• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
Oh god when he lies down and flies away. I'm in stitches. Insta-subscribe.
I'd like a microthruster mod. Smaller, weaker, lower profile. I like making little drones, and the small thrusters aren't quite small enough. [editline]30th October 2014[/editline] A small battery mod would be nice, too. Don't necessarily need a nuclear reactor on my drone, I don't think.
[QUOTE=Big Dumb American;46370751]I'd like a microthruster mod. Smaller, weaker, lower profile. I like making little drones, and the small thrusters aren't quite small enough. [editline]30th October 2014[/editline] A small battery mod would be nice, too. Don't necessarily need a nuclear reactor on my drone, I don't think.[/QUOTE] no, this is the future. everything is nuclear powered in the future.
First experience of update, the only glitch that affected me is still around. When I looked at my ship wips the lights were off so I thought they rebalanced the reactor to be weaker. Short moment after thinking that then I looked at the ships from a different angle and the lights were suddenly on, figured out that the lights are only on at a specific 180 degrees of looking at the ship, the other half having the lights off. I would like to release my latest ships sooner, but these glitches are not making me motivated to finish them for now. [img]http://cloud-4.steampowered.com/ugc/28472540149023580/94E59B431861ABEAE7110A83F6991926ABEF5FDF/[/img]
[QUOTE=Big Dumb American;46370751]I'd like a microthruster mod. Smaller, weaker, lower profile. I like making little drones, and the small thrusters aren't quite small enough. [editline]30th October 2014[/editline] A small battery mod would be nice, too. Don't necessarily need a nuclear reactor on my drone, I don't think.[/QUOTE] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=320796410&searchtext=thruster"]Thrusters like these?[/URL]
[QUOTE=Civil;46370799]First experience of update, the only glitch that affected me is still around. When I looked at my ship wips the lights were off so I thought they rebalanced the reactor to be weaker. Short moment after thinking that then I looked at the ships from a different angle and the lights were suddenly on, figured out that the lights are only on at a specific 180 degrees of looking at the ship, the other half having the lights off. I would like to release my latest ships sooner, but these glitches are not making me motivated to finish them for now. [img]http://cloud-4.steampowered.com/ugc/28472540149023580/94E59B431861ABEAE7110A83F6991926ABEF5FDF/[/img][/QUOTE] I started getting something similar with the update. Lights just dont act like they're on when I'm staring directly at them - spotlights included- but then turn on as soon as i look away slightly. It's bizarre. [editline]30th October 2014[/editline] I'm also getting an apparent 'critical error' in my local files when I boot up the game, but everything works fine and I haven't changed anything in my game's files. Only happened since the update.
[QUOTE=Sitkero;46370833][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=320796410&searchtext=thruster"]Thrusters like these?[/URL][/QUOTE] My hero
how do i darken the ambient lighting and remove fog now that mods have made the skybox installer thing useless?
Man, I am just no good at hijacking ships. I die every time! What's the proper way to do this biz?
[QUOTE=Big Dumb American;46373948]Man, I am just no good at hijacking ships. I die every time! What's the proper way to do this biz?[/QUOTE] I don't have a functioning ship at the moment, so I've become pretty good at hijacking random cargo vessels using my jetpack. Some ships, like the Business Shipment and Commercial Freighter, have absolutely massive solar arrays on the front of the ship. They can provide excellent cover from turrets, but you have to fly at the ship very quickly from the right angle, then decelerate before you splatter yourself against the panels. Similarly enough, the Private Sail has lateral thrusters that completely blocks the turrets, so just approaching the ship from the front provides a safe opportunity to get close to the ship. The cockpit door is well-defended, so it's usually easier to just grind through a wall or two. I managed to hijack a Military Escort once, but the maneuvering required to dodge the missile turrets while simultaneously avoiding glorious Gatling death was almost entirely due to luck. I also nearly died when I slammed into the front of the ship after I enabled my inertia dampeners too late, but after that, it was easy to grind into the cockpit and take control. Also, ship ownership prevents an easy takeover. Doors, control stations, cargo containers, batteries, and the like are all locked down. You'll have to grind them down until the computer components have been removed, then rebuild it. Turrets are pretty tricky to remove while they're active, so it's usually easier to disable the ship's power systems or destroy the block that the turret is anchored to.
Precision boarding craft, spike shaped, meant to penetrate hull and deliver cargo of space pirates.
Anyone else getting a red error message and the debug menu opens up when they load a world. Says something failed to load I looked around my ship but nothing was missing
[QUOTE=Big Dumb American;46368889] Also, refineries. What's the deal? I built three thinking that they would share the workload to refine things faster. They're all connected with conveyers, and the conveyers seem to be working properly. I dump my ore in the cargo container they're attached to, and it automatically dumps it into the refineries to begin being broken down. Instead of splitting a stack three ways, though, it dumps the entire stack in the first refinery, while the other two remain empty. It only overflows into the other refineries once I have filled the first one, then the second. Am I doing something wrong, or is that just how it is?[/QUOTE] That's just how they work, sadly. I hope eventually they adjust it so it puts different ores in different refineries (or perhaps having a "filter" option so you can specify yourself) and also have it so that it sends Arc Furnace-compatible ores into the Arc Furnace(s) before it even thinks about sending it to a refinery. Another dream-feature would be to allow players to specify a position and direction for rotors. Doing this would make for some ridiculous builds with Timer blocks. [QUOTE=Big Dumb American;46373948]Man, I am just no good at hijacking ships. I die every time! What's the proper way to do this biz?[/QUOTE] I did it by building a low-profile fighter out of heavy armor and using missiles to destroy the turrets until I could get close enough to land on the ship and activate inertial dampeners. There's tons of clever methods people have used though, including really wimpy sort of "stick ships" that just throw a huge cloud of decoy blocks at the ship so you can safely approach it, as turrets prioritize decoy blocks before others (within range, of course).
[QUOTE=Big Dumb American;46373948]Man, I am just no good at hijacking ships. I die every time! What's the proper way to do this biz?[/QUOTE] Turrets behave a certain way, and if you capitalize on that, you'll have success. They always target decoy blocks, so those are useful if you put them around your ship in non-vital areas to distract the turrets. In fact, I had some ships that had long boom arms with decoys on them so the gunfire would be directed far from the actual ship. Turrets also attack things with computers in them, so if you greeble your ship with useless computer parts (like coating the exterior in button panels) then the turrets may target those first. Also, failing that, turrets seem to prioritize other turrets above other things; if the number of turrets on your ship outnumbers the number of turrets on the enemy ship, the enemy turrets can't possibly disable all your turrets before they themselves are taken out. Hence, the design philosophy behind this ship: [t]http://cloud-4.steampowered.com/ugc/34100757070288320/7143BB2EE95CBC85602FE9727254C12F69334831/[/t] :v:
Couple more bugfixes [quote]UPDATE 01.054.009 Fixes - fixed lag on server side when server was shooting missiles into asteroid - fixed glass issues in new mwmbuilder - fixed rotor displacement possibilities Known issues - we know about lights issues and we are working on a fix[/quote] aaand for some reason SE is coming to retail stores this week [url]http://www.spaceengineersgame.com/space-engineers-retail-release-announcement.html[/url] Not sure how I feel about an Early Access game being sold retail, but we'll see how it works out, let's hope the next "feature" update will be a huge one
[IMG]http://cloud-4.steampowered.com/ugc/43109238991255848/B9C11307FAF1388EBF94CE9F11014CE77A68DCC2/[/IMG] Nostromos got some pain in the ass angles for a voxel game. [editline]31st October 2014[/editline] [IMG]http://cloud-4.steampowered.com/ugc/43109238991798044/870EB025FB970676FA78FB15467CB7C9A70D0602/[/IMG]
[QUOTE=Thunderbolt;46377091]Couple more bugfixes aaand for some reason SE is coming to retail stores this week [url]http://www.spaceengineersgame.com/space-engineers-retail-release-announcement.html[/url] Not sure how I feel about an Early Access game being sold retail, but we'll see how it works out, let's hope the next "feature" update will be a huge one[/QUOTE] Space Engineers is not the first Early Access game to do that though, Planetary Annihilation has been available in stores for some time now.
[QUOTE=Frosty_Avo;46378142]Space Engineers is not the first Early Access game to do that though, Planetary Annihilation has been available in stores for some time now.[/QUOTE] Really? Broken as it is and they're selling it retail?
[QUOTE=Frosty_Avo;46378142]Space Engineers is not the first Early Access game to do that though, Planetary Annihilation has been available in stores for some time now.[/QUOTE] Planetary Annihilation is no role model.
[QUOTE=Birdman101;46377737][IMG]http://cloud-4.steampowered.com/ugc/43109238991255848/B9C11307FAF1388EBF94CE9F11014CE77A68DCC2/[/IMG] Nostromos got some pain in the ass angles for a voxel game. [editline]31st October 2014[/editline] [IMG]http://cloud-4.steampowered.com/ugc/43109238991798044/870EB025FB970676FA78FB15467CB7C9A70D0602/[/IMG][/QUOTE] use this: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=328494103[/url]
Ok, I was meaning to ask, is there a mod that adds a normal-sized, 1x1x1 version of the block seen in the bottom right corner of this? I don't even care if it's not proper armor, I just need to fill some holes in my ships. [t]http://cloud-4.steampowered.com/ugc/22842646973409390/1B6A800A658FC04382233473E113574E3CDD8BA9/268x268.resizedimage[/t] The version in this mod is like 2x2x1, which is obviously not what I need.
[QUOTE=Big Dumb American;46373948]Man, I am just no good at hijacking ships. I die every time! What's the proper way to do this biz?[/QUOTE] Build a ship with forward-facing guns, a camera that's set *into* the hull so it's somewhat protected from incoming fire, and a fairly large buffer zone of blocks in front of the cockpit, heavy armor ideally, as it's lower maintenance, but light armor also works. Use the camera to see what you're doing, get in real close and destroy the gun turrets mounted on the ship you want. Then use landing gear to attach your ship to the one you're hijacking, drill inside, break and repair the primary control interface. Profit. [editline]31st October 2014[/editline] Unless I misunderstood what you were asking.
I finally put all these mods I'm drowning in to use and made a fighter I'm reasonably happy with [img]http://puu.sh/cyckC/819f1b5a40.jpg[/img] Now I just need a carrier to put it in
[QUOTE=Sitkero;46380591]I finally put all these mods I'm drowning in to use and made a fighter I'm reasonably happy with [img]http://puu.sh/cyckC/819f1b5a40.jpg[/img] Now I just need a carrier to put it in[/QUOTE] thats a thoroughly badass fighter you got there, damn
Dammit, I wish I had a better sense for how to style the rear end of a ship. I'm on my second ship that I've not been able to finish because I'm not sure how to make the stern.
[url]https://www.youtube.com/watch?v=eLSYKWqjObk&list=UU72qiEc6M3SO4YVfsO9CNdw[/url] i dont even media tag ... was quite inspired by the above video and in general that guys designs. I had a go at something similar I didnt want to do a 100% copy buts its very close. [img]http://i40.photobucket.com/albums/e244/teshok/2014-11-01_00001_zps24804b5f.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2014-11-01_00006_zpse9c787f4.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2014-11-01_00005_zps148e9c51.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2014-11-01_00004_zpsd77ea976.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2014-11-01_00002_zps9b65d191.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2014-11-01_00003_zps38b28c59.jpg[/img] [editline]1st November 2014[/editline] has anyone noticed the crosshair wont go away... ever.
You can disable it in the game options [vid]http://zippy.gfycat.com/GenuineOrangeHorsefly.webm[/vid] yeah
[QUOTE=teshok;46382825][url]https://www.youtube.com/watch?v=eLSYKWqjObk&list=UU72qiEc6M3SO4YVfsO9CNdw[/url] i dont even media tag ... [/QUOTE] Remove the 's' in "https" and the tag will work.
Are there any weapon mods for large ships? I've seen some of the workshop models use really huge cannons.
[QUOTE=Hammer7;46384016]Are there any weapon mods for large ships? I've seen some of the workshop models use really huge cannons.[/QUOTE] There's the Mass Driver mod, which is a massive cannon, but right now there's no use for it because the modding tools don't yet allow it to be a weapon. People also use gravity and artificial mass to make their own cannons.
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