Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
So I got around to testing out that invader ship mod, and I felt that the little default carrier, neat as it was, really just wasn't cutting the mustard. Accordingly, I replaced it with my spacebrick.
[t]http://cloud-4.steampowered.com/ugc/34101389420821486/92CB76B4C415E9C45CB04365A07AFBD54D831374/[/t]
[t]http://cloud-4.steampowered.com/ugc/34101389420826915/1BC6AD553E135782B6BED625890799AAF72BACD6/[/t]
[t]http://cloud-4.steampowered.com/ugc/34101389420826001/DC76FA356FB6C024AB41F10AEDB57BCCB553823F/[/t]
[t]http://cloud-4.steampowered.com/ugc/34101389420824115/B83FC2E2B9B325CC28A2BDCC15009BC02DF50746/[/t]
[t]http://cloud-4.steampowered.com/ugc/34101389420822785/7D1977AA7CDB856D5555A08FFFE936BA869F9A23/[/t]
[t]http://cloud-4.steampowered.com/ugc/34101389420825130/B6389FA0980C718841721C636940860E259BF9EC/[/t]
It fucking [I]wrecks[/I] shit. I know, it's in creative and I'm basically flying Turrets: The Ship, but it's fun to see things get shredded into fine particles when they approach.
[QUOTE=Sunkite;46270934]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][/QUOTE]
I used to have an intense fear of sirens when I was younger, they still get me into hyperventilation but that is because I have been watching too many nuclear war movies.
Also I would wish I knew what to do in this game, I get the wide open sandbox syndrome when I try to play this, I just don't know what to do..
[QUOTE=NeverGoWest;46300130]I used to have an intense fear of sirens when I was younger, they still get me into hyperventilation but that is because I have been watching too many nuclear war movies.
Also I would wish I knew what to do in this game, I get the wide open sandbox syndrome when I try to play this, I just don't know what to do..[/QUOTE]
Go into survival. Make a base, feel at home.
What I want is an interior decoration blocks set that's made out of warm wood trim and carpets and nice pleasant warm yellow lamps and potted plants and that sort of thing. Basically interior house parts from a warm and inviting 1960's bungalow.
[QUOTE=Trekintosh;46300465]What I want is an interior decoration blocks set that's made out of warm wood trim and carpets and nice pleasant warm yellow lamps and potted plants and that sort of thing. Basically interior house parts from a warm and inviting 1960's bungalow.[/QUOTE]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=310696236&searchtext=Interior]Kinda like this, maybe?[/url]
Can someone post the last 4/5 update videos? I missed quite a lot and I want to know whats new
[QUOTE=paindoc;46299943]they should have lower density or efficiency fast charging batteries for fighters, most actual battles will probably not last long enough to warrant a huge amount. So make these batteries charge fast but not be as efficient or as high of capacity or something[/QUOTE]
Yes, this is exactly what I would want. Large ships should have solar panels or reactors as a more stable source of energy so that they can be safely used for longer travels. Small ships rest and recharge inside them and can be used for small trips, scouting and fights.
[QUOTE=paindoc;46299943]they should have lower density or efficiency fast charging batteries for fighters, most actual battles will probably not last long enough to warrant a huge amount. So make these batteries charge fast but not be as efficient or as high of capacity or something[/QUOTE]
You might as well just use a regular battery and set it aside to charge to full then, because as I said, once they're charged, it takes a hell of a lot of use to get them down again, at least with small thrusters, and as long as they're not fully discharged it's effectively the same thing you're describing here. Might do some testing on a battery-powered fighter later today.
But another thing to consider is their main disadvantage really isn't charge-time, but energy density compared to the space they take up. That construction ship I posted has 4 batteries on it, so that's why it charges relatively quickly: Each cell gets drained at 1/4th the rate a single cell would in the same circumstance, so the cell effectively charge quicker because each one is drained less than a single cell would've been. So the answer is "more cells" but then your ship bulks up pretty quickly.
Another idea is the one VideoSage posted where you use Merge Blocks to disconnect the battery pack and then connect to a different, fully-charged pack, then fly off while the other pack recharges. But then you have to design your ship around that feature, which means you either leave the batteries exposed (not good on a fighter but fine for utility ships) or you might as well just park the ship, set it to charge, get out and hop in another ship (which I guess could be fine, too, if you have the resources. Can also have the first fighter be repaired/reloaded while you're out fighting in the second one).
[QUOTE=Timezbrick;46300864]Can someone post the last 4/5 update videos? I missed quite a lot and I want to know whats new[/QUOTE]
Heres a playlist
[url]https://www.youtube.com/watch?v=8YHYYjutkqc&list=UUiIu5_NeaCkv3Nt8R5u7pNg[/url]
[QUOTE=Zero-Point;46294382]That's why I'm hoping we can travel to different "sectors" some day. I mean, in a survival world, you WILL eventually mine out those 16 large asteroids. Plus it would make the creation of deep-space mining/refining ships more than just neat-o eye candy.[/QUOTE]
I was wondering if with the current modding api it might be possible to link servers like this, something along the lines of eve's stargate system where you fly your ship to a gate that is linked with a gate on another server allowing you to travel freely between the two. Running out of minerals in survival is actually a pretty big fear of mine because I created a series of very large auto-miners that can chew through asteroids incredibly quickly so I don't have to worry about harvesting material, the only downside to them is that I'm sure I'll use up all the material in my server fairly quickly.
[QUOTE=Mp6;46302831]I was wondering if with the current modding api it might be possible to link servers like this, something along the lines of eve's stargate system where you fly your ship to a gate that is linked with a gate on another server allowing you to travel freely between the two. Running out of minerals in survival is actually a pretty big fear of mine because I created a series of very large auto-miners that can chew through asteroids incredibly quickly so I don't have to worry about harvesting material, the only downside to them is that I'm sure I'll use up all the material in my server fairly quickly.[/QUOTE]
I think the engine itself would need substantial modification to support that, which I don't think the modding API allows.
Maybe not directly but using the blueprint system it might be possible, if they ever give access to the blueprint system in the modding API to save and load ships it would basically just be a matter of removing the ship from one server, creating a blueprint of it, and connecting the player to the other server then pasting the blueprint and spawning the player inside. I don't think that's unreasonable for the API in it's full glory (though at the moment I'm sure there isn't enough power to do so yet).
[QUOTE=Birdman101;46302190]Heres a playlist
[url]https://www.youtube.com/watch?v=8YHYYjutkqc&list=UUiIu5_NeaCkv3Nt8R5u7pNg[/url][/QUOTE]
Thank you, now I can catch up :)
[QUOTE=Mp6;46302831]I was wondering if with the current modding api it might be possible to link servers like this, something along the lines of eve's stargate system where you fly your ship to a gate that is linked with a gate on another server allowing you to travel freely between the two. Running out of minerals in survival is actually a pretty big fear of mine because I created a series of very large auto-miners that can chew through asteroids incredibly quickly so I don't have to worry about harvesting material, the only downside to them is that I'm sure I'll use up all the material in my server fairly quickly.[/QUOTE]
I think that instead of stargates, we should just have a special warp kind of engine that allows you jump between servers. At the moment, even the fastest gravity drives are not comparable to warp, only to impulse, and so I think that if we had a block like a warp nacelle or core, then we could be allowed to jump from server to server. You would select the server by turning on the navigational system (turn on server beacons) and then point your ship towards one of them and hit engage.
[editline]22nd October 2014[/editline]
Also, possibly, servers ought to be connected only to other servers that have the same mods (other than skybox). That way it is more like warp and less like a browser connection.
[QUOTE=Mp6;46303036]Maybe not directly but using the blueprint system it might be possible, if they ever give access to the blueprint system in the modding API to save and load ships it would basically just be a matter of removing the ship from one server, creating a blueprint of it, and connecting the player to the other server then pasting the blueprint and spawning the player inside. I don't think that's unreasonable for the API in it's full glory (though at the moment I'm sure there isn't enough power to do so yet).[/QUOTE]
It would also have to account for where objects are in the current sector, wether or not those objects are moving (wouldn't be fun warping in right in front of a 10,000 block capital ship), wether or not you're in range of hostile guns, etc. Considering literally anything can happen in this game because the player controls it, it's entirely possible to lock-down a sector just by manipulating these variables.
[QUOTE=Zero-Point;46303922]It would also have to account for where objects are in the current sector, wether or not those objects are moving (wouldn't be fun warping in right in front of a 10,000 block capital ship), wether or not you're in range of hostile guns, etc. Considering literally anything can happen in this game because the player controls it, it's entirely possible to lock-down a sector just by manipulating these variables.[/QUOTE]
A warp mod would likely dump the player far enough away (say 100km from center) that the chances of hitting a ship would be astronomically unlikely.
SpaceBuild for GMOD was often integrated with mods for teleportation, and you had to put in some [I]serious[/I] effort to telefrag yourself by warping into a planet or another ship.
[QUOTE=Saber15;46304057]A warp mod would likely dump the player far enough away (say 100km from center) that the chances of hitting a ship would be astronomically unlikely.
SpaceBuild for GMOD was often integrated with mods for teleportation, and you had to put in some [I]serious[/I] effort to telefrag yourself by warping into a planet or another ship.[/QUOTE]
I don't even mean exclusive tele-fragging, I'm talking collisions, being mowed down before you even have a chance to start moving again, all sorts of things that would make such endeavors no fun for those on the receiving end.
This is of course for those servers that have limited size. If one can hop sectors to harvest resources, then it's viable that some sperg-lord faction would go through the trouble of essentially boarding themselves in with solar-powered missile batteries.
There's also the work-load involved in calculating where exactly you can place a ship. There could be noticeable lag when one ship warps in because it has to essentially factor in the placement of every single block (could be done faster by just taking length and width of ships and using those cuboid shapes instead of a block-per-block basis, but this is also exploitable as people could make large hollow constructions explicitly for the purpose of keeping people from warping in at all in certain situations).
[QUOTE=Zero-Point;46304221]I don't even mean exclusive tele-fragging, I'm talking collisions, being mowed down before you even have a chance to start moving again, all sorts of things that would make such endeavors no fun for those on the receiving end.
This is of course for those servers that have limited size. If one can hop sectors to harvest resources, then it's viable that some sperg-lord faction would go through the trouble of essentially boarding themselves in with solar-powered missile batteries.
There's also the work-load involved in calculating where exactly you can place a ship. There could be noticeable lag when one ship warps in because it has to essentially factor in the placement of every single block (could be done faster by just taking length and width of ships and using those cuboid shapes instead of a block-per-block basis, but this is also exploitable as people could make large hollow constructions explicitly for the purpose of keeping people from warping in at all in certain situations).[/QUOTE]
Or you could run a simple script that runs a vector check for where you server is in relation to the destination and then spawn 100km out, check whether it is in collision or in sensor/turret range, if so add another 50km, repeat. The same code as the respawn craft but with positional changes.
[QUOTE=Zenreon117;46304344]Or you could run a simple script that runs a vector check for where you server is in relation to the destination and then spawn 100km out, check whether it is in collision or in sensor/turret range, if so add another 50km, repeat. The same code as the respawn craft but with positional changes.[/QUOTE]
Again, some servers limit their size for performance reasons. How much further out than 50K can you go? And what if they're limited to 10? 5?
[QUOTE=Zero-Point;46304416]Again, some servers limit their size for performance reasons. How much further out than 50K can you go? And what if they're limited to 10? 5?[/QUOTE]
Well then maybe people with bad connections and computers could tick a box which dissallows warping in. Or alternatively, you could spawn outside the barrier, but have extra time to get inside it, or once your inside it you cant go back out. This seems like a small problem to me.
I liked what Zenreon had to say about a warp or jump drive instead of a gate, I know I keep using eve as an example and I'm not trying to turn this game into that but something similar to the cyno and jump drive system could work as well, somebody puts up a beacon that tells the ship where to jump to and it spawns within a certain radius of that beacon checking if it'll collide with anything before spawning.
what exactly is meta about warping into range of a hostile ship
that would be a feature in the form of risk
That's what I was thinking, maybe somebody takes over a server because it has very few depleted resources, scouting would be fairly easy with a small ship to determine if it's safe to bring something bigger through and if it's not you could just as easily bring a massive warship yourself to try and combat any defenses they may have.
also, call me crazy, but there should be a smallship->Large ship merge block so that docked ships do not fly off into the abyss when someone goes any faster than 50
Guys why are you even talking about sectors and swapping servers with warp drives, they already confirmed much bigger worlds in a reddit AmA
[QUOTE=Thunderbolt;46304784]Guys why are you even talking about sectors and swapping servers with warp drives, they already confirmed much bigger worlds in a reddit AmA[/QUOTE]
christ gotta stop with the eve comparisons but a microjumpdrive that moved your ship 50-100km/s after a charge up time would be hella neat then
Someone (not me) made a clock.
[img]http://i.imgur.com/oqONEj3.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=328983285&searchtext=[/url]
Engineering, wahoo!
And so it begins. There isn't a sandbox game around that programming like that can't be done. Hell it was even managed in friggin ksp.
Really? How did they manage that? Was it vanilla or were there mods involved?
[QUOTE=Mp6;46308536]Really? How did they manage that? Was it vanilla or were there mods involved?[/QUOTE]
I can only imagine that it uses the timer block
Sorry, you need to Log In to post a reply to this thread.