Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Raptors!;44748253]I'm gonna make more police-class transforming vehicles.
Tagline?
"In space no cop can hear you comply."[/QUOTE]
that's actually pretty clever
Ok so here's my WIP:
Starboard Nacelle:
[t]http://i.imgur.com/TMpWkKP.jpg[/t][t]http://i.imgur.com/kvPjHRR.jpg[/t]
[t]http://i.imgur.com/Q9lZZ7C.jpg[/t]
Each nacelle is designed to be able to function independently if it ever gets separated from the main ship (independent reactor, gravity, gyro, and cockpit. Will probably add a refinery, storage and assembler later)
There's also two parking and unloading areas for mining ships in each nacelle, pictured below.
Vulcan MK1 Miner:
[t]http://i.imgur.com/XTA8xlT.jpg[/t][t]http://i.imgur.com/NJS6wFp.jpg[/t]
Simple, moderate capacity mining ship. Currently in the parked, unloading position.
Conveyor network that runs underneath the deck floors:
[t]http://i.imgur.com/RD6o5qr.jpg[/t]
There will be a layer of heavy armor over these once I get the layout to my liking.
The cargo and refining area, just underneath the grinder bay. The reactor will be isolated into its own room eventually.
[t]http://i.imgur.com/tUI9Mku.jpg[/t]
The grinder bay, on top of the ship, currently not fully operational (the doors work though):
[t]http://i.imgur.com/fnmXZgG.jpg[/t]
The front hangar bay, which will be home to a speedy interceptor and a tugboat (it also has a working bay door:
[t]http://i.imgur.com/iY9LQEe.jpg[/t][t]http://i.imgur.com/3rPz5yM.jpg[/t]
The very bare main cockpit:
[t]http://i.imgur.com/VWdxjdl.jpg[/t]
Finally, an angled overview of the whole ship so far:
[t]http://i.imgur.com/oBus92v.jpg[/t]
[QUOTE=Saber15;44752553]I always get a chuckle out of people calling it an "[I]engineering[/I]" game. It's a moderately hard-SF building game, but it sure as hell ain't engineering by any stretch of the imagination.
I'd love to see some more stuff to make it, well, more of an engineering game, but that would make it very inaccessible for many users and I can see why they don't do it. Things like stress, center of mass and thrust being more important (currently only matters with artificial mass blocks and when attached to stuff with landing gear), reactor design, etc.[/QUOTE]
[Quote=Wikipedia]Engineering (from Latin ingenium, meaning "cleverness" and ingeniare, meaning "to contrive, devise") is the application of scientific, economic, social, and practical knowledge in order to design, build, maintain, and improve structures, machines, devices, systems, materials and processes.[/quote] not engineering by any stretch of the imagination? Really?
I think that dude who made that awesome, shiny police ship was pretty clever using rotors and landing gears to make fold out turrets. That seems close enough to me.
Sure, it's not the same engineering you go to school for, but judging by the science quotes during the loading screens, it's exactly the type of creative thinking that the devs want to foster. Magic tardis boxes don't add anything there. Gravity generators do, I think.
You need a stretchier imagination.
i like to put two gravity generators in my generator rooms with each set to 0.5 acceleration in case one of them gets destroyed. with how easily your ship gets messed up from a single rocket impact, redundancies like that are gonna be pretty important in the design stage
[QUOTE=Forumaster;44754309]
[t]http://i.imgur.com/RD6o5qr.jpg[/t]
[/QUOTE]
Very nice, reminds me of a level in Portal 2 for some reason :v:
Game's updating, what is it?
There's yo grouping
Thank god, now we don't have to change the colour and intensity and shit of each light individually.
[video=youtube;PbcT1CPdQaQ]http://www.youtube.com/watch?v=PbcT1CPdQaQ[/video]
-snip ghost sux-
[QUOTE][B]Features[/B]
- grouping items in Control Panel (this is a first work-in-progress version, keybinding will come later)
- pause indicator is now visible in the Control Panel screen
- added landing gear in Control Panel
- added 'reverse' button to rotors in Control Panel (changes rotor direction)
[B]Fixes[/B]
- fixed drill damage to character done twice (multiplayer)
- fixed sounds when placing ship grinder
- fixed weapons and tools in multiplayer
- fixed mirroring issues with new blocks
- improved explosions performance on ships and station
- fixed turret particle effect visible when turret was not shooting
- fixed Mod tools (mwmbuilder.exe)
[B]How to use grouping:[/B]
1) Select the items you want to group (use SHIFT and CTRL as in windows explorer)
2) Add the name on the right part of the screen
3) Press “Save”
Groups are visible on the top of the list with asterisks *Group*
[B]How to add/remove items:[/B]
1) Click on the group
2) Use CTRL to add/remove items
3) Click “Save” (group will be overwritten)
Note: when you change the name first and then click “Save”, you'll create a new group
[B]Landing gear in terminal:[/B]
Landing gear is now featured in Control Panel
You can group them and switch them separately
Landing gear can now be disabled (it will stay locked/unlocked but unable to change state). This is useful when you don't want to switch all the landing gears by using 'P' key
Added the option of grouping items in the Control Panel - it helps you to control and manage multiple items and objects with only one click. Also added the “reverse” button for rotors and landing gears in the Control Panel.
We also want to inform you that in the present we are focusing mostly on bug-fixing and stabilizing.[/QUOTE]
Wow ghost did you edit your post lol. That wasnt there when I posted.
:(
[QUOTE] Landing gear can now be disabled (it will stay locked/unlocked but unable to change state). This is useful when you don't want to switch all the landing gears by using 'P' key[/QUOTE]
I was just thinking the other day how useful this would be :dance:
noticed a typo in this one
[img]http://puu.sh/8Eajk.jpg[/img]
made me chuckle
Brilliant! This means so much new stuff. It's not in the changelog, so I guess it's not, but do grouped weapons get their own icons? That would be perfect for ship-to-ship combat on large ships.
[QUOTE=Vilusia;44754851]Wow ghost did you edit your post lol. That wasnt there when I posted.
:([/QUOTE]
Nope, I think the link wasn't showing up though.
[QUOTE=Gen. Crumpets;44754944]noticed a typo in this one
[IMG]http://puu.sh/8Eajk.jpg[/IMG]
made me chuckle[/QUOTE]
[17:27:50] Vaclav N: just a small one, i would ignore it rather that compile new video now :D
[17:27:58] Vagax: All of SE is doomed!
[17:28:31] George M: no, it's bojects
[17:28:34] George M: :P
[17:28:58] Vagax: Inventing new words, a new word every update!
[17:29:58] George M: it's cause we are in space
[17:30:13] George M: new things are invented every moment!
Confirmed for new word.
Boject is the best object
Now we just need keybinding to the groups and we're set.
Grouping is a neat and useful shortcut. Keybinding will be even more useful.
Kind of surprised missile launchers still aren't visible and togglable in the control panel yet. That seems like a natural application for grouping.
Also, a perennial bitch of mine, rotors still can't copy and paste properly. Every time I paste one of my ships I have to rebuild all the turrets and stuff from scratch.
[QUOTE=Used Car Salesman;44755119]Grouping is a neat and useful shortcut. Keybinding will be even more useful.
Kind of surprised missile launchers still aren't visible and togglable in the control panel yet. That seems like a natural application for grouping.
Also, a perennial bitch of mine, rotors still can't copy and paste properly. Every time I paste one of my ships I have to rebuild all the turrets and stuff from scratch.[/QUOTE]
Why not connect turrets to ship with a framework. Then all you have to do is replace the rotors and remove the framework and you're done.
[QUOTE=Timezbrick;44736967]Every one is building neat little ships while I can only build ugly looking monsters
[t]http://cloud-4.steampowered.com/ugc/487823204883249060/9D8BA4B62EB688ED19ABF2A24BDCFF00048F9085/[/t]
Any way to stretch ships?[/QUOTE]
I sort of "upgraded" my ship so it looks better now I think
also super awesome cool action shot!!11
[t]http://i.imgur.com/gaWNr3F.jpg[/t]
It would be cool if we could group things up the same way [URL="http://www.corneroids.com/"]corneroids[/URL] did it.
For those that never played it, you could basically set groups up to certain control panels.
[QUOTE=ViralHatred;44755157]Why not connect turrets to ship with a framework. Then all you have to do is replace the rotors and remove the framework and you're done.[/QUOTE]
Rotors have weird dimensions so you cant have something that's attached to a rotor, attach to the ship that the rotor is on.
Even if it did fit, I imagine the game would have some sort of hiccup and not work.
I'm seriously hoping for some bugfixes and performance optimizations in the nearest future, every update makes the game run worse for me.
I mean I have a pretty decent setup, and I just noticed the game using 75% CPU on all cores, in singleplayer, while absolutely nothing of importance was happening
come on
With grouping on controls the potential is IMMENSE!
Now my Rorqual remake can enter industrial core mode without a million things to be done, sweet. I even managed to set-up some artificial gravity blocks coupled with some gravity generators to create a method of up righting the ship into a vertical position so that the conveyor system can deploy and the main bay door can wing into position without having to fucking around with things going at incorrect speeds a ultimately destroying anything that moves on board. Trying to get a vid uploaded of it in action.
Reference:
[img]http://puu.sh/8EgnO.jpg[/img]
[img]http://puu.sh/7xlgZ.jpg[/img]
Edit: ^^thats a very old image btw, just cant upload shit because of the YT upload :P
That grouping.
Space Police is very pleased.
i dont even know what grouping is im just gonna make more small ships with shiny bits and lots of thrusters
I keep altering the "show control hints" and it just restores itself. What the fuck am I doing wrong?
[IMG]http://i.imgur.com/qJmO4VO.gif[/IMG]
[QUOTE=Raptors!;44755705]That grouping.
Space Police is very pleased.[/QUOTE]
Now if only they would let commands go through rotors.
Parts connected to rotors are still NOT a part of the ship, which means I can't make the Space Police entirely automaticly retractable. Sorry guys :c
I was able to do something else tho, video soon.
[editline]8th May 2014[/editline]
[QUOTE=Zenreon117;44756184]Now if only they would let commands go through rotors.[/QUOTE]
When this + keybinding is added, you guys will be able to do all kinds of crazy shit with my ships.
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