Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=ElectricSquid;46258833]The precise thing you're looking for is DECtalk Paul, and yes we need it.[/QUOTE]Aren't they the same company that did Hawking's voice?
So who here is actually friends with Da_Gooze?
I got this message to pass on from this annoying YouTuber.
[quote]tell da gooze to add me on skype musicheadztv i want to sign him to a youtube partnership that way he get all the free things that i do ... p.s im not keemstar . the this is how i battle put is a dj thing ...i gues not all would know that[/quote]
[QUOTE=Wickerman123;46259487]So who here is actually friends with Da_Gooze?
I got this message to pass on from this annoying YouTuber.[/QUOTE]
It doesnt take many pages to find my post. I told him about that now.
[QUOTE=LoLWaT?;46259438]Wait a second did they actually declare/say that?
I saw the update and thought their wording was a bit off but i'm more than 99% sure that they actually meant they'd be backing off on the new stuff right now just so they can get what they have under control.
There's no way they would actually call the "game" feature complete in that sense right now. With so much left to do and seemingly all the time in the world I really don't think you need to worry about stuff like that just yet.
Their mistake was starting this in the same way that Minecraft launched as a do nothing sandbox. They've already outlined [I]their[/I] vision for the game but people are demanding so much more from them and I'm guessing they're having to reevaluate where they want to take this thing now.
They could just not listen to anyone but that could just end up doing more harm in the end.
Plus you have all these people bitching about how the game is constantly breaking and it runs like shit and etc. even though it's early access and they're stupid for buying it this early; but they can just go ahead deal with it.
Right now it's pretty damn tough to even guess which path SE will end up taking.[/QUOTE]
yeah, they didn't say feature complete, so I really shouldn't have either, but the wording was definitely odd.
Anyway, where did they outline what they want to do?
Finally captured an "AI" ship, the Commercial Freighter. Made a sort of small heavy fighter to deal with it.
[img]http://i.imgur.com/ZJJT2gF.jpg[/img]
It's ugly as sin, and really basic, but it can take a beating.
[img]http://i.imgur.com/L6frGS0.jpg[/img]
Basically just flew up to the rear of it, used the gatling cannons to destroy the turrets on the outside, then clamped onto it with the landing gear and turned on inertial dampeners to bring it to a stop while I fucked around trying to get rid of the internal turret/hacking the control seat. Didn't bother hacking everything quite yet, now that it's back at base my top priority is to rebuild a salvage ship (lost the starter one, oops :v: ) and then take it apart for those nice and free solar panels.
Not a bad little fighter, though the main rear engines are a little under-protected, but I had to do away with some of the armor there otherwise it was just too sluggish. It's not meant for dog-fighting by any means, but a little maneuverability helps when trying to catch one of these damned things.
I really want to make a compact and efficient scavenger ship that can drop several decoys and grab ships.
But the pesky, super-strict placement boundaries won't let me :(
Also, I'd like a small decoupler block, so I won't have to awkwardly use landing gears or merge block for payloads.
[QUOTE=Svinpels;46263003]I really want to make a compact and efficient scavenger ship that can drop several decoys and grab ships.
But the pesky, super-strict placement boundaries won't let me :(
Also, I'd like a small decoupler block, so I won't have to awkwardly use landing gears or merge block for payloads.[/QUOTE]
I actually didn't use any form of decoys in this capture. :v:
This ship's sole purpose is to capture lightly armed ships with solar panels on them so I can increase power production for my station without having to constantly mine/refine uranium. So it relies more on heavy armor and sustained firepower to take out the turrets that it can while also surviving relatively intact.
I think sensors should be split into types;
Interior: Short range, low power, can detect things only trivially, and characters.
Exterior: Long range, higher power requirement, can detect ships and determine things such as their mass, weight, armaments, centre of gravity, etc.
And in both cases, I think that the sensor and the camera block functions should be merged. You ought to be able to see out of a sensor module. Furthermore, exterior sensors should have some sort of telescope feature so that you can see ships that would appear only as a speck otherwise.
Hello, I've been interested in this game for a while and I've lurked this thread for a month or two. Thanks to you guys I became obsessed with wanting this game after seeing all the great stuff you guys have done in the game.
Now that I finally have it I'd like to thank you for fueling my obsession. Good bye social life (or what little remained of it).
Fuck.
I can't wait for programming so I can make all my interior lights start flashing red when the ship takes damage
I was just thinking earlier, when programming and stuff comes out, I want to build an automated ship full of sensors that goes around seeking other ships and shoots out their antennae so they can't broadcast, but moves on to the next ship after that. It'd be like... censor-ship. :v:
I'd love to make a self destruct mechanism like ALIEN once we can. If you gotta get rid of something you better do it with style.
Safety wise you can add armor blocks around the bombs which are used for the self destruct and have them get removed once the self destruct timer is over.
[QUOTE=scratch (nl);46268913]I'd love to make a self destruct mechanism like ALIEN once we can. If you gotta get rid of something you better do it with style.
Safety wise you can add armor blocks around the bombs which are used for the self destruct and have them get removed once the self destruct timer is over.[/QUOTE]
[video=youtube;dxr51INqBJs]http://www.youtube.com/watch?v=dxr51INqBJs[/video]
Amazing
that sound induces panic. that has to be on purpose.
yes its an alarm
alarm
[QUOTE=Kommodore;46270776]yes its an alarm
alarm[/QUOTE]
but there is something eerie about that one.
[editline]18th October 2014[/editline]
i mean it came from a horror/suspense, it is more than likely supposed to keep you wired.
I want this to play when my ship/base gets hit
[quote][media]http://www.youtube.com/watch?v=LnkMSmLc6mM[/media][/quote]
Bonus points if the enemy is within hearing range
I hope we can program some sort of proximity system.
As in, when a ship from another faction gets close to your station. This thing kicks in.
[video=youtube;z9kyyJH3WFM]http://www.youtube.com/watch?v=z9kyyJH3WFM[/video]
So I am going to try making a mech, anyone have a ship they want to see smashed?Only testing arms atm ,Picturing it ending up like a space Jaeger.
I've always been partial to this sound, though I can't find a version of it that spaces out the individual sounds more.
[media]http://www.youtube.com/watch?v=rF78L5YUhlg[/media]
[QUOTE=ElectricSquid;46271101]I've always been partial to this sound, though I can't find a version of it that spaces out the individual sounds more.
[media]http://www.youtube.com/watch?v=rF78L5YUhlg[/media][/QUOTE]
Hey I have a slower version of that (from HL2 EP2 strider battle) set as my text alert sound :v:
Nuke Alert from Modern Warfare 2 and 3.
[QUOTE=GHOST!!!!;46271968]Nuke Alert from Modern Warfare 2 and 3.[/QUOTE]
triggers that bonechilling "ugh a hacker, gotta find a new server" feeling
For me I just remember quitting out when the timer is going off or, I'm in a modded lobby and the time left is like 30+ hours.
[QUOTE=Thunderbolt;46271243]Hey I have a slower version of that (from HL2 EP2 strider battle) set as my text alert sound :v:[/QUOTE]
Man, you have no idea how helpful this is. I've wanted that clip for a while, but the one up for download in the description of the video I linked isn't clean at all - it's too fast and you can hear voices in the background - but after you said that, I was able to find the [I]good[/I] version in the HL2 files.
[QUOTE=ElectricSquid;46273868]Man, you have no idea how helpful this is. I've wanted that clip for a while, but the one up for download in the description of the video I linked isn't clean at all - it's too fast and you can hear voices in the background - but after you said that, I was able to find the [I]good[/I] version in the HL2 files.[/QUOTE]There's also a sped up version used in Crysis for the base turret alarms in multiplayer.
Okay, so I just tried to build my first ship from the ground up in survival - I was doing the scenario with the crashed large ship and wanted to make a mining vessel, but I'm having issues powering it.
[t]http://i.imgur.com/r44rc2C.png[/t]
The cargo bay is connected to all three reactors, but I can't put my uranium in it, nor will it transfer the ingots on its own. Can't even put it in my inventory again. Bug?
[QUOTE=matrix_1995;46275991]Okay, so I just tried to build my first ship from the ground up in survival - I was doing the scenario with the crashed large ship and wanted to make a mining vessel, but I'm having issues powering it.
[t]http://i.imgur.com/r44rc2C.png[/t]
The cargo bay is connected to all three reactors, but I can't put my uranium in it, nor will it transfer the ingots on its own. Can't even put it in my inventory again. Bug?[/QUOTE]
If the ship doesn't have power, the conveyors won't work and it won't transfer the uranium to the reactors, though you should be able to take it out.
Try putting some uranium straight into the reactor and see what happens.
[QUOTE=Thunderbolt;46276006]If the ship doesn't have power, the conveyors won't work and it won't transfer the uranium to the reactors, though you should be able to take it out.[/QUOTE]
Two of the reactors are connected directly to the cargo bay - will it still need power to transfer, or does that only matter with conveyors? I'm going to assume that I can't take it back into my inventory due to a bug. Oh well. :v:
[QUOTE=matrix_1995;46276014]Two of the reactors are connected directly to the cargo bay - will it still need power to transfer, or does that only matter with conveyors? I'm going to assume that I can't take it back into my inventory due to a bug. Oh well. :v:[/QUOTE]
It's still a part of the "conveyor" mechanic, so yeah, it needs power, the ship won't do anything without it.
And that does seem like a bug, but if you can manage to get a tiny bit of uranium from somewhere else and power the ship for just a second, the ingots should automatically transfer to the reactor and maybe fix the bug.
If the ship has a connector, you can power it through that, and if the reactors are too deep inside the ship to bother grinding it down, just place another small reactor on it somewhere for a while so it can just move the fuel into the proper reactors :V
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