• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=Sgt Doom;44815139]Taking a little break from managing dorfs, playing around with a few designs for certain ship sections I have floating about in my head. First is a central corridor piece, idea is everything else would be built around it. Probably needs to be modified for more z-level movement. Second is an evolution of a bridge design i've been fiddling about with for a while. [t]http://i.imgur.com/GAJbyyZ.jpg[/t][t]http://i.imgur.com/irPYZq2.jpg[/t] [t]http://i.imgur.com/iQJv3S6.jpg[/t][t]http://i.imgur.com/ezFhnkB.jpg[/t] [t]http://i.imgur.com/tb20Q5h.jpg[/t][t]http://i.imgur.com/BwW2kjV.jpg[/t][/QUOTE] Reminds me of the Event Horizon EDIT: And that's what happens when I try to post with my phone :v:
See, space madness.
[QUOTE=Mattk50;44815785]i've determined through my extremely rigorous psuedoscientific process that a really tiny ass fighter is the best kind of fighter, at least until they implement alternate rocket pod firing so i dont need to fire so many at once, especially after something with a limit of 4 fires before rearming. So its so tiny theres not much to do with it, i feel like i've already perfected it. Issue is, a fighter between certain sizes has a big problem with incoming rocket fire. For a fighter design, you either need to be above 18 blocks diameter or you risk your (dead center) cockpit/reactors/gyros being all killed in a single rocket hit. And if your fighter isn't that size, then you want it to be as small as possible to minimize surface areas for rockets to contact. tho this is with the current balance of terrible gatlings and weird rockets.[/QUOTE] This is why all my fighters up to this point have been exceedingly small and fast. Once factions get added and turrets start firing at us, we'll need to up the size because you don't want those gatling turrets frying your cockpit instantly. I'll miss my little shit cans but I think it will be better for the game overall. All my large ships use heavy armor for bulkheads around important components (reactor, cockpit) and to make a frame for more ramming resistance. Actual hull is light to minimize energy consumption and to spread outer components further apart, making it difficult to snipe off all the thrusters with just a few missiles.
Hey guys I was wondering. Has anyone made a chainsaw-like/look-a-like ship with those grinders that was added?
[QUOTE=Sunkite;44816128]Hey guys I was wondering. Has anyone made a chainsaw-like/look-a-like ship with those grinders that was added?[/QUOTE] Aren't the grinders too slow for a chainsaw?
[QUOTE=Mattk50;44815785]i've determined through my extremely rigorous psuedoscientific process that a really tiny ass fighter is the best kind of fighter, at least until they implement alternate rocket pod firing so i dont need to fire so many at once, especially after something with a limit of 4 fires before rearming. So its so tiny theres not much to do with it, i feel like i've already perfected it. Issue is, a fighter between certain sizes has a big problem with incoming rocket fire. For a fighter design, you either need to be above 18 blocks diameter or you risk your (dead center) cockpit/reactors/gyros being all killed in a single rocket hit. And if your fighter isn't that size, then you want it to be as small as possible to minimize surface areas for rockets to contact. tho this is with the current balance of terrible gatlings and weird rockets.[/QUOTE] build a bunch of poles coming out of your fighter to intercept rockets farther away from it
[QUOTE]Summary We have added missile turrets and curved conveyor tube. Also we have redesigned the default ships and the starting platform in order to be used more effectively for the new features. Turrets can target all moving objects; cargo ships use turrets as defense systems, including the new missile turret. Projectile weapons and small ship cockpits were re-balanced, enjoy dogfights! [video=youtube;KLX1ixr2H0E]http://www.youtube.com/watch?v=KLX1ixr2H0E[/video] Features - added missile turrets - added curved conveyor tube - redesigned default ships (blue, red, cargo, respawn) and starting platform in order to be used for new features - small ship cockpit is more durable and also more expensive (increased the number of bullet-proof glass from 5 to 30) - balanced damage of projectile weapons/turrets – now everything does 4x more damage - turret targeting can be changed in control panel, all moving objects can be set as targets - player can switch between gun fire modes by using the middle mouse button (it's possible to fire from just one missile launcher) Fixes - fixed memory leaks (caused by audio) - fixed slowdowns near asteroids - fixed minor audio issues - fixed minor conveyor issues (energy usage) - fixed crash during painting - fixed crash when client dies inside cockpit - fixed missile launchers consuming ammo in creative mode [/QUOTE]
01.030 is now released and downloading. Curved conveyor tubes (thank god) and missile turrets ninjad
[QUOTE=Vilusia;44816144]Aren't the grinders too slow for a chainsaw?[/QUOTE] Doesnt have to be fast, I just wanna see a giant chainsaw, or a ship with a chainsaw attached fly through space and chop things apart.
we can do that now because they fixed the memory leaks.
This update is going to make trying to capture derelicts a lot more interesting.
[QUOTE=Pigbear;44816218]we can do that now because they fixed the memory leaks.[/QUOTE] Well I'm up for it, if anyone would host it. :v:
It's funny because now I have 15 fps near asteroids on normal graphics. Used to have 40 on extreme. Good job squad! disclaimer: I'm not mad in any way and I appreciate every update we get. This FPS drop is terrible in a funny way to me.
That's weird because the game runs a lot better for me after todays update, getting ~170FPS when I look at asteroids from far away, ~50 when I'm up close and near a lot of ships. Before I was lucky to reach 60 under any conditions
It's quite funny how the turrets, when set to track moving targets, get distracted by one-block pieces of debris that get blown off their own ship. Would probably be prudent to set turrets to either not target single flying blocks, or mark debris with the parent ship's entity ID, with the addition of a marker for debris and an additional number to separate it from other debris, and have turrets not target those bits. Also, perhaps set it so interior turrets are the only ones that target players, to give them some value over regular gatlings and the surprisingly proficient missile turrets. [QUOTE=Spor;44816411]It's funny because now I have 15 fps near asteroids on normal graphics. Used to have 40 on extreme. Good job squad! disclaimer: I'm not mad in any way and I appreciate every update we get. This FPS drop is terrible in a funny way to me.[/QUOTE]They mentioned they'll be focusing on bug-fixing in the next updates, so presumably they're working on the FPS issues.
So my game decided to start rendering all ores further away than 5 metres like this: [t]http://i.imgur.com/IxxInRC.jpg[/t]
[QUOTE=yannickgd;44816514]So my game decided to start rendering all ores further away than 5 metres like this: [t]http://i.imgur.com/IxxInRC.jpg[/t][/QUOTE] Alt tab or change graphics settings and it'll fix itself [editline]15th May 2014[/editline] Also weirdly enough, even though I'm getting ~70 fps now, the movement and looking around are still choppy as hell Well, still an alpha I guess
Hah, just as i make that post from earlier they allow single launcher firing and heavily reinforce the cockpit. Excellent! splash shouldnt instapop cockpits anymore, cant say the same for thrusters and reactors tho.
I don't understand why they didn't just set up a manual targeting system for turrets instead of a patchwork of decoys and autotargeting anything that moves. Just let me go to external view and point the mouse where I want the missiles to go... There are some cool things about it, though. Gatling guns can intercept missiles and incoming gravity torpedoes now.
[QUOTE=Used Car Salesman;44816882]I don't understand why they didn't just set up a manual targeting system for turrets instead of a patchwork of decoys and autotargeting anything that moves. Just let me go to external view and point the mouse where I want the missiles to go... There are some cool things about it, though. Gatling guns can intercept missiles and incoming gravity torpedoes now.[/QUOTE] Possibly in the future. They need to 'teach' the game engine the differences between different ships, and they didn't want to wait with the update, possibly.
do gun turrets intercept missiles fired from the same ship?
Seems that way, yeah
Good lord these turrets have awful implementation. :v:
Just a teeny bit Missile turrets can target missiles, and having more than one missile turret makes things go downhill pretty quick
[QUOTE=Magman77;44817291]Good lord these turrets have awful implementation. :v:[/QUOTE] Yeah, I turned on "target moving objects" for a turret on my small escort carrier and it immediately tried to shred the fighters it was carrying. The implementation feels extremely slapdash.
I hope I turned off the turrets on that "acquired" ship that's sitting next to my work site, or at least left it with the reactors off. Tonight could get interesting.
[QUOTE=Spor;44816982]Possibly in the future. They need to 'teach' the game engine the differences between different ships, and they didn't want to wait with the update, possibly.[/QUOTE] They don't need to. It can't be that hard to draw a line to the point my mouse is at, figure out the coordinates of where an object intercepts that line, and tell the turrets to point at that coordinate. Maybe I'm don't know that much about coding, but it seems like it should take about 5 minutes, and be a lot simpler than scanning for any objects in motion and sending those xyz coordinates to the turrets.
[QUOTE=Used Car Salesman;44817397]Yeah, I turned on "target moving objects" for a turret on my small escort carrier and it immediately tried to shred the fighters it was carrying. The implementation feels extremely slapdash.[/QUOTE]That'll be fixed with factions. Did they target [I]through[/I] the parent ship, or just when you flew them out or they were otherwise within line of sight? If it's the former, that's definitely something that needs to be fixed.
[QUOTE=Sgt Doom;44817498]That'll be fixed with factions. Did they target [I]through[/I] the parent ship, or just when you flew them out or they were otherwise within line of sight? If it's the former, that's definitely something that needs to be fixed.[/QUOTE] They were slung underneath the ship like TIE fighters, so it had line of sight. They also automatically target pieces of debris blown off their own ship, and those little shrapnel effects that get spawned for a second when missiles explode. Really, the moving objects "feature" comes off like somebody did it in a few minutes and didn't bother to think anything through at all. It's fun for about five minutes before you figure out how screwed up it really is. I guess it's proof that turrets [I]work[/I], but that's about it. I'll be honest, here, I've seen wiremod turrets in Gmod that work better and smarter than these.
I can't get anywhere near my frigate because the missile defenses keep throwing me back after I turned on the anything that moves targeting I think I have made a terrible mistake
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