Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Hammernipples;45821426]There are certain places where the notched prism would offer some visual detail and help to break up the shape a bit, it's basically just a detail piece more than anything.[/QUOTE]It'd also make a neat chute for rocks and debris in one of my crazier contraptions I have planned.
[QUOTE=NoDachiUK;45820860]I'm one of those 'less is more' kind of people to be honest.[/QUOTE]
In general I'd agree, but I'd prefer more armor blocks, especially one like the square prism, it's just annoying when you're trying to come up with a design but can't get it looking right since you're limited to 4 base blocks. Rounded blocks and a 2x1 block (or a block able sloped similarly to the 2x1)thats similar to ramps (but is actually armor so can be deformed) would also be a godsend. That way then you can come up with something that is more than either blocky or angulr (or a mix of the two)
i mostly build small ships and i mostly just throw heavy armor out the window because it makes everything slow as fuck
it takes like 40 thrusters to make a small ship adequately maneuverable as it is. the sloped/embedded thruster mod was the most needed block imo
[editline]27th August 2014[/editline]
lol we werent even talking about heavy armor nvm
TBH heavy armor is useless on fighters due to the explosion radius of rockets if its any smaller than 7.5 in any direction a rocket will wreck all your shit.
[QUOTE=JesseR92;45822486]TBH heavy armor is useless on fighters due to the explosion radius of rockets if its any smaller than 7.5 in any direction a rocket will wreck all your shit.[/QUOTE]
Yeah, they really need to fix that. I still think my idea of Rockets being damaging to armor but doing fuck all to components, but gatlings doing fuck all to armor and being damaging to components would be an interesting way to do things and make it more balanced between using the two weapons.
tbh I only use heavy armor on fighters because small ship light armor is barely stronger than glued together popsickle sticks and paper mache. Id like to be ably to bump somthing without having to replace 5 blocks worth of garbage armor.
[QUOTE=RayvenQ;45822684]Yeah, they really need to fix that. I still think my idea of Rockets being damaging to armor but doing fuck all to components, but gatlings doing fuck all to armor and being damaging to components would be an interesting way to do things and make it more balanced between using the two weapons.[/QUOTE]
I think a smaller radius but more intense explosion would be better,its more of a balance issue than anything else.Gattlings seem balanced in all honesty.
I want ~penetration~.
-snip misread-
for the moment. all i want is the ramp block for small ships as well as a corner ramp block.
it feels like those could've been added a long time ago!
Released my third attempt at the nova class in space engineers today:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=306892063[/url]
[img]http://cloud-4.steampowered.com/ugc/29592719067647242/CB2B17366785B722AFDA467E9CF39BBCB214171B/[/img]
[img_thumb]http://cloud-4.steampowered.com/ugc/29592719068874647/1104C319BC6207833D6A055F19F50C8C7711B44E/[/img_thumb]
[media]http://www.youtube.com/watch?v=DY60lYzt-sc[/media]
Its that time folks
[quote]Camera block has been added - now you can see what is happening on different locations. Additional workshop tags for mods have been introduced to make the orientation on workshop easier. It is also possible to make better production building mods. Now you can specify what blueprints are available to production building. It's possible to make production chains and production building tiers. In addition to these new changes, we have redesigned the easy start 2 map, and rebalanced the cargo ships, adding new space engineers tech to them both. We have also made it possible to create a hostile identity in your world whilst in creative, this will allow people to make maps for others to play through, with the challenge of hostile ships and stations.[/quote]
[quote]Features
- Camera block
- Workshop tags for mods
- better production building Modding
- ‘Arc Furnace’ (refinery)
- Easy start 2 redesign
- Cargo ship redesigns
- Add enemy identity
Fixes
- improved rendering performance of solar panels
- improved rendering performance of refinery and assembler
- fixed hacked block getting shot by own turrets
- fixed connector’s issue not being able to collect all items
- fixed ship info screen labels
- fixed issue that player cannot remove blocks from cockpit hot-bars 2, 3 and 4[/quote]
[quote]Finally, render interpolation has been added as well that will make the game experience smoother. It is currently disabled by default since it is not completed 100%, but it can be turned on in video options.[/quote]
This should be interesting
The last update hammered my FPS with the addition of the high-res textures (Greeble II in particular), wondering if this would reclaim some of that FPS without having to ditch the textures.
[QUOTE=NoDachiUK;45825265]Its that time folks[/QUOTE]What'd be quite interesting is creating a map where one has to build some sort of base to eventually survive an incoming leviathan, or a ship to defeat it. Granted, one can simply fly to a distant corner of the map and wait for it to go, but then they shouldn't really have bothered downloading the map at all.
Update made my fps half of what it used to be in specific moments like looking a specific direction.
The moment when it gives me 15 fps instead of 30 is when I stand on the front of my nova class looking forward towards nothing. Makes total sense.
Also:
WHO, thought it was a good idea to make the window slopes etc same terrible visibility on both sides?!
My nova class seen above just got ruined from it:
[img]http://cloud-2.steampowered.com/ugc/29592719071454907/4DE9457EF8784ACD4FF8311DE90B62A67F79003E/[/img]
[QUOTE=Sgt Doom;45825405]The last update hammered my FPS with the addition of the high-res textures (Greeble II in particular), wondering if this would reclaim some of that FPS without having to ditch the textures.
What'd be quite interesting is creating a map where one has to build some sort of base to eventually survive an incoming leviathan, or a ship to defeat it. Granted, one can simply fly to a distant corner of the map and wait for it to go, but then they shouldn't really have bothered downloading the map at all.[/QUOTE]
Its also great for battle testing ships when researching that allusive killer survival MP pvp design.
But honestly this feature has been in since the last patch, I don't know why they've only mentioned it in this latest update.
[editline]28th August 2014[/editline]
[QUOTE=Civil;45825421]Update made my fps half of what it used to be in specific moments like looking a specific direction.
Also:
WHO, thought it was a good idea to make the window slopes etc same terrible visibility on both sides?!
My nova class seen above just got ruined from it:
[img]http://cloud-2.steampowered.com/ugc/29592719071454907/4DE9457EF8784ACD4FF8311DE90B62A67F79003E/[/img][/QUOTE]
If you think you've found a bug I recommend you spend time reporting it on the forums.
Though I honestly can't tell the difference between your two screenshots.
[QUOTE=NoDachiUK;45825424]Its also great for battle testing ships when researching that allusive killer survival MP pvp design.[/QUOTE]Perhaps guns could be stuck on the FP space hulk, and let that serve as the incoming leviathan
[QUOTE=Sgt Doom;45825448]Perhaps guns could be stuck on the FP space hulk, and let that serve as the incoming leviathan[/QUOTE]
I think that could possible kill people in real life by causing house fires.
Lets do it.
[QUOTE=NoDachiUK;45825424]If you think you've found a bug I recommend you spend time reporting it on the forums.
Though I honestly can't tell the difference between your two screenshots.[/QUOTE]
I dont often visit the official forums...
also I give you a hint. Look at the red and blue glowing areas. the upper and lower row that are sloped glass and corner pieces are suddenly not very throughseeable and I checked, its the same on both sides.
Ill add a few more ships today and put the space hulk up on the workshop. Anyone who wants a medium-sized ship added to it, pm me a workshop link.
Part of me wants to go through and link all the ships' conveyor systems and add turrets the proper way, but that would be a shitload of work.
Every week they add something useful, game-changing or just cool to look at. This is what early access is supposed to be, not something like Starbound which hasn't received a proper stable update in months, has a beta version of the beta, and even a beta of the beta-beta.
[QUOTE=Birdman101;45825558]Ill add a few more ships today and put the space hulk up on the workshop. Anyone who wants a medium-sized ship added to it, pm me a workshop link.
Part of me wants to go through and link all the ships' conveyor systems and add turrets the proper way, but that would be a shitload of work.[/QUOTE]I could have a crack at it when you're done. Been spending a while hooking up the Greeble with conveyor systems, so I think i've got a good feel for concealing them within ships or making them look like they belong.
well the camera block certainly is interesting although it seems i can't use any other toolbar buttons while in camera view.
which is unfortunate but i assume this will appear later on.
[editline]28th August 2014[/editline]
can't seem to use the mouse either!
[QUOTE=Sgt Doom;45825584]I could have a crack at it when you're done. Been spending a while hooking up the Greeble with conveyor systems, so I think i've got a good feel for concealing them within ships or making them look like they belong.[/QUOTE]
sure, while you have it could you tone down the greeble a little too? most of the fps loss is coming from all those damn spikes.
Also should I leave the titan engines on it or put it up as vanilla?
[QUOTE=Civil;45825534]I dont often visit the official forums...
also I give you a hint. Look at the red and blue glowing areas. the upper and lower row that are sloped glass and corner pieces are suddenly not very throughseeable and I checked, its the same on both sides.[/QUOTE]
I just tried it myself and yup, the windows have bugged in this latest patch.
The devs are aware of it now though.
[QUOTE=NoDachiUK;45825700]I just tried it myself and yup, the windows have bugged in this latest patch.
The devs are aware of it now though.[/QUOTE]
I noticed the framerate problem I recieved had to do with the camera. I was looking in the same direction the camera was and I guess for some reason when not looking through the camera it keeps rendering everything double in the background or similar.
It does not have to see it to render it is my guess for stuff being 50% fps.
The framerate was fixed when looking the other ways because the camera was to the game no longer in the world.
I guess I'm just getting lucky then, with this "rendering interpolation" on, the game runs even better than after the last update
[editline]28th August 2014[/editline]
Though there's quite a bit of input delay now
[QUOTE=NoDachiUK;45825265][media]http://www.youtube.com/watch?v=DY60lYzt-sc[/media]
Its that time folks[/QUOTE]
Why did they bother with blurring out save name @ 1:35?
[IMG]http://i.imgur.com/jBOArMz.png[/IMG]
"Enrichment"
are we going to expect a Arc Furnace equivalent for uranium? :v:
[QUOTE=Sgt Doom;45825405]The last update hammered my FPS with the addition of the high-res textures (Greeble II in particular), wondering if this would reclaim some of that FPS without having to ditch the textures.
What'd be quite interesting is creating a map where one has to build some sort of base to eventually survive an incoming leviathan, or a ship to defeat it. Granted, one can simply fly to a distant corner of the map and wait for it to go, but then they shouldn't really have bothered downloading the map at all.[/QUOTE]
My instant thoughts would be to create 2 bases, one for fighting and one to fall back on.
Although I think a better game mode would be if the Leviathan constantly seeks you out but travels very slow, meaning you'll have to move or stand and fight.
Sorry, you need to Log In to post a reply to this thread.