• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
I've been mostly refusing on principal to incorporate player-made "missiles" into my craft.
It's so hard to make rotor+piston assemblies for doors that don't destroy your own ship.
[QUOTE=HumanAbyss;45937798]It's so hard to make rotor+piston assemblies for doors that don't destroy your own ship.[/QUOTE] I have long since given up on putting doors on anything I would like to consider remotely maneuverable.
[QUOTE=Zenreon117;45937812]I have long since given up on putting doors on anything I would like to consider remotely maneuverable.[/QUOTE] But I want to believe [editline]9th September 2014[/editline] maybe if we get rails it'll be easier
[QUOTE=HumanAbyss;45937821]But I want to believe [editline]9th September 2014[/editline] maybe if we get rails it'll be easier[/QUOTE] If we get rails I hope they can also change rails. Like a elevator that could follow vertical rails and also horizontal ones.
Waiting for things like that to happen in their own physics instances. I don't get why they don't. I imagine we'll start seeing improvements to rotors, pistons, local synchronization, etc as they start to fix floating point errors, which will be happening soon. I'm not a gamedev and I've certainly never worked with engines like this before, but as far as I can tell, instead of saying "OK the ship is the center of activity here, you go where the ship goes", it seems to be more of a "OK you go to where the ship is now + your (x,y,z) offset every physics tick." Same goes for movement in MP for clients, landed ships, and so on. TLDR, the engine shouldn't consider something attached to something else to be "moving". The ship is moving, the things attached to it are not moving relative to it, so there shouldn't be any potential for destruction. I hope their end goal is to make things "attached" by pistons and whatnot [I]feel[/I] like they're a part of the ship. The current model probably doesn't support it, but it'll be really lame if they never get around to letting you use pistons to push 1x1x1 blocks through 1x1x1 holes.
I came in here to make a post about how the devs should add plants because it would make sense that a space station would have them for food, research, and oxygen but then I checked the workshop and someone already made them. Mods really did improve this game
[QUOTE=Mbbird;45938230]TLDR, the engine shouldn't consider something attached to something else to be "moving". The ship is moving, the things attached to it are not moving relative to it, so there shouldn't be any potential for destruction.[/QUOTE] Whether or not the abstraction considers it to be moved, something has to move it in the code regardless. Going where the ship is + the offset is literally the only way to do this.
[QUOTE=Mbbird;45938230]Waiting for things like that to happen in their own physics instances. I don't get why they don't. I imagine we'll start seeing improvements to rotors, pistons, local synchronization, etc as they start to fix floating point errors, which will be happening soon. I'm not a gamedev and I've certainly never worked with engines like this before, but as far as I can tell, instead of saying "OK the ship is the center of activity here, you go where the ship goes", it seems to be more of a "OK you go to where the ship is now + your (x,y,z) offset every physics tick." Same goes for movement in MP for clients, landed ships, and so on. TLDR, the engine shouldn't consider something attached to something else to be "moving". The ship is moving, the things attached to it are not moving relative to it, so there shouldn't be any potential for destruction. I hope their end goal is to make things "attached" by pistons and whatnot [I]feel[/I] like they're a part of the ship. The current model probably doesn't support it, but it'll be really lame if they never get around to letting you use pistons to push 1x1x1 blocks through 1x1x1 holes.[/QUOTE] isn't that kind of how it works for players already? moving about inside a moving ship seems fine in singleplayer if you used a local physics grid for attachments, doesn't that mean they wont work with anything on the global grid, like say a piston hangar door wont collide with a small ship trying to enter
[QUOTE=krail9;45945072]isn't that kind of how it works for players already? moving about inside a moving ship seems fine in singleplayer if you used a local physics grid for attachments, doesn't that mean they wont work with anything on the global grid, like say a piston hangar door wont collide with a small ship trying to enter[/QUOTE] Evidently not. In MP the issues are more pronounced and a lot easier to see
[QUOTE=krail9;45945072]isn't that kind of how it works for players already? moving about inside a moving ship seems fine in singleplayer if you used a local physics grid for attachments, doesn't that mean they wont work with anything on the global grid, like say a piston hangar door wont collide with a small ship trying to enter[/QUOTE] I don't speak knowing anything about the working of game engines in general but any local coordinate system can easily be moved into world space given the right matrix (in math) when that sort of collision needs to be resolved. I have no idea what the real performance implications in practice would be one way or the other though.
I'm pretty sure Assasin's Creed does exactly what Mbbird is talking about - they were so damn pleased about it in AC3 that they based the whole of the next game around the engine they'd put together. Moved into my flat tonight, internet installed tomorrow and improved mashy spike plates.
I wonder what we'll get for an update tommorow
[QUOTE=Wickerman123;45946316]I'm pretty sure Assasin's Creed does exactly what Mbbird is talking about - they were so damn pleased about it in AC3 that they based the whole of the next game around the engine they'd put together. Moved into my flat tonight, internet installed tomorrow and improved mashy spike plates.[/QUOTE] make them large blocks too, I tried to make a steppy pokey prickly bopper in class today and it didnt work very well. [editline]10th September 2014[/editline] [QUOTE=Pigbear;45946330]I wonder what we'll get for an update tommorow[/QUOTE] Its been a while since a big update, I think its time for a big one. I feel it in my bones.
[QUOTE=Birdman101;45946859]make them large blocks too, I tried to make a steppy pokey prickly bopper in class today and it didnt work very well. [editline]10th September 2014[/editline] Its been a while since a big update, I think its time for a big one. I feel it in my bones.[/QUOTE] the update may give you an extra bone for feeling with in that case [editline]10th September 2014[/editline] IM SORRY
[media]http://www.youtube.com/watch?v=kXdpUKkJyLU[/media] [quote]Summary The remote ship control system has been implemented. Players are now able to build drone ships and control them without being inside the ship’s cockpit - keep in mind that remote control is still dependent on the friendly antennas’ signal. Moreover, the timer block has been added, which allows players to trigger a queued action after a set period of time. Additionally, gravity and sensor field view are also available and sensors can detect stations/platforms. Features - Remote ship control – control ships without being inside the ship’s cockpit (drones) - Timer block - triggers a queued action after a set period of time - Gravity/Sensor field view - Sensor block now detects stations - Ore detector info can be relayed through antennas - New interior wall texture Fixes - fixed cost of small ship piston head (it cost the same as a large ship piston head) - fixed issue when placing a landing gear or station block was placed as fully built - fixed dedicated servers downloading blank/empty .sbms - fixed unmerging/merging breaks control groups - fixed several MODs which were crashing dedicated server - fixed connectors being destroyed because they were too close while connected - fixed piston disappearing after grinding down the top part - fixed sensor detecting players while being set to detect floating objects Known issues - Sensor block is detecting small ships, but the action is not triggered[/quote] [editline]11th September 2014[/editline] Heh, "Timber block"
An actual timber block would be amusing, though. Spaceships made of wood. But hey, fuck yeah, drones! Suddenly it's much easier to build supersmall ships because they don't have to include a cockpit.
R/C TORPEDOES SABATOUR DRONES SPYBOTS MURDERDRONES
Timer block is going to be very useful for semi-automated welding/ship building.
Soo hyped for this update, drones have so many practical applications and can save so much time I can't really think of anything I could do with timers but I'm pretty stoked to see what everyone else makes with them Thanks Keen! :downs:
I'm gonna make a flying missile launcher!
Suicide drones would be rather amusing, especially considering the one demonstrated was small enough to fit in hallways, and therefore capable of giving an unsuspecting pilot a faceful of boom. Can't imagine that ending well for the drone if the ship decides to move in more than one direction, though.
fly-by-wire missiles/torpedo's go :D [editline]11th September 2014[/editline] more ways to [I]annihilate[/I]
Now to make a fleet of mining drones.
I love how the very first thing you guys think of when there's an update is: "How can I weaponize this, and cause maximum amount of carnage?" I fear to see what horrors you'll contrive if they ever add rails or whatever :v:
[img]http://i.cubeupload.com/jE8TfN.png[/img] Woo
[QUOTE=Svinpels;45954044]I love how the very first thing you guys think of when there's an update is: "How can I weaponize this, and cause maximum amount of carnage?" I fear to see what horrors you'll contrive if they ever add rails or whatever :v:[/QUOTE]Anyone have that picture of an astronaut by a blackboard demonstrating the weapon value of stuff? I don't have it anymore, and Google returns useless crap no matter the search terms used. [editline]edit[/editline] [img]http://files.1337upload.net/spacengineers.png[/img]
I wonder what the smallest possible 'spy-bot' would be? The removal of a cockpit is kind of offset by the addition of the RC and camera blocks.
[QUOTE=damnatus;45954045][img]http://i.cubeupload.com/jE8TfN.png[/img] Woo[/QUOTE] How the hell did you make that holy shit is awesome
[QUOTE=damnatus;45954045]turret pic Woo[/QUOTE] is that a small block attached to the top of a rotor? How'd you do that?
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