• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
I meant in KSP, I can see how the clock could have been done with timers fairly easily.
[QUOTE=Mp6;46308671]I meant in KSP, I can see how the clock could have been done with timers fairly easily.[/QUOTE] Set timer at 60, tie reset function, and light groups for each digit, and then add a timer a timer at 60x60 for the next digit, etc.
[QUOTE=Zenreon117;46308804]Set timer at 60, tie reset function, and light groups for each digit, and then add a timer a timer at 60x60 for the next digit, etc.[/QUOTE] [QUOTE=Mp6;46308671][B]I meant in KSP[/B][/QUOTE]
It'd be really cool if they added larger worlds today, the last update changed the default world size to 20km, maybe as a preparation for the chunk system?
I hope they fix the myriad of bugs the last update introduced :)
I hope they add numpad support.... It is really starting to get ridiculous that it isn't in there.
Spotlights (hopefully) fixed [media]http://www.youtube.com/watch?v=XSBuCd0_gsM[/media] [quote]Summary In this update, we added an advanced rotor block that is able to function as a conveyor system and also implemented the option to mod sounds. The second important implementation is bug fixing. As Marek Rosa has already written in his latest blog-post, the game is entering into a stabilization period where the amount of new features will be reduced and the focus will be mainly on bug fixing and stabilization of the things that are already in the game. This doesn’t mean that weekly updates will stop coming or that we are not going to add new features any more. This is just a temporary transition period that will last for a few weeks. There are still many big and important features to be added, but first we want to make sure that the game is free of bugs and in a much more stable state before we start implementing them. Features - advanced rotor block - sound modding Fixes - fixed memory leaks in character, raycasts and asteroids - fixed small ship piston dummies - fixed render interpolation issues - fixed crash to desktop when pasting blueprint - fixed floating object size (components, ore) - fixed issue with not functional landing gears - fixed missing curved conveyor glass - fixed crash when clicking on faction - fixed issue when player can't create an asteroid map - fixed issue with explosions in older worlds caused by changed rotor offset - fixed game crash when declaring war and proposing peace - fixed spotlights not illuminating the area correctly[/quote]
[QUOTE=Update notes]Features -sound modding[/QUOTE] Can somebody finally change the HUD voice to the Moonbase Alpha TTS?
A few weeks of solid bug fixing would be very, very welcome.
I really hope they improve the netcode, useable survival multiplayer would be really nice.
I'm very disappointed that they haven't gotten around to implementing rails yet, it's like one of the most useful things to have for elevators and such. [editline]23rd October 2014[/editline] The day rails come is the day I finally get around to making a compact version of this [media]http://www.youtube.com/watch?v=ZZZqOB4ZwL8[/media]
That advanced rotor block is going to simplify the shit out of the auto-miner I'm going to make. Also I can confirm that spotlights are working again. [t]http://i.imgur.com/vwCcBOM.png[/t] [t]http://i.imgur.com/RwAfwWM.png[/t]
Does the new conveyor system rotor add any other functionality other than resource transfer? Like control over other systems? Clocks if that's already in place..
[QUOTE=Wickerman123;46313600]Does the new conveyor system rotor add any other functionality other than resource transfer? Like control over other systems? Clocks if that's already in place..[/QUOTE] Terminal control and power have been transferable through rotors for a while now, so yes.
This is going to make deck guns much easier.
does the big rotor base + small block rotor head trick work with the advanced rotors?
[QUOTE=scratch (nl);46314372]does the big rotor base + small block rotor head trick work with the advanced rotors?[/QUOTE] try it
the rotor trick doesn't work at all anymore.
[QUOTE=Mbbird;46315477]the rotor trick doesn't work at all anymore.[/QUOTE] Those bastards!
[QUOTE=ZnT00;46308810][/QUOTE] [video=youtube;4Sr8zEXwWFg]http://www.youtube.com/watch?v=4Sr8zEXwWFg[/video] our very own spoot moonly did it. [editline]23rd October 2014[/editline] [QUOTE=ZnT00;46308810]words[/QUOTE]
[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] How big are we talking? Hundreds of kilometers?
[QUOTE=Cheshire_cat;46316457]How big are we talking? Hundreds of kilometers?[/QUOTE] [quote]3) Will the game have sectors (essentially multiple asteroid fields tethered together)? How will having larger maps with multiple fields work? Will they all be one map or will you 'jump' between sectors? [B]ad 3) hopefully we won't need sectors and the entire game will fit in one sector (no loading screen required when traveling) 3) We started working on large worlds recently. Goal is to make game world much larger, with huge amounts of asteroids. We are trying to find some workaround for the precision of floating point calculations. I hope we just found it this week... so if things go well, some people will be happy :)[/B][/quote] That's all they said about it
Whats a floating point calculation? Does that have to do with speedlimits?
[QUOTE=Zenreon117;46317774]Whats a floating point calculation? Does that have to do with speedlimits?[/QUOTE] The farther away you go from your starting point, the more your ship will start shaking and acting weird due to precision errors caused by the game only having a fixed number of digits to store your position on the map in. (I'm terrible at math but I hope this explains it somehow, let's say you only have 10 digits for storing the player's X axis location. Near the spawn it'd be like 1.123456789 (meters or w/e), which as you can see is a very precise number, and if you fly far away it'll change to 12345678.12 or so, which is much less precise due to the decimal point changing place, because you have to store the number somehow, but you're still limited by the 10 digits.) You can even notice it when you're 10 km away from the spawn point, if they added bigger worlds you wouldn't be able to do anything at 100 or so km and above because of all the shaking.
Weren't Minecraft's Far Lands caused by floating point errors?
I believe it's somewhat the same with KSP's "kraken" glitch which caused ships that were going at high speeds and far out to randomly shake apart.
Basically: The larger a floating-point number is, the more precision you lose. The more precision you lose, the bigger errors your calculations have. The bigger errors your calculations have, the more spectacularly things start breaking apart.
And how about ships with landing gear starting to shake for everyone but the host?
(note: this is how I think it's all done, it seems kinda logical to me but it can be entirely different) something to do with the location of the ship on the client controlling it and the location the server thinks it's at conflicting. Basically they keep going "my ship is here" "it's not, you're holding on to something with gear so you actually moved here" and it keeps getting worse. That's also why the host doesn't have the issue, as he is the server and thus shares the same location. [editline]24th October 2014[/editline] they tried changing the system to where only the host determines the location of stuff, but with high ping the input of connected clients was really slow giving you a drunken feeling. all the issues with rotors/gears spazzing out where gone though so an approach like that would work. They reverted to the old system which we use today on user request.
Also can someone who's a programmer/knows more about this stuff explain why do we even need floating point numbers if just regular numbers look better in pretty much every way to me? Like, have a fixed number of digits after the decimal point and just keep making the number in front of it bigger? 1.12345, 123456789.12345 or so, that way we could reduce the calculation errors by a whole lot? Or is that just impossible/hard/buggy to program?
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