Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
So I've been steadily upgrading my ore mining capabilities in my one survival world, all the way from hand drill to small 2-drill ship to mining drone to an attempt at a tunnel borer with the advanced rotor. That last one was a fun idea but it just didn't have the boring power I wanted, so I made the end stationary and tacked a fuckton of drills onto it.
It cuts through asteroids like butter now; I've actually run out of room in my storage units because I'm taking in more ore than my refineries can process.
[t]http://cloud-2.steampowered.com/ugc/34102670522766724/B30BCCF3E65634AD50578C0326796E8F3C1FBCA0/[/t]
I hope to eventually enlarge it enough that I can remove large segments of asteroid at once.
[editline]5th November 2014[/editline]
wait what, automerge broke?
I made a thing.
[IMG]http://cloud-4.steampowered.com/ugc/38606270166177052/94A319ABA0ED4AE109BA898A45CE5429C1390EF7/1024x575.resizedimage[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/38606270166177845/D7D608EF741851D73B8BF305A716F90088AEE4C7/1024x575.resizedimage[/IMG]
Only the second time I've had the patience to actually finish a large ship entirely... Can't imagine having to do this shit in survival. :v:
Also, the front is actually a grav cannon.
[IMG]http://cloud-4.steampowered.com/ugc/38606270166178467/35578AEC366396423123AF652070B1EBA4761276/1024x575.resizedimage[/IMG]
[editline]6th November 2014[/editline]
E: I forgot to change the force of the generators to -1g to compensate for orientation and promptly fired a blast-door projectile through the ships hull.
been fucking around with mods and lighting
[t]http://i.cubeupload.com/vEiQv5.jpg[/t]
[t]http://i.cubeupload.com/EsIIrA.jpg[/t]
[QUOTE=Kommodore;46422279]been fucking around with mods and lighting
[t]http://i.cubeupload.com/vEiQv5.jpg[/t]
[t]http://i.cubeupload.com/EsIIrA.jpg[/t][/QUOTE]
Don't leave us hanging, those mods look fantastic. Which ones are they?
Bugfixing round 2
[media]http://www.youtube.com/watch?v=ey-NIg6juSU[/media]
[quote]Summary
This is the second batch of bugfixes. The most important fixes are the interior light issue, the dedicated server assembler issues, the reduced rotor and piston network traffic (in multiplayer) and the improved rotor stability. We have also added a new tool for our modders that helps them to see changes to their mods without having to be in the game.
Features
- ModSDK tools on Steam - helps modders to see changes to their mods without having to be in the game (more info here: [url]http://www.spaceengineersgame.com/model-viewer.html[/url])
Fixes
[B]- reduced rotor and piston network traffic (in multiplayer)
- improved rotor stability [/B]
- fixed issues with interior lights
- fixed dedicated server assembler issues
- fixed character animations (hands in crouch position)
- fixed sound modding issues
- fixed ship grinder/welder inventory size
- fixed can't save the game issues (toolbar crash)
- fixed lag when missile was impacting the asteroids
- fixed glass issues in mwmbuilder
- fixed rotor displacement issues
- fixed crash when renaming blueprints
- fixed rifle animation bug (rifle floating in the air)
- fixed rotor top part renders incorrectly
- fixed issues with some mods cannot be loaded from workshop
- fixed configuration file perma-death cannot be set to false
- fixed assemblers in co-operative mode seem to copy queue items from assemblers in disassembly mode
- fixed DeviateShotAngle does nothing in weapons.sbc
- fixed crash caused by turrets firing
- fixed crash with the same key was already added
- fixed Mod Scripting - ConfigDedicated.Administrators is not populated from config file
- fixed explosion when piston was mounted on rotor on small ship
- fixed desync on DS
- fixed crash when gatling turret destroys rocket
- fixed cannot change assembler ownership on cargo ships
- fixed character death in cockpit without cockpit been damaged
[/quote]
Ooh, that means that Railgun model set that someone made can actually be used as a gun instead of just some cosmetic thing.
Weapon modding yesssss
[QUOTE=Binladen34;46424942]Weapon modding yesssss[/QUOTE]
I think they left out one of the more important parts of weapon modding, also saying that more will come later to it.
The more important part would be changing what you are shooting to something else.
Finally. Now it's only a matter of time to have a nice variety of weapons for large ships.
Time to make a tiny gunship with tons of those sniper rifles on it :v:
Please someone make phasers and photon torpedos
Time to build my own Yamato.
[t]http://i.minus.com/ib2xcBkX56ykjL.jpg[/t]
oh my god we can have different projectiles. Like EMP for getting cargoships, or AP or HE or HEAT oh god the POSSIBILITIES
I really look forward to that great big railgun model being made functional; I love seeing ships and stuff ram right through another, would be even better with blasting holes in lightly-armoured ships and making decent holes in one side of a heavily-armorued one
[QUOTE=Starlight 456;46425269]Time to make a tiny gunship with tons of those sniper rifles on it :v:[/QUOTE]
Given the amount of recoil from just one of those rifles. You could make a ship using those rifles as its propulsion system....
That's pretty fukkin' Orky.
[QUOTE=paindoc;46425853]oh my god we can have different projectiles. Like EMP for getting cargoships, or AP or HE or HEAT oh god the POSSIBILITIES[/QUOTE]
EMP warhead on the workshop havnt tried it though.
I'd still like to see a decent variety of vanilla weapons.
The level of happening is through the fucking roof right now.
[QUOTE=Sunkite;46425880]Given the amount of recoil from just one of those rifles. You could make a ship using those rifles as its propulsion system....
That's pretty fukkin' Orky.[/QUOTE]
Nevermind, doing this. Right now.
If I didn't suck at coding in C# I'd like to try to work on a modular railgun but I have no idea where to even start
[editline]6th November 2014[/editline]
I'd have it set so capacitors affect the charge rate of the railgun and the length of the barrel behind the "emitter" control its max power. Cut part of the barrel, power goes down. Less caps = slower charging. But you'd have to run a search on the ship to check for these components and I'm not even sure thats possible atm.
You can't really do much with weapons right now. You're able to choose between projectile (damage, velocity, spread, etc) and rocket (damage, radius, velocity, initial speed), those all are ammo settings. Firerate settings are defined by weapon, not by ammo.
Well that sucks
I'd like to see some faster firing gatlings with less laserlike accuracy
Disruptor cannons, phase cannons, phasers, disruptors, plasma phasers, photon torpedos, polaron beams, quantum torpedoes, transphasic torpedoes, spatial charges, personal phaser weapon.
do et
[QUOTE=Sunkite;46425880]Given the amount of recoil from just one of those rifles. You could make a ship using those rifles as its propulsion system....
That's pretty fukkin' Orky.[/QUOTE]
I don't know if it's still in the game but you could already do this with the gattling guns.
I really want Iain M. Banks style 'effectors'. Although they'd be kind of a hard concept to represent in SE... Shit I even want better orbiting mechanics so I can make modular GOU style ships that scrunch up normally buy extend weapon and shield pods galore until they're a few km across when running 'fangs out'.
[QUOTE=Starlight 456;46427532]
[B]WAAAAAGH! SPEED![/B][/QUOTE]
Holy shit that thing accelerates fast.
[QUOTE=Sunkite;46427761]Holy shit that thing accelerates fast.[/QUOTE]
That makes me wonder how many you'd need to make the ship accelerate to max speed in one shot. Brb. :v:
[editline]Edited:[/editline]
237, apparently. I took another video of me blasting to max speed in one shot so I'll upload that in a minute.
[editline]6th November 2014[/editline]
[video=youtube;O7FXl4IjBkY]http://www.youtube.com/watch?v=O7FXl4IjBkY[/video]
Done messing with these guns for now, but I think I'll put them on an actual combat ship, they look like they could do some damage.
Dunno why they spent the time to make an example sniper rifle mod without adding it to vanilla. Seems like a bit of a waste?
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