• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[t]https://dl.dropboxusercontent.com/u/13796438/Screenshot%202014-09-18%2023.03.02.jpg[/t] What is this menu Why is it so great Why isn't it in yet
FUCKING. CATEGORIES.
I just realized that I have 208 hours on Space Engineers, and I've never once played or joined a multiplayer game... :suicide:
This update is great, modding API and a ton of bug fixes
I think I might just learn C# for this. Already know the basics of Java, so the switch shouldn't be too hard, right?
Rails and gears in space engineers?! woo! :v: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=315432320[/url]
[QUOTE=ScottyWired;46020601]I think I might just learn C# for this. Already know the basics of Java, so the switch shouldn't be too hard, right?[/QUOTE] They're practically identical. I've copied and pasted from one to the other with only minor tweaks to get it to compile.
[QUOTE=damnatus;46015403][img]http://i.cubeupload.com/iWQmBJ.png[/img] [img]http://i.cubeupload.com/CV3Txg.png[/img] :v:[/QUOTE] The back of that ship looks like miner wars logo. Show it.
how would you know
because he looked it up?
[QUOTE=coldud13;46021024]Rails and gears in space engineers?! woo! :v: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=315432320[/url][/QUOTE] THANK YOU! I've seriously wanted rails since day one of rotors, there are SO many uses that rails could have for mining applications..
any cool mods yet?
[QUOTE=Birdman101;46027611]any cool mods yet?[/QUOTE] RAILS [editline]19th September 2014[/editline] Also anyone know how to make the G menu bigger it turns out you can overflow it,65 mods at the same time thank you workshop.
shouldn't be too long before we have a decent mod for atmospheres
[t]http://i.imgur.com/mckxDLy.jpg[/t] Well That's disturbing
[QUOTE=Sitkero;46028346][t]http://i.imgur.com/mckxDLy.jpg[/t] Well That's disturbing[/QUOTE] Scripted Space Engineer Cannon GO!
[QUOTE=Zenreon117;46028480]Scripted Space Engineer Cannon GO![/QUOTE] That might actually work, they're affected by gravity and can be pushed around Jesse and I spent like five minutes trying to get the damn things out the door
[QUOTE=Sitkero;46028488]That might actually work, they're affected by gravity and can be pushed around Jesse and I spent like five minutes trying to get the damn things out the door[/QUOTE] It was easier just to cut the floor out from under them.
[QUOTE=krail9;46027853]shouldn't be too long before we have a decent mod for atmospheres[/QUOTE] Modelling atmo in a game with variable structures is much more difficult than you think. Depending on what the engine can/can't do, it may even be impossible. Basically, if you're waiting for this don't hold your breath :v:
[QUOTE=FlakAttack;46029327]Modelling atmo in a game with variable structures is much more difficult than you think. Depending on what the engine can/can't do, it may even be impossible. Basically, if you're waiting for this don't hold your breath :v:[/QUOTE] It's actually extremely simple. Find a grid position that has ship blocks in every direction. Move to one side from there. If one of the block directions from this is space, then the ship is not airtight. Obviously there are way more efficient ways to do it, but it's not difficult. As long as the API lets you detect blocks, you can figure out if the ship is airtight.
[QUOTE=Sitkero;46028346][t]http://i.imgur.com/mckxDLy.jpg[/t] Well That's disturbing[/QUOTE] Let me guess, you tried playing that mission mod thing? Same thing happened to me, I kept dying right after respawning, probably because of buggy collisions, and all the corpses were making it even worse :v:
[QUOTE=Trekintosh;46029495]It's actually extremely simple. Find a grid position that has ship blocks in every direction. Move to one side from there. If one of the block directions from this is space, then the ship is not airtight. Obviously there are way more efficient ways to do it, but it's not difficult. As long as the API lets you detect blocks, you can figure out if the ship is airtight.[/QUOTE] this. I'm not talking about simulating the fluid dynamics of air in every single block I wonder if you could make it simpler by breaking down the ship into cuboid 'rooms' and then simply tick them off as airtight as long as the doors are closed and until any blocks within the cuboid are damaged
[QUOTE=Thunderbolt;46029518]Let me guess, you tried playing that mission mod thing? Same thing happened to me, I kept dying right after respawning, probably because of buggy collisions, and all the corpses were making it even worse :v:[/QUOTE] Survival MP,some other issues occured such as a ship being built flipping out and reaching warp speed,exploding grinders,exploding drills,hell most of something decided to randomly explode at one time,getting trapped in a bridge of a ship because the cockpit was to close to the door and you had no grinder.So as you can see it went as smooth as it could possibly have.
[QUOTE=krail9;46029926]this. I'm not talking about simulating the fluid dynamics of air in every single block I wonder if you could make it simpler by breaking down the ship into cuboid 'rooms' and then simply tick them off as airtight as long as the doors are closed and until any blocks within the cuboid are damaged[/QUOTE] It would improve it pretty significantly, actually. At least once the initial scan is done, anyways. That way you don't have to check every single block every tick. Once a room is breached you'll have to run the scan again, but it's still an improvement, otherwise.
[QUOTE=krail9;46029926]this. I'm not talking about simulating the fluid dynamics of air in every single block I wonder if you could make it simpler by breaking down the ship into cuboid 'rooms' and then simply tick them off as airtight as long as the doors are closed and until any blocks within the cuboid are damaged[/QUOTE] Then, the percentage of damage is used to calculate airflow, and all air in that room will generate a force from where it is, towards the damaged block (in a straight line), the force would be based on hole size and how much air is actually in that block. Hole size it determined by % damage to a block (if it has empty space in any direction) and in some cases, by states, like if a door is open, it will equal a certain amount of hole size. And you could take it a step further, and not have it flow in a straight line, but use flowfields to determine the direction and force of flow. With flow fields, you wouldn't actually need to worry all that much about performance, if they're optimised right. Create positive fields where you have high pressure, negative where there is low, fields can have variable values, so it's not just 1, 0 or -1. Air will flow to the adjacent field with the lowest value, and it would flow away from those with higher value. If there is a block, with air and space adjacent to it, and it receives damage, it would just create a negative field where ever there's air around it. The air would vanish in this special field (there's no need to track air in space, it has no practical meaning) Then there's pumps, which would pump air into, or out of a room, by creating either a positive or negative field, and subtracting/adding the corresponding amount of air from/to the connected storage devices. If there's a room with air, and one block is completely removed, so the room is exposed to space, it would create a negative field in the hole, which would remove the air on contact, but continue the flow direction and force a bit further than the hole, with rapidly degrading force. Multiple missing blocks, would create negative fields in the position of every missing block, that way if there's a breach in either end of a room, the things closest to either end, will go to the right hole. Then there's the whole visual department, which would be nice, but not required initially. Here, I was thinking something along the lines of how the supersonic effects work in KSP, so shaders. But in the end, it is additional computer power, which could be used else where, but it'd be so cool to breach a ship, and watch a couple of crew members get spaced. And regarding food and water, it'd be nice, as an option for those that want it. With air, you could always just create your ships like you're used to, and keep your spacesuit on at all times. Air would be created from electrolysis of the water from ice asteroids, this air is then stored in tanks, and you could simply fill your suit from them, or from the recharge station, like you're used to. [video=youtube;5Qyl7h7D1Q8]http://www.youtube.com/watch?v=5Qyl7h7D1Q8#t=1699[/video] This video is a demonstration on how the flowfields work in planetary Annihilation. (Skip to 28:30, to see the cost fields, which would be like my positive fields)
[QUOTE=Trekintosh;46029495]It's actually extremely simple. Find a grid position that has ship blocks in every direction. Move to one side from there. If one of the block directions from this is space, then the ship is not airtight. Obviously there are way more efficient ways to do it, but it's not difficult. As long as the API lets you detect blocks, you can figure out if the ship is airtight.[/QUOTE] It's not that easy at all. You have to identify "rooms", you have to figure out if block damage is enough to create an opening, and then you have to model the actual flow. And all this without slowing the game down. Not a trivial task.
Just wrote this little guide, so I thought I may as well post it here too. So, keen changed the way respawn ships are defined in this patch, so here's how to do it now: Firstly, create your ship, it can be built however you want, creative or survival, but, 2 things, 1. It needs to have uranium in it so that you have uranium in the ship when it spawns. 2. You need to be able tocopy and paste, so if you make it in survival, you'd have to temporarily set the save to creative and ensure Copy and Paste is enabled. Also, name your ship something unique and easily identifiable. *POSSIBLY IMPORTANT* Be sure to set ownership to "Nobody" on the ship before exporting it, or it may not work, or setting the map to reset ownership before you load it up to export it. Now, once that's all set up, load up your map and Copy your ship. Then press F11 and click on "Export Clipboard to file" It will then tell you where it has saved it, usually to C:\Users\Yourname\AppData\Roaming\SpaceEngineers\Export Now, move that file from where it saved it to SpaceEngineers\Content\Data\Prefabs Now, open up Notepad or your text editor of choice and open up RespawnShips.sbc In SpaceEngineers\Content\Data Copy the first entry (for simplicity) like so: <Ship> <Id> <TypeId>RespawnShipDefinition</TypeId> <SubtypeId>RespawnShip</SubtypeId> </Id> <DisplayName>DisplayName_RespawnShip_Yellow</DisplayName> <Icon>Textures\GUI\Icons\Fake.dds</Icon> <CooldownSeconds>900</CooldownSeconds> <Prefab>RespawnShip</Prefab> </Ship> Now, in a seperate notepad file, Change the Bolded items. For example, The Exported Ship name is Small Ship 4811 but I want it to be identified as "StarDancer" (Additionally, you can set the cooldown for however much you want) So it'd look like this: <Ship> <Id> <TypeId>RespawnShipDefinition</TypeId> <SubtypeId>StarDancer</SubtypeId> </Id> <DisplayName>StarDancer</DisplayName> <Icon>Textures\GUI\Icons\Fake.dds</Icon> <CooldownSeconds>900</CooldownSeconds> <Prefab>Small Ship 4811</Prefab> </Ship> Now, at the bottom, before </RespawnShips> but after </Ship> Paste in your modified entry. Save the file and once you load up Space Engineers (If you had the game open while you did this, restart the game) and die or commit suicide, your brand new respawn ship can be selected
[QUOTE=FlakAttack;46029327]Modelling atmo in a game with variable structures is much more difficult than you think. Depending on what the engine can/can't do, it may even be impossible. Basically, if you're waiting for this don't hold your breath :v:[/QUOTE] You do know that someone in this very forum came up with a way of modelling atmosphere's in this game using C# a few months ago? Of course it was outside of the game but theoretically, his method would work. For the life of me I can't remember who it was.
[QUOTE=FlakAttack;46031079]It's not that easy at all. You have to identify "rooms", you have to figure out if block damage is enough to create an opening, and then you have to model the actual flow. And all this without slowing the game down. Not a trivial task.[/QUOTE] You're really overcomplicating it, you could skip doing all of that and still have an atmosphere model that would work perfectly fine for this game. Sure you [I]could[/I] model air flow and what not, but that would not provide any useful advantage to 99.9% of use cases in the game. When it comes to features like this, game programming is about cheating to make it look real, rather than wasting valuable processing time on realistic simulation for very, very minor benefits.
Any hull breach on the scale we're working on will be catastrophic, and the forces involved on the ship itself will be tiny, so there's no real point in modeling actual flow. Assuming a room system was set up (that's a big hurdle), you could just pull all the (physics) objects in the room towards the problem-child block and call it a day.
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