felt that it cheapened a really cool tool, and because of that, the incredibly cool mechanical automation it enabled you to do was buried under the unfair minge-tools that a lot of people built. I [I]completely[/I] agree that there should be [I]absolutely[/I] NO omniscience on the computer. You should NOT be able to get player positions from thin air, and you should need to use fallible and inaccurate radar to figure out where ships are. You should not be able to apply magical forces, but you [I]should[/I] be able to send instructions to your ship's controller like "Yaw right 30 degrees" - as though it were a human piloting a ship. This way, nobody has to solve differential equations to be able to control a ship reasonably well with wire. See, I don't want wiremod so I can build insta-win machines, that's not fun at all. I just want to get rid of the trivialities, like needing to change cockpits to move an elevator or load a built-munition gun. We've learned a lot about what works and what doesn't work from Wiremod. We know to include tools that make it accessible to new players and learners, we know not to make cheap things that feel unfair. So please, I beg of you, if you didn't like wiremod don't oppose its analogue in SE. Instead, help us mold a better, more fair, more accessible programming tool. We can do it.
God, can you imagine where this game will be in a year or two? If half of the things we're talking about here come to fruition, it'll probably be one of my favorite (if not the favorite) sandbox games ever. I mean, Imagine having a fully fully autonomous shipyard at your disposal? You tell it which blueprint you wanna use, give it ores, and out pops a capital ship in a hour or so. Then miniaturize it and stick it on a capital ship and you now have your own weapons factory for your torpedo cannon or whatever. Soooo many cool possibilities.
[video=youtube;g8S9Yb8lAlc]http://www.youtube.com/watch?v=g8S9Yb8lAlc&list=UUftK-tQH9-Pp68v6ImVbrzA[/video] I didn't realize 5:10 was possible. Fuckin incredible.
Guys calm your tits, this won't be a mod and they're building the scripting feature from scratch, there's absolutely no way they'd let us magically detect players/items/ore and apply force out of nowhere, I'm sure it will all be limited to systems currently present on the station or ship.
I hope they keep the programming fairly simple, or at least easy for non scripters to use, as i can see in MP scripters having massive advantages over non scripters.
Scrap programming, eventing is better, I aint learnin no language for a game (end result is the same only you don't need to memorize the bloody syntax)
What I want the programming to be like is an ancient game called MindRover: The Europa Project. Look at this video at 0:40. Unfortunately, this is the best example I could find without making my own. Basically your physical components are represented by icons which you can drag to other icons to create wires, which work essentially the same as wires in Wiremod. I was able to figure this shit out when I was 12 or so, so the average SE player should be able to. [media]http://www.youtube.com/watch?v=UaG_fZbItT4[/media] PS: Mindrover is an amazing game and if you ever find a copy please give it to me.
I just had an idea for the connectors on a fighter ship. If you're being chased or shot at, get them to spew out stones to act as a sort of flak barrier, so enemy fighters, guns and missles might hit the rocks instead of you.•
[QUOTE=aznz888;44577116][video=youtube;g8S9Yb8lAlc]http://www.youtube.com/watch?v=g8S9Yb8lAlc&list=UUftK-tQH9-Pp68v6ImVbrzA[/video] I didn't realize 5:10 was possible. Fuckin incredible.[/QUOTE]It can be quite spazzy with certain things on small ships e.g. steel plates, so i'd personally recommend docking so your connector is in direct contact with the collector, then setting it to fire out items. Stopped watching my looter while it was pissing out steel plates, came back to find it had done a 90 degree turn and was firing them off into space.
We really need some ship mounted grinders following the conveyers, I'm accumulating ships faster than I can cut them up. It's not like I could possibly let any past.
Did they update the cargos with the new conveyor system?
[QUOTE=NapyDaWise;44577623]Did they update the cargos with the new conveyor system?[/QUOTE]The old conveyor blocks work, I think the new conveyor tubes are just meant to be a cheaper alternative for longer, straight distances. You can empty out all but the 2 small containers and the reactor in the mining hauler from one container.
[QUOTE=Sgt Doom;44577654]The old conveyor blocks work, I think the new conveyor tubes are just meant to be a cheaper alternative for longer, straight distances. You can empty out all but the 2 small containers and the reactor in the mining hauler from one container.[/QUOTE] But did they add the collectors/connectors on them?
[QUOTE=aznz888;44577116][video=youtube;g8S9Yb8lAlc]http://www.youtube.com/watch?v=g8S9Yb8lAlc&list=UUftK-tQH9-Pp68v6ImVbrzA[/video] I didn't realize 5:10 was possible. Fuckin incredible.[/QUOTE] I wish props actually did damage/explode as I had the great idea of using collectors + grav gens to make large ship missile barrages
[QUOTE=NapyDaWise;44577675]But did they add the collectors/connectors on them?[/QUOTE]Nah.
[QUOTE=scratch (nl);44577676]I wish props actually did damage/explode as I had the great idea of using collectors + grav gens to make large ship missile barrages[/QUOTE] it would be too powerful, too easy though like it would basically be a full auto, high RoF railgun :v:
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