• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
I hope they fix mods
[QUOTE=Thunderbolt;45553086]I kinda wish they'd do another bugfix/performance optimizations week, this game has no business running at 30 fps on a rig that can run Crysis 3 on max settings at 50+fps[/QUOTE] Crysis 3 doesn't have a lot of dynamic elements in the game, only good looking graphics and a semi-linear path to walk down
netcoooooode pleeease be netcoooooooode
[media]http://www.youtube.com/watch?v=TuPhIJQkGOU[/media] [quote]Summary Players can now have proper control of their ships while sitting in the cockpit by adding (drag-and-drop) blocks to the toolbar. Activating such block can turn the blocks on/off, reverse rotation of rotors, increase/decrease velocity and many other actions already present in the control panel. No more constant control panel visits, players can now revert one of their many rotors by pressing a single button, lock/unlock single landing gear, turn any block on/off, etc. It's also possible to drag a group of the same blocks to the toolbar. We have also enabled the option to shoot from weapons which are attached on rotors and pistons; players can now build retractable weapons! Features - control blocks through toolbar - fire weapons which are attached with rotors and pistons - multiple toolbars (switching by dot and comma) - re-enabled the save confirmation on leave for autosave worlds Fixes - reduced network bandwidth for all moving objects - reduced idle network bandwidth (when player sits in ship and doing nothing) - fixed VSync crash - fixed few spelling errors - fixed too fragile piston - fixed piston copy/paste glitch - fixed issue when piston was pasted without top part - fixed issue with piston physics - fixed pistons functioning without power - fixed issue when piston was not working on converted platform - fixed crash while adding cargo container under the piston - fixed issue when piston’s top part gets separated when platform is merged with ship - fixed crash when retracting a chain of pistons at once - fixed spamming reverse breaking pistons - fixed issue when pressing "No" on exit the world was saved anyway - fixed overriding thruster force causes all thrusters facing the same way to fire - fixed custom color was not saved after exiting the world - fixed cost of recharging battery is called "Sprint" - fixed 1x1 wheels popping out after merge - fixed explosives not doing damage after explosion on dedicated server - fixed rotors floating in the air after client merges two grids - fixed turret rectangle is visible when weapons are not enabled in world - fixed issue when control panel items were clickable even when they were invisible - fixed delete block sound volume was too loud when deleting many blocks with symmetry - fixed full batteries still using energy - fixed crash when ":" was written into search-box - fixed turrets target stuff on when moving[/quote]
mods not fixed get outta my face
[quote]players can now build retractable weapons![/quote] Time for another Space Police video.
Hmm, can you control the toolbar via the numpad? edit: Not by default, but you can bind the numpad (highly recommended). Fucking sweet! This make it very similar to Gmod's control setup.
Woo, they manage to surprise me every time they add something new Can't wait to see all the robots and mechanisms people build
my new battleship is gonna be befitting greatly from weapon control through rotors.
holy shit
Okay, people. We can control thrusters and rotors with the toolbar now. Somebody needs to make this happen. [t]http://www.fireflyshipworks.com/wp-content/uploads/2009/11/serenity_render_background1.jpg[/t]
would thrusters behave as normal now even if on rotor?
[QUOTE=JesseR92;45554655]would thrusters behave as normal now even if on rotor?[/QUOTE] Heh, I wouldn't be surprised if it rips the rotor top off.
[QUOTE=Skipcast;45553177]Crysis 3 doesn't have a lot of dynamic elements in the game, only good looking graphics and a semi-linear path to walk down[/QUOTE] Yeah but the problem is that it all seems to be render lag.
[QUOTE=JesseR92;45554655]would thrusters behave as normal now even if on rotor?[/QUOTE] Enable "Show centers of mass", or whatever. A thruster applies force to the centre of mass of the object it's attached to.
[QUOTE=Magman77;45554996]Yeah but the problem is that it all seems to be render lag.[/QUOTE] Depending on the world there's also a ton of parts to simulate physics for, which is probably heavier than graphics considering how this game looks vs how it plays. I agree that it needs optimization though, lights make the game way too laggy.
I really dig the last few updates. Glad they are still developing something that's useful in creative, unlike the factions stuff I have no interest in.
[QUOTE=kopd;45554587]Okay, people. We can control thrusters and rotors with the toolbar now. Somebody needs to make this happen. [t]http://www.fireflyshipworks.com/wp-content/uploads/2009/11/serenity_render_background1.jpg[/t][/QUOTE] I'm not that great at ship-building, but i'm going in game right now to make this happen.
Haha, well this update pisses on people who made these overly complex turrets on ships setups.
[QUOTE=Space Engineers]Players can now have proper control of their ships while sitting in the cockpit by adding (drag-and-drop) blocks to the toolbar. Activating such block can turn the blocks on/off, reverse rotation of rotors, increase/decrease velocity and many other actions already present in the control panel. No more constant control panel visits, players can now revert one of their many rotors by pressing a single button, lock/unlock single landing gear, turn any block on/off, etc. It's also possible to drag a group of the same blocks to the toolbar. We have also enabled the option to shoot from weapons which are attached on rotors and pistons; players can now build retractable weapons![/QUOTE] This is awesome progress, the next step is hopefully adding blocks like buttons/levers that you can link to the actions they mentioned.
[img]http://i.imgur.com/jcABtr0.png[/img] Working on the frame.
[QUOTE=GHOST!!!!;45555594]Haha, well this update pisses on people who made these overly complex turrets on ships setups.[/QUOTE] Two rotors a cockpit and a few gyros is all you really need other than weapons....unless you are LSG then you will need at leat two more of everything than necessary. Im guessing it affects all rotors or can you single them out with the tool bar functions?
Did they seriously not fix mods? Also, now I have to shut off every other rocket launcher on the ship before I use a turret...god damnit. And the control system for rotors is fucking stupid, just give me a "rotate left" and "rotate right" button!
Wait, shit, I just realised this makes short gravity drive bursts actually feasible.
[QUOTE=Used Car Salesman;45555916]Did they seriously not fix mods? Also, now I have to shut off every other rocket launcher on the ship before I use a turret...god damnit. And the control system for rotors is fucking stupid, just give me a "rotate left" and "rotate right" button![/QUOTE] [20:49:03] Vaclav: still working on mods :smile:
I'm so disappointed that you can't use thrusters attached through rotors like normal.
[img]http://i.imgur.com/XguMUB0.png[/img] Progress. edit: [img]http://i.imgur.com/6y6ceTV.png[/img] I'm done for the day.
I haven't played the update yet but I'm guessing you can't hold down a button to rotate and have it stop when you let go.
Correct. The buttons do things like increase or decrease rotation speed, reverse, and there may be one to reset the speed to 0 (I don't remember).
[QUOTE=kopd;45557055]Correct. The buttons do things like increase or decrease rotation speed, reverse, and there may be one to reset the speed to 0 (I don't remember).[/QUOTE] Wish there was a toggle one for rotors. Press, it starts rotating, press, it stops.
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