Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
There! figured out a repeater using timer blocks!
Timer nr 1 is the main timer that if you start it, it sets the whole thing in motion. it has a 1 second delay
Timer nr 2 activates the mergeblock which starts the construction sequence. it too has a 1 second delay
Timer nr 3 disables the mergeblock and launches the torpedo. it has a 3 second delay so the welders have time to finish the torpedo
Timer nr 4 restarts timer nr 1, completing the circle of death, making it a repeating torpedo launcher.
Today was a good day.
Ah, the fun that is trying to align a projection while the console screen blocks your entire fucking view.
Forgot to mention that timer nr 4 must have a 3 second delay too or it won't work. i don't really care why, just do it!
[QUOTE=GreenLeaf;46678830]There! figured out a repeater using timer blocks!
Timer nr 1 is the main timer that if you start it, it sets the whole thing in motion. it has a 1 second delay
Timer nr 2 activates the mergeblock which starts the construction sequence. it too has a 1 second delay
Timer nr 3 disables the mergeblock and launches the torpedo. it has a 3 second delay so the welders have time to finish the torpedo
Timer nr 4 restarts timer nr 1, completing the circle of death, making it a repeating torpedo launcher.
Today was a good day.[/QUOTE]
[del]Couldn't timer 3 restart timer 1? I haven't used them yet so not exactly sure myself.[/del] Shows me for waiting to respond.
... Build a torpedo manufacturer, and forgot to make it a station.
Watched as it completed the torpedo, and then the entire thing started slowly flying away.
Yeah i had ideas on how to have a torpedo factory inside a large ship that loads up a big batch of torpedos that you then launch as a big barrage towards your enemies, giving them no chance to shoot down all of them.
But i have yet to figure out a good way to activate them when they are needed. something about sensors..
[QUOTE=Wickerman123;46678510]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?[/QUOTE]
If they keep the same level of asteroid density, I think that problem might just solve itself.
Gah Turrets are a pain im trying to make something functional armored and look half decent.
[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'm sorry what? everybody here shits on him whenever a video is posted
LSG is actually the reason im here,the shit all over my nuke design and called me a liar when I posted what it could do.
also my turret is do [img]http://puu.sh/doCab/02f8282265.jpg[/img] I put the horizontal rotation at the bottom of a shaft im not sure it seems decent enough,also copied someones system or staggering firing.
[QUOTE=krail9;46681570]I'm sorry what? everybody here shits on him whenever a video is posted[/QUOTE]
Yeah I worded that poorly. From what I've seen most of the thread thinks he's a tool (rightly so imo)
[img]http://puu.sh/doIzS/06e1a43d70.jpg[/img]
[img]http://puu.sh/doIC5/a62d5ce9c8.jpg[/img]
I threw together an interceptor instead of finishing the cruiser I was working on
It goes zoom
[img]http://puu.sh/doJz1/65a547a0fd.jpg[/img]
In case anyone wanted it, here's the workshop file for the Mark 11 RF-86
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=354047122[/url]
It's got quite a few mods, make sure you get those first.
Did some workshopping today.
Nostromo blueprint:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=354144153[/url]
Nostromo map with self destruct nostromo as well:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=354143580[/url]
Space hulk blueprint:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=354147376[/url]
I fucking dare someone to manufacture the whole space hulk
[QUOTE=JesseR92;46681899]I put the horizontal rotation at the bottom of a shaft im not sure it seems decent enough,also copied someones system or staggering firing.[/QUOTE]
Cool. I'm not the only one that figured out building turrets with barbettes made the rotation rotor less vulnerable.
How does staggered fire work?
[QUOTE=Used Car Salesman;46685070]Cool. I'm not the only one that figured out building turrets with barbettes made the rotation rotor less vulnerable.
How does staggered fire work?[/QUOTE]
Timer blocks turn the guns on and off so only one fires at a time,trying to get it tuned in so there is always a round in the chamber.
Space Engineers workshop- The only place that fighters with light armor can be so unmanueverable.
[img]http://puu.sh/dpGv3/5cc3a4a6d6.jpg[/img]
An so far I have only built four properly working ships.
[editline]10th December 2014[/editline]
[QUOTE=Birdman101;46684907]Did some workshopping today.
Nostromo blueprint:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=354144153[/url]
Nostromo map with self destruct nostromo as well:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=354143580[/url]
Space hulk blueprint:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=354147376[/url]
I fucking dare someone to manufacture the whole space hulk[/QUOTE]
In survival or creative?I have some tracks sitting around from a failed attempt at an automated ship assembly line im sure i could reconfigure it to produce this thing.
What's the best image hosting site? I've got a few fights built out of nothing but stock parts i'm pretty proud of.
I just want to make a few ships that end up in the single player.
[QUOTE=HumanAbyss;46687862]What's the best image hosting site? I've got a few fights built out of nothing but stock parts i'm pretty proud of.
I just want to make a few ships that end up in the single player.[/QUOTE]
Use imgur, or just upload stuff to Steam screenshots and link directly to the page. That's what I do when I post pictures, though the quality might not be the best.
Personally I like the ease of using [URL="http://puush.me/"]puush[/URL].
[img]http://puu.sh/dpIyR/eecbf4102e.png[/img]
This was on a world with no mods i tried to paste the spachulk,i only crashed SE one other time and that was on a world with 153 mods active.
[QUOTE=JesseR92;46688004][img]http://puu.sh/dpIyR/eecbf4102e.png[/img]
[B]i tried to paste the spachulk[/B][/QUOTE]
How hulky and do you have more than one in the world already?
[QUOTE=Forumaster;46688042]How hulky and do you have more than one in the world already?[/QUOTE]
It was an empty world.
[QUOTE=JesseR92;46688104]It was an empty world.[/QUOTE]
Was the hulk made with any mods at all?
it should be vanilla
[t]http://i.imgur.com/uamR6xy.jpg[/t]
[t]http://i.imgur.com/FTRWKGy.jpg[/t]
[t]http://i.imgur.com/z1gyRVu.jpg[/t]
[t]http://i.imgur.com/ep4So7q.jpg[/t]
[t]http://i.imgur.com/sGcwZHr.jpg[/t]
[t]http://i.imgur.com/BgwcGpy.jpg[/t]
[t]http://i.imgur.com/odH7rLN.jpg[/t]
[t]http://i.imgur.com/qFh3xPc.jpg[/t]
[t]http://i.imgur.com/eBvf6fT.jpg[/t]
These are the fighters I've designed with purely stock materials and they're 100% functional.
They're not incredible, but they're just supposed to be good stock ships for the single player survival.
[QUOTE=HumanAbyss;46688416]
[B][I][U]wholly motherfuck of thread eating images[/U][/I][/B]
These are the fighters I've designed with purely stock materials and they're 100% functional.
[B]They're not incredible[/B], but they're just supposed to be good stock ships for the single player survival.[/QUOTE]
;-; Y U DO DIS
What's a [t][[b][/b]/t] Tag?
[QUOTE=Wickerman123;46678510]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?[/QUOTE]
I'd assume the speed limit is due to a [url=http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Tunnelling]tunneling problem[/url]. It would require them to change the collision detection method to CCD - which is pretty hard on performance in many cases.
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