Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=ossumsauce;45171836][thumb]http://cloud-4.steampowered.com/ugc/579025818754643839/BB9E3756E8BAEC133C26958C9BE5CA3E73B7A1F4/[/thumb]
The Razgrizian Fleet in low orbit.
[thumb]http://cloud-4.steampowered.com/ugc/579025818754644601/722C56A2437CC07E718FED414E4305BB01852B47/[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/579025818754645391/0F68E5C576B7A5EC73329C26403846125FA1187F/[/thumb]
The view from the cockpit is sublime.
[thumb]http://cloud-2.steampowered.com/ugc/579025818754648797/0B84EDDCADA558D3F457D459A7DCFA6874AF1C48/[/thumb][/QUOTE]
The real Razgriz would paint their [del]planes[/del] ships black with red tails.
[QUOTE=ossumsauce;45171836][thumb]http://cloud-4.steampowered.com/ugc/579025818754643839/BB9E3756E8BAEC133C26958C9BE5CA3E73B7A1F4/[/thumb]
The Razgrizian Fleet in low orbit.
[thumb]http://cloud-4.steampowered.com/ugc/579025818754644601/722C56A2437CC07E718FED414E4305BB01852B47/[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/579025818754645391/0F68E5C576B7A5EC73329C26403846125FA1187F/[/thumb]
The view from the cockpit is sublime.
[thumb]http://cloud-2.steampowered.com/ugc/579025818754648797/0B84EDDCADA558D3F457D459A7DCFA6874AF1C48/[/thumb][/QUOTE]
If the largest two ships are not called the Scinfaxi and Hrimfaxi I'm going to be very very disappointed.
Holy shit I suggested auto-lock landing gear!
[QUOTE=Grenadiac;45174853]Holy shit I suggested auto-lock landing gear![/QUOTE]
... And there's probably alot of other people who did?
I just sit back and don't say a thing yet they still end up adding the stuff I wanted.
[QUOTE=GHOST!!!!;45164350]Looks like a flaccid penis getting erect.[/QUOTE]
At first glance I expected it to unfurl into a space swastika, somehow.
[QUOTE=lekkimsm;45175105]... And there's probably alot of other people who did?[/QUOTE]
I'm sure there were but it still makes me feel good.
[QUOTE=Pilotguy97;45174095]If the largest two ships are not called the Scinfaxi and Hrimfaxi I'm going to be very very disappointed.[/QUOTE]
One of them needs to be named Arkbird, or Aigaion or Gleipnir, too. Really, the Ace Combat universe provides tons of naming options for ships and fighters.
[QUOTE=Pilotguy97;45174095]If the largest two ships are not called the Scinfaxi and Hrimfaxi I'm going to be very very disappointed.[/QUOTE]
I'm saving them for Stealth ships, which are the equivalent of submarines.
[editline]21st June 2014[/editline]
[QUOTE=Trekintosh;45172790]The real Razgriz would paint their [del]planes[/del] ships black with red tails.[/QUOTE]
Sometimes i forget i took my username of Razgriz 25th inf from a game. I have appropriated it to myself. To be fair, my first color scheme WAS black and red, but i switched to red and white because it looked better on space ships IMO. I still paint a few in black and red, though.
[editline]21st June 2014[/editline]
[QUOTE=Trekintosh;45178167]One of them needs to be named Arkbird, or Aigaion or Gleipnir, too. Really, the Ace Combat universe provides tons of naming options for ships and fighters.[/QUOTE]
Arkbird i specifically ruled out because it was too obvious. Already a spacecraft, anyways.
I should get back into playing this.
The thing is, i wanted my work to have a sense of individuality, not give the impression that it is piggybacking on somebody else's ideas. Ergo, no black and red, no Ace Combat names for shit. The only connection being Razgriz, which i've used for usernames since Elementary School.
I've been thinking on how to make this dynamic skybox thing.
You'd have to make the box itself, with various objects like planets, moons, nebulas, you name it, placed around the skybox, but on a separate layers from each other. As you proceed in a certain direction, the layer close to you zooms in as you get closer, the layer opposite zooms out. The problem is establishing a limit to which the objects shouldnt get any bigger, as well as the rate of zoom. not only that, but that would have to be tied directly into the game's code, something i don't really have access to yet. On a potentially easier note, i could rig up a .gif inside the .dds file of like, a rotating planet or something, twinkling stars, moving asteroids, that kind of shit. Not really interactive like the other idea, nor really dynamic, but a direct improvement to the static imagery that we get.
[QUOTE=ossumsauce;45180185]I've been thinking on how to make this dynamic skybox thing.
You'd have to make the box itself, with various objects like planets, moons, nebulas, you name it, placed around the skybox, but on a separate layers from each other. As you proceed in a certain direction, the layer close to you zooms in as you get closer, the layer opposite zooms out. The problem is establishing a limit to which the objects shouldnt get any bigger, as well as the rate of zoom. not only that, but that would have to be tied directly into the game's code, something i don't really have access to yet. On a potentially easier note, i could rig up a .gif inside the .dds file of like, a rotating planet or something, twinkling stars, moving asteroids, that kind of shit. Not really interactive like the other idea, nor really dynamic, but a direct improvement to the static imagery that we get.[/QUOTE]
I think the idea of the planet getting bigger is kind of silly considering how far away from it you actually are
[editline]21st June 2014[/editline]
I mean chances are you wouldn't even notice it irl
Well, using rotors and landing gear I believe I have thought up a way to make a conveyor belt, by having multiple rotors with landing gear on them arranged so the that at their closest point whatever they are grabbing touches both landing gear, you have autolock on and a steadily increasing break force, this way they transfer to the next grabby rotor and presto, conveyor belt
[QUOTE=viperfan7;45180531]Well, using rotors and landing gear I believe I have thought up a way to make a conveyor belt, by having multiple rotors with landing gear on them arranged so the that at their closest point whatever they are grabbing touches both landing gear, you have autolock on and a steadily increasing break force, this way they transfer to the next grabby rotor and presto, conveyor belt[/QUOTE]
Combine this with a block that can place frames, and robot arms with welders, and boom we got ship factories. Just add components.
[QUOTE=ossumsauce;45180185]I've been thinking on how to make this dynamic skybox thing.
You'd have to make the box itself, with various objects like planets, moons, nebulas, you name it, placed around the skybox, but on a separate layers from each other. As you proceed in a certain direction, the layer close to you zooms in as you get closer, the layer opposite zooms out. The problem is establishing a limit to which the objects shouldnt get any bigger, as well as the rate of zoom. not only that, but that would have to be tied directly into the game's code, something i don't really have access to yet. On a potentially easier note, i could rig up a .gif inside the .dds file of like, a rotating planet or something, twinkling stars, moving asteroids, that kind of shit. Not really interactive like the other idea, nor really dynamic, but a direct improvement to the static imagery that we get.[/QUOTE]
what are you even talking about
[QUOTE=krail9;45180982]what are you even talking about[/QUOTE]
[QUOTE=ossumsauce;45172194]
[QUOTE=ElectricSquid;45172141]The only problem I have with those kinds of skyboxes with planets and stuff - and I have to say, they look really fucking cool - is that the fact that they're completely static is a bit of a bummer. It would be neat if there was a function that allowed the planet to be animated and/or get just slightly bigger as you travel further in that direction.[/QUOTE]
Here's something i learned as a programmer: When you discover that there is something that you want that does not exist, that means you have free reigns to make it. Chances are, you aren't the only one.
And you're not. I wish the same thing existed.[B] I think i'm gonna do it.[/B][/QUOTE]
I've finally decided I'm okay with planet skyboxes so long as the planet looks desolate and fried. I can just tell myself that the planet is tidal locked with the star and you are in geosync orbit around the planet. :v:
Setting my comp tomorrow,moved back across half the country and I will be staying with my parents for a short time.
First thing i should build is a utility ship maybe a cargo freighter, mobile refinery ,some sort of mining vessel ,or salvage ship.
I started to make a base hidden inside an asteroid. I still have a lot to finish but I wanted to show off this cool thing i made:
[vid]https://dl.dropboxusercontent.com/u/3655175/Extending%20Conveyor.mp4[/vid]
An extending conveyor arm! It can be used for loading and unloading at the same time. The basic idea was to have it completly hidden but because confined space i had to make it shorter and skip gate which would mask it.
[vid]http://a.pomf.se/rubakl.webm[/vid]
Seems four bar linkages are now possible with merge blocks.
[QUOTE=Chamango;45182100][vid]http://a.pomf.se/rubakl.webm[/vid]
Seems four bar linkages are now possible with merge blocks.[/QUOTE]
Space steam trains here we come!! Space Engineers in more ways that one.
[img]http://i.imgur.com/O7POQwY.png[/img]
[img]http://i.imgur.com/BNfPHah.png[/img]
Fucking space parasites I swear to god.
[QUOTE=ossumsauce;45180185]I've been thinking on how to make this dynamic skybox thing ...[/QUOTE]
Like parallax, but 3D?
Damnit squeegy release the space kraken video already.
[QUOTE=ossumsauce;45180185]On a potentially easier note, i could rig up a .gif inside the .dds file of like, a rotating planet or something, twinkling stars, moving asteroids, that kind of shit. Not really interactive like the other idea, nor really dynamic, but a direct improvement to the static imagery that we get.[/QUOTE]
the only way I know of how to "animate" a dds file is through the mip map levels, and I am not sure how SE handles those with the skybox
how were you planning on doing this?
[QUOTE=DeEz;45183764]the only way I know of how to "animate" a dds file is through the mip map levels, and I am not sure how SE handles those with the skybox
how were you planning on doing this?[/QUOTE]
No idea yet. I'm still brewing over the potential ways to apply it. I'm not going to be doing any work on it until after next weekend, as i have a very busy 7 days ahead of me, but i will do my research.
[QUOTE=ZnT00;45184354][video=youtube;eeXFGwrbBUc]http://www.youtube.com/watch?v=eeXFGwrbBUc[/video]
Interesting idea.[/QUOTE]
Say what you want about LSG, he makes cool stuff.
Although I didn't expect that claw to actually tear through the armor like paper.
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