• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
Every time I try to make a ship with a specific purpose in mind, I always end up slapping a ton of gyros, thrusters, and guns on it because although a real ship wouldn't have to be super maneuverable and really fast, it's a pain in the ass not being able to turn quickly
Are there any 2x2 or 4x4 thruster mods?
[QUOTE=Dr.C;46477417]Every time I try to make a ship with a specific purpose in mind, I always end up slapping a ton of gyros, thrusters, and guns on it because although a real ship wouldn't have to be super maneuverable and really fast, it's a pain in the ass not being able to turn quickly[/QUOTE] Ive been practicing building guts out, and I've found that it is way easier to find nooks and crannys for gyros along the way that way
I love how gyros are the least location-oriented vital component. They don't need to be anywhere accessible, they don't need to be symmetrical, they just need to be stuffed/crammed/tacked on to the ship somewhere.
[t]https://sslimgs.xkcd.com/comics/landing/r_17-15-00_jx7ENjy6ac.png[/t] Also found this on XKCD, totally unrelated but I imagine most here will appreciate it [t]http://imgs.xkcd.com/comics/turnabout.png[/t]
[QUOTE=Saber15;46475812]While StarMade looks ugly as sin compared to Space Engineers, it's an advantage for multiplayer. It is significantly easier to host servers for it, it has a better netcode, and is designed around a wider scope; I haven't played it seriously for at least a year, but it was great fun being in fleets with other FP members on public servers and hunting down NPC pirates. They've built up what was missing from earlier versions (reliable long-distance travel, good planets and such), so I'm going to give it a whirl again. [editline]12th November 2014[/editline] Starmade's ships are also easier to greeble-fy than SE's (large) ships, as it uses Minecraft's scale of a player being two blocks tall rather than SE's 1 block tall players. You don't have to make your ships fuckhueg to make them super detailed.[/QUOTE] You are also much less limited in size as you are in SE. In starmade you can make mile long ships, with a million engines and it'll run fine.
The main thing that turned me off Starmade back in the day was the sort of floaty way ships handled, the lack of any sort of collision damage or being able to cut bits off. Can't see that changing without introducing the more complicated physics it'd require and thus increasing the workload for the computer. The weird calculations for power generation and such are annoying but tolerable.
[media]http://www.youtube.com/watch?v=eOHa-AZcr2o[/media] [quote]Summary This is the third batch of bugfixes. We have also changed the height of piston blocks from 2-blocks to 3-blocks. This way, pistons should have more stable performance. Another (less important) change that we made is the reduction of the missile range from 1000 meters to 800 meters. Features - changed the piston’s height from 2-blocks to 3-blocks. Pistons should be more stable now (your current creations will not be affected by this change) Fixes - default missile range has changed from 1000m to 800m - fixed piston performance issues - improved ship collision performance - fixed rotor performance issues - fixed player not being able to remotely control ship when locked via LG - fixed stacked piston group toolbar issues - fixed spotlight's light bit ahead of themselves and shine in only one direction - fixed player not being able to exit remote control when second player enters the cockpit - fixed placing block with tool in hand - fixed wrong offset for flight seat camera - fixed cannot control the ship after using and disabling thruster override - fixed pistons shape is causing small ship rotation - fixed unable to place sloped light armor blocks (texture crash) - fixed ProjectileTrailColor tag preventing weapon mods from loading - fixed crash when spawning in modded re-spawn ship - fixed large bomb effect when detonating small and large warheads together - fixed beacon HUD being visible without power - fixed issues with pasting blueprints into the world - fixed crash when exiting from game to menu - fixed minor model viewer issues - fixed broadcasting always switching ON after loading a world - fixed jetpack flames getting into view in 3rd person - fixed missile launcher not shooting at each crank & missile turret shoots only from center - new programmers added to credits screen[/quote]
Glorious fixes!
[QUOTE=Sgt Doom;46480860]The main thing that turned me off Starmade back in the day was the sort of floaty way ships handled, the lack of any sort of collision damage or being able to cut bits off. Can't see that changing without introducing the more complicated physics it'd require and thus increasing the workload for the computer. The weird calculations for power generation and such are annoying but tolerable.[/QUOTE] The way powerplants and other utility blocks worked in Starmade [I]was[/I] weird, but it was also neat to see how people put ships together when there were actually important design considerations to take into account. It was kind of fun to have a "reactor room" in a ship that actually was a reactor room, its entire design being a product of the way power blocks worked rather than being totally aesthetic. The fact that the most powerful ship design ended up being a giant mushroom filled with guns was [I]interesting,[/I] though not exactly cool-looking.
"your current creations will not be affected by this change" Yeah right, my only ship that used pistons now has a huge gaping hole where the piston used to be. Oh well, alpha.
[QUOTE]- new programmers added to credits screen[/QUOTE] I wish they would add new translators too, the list has been the same since the first days of the translation program. I'm currently on the top 10 list on sixth place, and it would feel very unfair to not even be mentioned in the credits after translating 1600+ strings.
One of my worlds is entirelly broken now, when it is done loading it enters one of the slowest sort of slowmotions I ever seen. Unplayable. I also understand the devs, even when the bug has been reported it must be hard to fix something they cant see. (Thruster effect glitch on all lower quality lods) [img_thumb]http://cloud-4.steampowered.com/ugc/28473262194738832/2E2F64E69D0D69C76E45EBBD0D29C29D87B2BF32/[/img_thumb] [img]http://cloud-4.steampowered.com/ugc/28473262194735881/D98027535FE837814E7298D060E0F8865B3AD144/[/img] Seen there is thruster effects on the inside of a star trek warp nacelle, which wasnt possible to see for the majority of space engineers existence. It just appeared along with a fleet of other glitches when they changed their lods. Its also amplified in never going to be fixed because it affects a minority. The ships that will have biggest issues with it are the sorts that are with thruster damage off. Its not only ships that dont support thruster damage that got the problem, but its most obvious on them. Normal ships can see it on large thrusters easily from the side, and on details slightly covering some thrusters.
Holy shit [img]http://i.cubeupload.com/uBf6bo.png[/img] just checked, you can attach small rotors to big rotor bases [B]officially[/B]
[QUOTE=damnatus;46481724]Holy shit [img]http://i.cubeupload.com/uBf6bo.png[/img] just checked, you can attach small rotors to big rotor bases [B]officially[/B][/QUOTE] Although the rub is, you don't have any sort of astronaut based manipulation so you can't just grab the rotor from one and swap it around with another easily, you have to either nudge the small rotor and hope it aligns right for you to attach it, or you have to faff around with landing gears to grapple the rotor.
[t]http://cloud-4.steampowered.com/ugc/39732810421686704/918AB5EF43FAE2FB38658CDF50F48C7D3D25F817/[/t] 3spooky5me [sp]It generated naturally.[/sp]
[QUOTE=damnatus;46481724]Holy shit [img]http://i.cubeupload.com/uBf6bo.png[/img] just checked, you can attach small rotors to big rotor bases [B]officially[/B][/QUOTE] They obviously felt that dark cloud of anger hanging above them for "fixing" it.
funny enough, the 'fix' forced me to make a blueprint of it from one of my old creations, and it's actually way more convenient to use you can just slap it onto anything, instead of having to place the rotor, delete the stator, push the small one in etc
[QUOTE=matrix_1995;46482926][t]http://cloud-4.steampowered.com/ugc/39732810421686704/918AB5EF43FAE2FB38658CDF50F48C7D3D25F817/[/t] 3spooky5me [sp]It generated naturally.[/sp][/QUOTE] Already been confirmed that's an asteroid from a religious churchy base in Miner wars. AFAIK the maps just smash various prefab asteroids together.
[QUOTE=matrix_1995;46482926][t]http://cloud-4.steampowered.com/ugc/39732810421686704/918AB5EF43FAE2FB38658CDF50F48C7D3D25F817/[/t] 3spooky5me [sp]It generated naturally.[/sp][/QUOTE] Let me guess, big honeycombed asteroid, super rich in ore? Pretty sure it's one of the presets, I've gotten that a few times before.
it's the deathsteroid
I don't want to bump my old Starforge thread (fuck that game and their devs) but It seems there's a game in development that looks really similar but also much better. [media]http://www.youtube.com/watch?v=yl4D3Es_48k[/media]
The Blockade Runner guys want stuff in development kept pretty darn vague but what they've shown so far is AWESOME. If you supported it before Janurary 2014 you should try to get in there and take a look around, it should supercede Starforge easily. Some of the features they have would be seriously impressive in Space Engineers, and these guys have honestly been working really hard behind the scenes for a while
[QUOTE=Wickerman123;46484094]I don't want to bump my old Starforge thread (fuck that game and their devs) but It seems there's a game in development that looks really similar but also much better. [media]http://www.youtube.com/watch?v=yl4D3Es_48k[/media][/QUOTE] Looking at this it makes me wonder where Space Engineers is actually going, like is it going to be some PvP or Solo Survival Game where we're just in the same area and that's pretty much it, or will there be some exploration to the game. If the former then cool but not as cool as the latter.
if the former, it'll actually be pretty fuckin lame tbh.
[QUOTE=GHOST!!!!;46484289]Looking at this it makes me wonder where Space Engineers is actually going, like is it going to be some PvP or Solo Survival Game where we're just in the same area and that's pretty much it, or will there be some exploration to the game. If the former then cool but not as cool as the latter.[/QUOTE] I know this would be a non-priority thing, but it would be so cool to have more than just mineable asteroids. Exploration would be fantastic, like finding an abandoned mining base that still has active defenses or something like that. Something more than just the handful of asteroids you start out with right now.
[QUOTE=Wickerman123;46484094]I don't want to bump my old Starforge thread (fuck that game and their devs)[/QUOTE] The only early access game i've regretted.
[QUOTE=ElectricSquid;46484563]I know this would be a non-priority thing, but it would be so cool to have more than just mineable asteroids. Exploration would be fantastic, like finding an abandoned mining base that still has active defenses or something like that. Something more than just the handful of asteroids you start out with right now.[/QUOTE] Imagine if they adopted a "chunk" system like Starmade does. Just how huge the worlds could become and all the shit you could do in them*. *If Multiplayer ever becomes a feasible thing
it would be cool if they did a Routine thing where all the structures you find are just mysteriously abandoned with drones going through automatic cycles
[QUOTE=GHOST!!!!;46484289]Looking at this it makes me wonder where Space Engineers is actually going, like is it going to be some PvP or Solo Survival Game where we're just in the same area and that's pretty much it, or will there be some exploration to the game. If the former then cool but not as cool as the latter.[/QUOTE] Isn't SE still only an Alpha? I mean I don't know of any game that actually has full universal exploration by beta even. Just look at Arma 3, you only had one map during their alpha testing phase because they weren't done with Altis until late Beta. The devs have a lot of ideas, and grand goals can't be set yet because they're still trying to make the ideas they've already put in actually function. I wouldn't doubt by the end of the game's development they'll probably have planets you can mess with, and warp drives. After all, the top speed is still 105m/s which is stupidly slow for space ships and I remember reading that it was only that slow because it's still in a sandbox stage. also the physics of the game goes ape shit when you crank the max speed up.
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