Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Used Car Salesman;44817524]I'll be honest, here, I've seen wiremod turrets in Gmod that work better and smarter than these.[/QUOTE]
To be honest, Wiremod does give you [I]incredibly[/I] simple target acquisition capabilities - it's simple to access entities by several of their attributes. It's also simple to mod in a faction system by just using teams - Wire can access those as well.
Basically, Wire makes functioninal targeting easy. Firing and aiming, on the other hand...
Is there any easy way to get back to the starting position? My friend and I were playing and after several deaths, my friend has ended up 400km+ away from the asteroid field.
[QUOTE=100 cotton;44817792]Is there any easy way to get back to the starting position? My friend and I were playing and after several deaths, my friend has ended up 400km+ away from the asteroid field.[/QUOTE]
Have someone place a beacon in the starting area?
[QUOTE=Sitkero;44817539]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[/QUOTE]
Happened to me, I ended up building a suicide shuttle and made a 104 m/s beeline into the hangar bay, splattered against the far wall and repaired the damage. It was kind of cinematic, really.
[QUOTE=Grenadiac;44817956]Happened to me, I ended up building a suicide shuttle and made a 104 m/s beeline into the hangar bay, splattered against the far wall and repaired the damage. It was kind of cinematic, really.[/QUOTE]
I tried doing something similar, only mine got hit and everything that wasn't plating was instantly destroyed
after this update my game runs like tar now.
also every third shot from the small ship rocket pod seems to hit itself no matter how its mounted.
[QUOTE=dracotonisamond;44818950]after this update my game runs like tar now.
also every third shot from the small ship rocket pod seems to hit itself no matter how its mounted.[/QUOTE]
Before the update when asteroids were involved I had lower fps than normal. now its even worse, but my worlds are mainly only ships so it isn't really a problem for me unless I am on a server.
[QUOTE=Sitkero;44817988]I tried doing something similar, only mine got hit and everything that wasn't plating was instantly destroyed[/QUOTE]
try going towards your ship with inertia dampeners off at 1 m/s, guns only start targeting at 1,5 m/s iirc
They should really be tweaking already added stuff or if they're going to add new stuff it should be things like new blocks/pieces, like fucking long corner pieces so I can use ramps and fill those corner parts with solid pieces and not glass.
[QUOTE=GHOST!!!!;44819562]like fucking long corner pieces so I can use ramps and fill those corner parts with solid pieces and not glass.[/QUOTE]
i've said this a million times and will continue to repeat this until it actually happens
but 2x1 armor
i was playing around with the small ship rocket launchers a bit more and figured out why they seemed to be blowing up even when stopped.
if the rockets are in close proximity to each other they explode now...
[QUOTE=dracotonisamond;44819946]i was playing around with the small ship rocket launchers a bit more and figured out why they seemed to be blowing up even when stopped.
if the rockets are in close proximity to each other they explode now...[/QUOTE]
It's not just each other, from what I've noticed, it's just anything in close proximity to where the rockets exit
Kind of a tremendous pain in the ass from an aesthetic standpoint
[t]http://i.imgur.com/MqLq3MY.jpg[/t]
wip
looking at the actual ship this is really inaccurate but whatever
e:
[t]http://i.imgur.com/EHufpwL.jpg[/t]
smoothed out some rough edges & added some paint and a few details, going to focus on interior & performance soon.
Can't be that far off because it immediately made me think of the one you referenced to build it. Looks great.
[QUOTE=Grenadiac;44820347][t]http://i.imgur.com/MqLq3MY.jpg[/t]
wip
looking at the actual ship this is really inaccurate but whatever
e:
[t]http://i.imgur.com/EHufpwL.jpg[/t]
smoothed out some rough edges & added some paint and a few details, going to focus on interior & performance soon.[/QUOTE]
confirmed star wars for copying my color scheme
I borrowed the white stripes from Republic capital ships, I don't think this ship had them when it featured in the movie.
e: Oh wow it did, I thought it was solid red-
[img]http://img3.wikia.nocookie.net/__cb20130226215256/starwars/images/8/8e/Radiant_VII_docked.png[/img]
e: Now flying:
[t]http://i.imgur.com/LG45nF3.jpg[/t]
ignore that small reactor on the nose it was the first one I placed and was just for positioning the running lights before I set up the larger reactors and I forgot it was there
Woo, I'll be joining Boris Praversham in some minigames this weekend, can't wait!
[QUOTE=Used Car Salesman;44817828]Have someone place a beacon in the starting area?[/QUOTE]
We already have a beacon at the base, but at 400km away, it will take a solid hour of drifting at max speed to get back. Obviously we don't want to just wait that long.
[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]
That's not a bug, the update introduced the Wildberry Poptart ore type.
[QUOTE=Used Car Salesman;44817429]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]
It may or may not be that easy. I have no insight into their development, of course, but what I meant is that game knows different ships as different class of objects, but can't give them different 'names' as of yet, so you can't target a specific ship. It has no way of being identified. I hope that's the case, because I do want targeting to be in the next update. That feature may as well come with some sort of build protection (though I'm against such a thing), and faction assigning.
[QUOTE=Spor;44821820]It may or may not be that easy. I have no insight into their development, of course, but what I meant is that game knows different ships as different class of objects, but can't give them different 'names' as of yet, so you can't target a specific ship. It has no way of being identified. I hope that's the case, because I do want targeting to be in the next update. That feature may as well come with some sort of build protection (though I'm against such a thing), and faction assigning.[/QUOTE]It is that easy. You literally just translate the cursor's position to 3d space with one ray trace.
[QUOTE=Paramud;44821621]That's not a bug, the update introduced the Wildberry Poptart ore type.[/QUOTE]
Refines into munchalium which can be used to make the "snacks" item.
I realy hope the team focuses on making AI for the next update (whenever that may be)
We've got the weapons, the means to send cargo from one ship to another, The landing gear, the survival mode with the need to build blocks AND collect resources.
other things I'd hope for include
- Having thrusters help with the gyroscopic turning.
- canon turrets.
- Human AI characters
[QUOTE=Squeegy Mackoy;44821969]It is that easy. You literally just translate the cursor's position to 3d space with one ray trace.[/QUOTE]
My point wasn't about that. You can already do that in Space Engineers. Picking up items, pressing buttons, etc. That's what you're describing. What I meant by my post, which everyone disagreed with so quickly, without trying to understand, is that (possibly), you can't point at a ship and let it target that ship. The game may not know the difference. Imagine you're the game engine. You see: ship, ship, ship, ship, ship, rocket, meteorite. And now, you need to target ship. Not ship, not ship, not rocket, but ship. What they need to do, is write a couple of lines of code into the engine that will let the game identify ships with unique tags/code/numbers/doesn't matter in the game code. Then you will be able to point at it, and your turrets will target that ship and no other ship.
[editline]dicks[/editline]
Now that we have that out of the way, I really hope they add ctrl/shift selection for the inventory, and optimize the sorting a bit. It's a pain distributing items from your 45 grinders to one container.
[QUOTE=Spor;44822643]My point wasn't about that. You can already do that in Space Engineers. Picking up items, pressing buttons, etc. That's what you're describing. What I meant by my post, which [B]everyone disagreed with so quickly, without trying to understand[/B], is that (possibly), you can't point at a ship and let it target that ship. The game may not know the difference. Imagine you're the game engine. You see: ship, ship, ship, ship, ship, rocket, meteorite. And now, you need to target ship. Not ship, not ship, not rocket, but ship. What they need to do, is write a couple of lines of code into the engine that will let the game identify ships with unique tags/code/numbers/doesn't matter in the game code. Then you will be able to point at it, and your turrets will target that ship and no other ship.
[editline]dicks[/editline]
Now that we have that out of the way, I really hope they add ctrl/shift selection for the inventory, and optimize the sorting a bit. It's a pain distributing items from your 45 grinders to one container.[/QUOTE]
Don't do this. The rest of your post is fine, but don't try to attack the other person instead of their argument.
[QUOTE=Spor;44822643]My point wasn't about that. You can already do that in Space Engineers. Picking up items, pressing buttons, etc. That's what you're describing. What I meant by my post, which everyone disagreed with so quickly, without trying to understand, is that (possibly), you can't point at a ship and let it target that ship. The game may not know the difference. Imagine you're the game engine. You see: ship, ship, ship, ship, ship, rocket, meteorite. And now, you need to target ship. Not ship, not ship, not rocket, but ship. What they need to do, is write a couple of lines of code into the engine that will let the game identify ships with unique tags/code/numbers/doesn't matter in the game code. Then you will be able to point at it, and your turrets will target that ship and no other ship.[/QUOTE]
assigning entity IDs is about as easy as ray tracing
[QUOTE=DeEz;44822871]assigning entity IDs is about as easy as ray tracing[/QUOTE]
Nobody saying it's hard. I'm saying it isn't there yet, as far as the turrets are concerned.
[QUOTE=Spor;44822643]My point wasn't about that. You can already do that in Space Engineers. Picking up items, pressing buttons, etc. That's what you're describing. What I meant by my post, which everyone disagreed with so quickly, without trying to understand, is that (possibly), you can't point at a ship and let it target that ship. The game may not know the difference. Imagine you're the game engine. You see: ship, ship, ship, ship, ship, rocket, meteorite. And now, you need to target ship. Not ship, not ship, not rocket, but ship. What they need to do, is write a couple of lines of code into the engine that will let the game identify ships with unique tags/code/numbers/doesn't matter in the game code. Then you will be able to point at it, and your turrets will target that ship and no other ship.
[editline]dicks[/editline]
Now that we have that out of the way, I really hope they add ctrl/shift selection for the inventory, and optimize the sorting a bit. It's a pain distributing items from your 45 grinders to one container.[/QUOTE]
why even have that i just want turrets to aim where i am pointing at not even with fancy auto-targeting
[QUOTE=Eltro102;44822925]why even have that i just want turrets to aim where i am pointing at not even with fancy auto-targeting[/QUOTE]
What's the point of automated turrets if they shoot only when you point? You approach a ship, press a button, it's locked on and you fly around in circles while your turrets shoot (without shooting your rockets and/or your ships. Now that's awesome.
yeah but why not have both and with my one being significantly easier to implement then why not just implement that rather than not
[editline]16th May 2014[/editline]
automated turrets would make it too easy anyway, it would just turn attacking into a war of attrition with whoever runs out of ammo/turrets first
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