Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[img]http://cloud-4.steampowered.com/ugc/30727700216788437/571D621B6164AD1AF182FA62EA78AF3B4BE8E1EE/[/img]
Gave my itty bitty scout ship a friend to protect its ass. armed with 4 auto cannons and one reloadable rocket launcher at the front.
And in case someone wonders, those wings where made using the Wing parts mod. It takes a lot of fiddling around to figure out which parts goes where and how they should be arranged, but it works as you can see!
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=335780603&searchtext=wing[/url]
I'm having some issues though that i've had before. one of the large forward thrusters sometimes gets destroyed even though it shouldn't! it just decides to randomly fuck off. turning off thruster damage will save it but there is absolutely no way that there are any thrusters nearby that could damage it.
Especially since replacing it will somehow fix the problem. atleast for a while. I've checked with the welder too to see if it takes any damage and no, it doesn't take damage from use. it just eventually dissapears.
This happened a couple weeks ago when i used that Dark Mechanicus Corner Thruster mod and now i'm using a red coloured thruster mod.
So does the problem lay in modded thrusters or does anyone else have problem with spontaneous self destructing thrusters?
[t]http://puu.sh/dmM15/8b043a4964.jpg[/t]
The ship I posted earlier is super goddamn tough, 5 minutes of sustained fire from Gatling guns. Also stood up super well against rail guns and 25cm l/40 ship guns.
but have you tried phasers?
those things are super op.
[QUOTE=Tmaxx;46670914]but have you tried phasers?
those things are super op.[/QUOTE]
I haven't, and I know. My ship probably wouldn't survive them, nothing survives them.
Made a new ship based of my old one which is based of eXtro's ship
this one has a hanger and full production facilities.
[img]http://i40.photobucket.com/albums/e244/teshok/2014-12-09_00001_zpsf5a14781.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/2014-12-09_00002_zpsdefc8ab3.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/2014-12-09_00003_zps3617ee3c.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/2014-12-09_00004_zps6071bc62.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/2014-12-09_00009_zpsecdf89c0.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/2014-12-09_00007_zps7374ecfd.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/2014-12-09_00008_zps15fd90c3.jpg[/img]
[img]http://i40.photobucket.com/albums/e244/teshok/2014-12-09_00005_zps27087569.jpg[/img]
its not finished still need to flesh out the interior and add a door
Gorgeous. Just gorgeous.
Well this is just silly.
[img]http://i.imgur.com/X84tfmO.jpg[/img]
[img]http://i.imgur.com/44ThWfJ.jpg[/img]
[img]http://i.imgur.com/N1TTWqq.jpg[/img]
that is fantastic
[IMG]http://i3.photobucket.com/albums/y99/aqua-lover/2014-12-08_00001.jpg[/IMG]
[IMG]http://i3.photobucket.com/albums/y99/aqua-lover/2014-12-08_00002.jpg[/IMG]
This one took a while. Total armament: 8 large disruptors front/left/right, 5 antimatter torpedo launchers left/right, 2 3x3 phaser banks left/right, a pop-up phaser turret, and the spinal gun manufactures and fires 3x3 self-propelled shells. 3 hangar bays. 500 gyros. 6 Titan engines. 4 BFReactors. 87m kg total mass. Moving parts are secured with landing gears for violent movements, including the 2-block-thick heavy armor shutter that protects the main gun from down-the-throat shots. It also has swanky captain's quarters. :dance:
Almost every surface is composite armored with a light layer on the outside and heavy layer on the inside. CIC, reactors and engines all have at least 2 layers of heavy armor around them. There was surprisingly little interior space to fill once the engine rooms, weapons, and reactors were in place. It turns okay for it's size and has surprisingly good acceleration. The main cannon has a surprisingly good rate of fire...I could probably rig it with timers to fire automatically. The big gun is kind of unnecessary when 8 disruptors can shred most anything. They actually combine to have enough impact force to shove other ships away when you shoot them.
What the fuck kind of skybox is that?
[QUOTE=ElectricSquid;46672333]What the fuck kind of skybox is that?[/QUOTE]
Looks like a black hole, can't remember what it's from.
[QUOTE=FlakAttack;46672482]Looks like a black hole, can't remember what it's from.[/QUOTE]
interstellar
[QUOTE=ElectricSquid;46672333]What the fuck kind of skybox is that?[/QUOTE]
Some guy did the black hole from Interstellar. It's not that good...I just realized you can see corners...
[QUOTE=blazingfly;46671608]Well this is just silly.
[img]http://i.imgur.com/X84tfmO.jpg[/img]
[img]http://i.imgur.com/44ThWfJ.jpg[/img]
[img]http://i.imgur.com/N1TTWqq.jpg[/img][/QUOTE]
is that a stargate?
could be
there is a stargate mod for se after all
So anyone know how to fix sounds every time I test fire im greeted by 45 seconds of metallic screeching?
[QUOTE=JesseR92;46673460]So anyone know how to fix sounds every time I test fire im greeted by 45 seconds of metallic screeching?[/QUOTE]
The mod description says that if you're experiencing "sound difficulties" that unsubscribing, removing the mod, and reinstalling the mod should help.
Sometimes, i think about where i started vs. where i am now.
[thumb]http://cloud-4.steampowered.com/ugc/40860799393299064/A14484525F1064E6D290FA62F81CD91A4B7FBAAF/[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/40860799393299980/0032907814B581A1DF41751511CD62E556A4C7E0/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/40860799393300635/BAE5629954AD8F68279413F5BA56F43FB8095439/[/thumb]
The original RF-68 Mk.1.
This is especially important to me, because, i don't know if you guys knew this, but i suffer from severe depression and bipolar disorder. Being able to measure my improvements is a big deal in a lot of ways for me, from my ship building to my recovery.
I love the Ultimatum series of fighters because no matter which iteration i chose to fly, they are all fantastic, durable, powerful, well handling fighters. The fact that breakthroughs in it's design are difficult to measure because each one has an excellent improvement over the last. The Mk.3 realized its potential as a fast, light, medium fighter. The Mk.5 perfected the design of the Mk.3. The Mk.7 was it's first step into mods, changing it dramatically and into an unstoppable heavy fighter. The Mk.9 was the first miniaturization of the heavier design into something easier to handle.
And the Mk.11 is the best i've done yet. Yet.
Why does this mean a lot to me? It shows that no matter how perfect i think my designs are, it can always be improved. Just like me.
There was a time when i thought that the Mk.5 was the best it could ever be. I challenged this today.
[thumb]http://cloud-4.steampowered.com/ugc/40860799393301304/075D88C2ACCC0CC96C00DB3C6C939F242D91C895/[/thumb]
This is the Mk.11 Legacy variant. It is everything the Mk.11 is, all built on a Mk.5 airframe.
[thumb]http://cloud-4.steampowered.com/ugc/40860799393302418/E64A6A27896587C0BF93FD42FFDDE0B718C35049/[/thumb]
All the power, all the speed that the Mk.5 had is nothing compared to this.
And one day, all the power, all the speed the Mk.11 has will be nothing compared to what lies on the road ahead.
This may just be a dumb video game to some people, but to me, this is so, so very important. I've struggled for a long time to prove that i have ideas and things worth sharing because i could never show them in a flattering way. I'm an awful artist, and no game has allowed me to show my potential. Space Engineers did. And this game showed me that i can do things that actually matter, that meet or exceed the things other people can do.
tl;dr always strive for improvement.
heeeeeeello there i'mArronfromlaststandgamers aaaaaaaaaaaaand welcome!
[QUOTE=GreenLeaf;46675584]heeeeeeello there i'mArronfromlaststandgamers aaaaaaaaaaaaand welcome![/QUOTE]
I saw a thread on the steam forums that was just a page long rant about how Arron doesn't understand shit about Space Engineers and is a complete tool. Not used to seeing people off FP who don't like him, usually people are all circlejerking over his videos about adding useless shit like a "barracks" to their 9km long battleshit with 86 large reactors
[QUOTE=ossumsauce;46675317]Inspiration.[/QUOTE]
Fantastic, you've come far and I'm glad you have this mindset.
Right now I'm just having fun making replicas of ships and things from things I love and I love progressively understanding what I'm doing more and more.
I somehow managed to create an automatic torpedo launcher using the projector block and a small ship mergeblock (mod) that worked absolutely wonderful! i was able to launch torpedos rapidly at the press of one button. when the mergeblock is turned on the gap is bridged allowing the torpedo to be built and detaching it launches it.
But now i can't seem to reproduce it. it works the first time but when the torpedo is launched no projection takes its place even though i have the 'keep projection' box checked.
With the mergeblock and welders turned on there is sparks coming off of something where the projection should be but nothing is created.
It's obviously a bug of some sorts but it bothers me that i had it working the first time, absolutely beautifully, but now i can't reproduce it!
[editline]9th December 2014[/editline]
Allright! got it working! still don't know why it didn't work earlier. but now it does.
Use mergeblocks instead of grinders to release your torpedos/ships. Seriously!
[editline]9th December 2014[/editline]
I figured out what the problem was! for the torpedo i used the torpedo parts mod. and i used the tiny little welders from sanchins hoverbike mod.
i basically had the torpedo projection too close to the welders so things just didn't behave.
I cursed and spat so much over this, not even the cat wanted to be in the same room with me :v:
Sorry for rambling, this is what happens when not even the voices in my head wants to talk to me.
[QUOTE=GreenLeaf;46676491]I somehow managed to create an automatic torpedo launcher using the projector block and a small ship mergeblock (mod) that worked absolutely wonderful! i was able to launch torpedos rapidly at the press of one button. when the mergeblock is turned on the gap is bridged allowing the torpedo to be built and detaching it launches it.
But now i can't seem to reproduce it. it works the first time but when the torpedo is launched no projection takes its place even though i have the 'keep projection' box checked.
With the mergeblock and welders turned on there is sparks coming off of something where the projection should be but nothing is created.
It's obviously a bug of some sorts but it bothers me that i had it working the first time, absolutely beautifully, but now i can't reproduce it!
[editline]9th December 2014[/editline]
Allright! got it working! still don't know why it didn't work earlier. but now it does.
Use mergeblocks instead of grinders to release your torpedos/ships. Seriously![/QUOTE]
Sometimes I forget to toggle the mergeblock before toggling the gravity gens and i launch myself at my target
Is there a hard limit on the speed at which you can travel in the game? I'm assuming there is because nothing I make exceeds 104 km/s
[QUOTE=MadBomber;46677254]Is there a hard limit on the speed at which you can travel in the game? I'm assuming there is because nothing I make exceeds 104 km/s[/QUOTE]
You can use some physics glitches (via gravity drives, AFAIK) to go faster, but yeah 104 is the max speed for thrusters.
[QUOTE=FlakAttack;46676178]I saw a thread on the steam forums that was just a page long rant about how Arron doesn't understand shit about Space Engineers and is a complete tool. Not used to seeing people off FP who don't like him, usually people are all circlejerking over his videos about adding useless shit like a "barracks" to their 9km long battleshit with 86 large reactors[/QUOTE]
I really don't see why people dislike the guy for having an imagination beyond the scope of pure game mechanics.
[video=youtube;ILAKsEJ_AD8]http://www.youtube.com/watch?v=ILAKsEJ_AD8[/video]
Now to build a ship around this.
I've just tried to do the same thing but without mods. How did you make the merge blocks toggle off by themselves? Timers?
[QUOTE=damnatus;46677591]I've just tried to do the same thing but without mods. How did you make the merge blocks toggle off by themselves? Timers?[/QUOTE]
They don't! i put the mergeblock on toggle on/off on the toolbar so that's the one button i'm pressing again and again.
using timers should probably allow you to have it fire repeatedly. shouldn't be very complicated.
is the fucking thing working though?
Anyone reckon they'll unlock the max speed when procedural worlds are in? Or is floating point accuracy the main concern about the speed cap?
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