• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=bob4life;46789807]I think we, as a community, should accept the sacrifice of realism in-game for more enjoyable experiences. Like, i dont think the programmers included the whole "actually always in an orbit" technical spiel, or that orbits would have to- if intended to be placed in game- rely on ludicrously fast speeds. Not only are such things almost completely impossible to replicate in-game (speeds are capped to a extent in order to calculate collisions) but are so minute towards gameplay that the feature is either redundant, or in the worst case detractive to gameplay. Like, i can understand where you guys are coming from, but this game is by far no where near a simulator experience. To see all these arguments that are better suited to a NASA simulation kinda gives the idea that the focus is less on a more enjoyable experience and instead a personal flexing of someones space-knowledge muscles at the expense of potential enjoyment and improvement of a game intended to be a game. Video games physics are a hell of a lot more flexible than real world physics, guys. Im not gonna sit in a station in orbit, one that took a realistic 10 years to produce through intermittent resource supply, sent hopelessly in a death spiral towards Earth because the thermal exhaust from my station reactors managed to work as minute thruster that sent me off in an extremely small but still deadly vector and think "yes, this is fun, i am enjoying myself"[/QUOTE] P sure everyone involved supports simple physics.
[QUOTE=bob4life;46789807]I think we, as a community, should accept the sacrifice of realism in-game for more enjoyable experiences. Like, i dont think the programmers included the whole "actually always in an orbit" technical spiel, or that orbits would have to- if intended to be placed in game- rely on ludicrously fast speeds. Not only are such things almost completely impossible to replicate in-game (speeds are capped to a extent in order to calculate collisions) but are so minute towards gameplay that the feature is either redundant, or in the worst case detractive to gameplay. Like, i can understand where you guys are coming from, but this game is by far no where near a simulator experience. To see all these arguments that are better suited to a NASA simulation kinda gives the idea that the focus is less on a more enjoyable experience and instead a personal flexing of someones space-knowledge muscles at the expense of potential enjoyment and improvement of a game intended to be a game. Video games physics are a hell of a lot more flexible than real world physics, guys. Im not gonna sit in a station in orbit, one that took a realistic 10 years to produce through intermittent resource supply, sent hopelessly in a death spiral towards Earth because the thermal exhaust from my station reactors managed to work as minute thruster that sent me off in an extremely small but still deadly vector and think "yes, this is fun, i am enjoying myself"[/QUOTE] Imagine a world where we can compromise and not be at one extreme of a scale or another.
idunno if we want fun slug-it-out space battles space friction-like mechanics would make this game more like space battleships and submarines, which would be more fun in my [I]opinion[/I] but opinions are like assholes everyone has one and no one wants to see yours
[QUOTE=Mbbird;46789918]P sure everyone involved supports simple physics.[/QUOTE] theres "simple physics" then theres "being a tool about it" not every idea that could be considered fun needs to be obnoxiously shot down with a "its not realistic enough" "simple physics" sometimes cant be achieved in a- if taken from the teaser Marek posted- possibly 6 AU large game world with hundreds of players. not only that, but the constrictions of internet make some things impossible to achieve (such as high speed collisions being extremely difficult- even impossible- to calculate and synchronize through internet). so what do you do? sacrifice a fun idea in order to retain some physical similarities to reality, or sacrifice some physical laws that exist outside of the game that would be impossible to fully replicate anyhow. and how would you get across 6 AU anyways? would you just putt along at 105 m/s, or would the speed cap be removed which will make ingame collisions nigh impossible to synchronize, or would there be something as blasphemous as a warp function? what would be best for the game and most enjoyable for the community? and as far as i can tell theres pretty much a distinct lack of anything "realistic" about the game, anyway. thruster placement doesn't matter, gravity machines exist, there is a speed cap, and various other falsities that draw opposites to reality. the only thing that can be seen as realistic is that the game has zero gravity in space, which even in itself can be seen as unrealistic since there is no sense of microgravity and such from large asteroids and the likes. the game is fun as it is, and just needs to be expanded in the direction it is going, as well as improving it in ways that are permissible by the game and the developers ability. its great and all if you're an armchair scientist, but slashing any idea that comes your way because it doesn't follow a scientific law to the letter does not an enjoyable experience make. [QUOTE=paindoc;46790043]idunno if we want fun slug-it-out space battles space friction-like mechanics would make this game more like space battleships and submarines, which would be more fun in my [I]opinion[/I] but opinions are like assholes everyone has one and no one wants to see yours[/QUOTE] a slug it out space battle game would be amazing. not so much space-drag and such, but the current platform in the game suits it well enough. theres my opinion. regardless of any of this, the game will come out how the developers intend it. nothing said here or anywhere else will have any impact on the final game or the exploration update. so just cuz im calling you all stupid for being so anal about physics in a videogame devoid of realistic physics, doesnt mean the game will change at all from the direction the developers intend.
?????????? simple physics aka [i]what we already have[/i] chill
Everyone else is wishing people merry christmas and here you guys are arguing about dumb bullshit that doesn't matter Chill out and have a candy cane and some hot cocoa
[QUOTE=Starlight 456;46790929]Everyone else is wishing people merry christmas and here you guys are arguing about dumb bullshit that doesn't matter Chill out and have a candy cane and some hot cocoa[/QUOTE] Gotta keep up that SE-thread spirit though. A.) How can you efficiently build a candy cane in space? B.) How can you efficiently weaponize a candy cane in space?
Put grinders on the inside curve of the candy cane, and use it like a scythe.
Still waiting for the update. It probably wont be the exploration update, but if it is, holy shit best christmas gift ever
[QUOTE=bob4life;46792256]Still waiting for the update. It probably wont be the exploration update, but if it is, holy shit best christmas gift ever[/QUOTE] Crossing my fingers - but it's at best optimistic.
Merry christmas from space
Still no update, either it's a big one or it's just because it's Christmas.
IT'S CHRISTMAS [MEDIA]http://www.youtube.com/watch?v=ZF9Wnyss69k[/MEDIA] [QUOTE]Summary This is the last update for this year so we decided to make it more special. It includes three very important new features: super-large worlds, procedural asteroids and exploration! With super-large worlds we have increased the size of the world to 1,000,000,000 km in diameter; this means that practically there are no boundaries and you can travel as far as you want without experiencing shaky movements and rotations. The “procedural asteroids” feature adds an infinite number of asteroids to the game world - all these asteroids are fully destructible and don’t consume RAM/memory. The exploration feature adds a practically infinite number of ships and stations to the game world, so there will always be something to discover, explore, acquire and conquer. For more details about the new features, please read Marek's blog post: [url]http://blog.marekrosa.org/2014/12/space-engineers-super-large-worlds_17.html[/url] Finally, we would like to send our best wishes to everyone and we hope that your Holidays will be more fun after these additions [smile] Features - super-large worlds – increased the size of the world to 1,000,000,000 km in diameter (equals to 6.6 AU) - procedural asteroids - adds an infinite number of asteroids to the game world (dedicated servers settings: value for asteroid field density should be between 0 and 1) - exploration - adds an infinite number of ships and stations to the game world; discover, explore, acquire and conquer! Fixes - fixed exploration tag not working - fixed issue with WriteBinaryFileInLocalStorage - fixed holes in asteroids when generated too close to the edge of the storage - fixed interior lights color problem[/QUOTE]
Holy shit yes
Oh, wow. This changes everything.
I was a bit worried about the player-made content but if they're all as good as in the video, they chose the right thing. Also, procedural asteroids YESYESYESYES Merry christmas, Keen
Holy shit yeeessssss Hopefully asteroids don't bloat world file sizes as much anymore
pretty sick nothing about the speed being changed though, which is a bummer
Aw, old saves don't have procedural asteroids Oh well, gives me an incentive to start a new game and rebuild everything legit from blueprints
I'm just going to reiterate how nice it is that the only Early Access game I've bought was from the guys who do it the best. Serious props for working hard to push this update by Christmas. I honestly didn't expect an update this week but they held their schedule.
I was playing in a new world which had not a single asteroid containing silicon ore while the update came out. Seems like this problem is not gonna bother me again :v:
oh my god there is a staggering amount of asteroids. i can see massive capital ships and such being more frequent on servers. speaking of servers, would someone even spawn near anybody else? what are the chances of you and another person starting off 3 au away from each other?
I wish the speed limit was higher now, but one thing at a time.
Isn't it higher? I just accelerated up to 111 and it stayed there. In my spacesuit.
[QUOTE=HumanAbyss;46793549]Isn't it higher? I just accelerated up to 111 and it stayed there. In my spacesuit.[/QUOTE] Long ago they increased the speed of travelling in your suit, so you can catch up to ships/your ship if you died and it keeps going at 105m/s
I did not know that. Knowledge is power
I found a completely stationary Mining Hauler, thought "Oh nice, this one is huge, it can even serve me as a temporary station", parked near it and started thinking about how to approach it so that it won't rip me to shreds with its guns. As I began covering the front of my ship in heavy armor, the NPC ship started its engines and peaced right the fuck out :I I feel like I got robbed
[QUOTE=bob4life;46793201]oh my god there is a staggering amount of asteroids. i can see massive capital ships and such being more frequent on servers. speaking of servers, would someone even spawn near anybody else? what are the chances of you and another person starting off 3 au away from each other?[/QUOTE]I'm guessing players will start close to whatever the game considers 0,0,0
omg when they REALLY optimize the netcode down the road this game is going to be awesome in large MP servers. I wonder what the upper limit of players will be? The more they can optimize the server architecture, the more fun for us :v: This is an excellent christmas update, now if only I had my desktop so it didn't run like shit
pls tell me I can modify my current game? I spent last 24 hours building a ship in survival mode and I am nearly done, but I also want huge worlds :(
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