• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=Birdman101;45958073]smallest may be 3x3x3, but 3x3x3 doesnt fit through a door. My favorite is 2x2x6 (2x2x4 if you dont count thruster tubes) [t]http://cloud-4.steampowered.com/ugc/43104786615248521/2090AEC9DA9056681ED0045CBC56D16E6A0091A1/[/t] I was even able to fit it some boom boom [t]http://cloud-4.steampowered.com/ugc/43104786615249577/533D0679674E6682B31B3018188949405F233C6D/[/t] Damn I just realized by scooting stuff around and eliminating the warheads I could make it only 5 blocks long, or maybe even 4[/QUOTE] have you considered building vertically the doorways are taller than they are wide.
[QUOTE=nunu;45953812]Timer block is going to be very useful for semi-automated welding/ship building.[/QUOTE] [QUOTE=Birdman101;45954220]Anyways, this is the smallest I can make a murderdrone with all 6 thrusters. Murderdrone mini. [t]http://cloud-4.steampowered.com/ugc/43104786607522300/5EEB99346B2088F09AF19334E014C59EE30F46E6/[/t] [t]http://cloud-4.steampowered.com/ugc/43104786607520559/C697625C06E22C764F53200AD1B424E4F9F80888/[/t][/QUOTE] That drone is so, so simple. I could imagine a production line that just pumps out dozens of these every hour.
[QUOTE=JesseR92;45958414]have you considered building vertically the doorways are taller than they are wide.[/QUOTE] I have, but unless I leave out the left and right thrusters, I cant get it 1 block wide.
[QUOTE=HumanAbyss;45958134]I tried making this, but I couldn't make it controllable.[/QUOTE] Needs a remote control block, Antenna block on it and to be owned by you. Rotors transmit power but they still count them as seperate ships in terms of signals etc etc. [QUOTE=Measini;45958084]Is there a way to create a custom respawn ship without replacing the default one? Everything I've seen online involves overwriting the default file, and the game doesn't seem to recognize anything simple like calling the new ship 'RespawnShip02.sbc' .[/QUOTE] Build a ship, in survival or creative, open the save up in SEtoolbox, make sure you add uranium to the power generator (eithe ringame or using SEToolBox), export it somewhere and then open it up in a text editor (I use Notepad++), and at the top, change the false in <RespawnShip> to true, then move that ship to SpaceEngineers\Content\Data\Prefabs and it'll show up on the respawn menu. What may be happening with you is that the new ship you're wanting as a respawn ship hasn't got the RespawnShip variable set to true
[QUOTE=ScottyWired;45958472]That drone is so, so simple. I could imagine a production line that just pumps out dozens of these every hour.[/QUOTE] Now imagine if I could figure out how to get them to auto track and follow people while staying that small. I could fly over a base and just drop 25 of them out the back and have my own personal retard-with-a-machine-gun army
I'm not terribly interested in infiltration bot things, like in that video, as cool as it was, but I'll definitely be back in a day or so with smaller-than-manned fighters and 2 man semi-auto mining drone-carrier ships. The potential is great.
[QUOTE=kopd;45957502]Add a second timer. All the actions on the timer block happen at once. If you tell it to turn on the gravity and turn it off, then you'll never see the gravity on because it's instantly turned back off. You have to have a second timer block turn the gravity back off and have the first timer trigger the second one.[/QUOTE] That makes sense. Unfortunate though since it's actually 8 separate launchers on the same ship that needs 16 timers. I may need to make the thing bigger to fit all this stuff on. i'm probably making things complicated though. We'll see how it works if it's all worth it.
[IMG]http://cloud-4.steampowered.com/ugc/27342187923001346/34C79E9C4500851C835C6051BFA55608DDE99CDA/ [/IMG] [IMG]http://cloud-2.steampowered.com/ugc/27342187923002734/5D5A2EFC2C549CA36F284297B052962F92823229/ [/IMG] These are the absolute barebones you can get with drones You could not take any more off it without it ceasing to operate.
[QUOTE=RayvenQ;45958508]Build a ship, in survival or creative, open the save up in SEtoolbox, make sure you add uranium to the power generator (eithe ringame or using SEToolBox), export it somewhere and then open it up in a text editor (I use Notepad++), and at the top, change the false in <RespawnShip> to true, then move that ship to SpaceEngineers\Content\Data\Prefabs and it'll show up on the respawn menu. What may be happening with you is that the new ship you're wanting as a respawn ship hasn't got the RespawnShip variable set to true [/QUOTE] I was afraid it would be something simple that I happened to overlook. Sure enough, it works perfectly now. Thanks for the information!
Just a minor gripe, but I think it would look nicer if you were to switch around the gyro and the antenna and have the antenna pointing straight out back.
[QUOTE=Measini;45958773]I was afraid it would be something simple that I happened to overlook. Sure enough, it works perfectly now. Thanks for the information![/QUOTE] Just make sure you have at least some uranium in your ship when you export it, otherwise, you respwn in a powerless ship. Also, speaking of Gyro's, I wish we could get like gryos in a square frame so we could attach them any direction etc like a normal block. Also, a large ship version of the small ship antenna, just so you dont have to have something that sticks out for fucking miles.
[QUOTE=RayvenQ;45958909]Also, speaking of Gyro's, I wish we could get like gryos in a square frame so we could attach them any direction etc like a normal block.[/QUOTE] I have horrifying memories of building small ships and accidentally removing the block where a gyroscope is attached to.
[QUOTE=GreenLeaf;45958606]That makes sense. Unfortunate though since it's actually 8 separate launchers on the same ship that needs 16 timers. I may need to make the thing bigger to fit all this stuff on. i'm probably making things complicated though. We'll see how it works if it's all worth it.[/QUOTE] If you don't need to turn off one GG while leaving another on, then you can get the number of timers down to (n+1) instead of (2n) by grouping the GG's and having one timer that turns them all off, then have the other n timers just trigger that timer as their last step. If you [i]do[/i] need to turn off one while leaving others off then you're just boned. Edit: "last step". Duh. There is only one step. You know what I mean, though.
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reactors should require additional blocks for some purpose (cooling, fuel storage, [insert scifi fluff reason]) so that batteries are more appealing (especially for smaller creations)
modular multi block structures would be neat in general. Besides reactors you can have modular guns, and (kinda modular) rails along which certain blocks can glide.
Have the devs ever weighed in with an opinion on getting rid of the two grid sizes so we can use small blocks on big ships, or big blocks on small ships? It has never made any sense to me why I can't put a gravity generator on any ship with enough wattage to run it. Or why a camera the size of a toaster should fill a space ~16 m^3.
[QUOTE=scratch (nl);45960338]modular multi block structures would be neat in general. Besides reactors you can have modular guns, and (kinda modular) rails along which certain blocks can glide.[/QUOTE] I've been thinking about the same thing lately. Watched some videos of the "From the dephts" game, and really liked the idea of being able to build custom guns. It would be cool with another block size, a bit smaller than small ship blocks, with ammo and payload elements, effectively letting you build your own projectiles. But I'd like the gun blocks to be more "mechanical" than what I've seen in From the dephts. Like, you'd have to build a physical magazine with feeder blocks instead of just having an ammo filled storage crate connected to the gun. But on the other hand; that could be really fiddly, and might no fit that well in the game.
[QUOTE=Joazzz;45955519]my art will always be relevant i should start making newspaper political cartoons[/QUOTE]Are you the same guy who made fan art of me?
I bought the game a couple days ago and i've been having quite some fun with it. Anyways, I ran into this problem while building a small fighter. I have 4 gatling guns connected to a container like this: [Thumb]http://i.imgur.com/CwguPjw.jpg[/thumb] For some reason the conveyor system is prioritizing the bottom right gun and sending all ammo from the storage to it. Is it possible to balance this out?
[QUOTE=Karolk;45962444]I bought the game a couple days ago and i've been having quite some fun with it. Anyways, I ran into this problem while building a small fighter. I have 4 gatling guns connected to a container like this: [Thumb]http://i.imgur.com/CwguPjw.jpg[/thumb] For some reason the conveyor system is prioritizing the bottom right gun and sending all ammo from the storage to it. Is it possible to balance this out?[/QUOTE]Afaik no. I've had this problem with refineries before.
[QUOTE=JesseR92;45958615][IMG]http://cloud-4.steampowered.com/ugc/27342187923001346/34C79E9C4500851C835C6051BFA55608DDE99CDA/ [/IMG] [IMG]http://cloud-2.steampowered.com/ugc/27342187923002734/5D5A2EFC2C549CA36F284297B052962F92823229/ [/IMG] These are the absolute barebones you can get with drones You could not take any more off it without it ceasing to operate.[/QUOTE] The only problem I see is that the gatling drones have the gun on the bottom, so when you fire its gonna pitch down pretty hard [editline]12th September 2014[/editline] [QUOTE=Squeegy Mackoy;45961115]Are you the same guy who made fan art of me?[/QUOTE] If youre posting I auusme youve got free time, GO AND FINISH THE SPACE KRAKEN VIDEO
It'd be cool if you could controll multiple controllers at once. That way you could save a battery of turrets all (approximately) facing the same way.
[QUOTE=Squeegy Mackoy;45961115]Are you the same guy who made fan art of me?[/QUOTE] aaa-yup [img]http://files.1337upload.net/squeegyMP-0c44d9.jpg[/img]
[QUOTE=scratch (nl);45964286]It'd be cool if you could controll multiple controllers at once. That way you could save a battery of turrets all (approximately) facing the same way.[/QUOTE] That could be done if they added something like laser guidance, with sensor blocks following the point of a laser block. That'd actually be really cool.
Why did you draw a Flying V?
Any way to deal with the problem of sensors messing up their range settings, like if I extend the front range it automatically extends the back range as well even though I didn't touch the back range. Sometimes they'll snap into position when activated but not always.
[QUOTE=GHOST!!!!;45964573]Why did you draw a Flying V?[/QUOTE]you've been looking at some very strange Fly-Vs
Oh balls, this mini patch ruined my periscopes again, because now I can't access the remote control for it form a terminal, damnit.
[QUOTE=Birdman101;45962766]The only problem I see is that the gatling drones have the gun on the bottom, so when you fire its gonna pitch down pretty hard [editline]12th September 2014[/editline] If youre posting I auusme youve got free time, GO AND FINISH THE SPACE KRAKEN VIDEO[/QUOTE] Gatling guns on drones are just bad in general,they dont weigh enough to absorb the recoil,I put it in line with the thruster to try and help with that instead of it spinning,it still spins.
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