• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
quick, someone turn the easy start 2 station into a ship
[QUOTE=Zukriuchen;45007724]quick, someone turn the easy start 2 station into a ship[/QUOTE] "my people need me" whoosh
So thinking about how these blocks work, even if you accidentally turn a station into a ship you can still reverse it by putting down one new station block and a connector and attaching it to that.
Do parts connected through rotors still count as seperate ships?
I wonder what vision Marek has for the "End Game". Like how far does he want to take the development? [del]I know programming is next, then factions, what then however?[/del] Ignore I wonder what we're in for late in development.
[QUOTE=Holt!;45007824]I wonder what vision Marek has for the "End Game". Like how far does he want to take the development? I know programming is next, then factions, what then however?[/QUOTE] who said programming is next?
Well, this pretty much ruins my old concept for the modular cargo ship :v: Ah well, it was shit anyway. Only half-finished it, then blew it up and realised I was getting tired with the game. I think this update might bring me back into it.
[QUOTE=Thunderbolt;45006269]Wiremod is basically essential for building just about anything now, if only for being able to activate stuff with buttons, and the advanced pod controller.[/QUOTE] You can do something like this in vanilla anyway. Go into the console and you can find the command for each item's keypress. Change the keypress value of a thruster to something like "door1" and then make a button with the value "door1" and you now have a thruster that only opens for that button. You can make an infinite amount of these. You can even make buttons any prop using the console. To make doors I just change the button model to a door and that's how it works. There's a surprising amount of power hidden in vanilla Gmod.
So, small ships can't dock to large ships? :v:
Performing update now, hopefully things will run smoothly.
I really liked the idea that they showed for the different tools you could attach to the small ships. You could just make a bunch of frames that you dock one universal pod too. Also means you could detach it in the event of an emergency.
Well, looks like they just pretty much implemented deployable turret countermeasures. [editline]5th June 2014[/editline] I'm gonna actually try how usable dropping "flares" by disconnecting merge blocks is
[QUOTE=esalaka;45008328]Well, looks like they just pretty much implemented deployable turret countermeasures. [/QUOTE] "just" You were able to do that with landing gears, you know
Server is up, so far it seems promising about the lag problem, but we need some more people to be sure.
[QUOTE=esalaka;45008328] I'm gonna actually try how usable dropping "flares" by disconnecting merge blocks is[/QUOTE] imo it doesn't work as well as having decoy torpedos since they'll still shoot at the decoys in your ship too although I did have moderate success by making a rack of decoys and dropping them at high speed onto a minelayer
[QUOTE=damnatus;45008352]"just" You were able to do that with landing gears, you know[/QUOTE] Yeah, but- Wait, they [I]did[/I] make landing gear individually controllable a while ago, didn't they? I forgot about that. Dang
[QUOTE=Redswandir;45008375]imo it doesn't work as well as having decoy torpedos since they'll still shoot at the decoys in your ship too [/QUOTE] No idea what you're talking about, I launch two decoys and they keep turrets on the random military ships occupied enough for me to shoot the turrets
we can make space hulks now
[QUOTE=damnatus;45008423]No idea what you're talking about, I launch two decoys and they keep turrets on the random military ships occupied enough for me to shoot the turrets[/QUOTE] I'd pass over the ship whilst dropping decoys, after they get rid of the first one in range they'd pick another one. Most of the time it was one that was too close to my ship and I'd still take splash damage in the cargo bay
I made a booster-launched escape pod. [media]http://www.youtube.com/watch?v=WR6X1Z5-lH8[/media] I love the way the boosters separate. [t]http://i.imgur.com/HNp3XOU.png[/t] [t]http://i.imgur.com/W6zN9HJ.png[/t] [t]http://i.imgur.com/u6zlTCS.png[/t]
why do you get rid of the boosters
Looks cool Ideally though the boosters would have small fuel tanks/batteries rather than on-board reactors and you ditch them when those are empty to save weight and therefore energy when maneuvering the pod later.
[QUOTE=Gen. Crumpets;45007442][video=youtube;cEqRgWWzrZA]http://www.youtube.com/watch?v=cEqRgWWzrZA[/video][/QUOTE] I love these update videos, they don't just show you what's new but also give you a few ideas of what to do with the new stuff. Also finally don't have to worry about the landing gear breaking off due to lag/physics bullshittery when docked AND docked ships can help with ship movement instead of being dead weight.
Is it going to be until thursday for them to fix the damn WHITE LINES?
[QUOTE=ZnT00;45008151]So, small ships can't dock to large ships? :v:[/QUOTE] Yeah, this seems like a very serious oversight in my opinion.
[QUOTE=ZnT00;45008151]So, small ships can't dock to large ships? :v:[/QUOTE] Bummer. I was really looking forward to that.
The only downside about the netcode now is if the server lags your ship fucking freaks the fuck out.
-snip- read my next post, netcode actually improved but movement is now mostly serverside which causes weird drunken like movement.
[QUOTE=Grenadiac;45008563]Looks cool Ideally though the boosters would have small fuel tanks/batteries rather than on-board reactors and you ditch them when those are empty to save weight and therefore energy when maneuvering the pod later.[/QUOTE] Could you use conveyors/connectors/things to do this?
[QUOTE=scratch (nl);45008911]oh my god the new netcode is [I]atrocious[/I], flying around in a ship or with jetpack feels like you're drunk as (it seems) they removed the clientside movement, so it's delayed and weird as fuck[/QUOTE] Hazeron
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