Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
I'm actually rather content with the ugly, blockyness of it. Gives it a certain charm, in my opinion.
Was half-thinking of RAMA when building it, not the scale though, [i]that[/i] would be obcenely big.
But good suggestions nonetheless.
[editline]9th October 2014[/editline]
[QUOTE=Trekintosh;46187012]Launch the fighters by spinning it really fast a la Babylon 5.[/QUOTE]
I'm sure that would go on without a hitch :v:
Would need to install more gyros though...
[QUOTE=GHOST!!!!;46186696]
Those thrusters though, please download some mods and change them out.[/QUOTE]
Implying there are good thruster mods that fit vanilla SE (there aren't except maybe for Titan but it's fuckhuge)
It sort of looks like it's part of a supercarrier someone cut off and stuck engines to. Keep the central bit, and add more to it. Would look better if elongated in general, perhaps widen so it's more oval-shaped rather than cylindrical (although that may require a redesign of the door mechanism). Rather than having the control room overlooking the hangar be just a flat window, have it overhang a bit so one can get a wider field of view.
Okay I might be stupid, but why aren't any of my workshop mods loading?
[QUOTE=Sgt Doom;46189571]It sort of looks like it's part of a supercarrier someone cut off and stuck engines to. Keep the central bit, and add more to it. Would look better if elongated in general, perhaps widen so it's more oval-shaped rather than cylindrical (although that may require a redesign of the door mechanism). Rather than having the control room overlooking the hangar be just a flat window, have it overhang a bit so one can get a wider field of view.[/QUOTE]
Y'know, I [i]could[/i] make it modular, making it possible to connect several hangar segments (i.e. the whole ship, just stripped of its back thrusters and bridge) to eachother...
Good suggestions.
[QUOTE=Da_Maniac_;46189792]Okay I might be stupid, but why aren't any of my workshop mods loading?[/QUOTE]
You need to go into world options in the load game menu, click on "Mods" and enable them manually
[QUOTE=Thunderbolt;46189992]You need to go into world options in the load game menu, click on "Mods" and enable them manually[/QUOTE]
Okay so i was actually just being stupid.
[QUOTE=Da_Maniac_;46190022]Okay so i was actually just being stupid.[/QUOTE]
To be fair it is a pretty weird way of activating mods, but it lets you use different mods in each save file instead of just enabling them globally, so that's nice.
What is your favorite build process? I like to place the functionality/interior first, and then build the ship around it, according to the needs.
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Update tiiiime~~
[media]http://www.youtube.com/watch?v=-bgKKgk6Ygg[/media]
[quote]
Summary
Adding new asteroids in creative mode is now possible in Space Engineer. Players can select the asteroid type, materials and then place it into the world. Another new addition is the scrap metal items. When a component, either floating object or in block, is damaged, it is turned into scrap metal (the percentage of scrap metal is random). Scrap metal can be melted in the refineries to create iron ingots. Also, remote turret control has been added; players are now able to control turrets directly
Features
- adding new asteroids in creative mode (SHIFT+F10)
- scrap metal item (can be processed in refinery into iron)
- remote turret control
Fixes
- fixed hand animation during the block placement
- fixed issue with transparent asteroid
- fixed ore detector info persisting between sessions
- fixed wrongly scaled model of large reactor
- fixed G-screen automatically closing when another player died
- fixed ModAPI IMyInventory.TransferItemTo freezing the game
- fixed ModAPI CustomNameChanged crash
- fixed ModAPI ConfigDedicated.Load exception
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ohh shit
Huh, earlier in the day than usual.
Remote control turrets? YESYESYES
[editline]Edited:[/editline]
[QUOTE=Spor;46190762]What is your favorite build process? I like to place the functionality/interior first, and then build the ship around it, according to the needs.
-tonsofimages-[/QUOTE]
Ooh, I should try that. I usually make the exterior first and then I have to jam all the systems and things inside really carefully because there's no space.
Here comes me, the thread fixer.
The addition of remote player controlled turrets is a huge step in the right direction (In my opinion) that space engineers should go. Having crew members is going to benefit you when operating large ships now.
[QUOTE=The golden;46192317]Kinda odd that you need an antenna to control turrets which are already attached and wired into your own ship. :v:[/QUOTE]Does add more tactical options i.e. disable their antenna to make the turrets less effective, unless you're the sort of pansy who'd put them deep inside the ship.
So apparently SE is now 1 year old. Wow, time really goes fast.
Also free weekend and 40% off! Time to invite all our friends.
SE Free weekend, neat.
[I]I wonder if the free weekend and 40% off have anything to do with Space Engineers being a year old.[/I]
[QUOTE=GHOST!!!!;46192918][I]I wonder if the free weekend and 40% off have anything to do with Space Engineers being a year old.[/I][/QUOTE]
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Yeah, might be.
I literally just bought this game 2 days ago are you serious
In terms of build order engineering >interior>armor>bridge.
[QUOTE=Da_Maniac_;46193140]I literally just bought this game 2 days ago are you serious[/QUOTE]
Same happened to me when I bought Terraria. I discussed about it with my friend and he said "Nah, there isn't probably going to be a sale in a while, just buy it now"
2-3 days after, midweek madness, 75% off.
[editline]Edited:[/editline]
Well, it was still only 10€, so pretty tame compared to yours
I bought Saints Row 3 for 60 euro to play with a friend, two days later it was 75% off on sale
I nearly cried
Steam sales are as much a curse as they are a blessing.
These updates have been kinda eh for like 4 weeks in a row now.
Even though it's still alpha, I wish they'd optimize/bugfix it more.
One of the updates massively increased FPS, then the fourth last one I think ruined it again, you can still see through damaged armor, and all spotlights don't actually shine their light forward, but instead upwards relative to the model, that could seriously be fixed in like five minutes
[editline]10th October 2014[/editline]
[QUOTE=Mbbird;46194473]These updates have been kinda eh for like 4 weeks in a row now.[/QUOTE]
They might be working on something big, and just release small things in the meantime to stick with the thursday update schedule
AI + Programming next, I hope.
[QUOTE=Mbbird;46194473]These updates have been kinda eh for like 4 weeks in a row now.[/QUOTE]
I, for one, think blueprints and controllable turrets are Really Cool
[QUOTE=esalaka;46195041]I, for one, think blueprints and controllable turrets are Really Cool[/QUOTE]
limp dicked really
I'd envisioned blueprints to be implemented as ghosts for survival and controllable turrets to be usable with some kind of semi-auto mode, some kind of "battle sphere" implementation or something. They're both basic, not really the feature they should be, etc, so yeah they're clearly working on something bigger in the background.
[editline]9th October 2014[/editline]
I'm really kind of terrified that weapons (period.), proper engagement distances, radar systems, and simulated realities (to replace 3rd person) aren't in their vision
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