• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
I've never seen a full episode of any Star Trek. I've considered checking out TNG from time to time but never get around to it.
tng is kinda campy for the first couple seasons, but it's still pretty well written, and sucks you in. Voyager is my personal favorite.
[QUOTE=Tmaxx;46583541]tng is kinda campy for the first couple seasons, but it's still pretty well written, and sucks you in. Voyager is my personal favorite.[/QUOTE] FINALLY! It has some bad episodes but nowhere near as many as, say, TNG.
Bummer that weapon modding - no, modding in general - is still so gimped in a lot of places. Weapon mods are still basically reskins of the existing two weapon types, there's no support for non-armor deformation, no actually [I]new[/I] armor blocks, etc. I'm glad that they keep working on mod support, but I wish they'd do it in more than bite-size chunks.
[QUOTE=ElectricSquid;46583834]Bummer that weapon modding - no, modding in general - is still so gimped in a lot of places. Weapon mods are still basically reskins of the existing two weapon types, there's no support for non-armor deformation, no actually [I]new[/I] armor blocks, etc. I'm glad that they keep working on mod support, but I wish they'd do it in more than bite-size chunks.[/QUOTE] Bug fixing phase is code speak for 'rewriting parts of the game to be less of a mess'. As they do this, rewriting things to make more sense programmatically, opportunities present themselves to add modding support that won't just get broken and need redoing of all mods relying on the old methods (and creating more code mess besides). The SE team has repeatedly expressed their desires for extreme moddability, including full bottom level access via modules, similarly to how modders can add new extremes to gmod. FFT data of mp3s, server->client streaming of music with FFT data in sync from arbitrary web sources, enhanced web capabilities including interaction with ingame 3D screens via crosshair location. These were all things that required a module to do in gmod, that garry later made an official part of the game. so, patience
I wonder what the thanksgiving update will have, I bet it'll have some easter egg somewhere.
space birds [editline]27th November 2014[/editline] [t]http://i.imgur.com/Bg0IOIC.png[/t]
I made a new version of my newest ship. It's a more armored version, with less exposed areas. The observation decks have been armored and the engineering core has had its armor thickness doubled. It's also lost a nacelle, gained more securely mounted ones, and, has more impulse drives: [IMG]http://i.imgur.com/Zo7eGm3.png[/IMG] [IMG]http://i.imgur.com/Q5yBxxQ.png[/IMG] [IMG]http://i.imgur.com/Li70rvz.png[/IMG] [sp]looking like voyager was a complete accident[/sp]
[QUOTE=Tmaxx;46584205]I made a new version of my newest ship. It's a more armored version, with less exposed areas. The observation decks have been armored and the engineering core has had its armor thickness doubled. It's also lost a nacelle, gained more securely mounted ones, and, has more impulse drives: [IMG]http://i.imgur.com/Zo7eGm3.png[/IMG] [sp]looking like voyager was a complete accident[/sp][/QUOTE] [t]https://i.imgur.com/AGKgV5Q.jpg[/t] Yo. Totally coincidental, but I thought it was a neat coincidence. [sp]Fleet Avenger Class from Star Trek Online[/sp]
That was a little bit of my inspiration, for the ship over all and not just that version. My first tey at an avenger was a complete disaster. [editline]27th November 2014[/editline] [QUOTE=Trekintosh;46583776]FINALLY! It has some bad episodes but nowhere near as many as, say, TNG.[/QUOTE] ill have to disagree. Voyager had MANY more obvious filler episodes. As much as I enjoyed it ended up skipping almost 30 episodes, mostly ones that involve fucking love stories. Its star trek. No one give s a fuck about love stories. We want to see cool ships, weird aliens, and space stuff.
[QUOTE=bitches;46583938]Bug fixing phase is code speak for 'rewriting parts of the game to be less of a mess'. As they do this, rewriting things to make more sense programmatically, opportunities present themselves to add modding support that won't just get broken and need redoing of all mods relying on the old methods (and creating more code mess besides). The SE team has repeatedly expressed their desires for extreme moddability, including full bottom level access via modules, similarly to how modders can add new extremes to gmod. FFT data of mp3s, server->client streaming of music with FFT data in sync from arbitrary web sources, enhanced web capabilities including interaction with ingame 3D screens via crosshair location. These were all things that required a module to do in gmod, that garry later made an official part of the game. so, patience[/QUOTE] Thanks for the explanation, seriously. All my annoyance has dissipated.
Is there an update this week?
Not yet
Is there actually a way to up the damage on the phasers? The disruptor beams are perfect in my opinion, they actually make your ship get damaged instead of just blowing a tiny hole in the side like the vanilla weapons. The phaser beams though are pretty underpowered, they take ages to cut through armour.
[QUOTE=blazingfly;46587795]Is there actually a way to up the damage on the phasers? The disruptor beams are perfect in my opinion, they actually make your ship get damaged instead of just blowing a tiny hole in the side like the vanilla weapons. The phaser beams though are pretty underpowered, they take ages to cut through armour.[/QUOTE] The weapons will probably get some rebalancing.
The Klingon Phasers are really nice.
[T]http://puu.sh/d7YsU.jpg[/T] [T]http://puu.sh/d7Yx6.jpg[/T] [T]http://puu.sh/d7Yyt.jpg[/T] I wish that pistons were more reliable, for now its just miles of stairs. (And eye strain from getting everything even, paint is god for planning this stuff)
[video=youtube;xr7bvjXOkac]http://www.youtube.com/watch?v=xr7bvjXOkac[/video] [quote]Features - projector block - option to use blueprints menu (F10) and save blueprint (Ctrl+B) in survival mode - possibility to display pivot point of the grid (Terminal -> Info -> Show grid pivot) - turrets are not shooting armor on friendly ships; this applies to other blocks with no ownership as well Fixes - fixed MWM builder resetting pivot rotation and position of models - fixed custom gatling gun shooting itself - fixed game crash when changing ownership as block is destroyed - fixed thruster damage not working on cargo container - fixed wrong collision model of antenna - fixed crash when placing sniper turret (mod) Projector Guide Projector block, blueprints in survival mode: - players can select a blueprint to project in the projector control panel - projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll) - players can see the build progress and statistics for the projected ship/station on the projector control panel - players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode Projection: - only one grid is supported (grids behind rotor are not projected) - grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints) - projection has no physics and it is not triggering sensors - projection is always attached and aligned to the projector grid and moves with it Welding + Placing: When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings. - projected blocks can be placed/welded when projected block is in range of a welder - only blocks neighboring with existing blocks can be placed - when the projected block is colliding with anything else, it cannot be placed - it's possible to project a blueprint on any existing ship, to repair/rebuild it[/quote]
Holy shit that thing with repairing your own ship using the blueprint, that's awesome
Beautiful, I really like the "ship upgrade" idea
survival blueprints is the only feature i really wanted at this point, this rules
Awesome. This projector block lets me finish my rail gun ship in a really great way.
I like the idea of storing torpedoes as raw material and fabbing them in loading bays still would like real weapons but this is neat anyway
If they dont upgrade the military minelayer I'll be sorely disappointed.
How big is the hologram offset? Like, could I use a long range hologram to trick enemy fab units in to making a bomb?
[QUOTE=roflcakes;46588972]How big is the hologram offset? Like, could I use a long range hologram to trick enemy fab units in to making a bomb?[/QUOTE] Lol, specifically says that holograms can't trip sensors
[QUOTE=Mbbird;46589061]Lol, specifically says that holograms can't trip sensors[/QUOTE] From the video it looked like a hologram just needed to be placed in front of a welder for construction to start. But I suppose the hologram and the welders need to be part of the same system anyway. Damnit I want my matter displacement weapons.
[QUOTE=roflcakes;46589093]From the video it looked like a hologram just needed to be placed in front of a welder for construction to start. But I suppose the hologram and the welders need to be part of the same system anyway. Damnit I want my matter displacement weapons.[/QUOTE] The welders were just on permanently
I always want to find a way to use wheels to make rail traversing systems. I cannot do it. At all.
The hologram needs to share a grid with something for it to work so you'd only be able to materialise a bomb in someone else's base if it was designed around a projection-manufacture system.
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