• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
Every time I load my current survival world one of my rotors start spazzing out for some reason. I can't seem to fix it without fucking around with the rotor settings for 5-10 minutes and eventually it will fix the spazzing out. It also keeps spinning and reports its angle in the control panel as 1000+ degrees. [media]http://www.youtube.com/watch?v=51iBh1tZKN8[/media]
it is showing you the dance of its people.
[QUOTE=Mbbird;45858636]UHhh, a. few people actually do anything with ships of that size right now, so it's just fun to build with and b. it's a concept to show people he's working on making the model do something. [/QUOTE] Sure if it's a concept, but modding new weapons is impossible atm. He described it as a weapon, not just a model. Also IMO decoration guns made with blocks look better than whole new models (partly because blocks actually get damaged and models disappear) [editline]1st September 2014[/editline] [QUOTE=mcattack1092;45859305] [media]http://www.youtube.com/watch?v=51iBh1tZKN8[/media][/QUOTE] "It never went that far"
Modding new weapons isn't impossible unless you mean new functionality.
Um yes I did? Changing models of gatling guns or rocket launchers isn't "new weapons" by any definition
I just thought it was a neat concept ,it looks to be way more than a reskin
Big gripe about that model though: it isn't designed to be modular as a part of a sandbox game. If they wanted to give the player a large weapon to field, they should make the model just the action and barrel. That's some weird big contraption that FORCES the designer to put the weapon externally as is instead of integrating it into existing designs.
True but its a start ,it will be nice once more custom reapons make it into the game.
Modular railguns when
When we can reroute power to systems so we can lower gyroscopes and thruster to charge the rails as fast as possible. God there is so much I want to do with stuff like this but my programming ability has died
[QUOTE=Thunderbolt;45860515]Modular railguns when[/QUOTE] once we get rails we can make pretty effective launchers using gravity fields I'd say. Having special blocks for railguns might be neat though.
Before tail guns I want proper preservation of momentum and the end of cookie cutter explosives. As cool as crashing ships Ito each other is, everything feels kinda mushy and things done [I]feel[/I] heavy. At the moment smashing ships together feels like mushing together ships made if cocktail sticks and tinfoil. It is it just me?
So this is my first model for SE, and hopefully not the last :v: [img]http://i.cubeupload.com/HB17RK.png[/img] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=308736941]linky[/url] Edit: updated with a button model [img]http://i.cubeupload.com/AInYL4.png[/img] "9 out of 10 engineers recommend this"
[QUOTE=scratch (nl);45861112]once we get rails we can make pretty effective launchers using gravity fields I'd say. Having special blocks for railguns might be neat though.[/QUOTE] It's important here to remember the difference between railguns and coilguns, as some people seem to either not know, or confuse them. This is a coilgun, its projectile is moved by the electromagnetic field created by the coils looping around the barrel. [t]http://upload.wikimedia.org/wikipedia/commons/f/f7/Coilgun_animation.gif[/t] This is a railgun, its projectile is moved by being in contact with two conductive rails. [t]http://upload.wikimedia.org/wikipedia/commons/9/9a/Railgun-1.svg[/t] [t]http://upload.wikimedia.org/wikipedia/commons/e/e3/German_railgun_Bild_1-2.gif[/t] Now that I've typed this out, I realize that I don't know what the practical difference between them would be in a video game. :v: I always imagined the modular coil/railgun thing discussed here to operate as a coilgun, I guess.
I always thought of them as railguns, they're a lot more power efficient than coilguns if I remember correctly. The downside of railguns is that the rails get worn out relatively quickly, but this shouldn't be a problem here since it's a game
Wait a second, modding game models is possible, modding projectiles is possible, what's impossible about making a new weapon?
[QUOTE=damnatus;45861348]So this is my first model for SE, and hopefully not the last :v: [img]http://i.cubeupload.com/HB17RK.png[/img] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=308736941]linky[/url] Edit: updated with a button model [img]http://i.cubeupload.com/AInYL4.png[/img] "9 out of 10 engineers recommend this"[/QUOTE] If it was not already obligatory, I hereby oblige you to make a button version that reads "DO NOT PRESS".
to be honest i'd quite like to see lasers.
[QUOTE=SeamanStains;45866919]to be honest i'd quite like to see lasers.[/QUOTE] I'd like to see larger missiles meant for longer range attacks that have big payloads and long ranges but aren't very mobile, meaning they could be used to bombard large ships but not just blap small ships. Could be easily shot down by gatling turrets as well. And then shorter range, slightly faster but less maneuverable torpedoes for really putting holes in big ships at upclose facemelting range. But there's really no point to dreaming or thinking about these weapons in an Alpha :v:
[QUOTE=SeamanStains;45866919]to be honest i'd quite like to see lasers.[/QUOTE] Lasers operating under the inverse square law (for damage degradation), railguns, and specialized ammo for all projectile weapons - high explosive, armor piercing, grapeshot, etc.
I hope you mean lasers as in a beam of light that melts through armor. The last thing I want to see is Star Wars weaponry.
[QUOTE=blazingfly;45866499]modding game models is possible[/QUOTE] is it though
[QUOTE=Wickerman123;45867334]I hope you mean lasers as in a beam of light that melts through armor. The last thing I want to see is Star Wars weaponry.[/QUOTE] To clarify, I'd quite like to see point defences be beam lasers that apply damage to missiles or railgun shells. You don't even need to see them, I'm not even sure that weaponised lasers operate on a spectrum that is visible to the human eye. They would just shoot away pretty much invisibly protecting your ship without having to shoot hundreds of bullets everywhere lagging up the scene like the kinetic point defence does now. I still think actual damage should be done by missiles and possibly slower firing railguns - I'm not sure how viable battles are with the current bullet firing weapons without framerate drop due to the number of bullets that would be thrown around.
If we're going to have lasers that act like that then have them as beams - as unrealistic as it is, having them be invisible is basically just a way of have a shield. Not gonna work in this game and the deva certainly won't do it. When it comes to loot defence lasers I'd rather they be relatively low damage compared to turrets - the less lasers and sci-fi tech in this game, the better. What makes SE stand out is that it's not based around made up technologies and SciFi universes. It's supposed to be based on a relatively realistic idea of current/future tech. If anything I want no lasers at all and if we do for some reason get them, I want them to be incredibly inefficient and power hungry - that's only fair and it's the most realistic way of handling them. [editline]2nd September 2014[/editline] [QUOTE=Hammernipples;45857857]That looks dumb, it's too big and it would look hilariously out of place, even on larger ships[/QUOTE] You're sounding a lot like NoDachi. Not another alt, surely?
[QUOTE=Wickerman123;45867717]If we're going to have lasers that act like that then have them as beams - as unrealistic as it is, having them be invisible is basically just a way of have a shield. Not gonna work in this game and the deva certainly won't do it. When it comes to loot defence lasers I'd rather they be relatively low damage compared to turrets - the less lasers and sci-fi tech in this game, the better. What makes SE stand out is that it's not based around made up technologies and SciFi universes. It's supposed to be based on a relatively realistic idea of current/future tech. If anything I want no lasers at all and if we do for some reason get them, I want them to be incredibly inefficient and power hungry - that's only fair and it's the most realistic way of handling them. [editline]2nd September 2014[/editline] You're sounding a lot like NoDachi. Not another alt, surely?[/QUOTE] I wouldn't exactly say that lasers are sci-fi tech, considering we have weaponised lasers and railguns as prototypes now. We already have reaction-less thrusters and gravity generators in Space Engineers, so I don't see how having weapon systems that we will almost certainly have developed to the point where they will be operationally common in '2077' is going to ruin the setting.
Not even prototypes anymore. The US army started mounting mine-disarming lasers on their minesweeping HMMWVs last year. I don't know if any of them were deployed to active service before we deescalated, though.
How the hell do I get a rotor on each side of my ship to rotate the same way on a hotkey.
[QUOTE=Wickerman123;45867717] Not another alt, surely?[/QUOTE]A) lol, B) You replied to this days ago so why do you feel the need to make this needless poke now? and C) I say this because [B]what I do[/B] is make 3D ships and look for things like flow, etc which something so hilariously large and blocky ruins, it also clashes with the shape. Also lasers are a MUCH more feasible weapon than missiles for space combat because explosions aren't nearly as strong in the void of space as they are in an atmosphere, missiles are slow, easy to hit, and a railgun with explosive-filled penetrating shells would do the job better (and probably much cheaper). Of course, that has more to do with missiles than they do lasers, really.
[QUOTE=Crimor;45868438]How the hell do I get a rotor on each side of my ship to rotate the same way on a hotkey.[/QUOTE] Reverse one, group them and set the group on your hotbar with toggle on off
[QUOTE=Hammernipples;45868713]A) lol, B) You replied to this days ago so why do you feel the need to make this needless poke now? and C) I say this because [B]what I do[/B] is make 3D ships and look for things like flow, etc which something so hilariously large and blocky ruins, it also clashes with the shape. Also lasers are a MUCH more feasible weapon than missiles for space combat because explosions aren't nearly as strong in the void of space as they are in an atmosphere, missiles are slow, easy to hit, and a railgun with explosive-filled penetrating shells would do the job better (and probably much cheaper). Of course, that has more to do with missiles than they do lasers, really.[/QUOTE] The fact that you responded to his accusation pretty much cements the suspicion that you are yet another nodachi alt. The correct answer was not to answer at all. Also lasers would be nice. They should either work on a pulse system, so one click fires a single quick pulse of laser that just sorta melts through armor, or a more continuous but high heat generating continuous stream. Both should of course be visible, it would be silly to have them not be, namely for gameplay reasons. It would really suck to have your ship just suddenly explode for no discernable reason other than one of hte many ships on the map may have had a laser pointed at you.
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