• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=ProfHappycat7;46152486]hey i haven't played in while are solar panels still useless[/QUOTE] Depends how long "a while" is, if it was before power transferred through rotors, then yes, they're infinately better than pre rotor power, if it's after power transferred through rotors, they've not really improved afaik.
the only reason my station has any solar panels is to keep my medbay perma-powered. and power through rotors made them [I]MUCH[/I] more usable on stations.
I haven't played this in a while, but for some reason almost all the mods I'm subscribed to in the workshop don't show in ingame in the modlist any more, and when I add those there are it fails to load them. Anyone got an idea on how to fix this? Here's an image of the issue that I found using an older save: [img]http://puu.sh/c0geO/45e28904d7.jpg[/img] I can still open the broken mods in the workshop. Also, the ones on the left also cause a load error even if I don't use any of the broken on the right.
Me and my friends made a bunch of cockpits with warheads and thrusters on them, and we rammed into those wandering ships. After nearly blowing a business shipment in half, we flew back out there and cut it in half all the way, manually. The debris collided with itself somehow and killed us both in the process. This is a pretty fun game.
I hope they add the ability to mark/name the buttons on the button panel in some way. Like a mouse-over sign or something. 'cause I've forgotten the setup for my grav-cannon, and risk detonating my ship if I press them in the wrong order :V
[QUOTE=ProfHappycat7;46152486]hey i haven't played in while are solar panels still useless[/QUOTE] I used them an four batteries to completely power a ship (eve probe frigate i posted a while ago), as long as you aren't firing every thruster at once its pretty stable even with assemblers and refinery running
[QUOTE=Svinpels;46160489]I hope they add the ability to mark/name the buttons on the button panel in some way. Like a mouse-over sign or something. 'cause I've forgotten the setup for my grav-cannon, and risk detonating my ship if I press them in the wrong order :V[/QUOTE] [IMG]http://i47.tinypic.com/ne7z3m.jpg[/IMG]
[QUOTE=Svinpels;46160489]I hope they add the ability to mark/name the buttons on the button panel in some way. Like a mouse-over sign or something. 'cause I've forgotten the setup for my grav-cannon, and risk detonating my ship if I press them in the wrong order :V[/QUOTE] It would be extremely cool if they just added the ability to apply different kinds of labels on things, add smaller labels over/under a button, the text would be displayed at all times, not just if you interact with it of course. This would allow names on ships to be easily possible, labels over doors telling what room is behind it, directions in ships to different rooms, stuff like that. Kind of how Warthunder allows you to move labels around your plane, or some other games. A label shouldn't have to fit within a block either, and you could also add the ability to have pictures/logos in them, so you could do some pretty interesting paint jobs. I don't know how easy it would be to implement though, as I've never tried something like that. I can imagine it would be interesting to work out a way to have it not just wrap around a single model, but across multiple instead.
I imagine (with my very, [i]very[/i] limited programming knowledge though) that "holographic" signs could be rather easy to implement. I'm thinking the signs hover a little over the surface they're placed on, rather than being painted on. With shimmering transparency effect and a holo-emitter on the surface behind the hologram, it could look really cool. It probably isn't as easy as I might think though.
a little label gun that just applies a texture to things would be the best. you could write scary things all over everything and terrify people on the server sneak into their stations and put a little tag over all their camera lenses that just says WATCHING
I've owned the game for an incredibly long time. It's a very fun game, tried all sorts of things so far. I just keep quitting too quickly, though. I start building ships, but they keep looking horrible. Just puts me off my mood. Anyone any tips to build something nice?
[QUOTE=Cone;46164438]a little label gun that just applies a texture to things would be the best. you could write scary things all over everything and terrify people on the server sneak into their stations and put a little tag over all their camera lenses that just says WATCHING[/QUOTE] A decal system would actually be pretty neat. Not only would you not have to use those stingy workshop letters anymore, but you could have roundels, more realistic damaged blocks (read: scratched, scorched and/or glowing) and a whole load of new workshop options.
[QUOTE=Onii;46164559]I've owned the game for an incredibly long time. It's a very fun game, tried all sorts of things so far. I just keep quitting too quickly, though. I start building ships, but they keep looking horrible. Just puts me off my mood. Anyone any tips to build something nice?[/QUOTE] Plan it out ahead of time? Most of the time when I run into your problem it's because I don't know what I should make something look like and I end up stalling and screwing around until I quit. When I know what I want to make or at least have a rough enough idea though, I have no problem.
[QUOTE=Onii;46164559]I've owned the game for an incredibly long time. It's a very fun game, tried all sorts of things so far. I just keep quitting too quickly, though. I start building ships, but they keep looking horrible. Just puts me off my mood. Anyone any tips to build something nice?[/QUOTE] I often look for some inspiration from google images before starting to build something. Even just "space ship" gives you lots of cool ideas and designs.
[QUOTE=Frosty_Avo;46166582]I often look for some inspiration from google images before starting to build something. Even just "space ship" gives you lots of cool ideas and designs.[/QUOTE] Every once in a while Sitkero spams me with a couple dozen ships.
[QUOTE=Svinpels;46160489]I hope they add the ability to mark/name the buttons on the button panel in some way. Like a mouse-over sign or something. 'cause I've forgotten the setup for my grav-cannon, and risk detonating my ship if I press them in the wrong order :V[/QUOTE]accurate portrayal of firing mr. Svinpel's ship's grav-cannon: [media]http://www.youtube.com/watch?v=fr94DmuzsLo[/media]
[QUOTE=Joazzz;46167416]accurate portrayal of firing mr. Svinpel's ship's grav-cannon: [media]http://www.youtube.com/watch?v=fr94DmuzsLo[/media][/QUOTE] One can only dream
[QUOTE=Zenreon117;46167472]One can only dream[/QUOTE] Well, it's not far off, 8 buttons [i]can[/i] be very confusing. :v:
uhhh, ok [t]http://mirror.keenswh.com/Pics/SpaceEngineers_3DPrint_image3.jpg[/t] [url]http://www.spaceengineersprints.com/[/url]
[QUOTE=krail9;46169079]uhhh, ok [t]http://mirror.keenswh.com/Pics/SpaceEngineers_3DPrint_image3.jpg[/t] [url]http://www.spaceengineersprints.com/[/url][/QUOTE] Neat! If any of you order these, be very very very careful, sandstone prints are extremely delicate! Great colors and showing of features though- you just can't do moving bits with them
Someone order the Space-Hulk.
[QUOTE=paindoc;46169112]Neat! If any of you order these, be very very very careful, sandstone prints are extremely delicate! Great colors and showing of features though- you just can't do moving bits with them[/QUOTE] I made a 3d printed sandstone figurine of Chell in my engineering class in '12. I can attest to the fragility of them. Be wary. They love to break, but with the blockiness of SE repairing should be easy if you can some kind of ceramic paste like i have. They do take paint pretty well, UNLESS it's water-based, then it applies really lightly and the color is very hard to see. Acrylic and other thicker paints work well for large scale and that can be cleaned up and detail added with thinner paints. Of course, i painted it by hand; these are probably painted by a machine. [editline]6th October 2014[/editline] [QUOTE=Wickerman123;46169314]Someone order the Space-Hulk.[/QUOTE] they only do small ships, for like $80 a pop.
Oh fuck that. Didn't read the article.. I hope they support larger ships in the future.
You could also up the spacehulk's size and send it to them as a challenge.
if we could extract the models ourselves we could make them out of plastic. or even print out shit tons of blocks with holes for magnets pls keen.
[QUOTE=Tmaxx;46169810]if we could extract the models ourselves we could make them out of plastic. or even print out shit tons of blocks with holes for magnets pls keen.[/QUOTE] Space engineers lego?My wallet would cry. Fun fact lego costs more than mega blocks because lego has stricter quality control and tolerences.That is why two bricks made decades apart will still fit together perfectly.
[QUOTE=Wickerman123;46169314]Someone order the Space-Hulk.[/QUOTE] Ill provide the save and beef it up a little so the little peices wont snap if you guys get it crowdfunded
Well the greatest problem you will have with space engineers models is the holes inside the ships, be best to find a way to make them completely solid internally. Otherwise you'll get really nasty slicing errors and artifacts, and printing it will be a bitch at any level of detail. Any holes or weird non-continuous meshes will fuck with the slicer too, so I'd be mighty careful with mods. Input format of all slicers is STL, but you can convert almost any mesh into an STL with a bit of elbow grease and work in meshlab.
[QUOTE=paindoc;46171155]Well the greatest problem you will have with space engineers models is the holes inside the ships, be best to find a way to make them completely solid internally. Otherwise you'll get really nasty slicing errors and artifacts, and printing it will be a bitch at any level of detail. Any holes or weird non-continuous meshes will fuck with the slicer too, so I'd be mighty careful with mods. Input format of all slicers is STL, but you can convert almost any mesh into an STL with a bit of elbow grease and work in meshlab.[/QUOTE] Our printer prefers Repetier Host as its slicing manager. It takes OBJ's as well as STL's. Birdman if you somehow send me the space hulk I can try it on our printer to test its structural rigidity. [editline]6th October 2014[/editline] Send it as an obj or stl that is.
[QUOTE=Trekintosh;46171226]Our printer prefers Repetier Host as its slicing manager. It takes OBJ's as well as STL's. Birdman if you somehow send me the space hulk I can try it on our printer to test its structural rigidity. [editline]6th October 2014[/editline] Send it as an obj or stl that is.[/QUOTE] what machine are you running and on what electronics? I'm running a mendelmax2.0 on RAMPS 1.4 and never had much success with repetier, so I stuck with good ol marlin
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