Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
Sensor blocks... proximity mines? Perhaps a crude homing system?
[QUOTE=Wickerman123;45890838]Times Warheads + Sensors = much better torpedoes.[/QUOTE]
I wonder if torpedoes that don't instantly explode are more effective than the regular explode-on-impact versions. If they explode instantly, they mostly affect just the armor and outside parts of the target, but if it first burrows in the target and then explodes, it should damage inner parts too such as engines, non-exposed control rooms and conveyor/storage systems.
[QUOTE=Frosty_Avo;45890964]I wonder if torpedoes that don't instantly explode are more effective than the regular explode-on-impact versions. If they explode instantly, they mostly affect just the armor and outside parts of the target, but if it first burrows in the target and then explodes, it should damage inner parts too such as engines, non-exposed control rooms and conveyor/storage systems.[/QUOTE]
Sensor on front, 4 blocks of armor, then warhead. Sensor activates warhead at 1 block distance, timer starts to count down from 1 second, 4 armor blocks break armor and warhead explodes "inside".
I'm thinking about making some kind of logic system using sensors and physics.
Idea.
Now that we can mess with sensors and the default cargo ships, for added difficulty, I could modify the cargo ships so that when someone gets close to try to capture it, the forward thrusters go into 100% override, and thus the ship tries to escape.
you could set up a homing mines system with enough sensors. The design could get complicated quickly though.
I can think of a way to do it with 6 sensors and 6 thrusters, but im wondering if its possible to just use 1 thruster and a gyro.
[QUOTE=Mattk50;45891246]you could set up a homing mines system with enough sensors. The design could get complicated quickly though.
I can think of a way to do it with 6 sensors and 6 thrusters, but im wondering if its possible to just use 1 thruster and a gyro.[/QUOTE]
You'd need to power the mines then, right?
[QUOTE]Sensor blocks... proximity mines? Perhaps a crude homing system?[/QUOTE]
Probably!
With like, 4 sensors, set up correctly, 5 thrusters, it seems possible!
[QUOTE=bord2tears;45891275]You'd need to power the mines then, right?[/QUOTE]
well, it'd be a big mine. really big, which is the issue. If they were on small ships it'd probably be more viable.
i want to go test it but my game wont launch without crashing, update woes so i'll just have to wait.
[QUOTE=Mattk50;45891246]you could set up a homing mines system with enough sensors. The design could get complicated quickly though.
I can think of a way to do it with 6 sensors and 6 thrusters, but im wondering if its possible to just use 1 thruster and a gyro.[/QUOTE]
That doesn't sound very practical when you think what it would look like. You would need a power supply, a warhead, possible armor blocks and the sensors and thrusters, which would make it very noticable and easily destroyed. Maybe if they would add computer blocks?
Edit: kinda ninja'd but whatever
Am I right to think that these flashing blue and red lights are a refference to something? :v:
This has wonderful security implications. Claymores, auto-lockdown doors, spiky slammy death walls, even just turning on a beacon that says INTRUDER DETECTED.
Time to start playing multiplayer again and booby trap everything.
[QUOTE=Birdman101;45891537]spiky slammy death walls[/QUOTE]
MASHY SPIKE PLATE!
Though sadly we have no spikes
[QUOTE=Frosty_Avo;45891625]MASHY SPIKE PLATE!
Though sadly we have no spikes[/QUOTE]
then Im gonna have to start building garbage compactors on the detention level
Is it just me or are sensorts not detecting small ships properly, trying to have a door open when a small ship comes in front of the sensor, but while it lights up green, the door refuses to move, but if i have it set to detect a player, it works fine.
[QUOTE=DEMONSKUL;45890894]If they ever add magnets, we could have a minefield with seeking mines. I remember seeing this in a movie but I forgot which one. Think it was Space Quest or something[/QUOTE]
Galaxy Quest
I could have sworn i saw sensors automatically re-reversing the rotor after you leave it's range.
Does that not work with pistons?
Well, that update seems to have contained nothing that we were speculating on.
Sensors seem pretty neat though.
[QUOTE=ZnT00;45893010]I could have sworn i saw sensors automatically re-reversing the rotor after you leave it's range.
Does that not work with pistons?[/QUOTE]
[quote]*Known Issues*
- changing the field of the sensor or loading the game will activate the sensor. This will be changed in the future updates.
- you can't assign the same sensor action for both entering and exiting the sensor's field[/quote]
The workaround is to set the rotor (and I assume it's the same for pistons) to a named group, one one sensor action use the group and on the other action use the individual block (or a group of a different name).
Example: Say your rotor is called Rotor1, and your sensor is Sensor1. Create a group called RotorGroup1 that has only Rotor1 in it. For Sensor1's "enter action", set it to Rotor1.reverse, and for the leave action set it to RotorGroup1.reverse.
[QUOTE=Birdman101;45891655]then Im gonna have to start building garbage compactors on the detention level[/QUOTE]make it so that they can all be shut down
Anyone else been getting mouse input lag as of a few updates ago? I kept hoping they'd fix it but it still seems to be happening.
[QUOTE=Zenreon117;45890875]I hope they add the ability to target/aim with the turrets/rockets on your ship, if you have a ship on your sensors, you can choose which one to target and where. Like phasers, you can shoot in all directions instead of just forward.[/QUOTE]
I hope we get more complex programming capabilities so that we can implement such a thing ourselves.
I also hope we get more nuanced sensors, and actuators, like
[B]IR [/B]- Detects "hot" things and requires little power, but [B]A.[/B] can only detect currently firing thrusters, [B]B.[/B] is vulnerable to IR countermeasures (chaffs, etc) and [B]C.[/B] only works by line of sight.
[B]Radar [/B]- long range, but [B]A.[/B] requires a lot of power, [B]B.[/B] whenever your radar is on, you can be easily spotted by anyone with a radar detector, [B]C.[/B] it only works by line of sight, and [B]D. [/B]operates only in a half-sphere.
A "[B]block placer[/B]" tool-head, so we can build real ship printers.
[B]A computer[/B] so that you can do some simple math to predict ship paths, or drive a state machine for an automatic mining ship, etc
While I'm talking, I think it's important to learn from Wiremod and carefully avoid enabling unfairness. The way I believe you can do this is by having [B]no sensors [/B]that can detect a lone player character in deep space, and [B]all[/B] sensors should be prone to inaccuracy and countermeasures. It is also a given that there should be positively zero omnipotent or omniscient devices. [B]No [/B]action without contact, [B]no [/B]magical detection of anything anywhere, and [B]no [/B]teleportation.
What do you guys think?
I want to make a homing torpedo that chases after people and when it gets close enough it just starts spamming fucking rockets at them.
[QUOTE=bobsmit;45895078]I hope we get more complex programming capabilities so that we can implement such a thing ourselves.
I also hope we get more nuanced sensors, and actuators, like
[B]IR [/B]- Detects "hot" things and requires little power, but [B]A.[/B] can only detect currently firing thrusters, [B]B.[/B] is vulnerable to IR countermeasures (chaffs, etc) and [B]C.[/B] only works by line of sight.
[B]Radar [/B]- long range, but [B]A.[/B] requires a lot of power, [B]B.[/B] whenever your radar is on, you can be easily spotted by anyone with a radar detector, [B]C.[/B] it only works by line of sight, and [B]D. [/B]operates only in a half-sphere.
A "[B]block placer[/B]" tool-head, so we can build real ship printers.
[B]A computer[/B] so that you can do some simple math to predict ship paths, or drive a state machine for an automatic mining ship, etc
While I'm talking, I think it's important to learn from Wiremod and carefully avoid enabling unfairness. The way I believe you can do this is by having [B]no sensors [/B]that can detect a lone player character in deep space, and [B]all[/B] sensors should be prone to inaccuracy and countermeasures. It is also a given that there should be positively zero omnipotent or omniscient devices. [B]No [/B]action without contact, [B]no [/B]magical detection of anything anywhere, and [B]no [/B]teleportation.
What do you guys think?[/QUOTE]
No teleportation of ships? Ok. No teleportation of people? Cmon man, but muh star treks.
M O D S, I imagine these things that do actions would need blocks, someone could just mod in teleporter blocks once we get an API.
[editline]5th September 2014[/editline]
remember the game is supposed to be in the realm of realism aside from grav generators.
[QUOTE=ElectricSquid;45893102]Well, that update seems to have contained nothing that we were speculating on.
Sensors seem pretty neat though.[/QUOTE]
I speculated programming stuff.
close
[QUOTE=Grenadiac;45893656]Anyone else been getting mouse input lag as of a few updates ago? I kept hoping they'd fix it but it still seems to be happening.[/QUOTE]
Turn off Render Interpolation, it makes the game stutter less at the expense of massive input lag
I think I may try and break the mold of big-ass-tube for ship building.
Finished building my ship in survival that I intend on using to attack cargo ships with. I put fuel in the reactors and accidentally invoked a disagreement between the missile turrets on my new ship and the platform. Safe to say the missile turrets won by destroying the system blocks that came with the platform. It also managed to destroy my cargo container that had most of my fuel reserve in it as well as the assembler that had the last of my gold and magnesium stock in.
[t]http://i.imgur.com/Y5LwOPc.jpg[/t]
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