Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[thumb]https://dl.dropboxusercontent.com/u/66963506/Space%20Engineers%20Controls.PNG[/thumb]
Is there any reason for these two controls not to be merged to a single contextual use button?
There's only two times I can think of that the you ever have the choice to use one or the other:
choosing to open a door or open the terminal from said door
choosing to press a button on a button panel or configure it (something that can be done from the terminal panel right there on the button)
[thumb]https://dl.dropboxusercontent.com/u/66963506/Space%20Engineers%20Buttons.PNG[/thumb]
[editline]FUUUUCK[/editline]
I've posted this on the steam community discussions, hopefully it is noticed: [url]http://steamcommunity.com/app/244850/discussions/2/627456486448523841/[/url]
[QUOTE=Intoxicated Spy;46806731]If Shadowplay allowed me to have multitrack audio, it would be great, but only Playclaw seems to have it,[/QUOTE]
I'm a bit late, but look into dxtory. It's fairly cheap and has a wealth of options, including multitrack audio (though you have to split the audio out of the avi later if you want to use it in Premiere Pro or something). It doesn't compress as it records and it's not GPU based, but I've found it never hits my FPS too hard and the bottleneck for me when recording 60 FPS is easily my hard-drive write speed.
Ive got an idea for mapping space, kinda. From your base, launch 6 automated ships, one in each direction, that have enough resources to fabricate and drop a small ship consisting of a solar panel, a few thrusters, and an antenna every 45 km. Each string of relay ships has a defferent name, like green road, red road, gold road, blue road, ect. All the space surrounding these roads is considered habitable, and the space between them considered the forbidden zone, where only the most seasoned captains dare venture.
Drifting through space with the music turned off and power shut down has that rather serene feel of e.g. the Nostromo while the crew were still in the cryotubes.
[QUOTE=Liem;46810504]I finally bought this game, then found warheads
I am having so much fun[/QUOTE]
I'm just gonna post this in the right thread this time
So far haven't found a single ship or station, but did find this giant doughnut that appears to have been partially gnawed on.
[img]http://i.imgur.com/bw1Y6EW.jpg[/img]
I found a giant doughnut that is completely whole, and I mean supermassive.
My map has tons of the fucking things, doughnuts and rings.
I found a giant doughnut too, and it has a penis-shaped rock in it. Either that was completely random or Keen hid dicks in their generation code
I know I would.
[QUOTE=Birdman101;46810815]Ive got an idea for mapping space, kinda. From your base, launch 6 automated ships, one in each direction, that have enough resources to fabricate and drop a small ship consisting of a solar panel, a few thrusters, and an antenna every 45 km. Each string of relay ships has a defferent name, like green road, red road, gold road, blue road, ect. All the space surrounding these roads is considered habitable, and the space between them considered the forbidden zone, where only the most seasoned captains dare venture.[/QUOTE]
I've thought of this too! We have all the tools needed to make our own GPS or coordinate system thing.
I'm gonna see how timers behave when sent out far far away from the player. if they still work i could set up a timed probe that would travel far out into space with a beacon and then to prevent it from going too far, a timer would stop it.
[editline]28th December 2014[/editline]
Did not seem to work. set a timer to shut off forward thrusters after one minute (about 6000 or 7000 meters) but this does not seem to have happened. it continued off with no signs of slowing down until it reached the edge of the map and vanished. (test world, no unlimited world size)
[QUOTE=GreenLeaf;46812049]I've thought of this too! We have all the tools needed to make our own GPS or coordinate system thing.
I'm gonna see how timers behave when sent out far far away from the player. if they still work i could set up a timed probe that would travel far out into space with a beacon and then to prevent it from going too far, a timer would stop it.
[editline]28th December 2014[/editline]
Did not seem to work. set a timer to shut off forward thrusters after one minute (about 6000 or 7000 meters) but this does not seem to have happened. it continued off with no signs of slowing down until it reached the edge of the map and vanished. (test world, no unlimited world size)[/QUOTE]
I hate to ask the obvious, but did you have it enable the inertial dampeners after shutting down the thrusters?
[QUOTE=Cheshire_cat;46812406]I hate to ask the obvious, but did you have it enable the inertial dampeners after shutting down the thrusters?[/QUOTE]
errr, i'm gonna have to check that tomorrow, i assumed that since it goes off with the inertia dampeners on they should remain on through out the whole journey!
[QUOTE=Civil;46809673]Its got more to do with that the connected stuff forces itself to keep the speelimit and breaks off if you go full speed and turn.[/QUOTE]
Huh, never seen that happen, but I've noticed the universal speed limit causing some other really annoying behaviors so I wouldn't be surprised.
For instance, if your ship is coasting at high speed and you try to fly your astronaut around it, you'll go in weird directions relative to the ship instead of where you're thrusting, almost like something is dragging you back. I'm pretty sure it's because of the way that the game has to limit the sum of all your velocity vectors to be below the speed limit.
I almost wonder if it'd be easier to just do what Starmade does and have a special block that you can activate that puts you inside a special reference frame locked to the ship.
Now I'm thinking about what will happen to a ship attached to a long, swinging arm. If the end of the arm starts going faster than the speed limit, what happens?
[QUOTE=Binladen34;46811585]I found a giant doughnut that is completely whole, and I mean supermassive.
My map has tons of the fucking things, doughnuts and rings.[/QUOTE]I think the asteroid generator is broken if you can end up with a completely unmolested toroid.
My antennas might be broken. on my infinite world, even though the relays -should- be in range of each other, i still lose "sight" of the first relay after ~100k.
In addition to hiding signals entirely, there really ought to be passworded/encypted signals. That way navigation systsms could be used by groups and not have to run the risk of griefing in the name of space terrorism. Of course their pos could be triangulated butttt that's another thing.
Signals and detection in general really! I hope that's next.
[QUOTE=GreenLeaf;46812049]I've thought of this too! We have all the tools needed to make our own GPS or coordinate system thing.
I'm gonna see how timers behave when sent out far far away from the player. if they still work i could set up a timed probe that would travel far out into space with a beacon and then to prevent it from going too far, a timer would stop it.
[editline]28th December 2014[/editline]
Did not seem to work. set a timer to shut off forward thrusters after one minute (about 6000 or 7000 meters) but this does not seem to have happened. it continued off with no signs of slowing down until it reached the edge of the map and vanished. (test world, no unlimited world size)[/QUOTE]
if you left dampeners on but shut off the thrusters, it wouldnt stop because the reverse thrusters need to be on for the dampeners to work. Did it shut off all thrusters or just the rear ones?
[QUOTE=Plint;46813135]Huh, never seen that happen, but I've noticed the universal speed limit causing some other really annoying behaviors so I wouldn't be surprised.
For instance, if your ship is coasting at high speed and you try to fly your astronaut around it, you'll go in weird directions relative to the ship instead of where you're thrusting, almost like something is dragging you back. I'm pretty sure it's because of the way that the game has to limit the sum of all your velocity vectors to be below the speed limit.
I almost wonder if it'd be easier to just do what Starmade does and have a special block that you can activate that puts you inside a special reference frame locked to the ship.
Now I'm thinking about what will happen to a ship attached to a long, swinging arm. If the end of the arm starts going faster than the speed limit, what happens?[/QUOTE]
Ive tried that before, but I couldnt really test it with one person and nobody wanted to help me.
[QUOTE=ReligiousNutjob;46809853]There's only two times I can think of that the you ever have the choice to use one or the other:
choosing to open a door or open the terminal from said door
choosing to press a button on a button panel or configure it (something that can be done from the terminal panel right there on the button)[/QUOTE]
isn't that enough justification? you said it yourself that merging them would break both those objects
[QUOTE=Plint;46813135]
Now I'm thinking about what will happen to a ship attached to a long, swinging arm. If the end of the arm starts going faster than the speed limit, what happens?[/QUOTE]
It really depends where the speed is clamped from.
If the arm is a separate body I'd assume that [B]initially[/B] the counter torque applied from the arm to the ship would "slow" the ship down while the arm would remain at "maximum velocity". I'd also assume that an initial spurt of counter torque would occur on the ship, but the actual torque effects on the arm would simply be absorbed by the maximum speed clamping. Newton's 3rd law and all that.
I'd then assume that the slowed ship would in turn "slow" the arm down due to a reaction from the centripetal force pulling the ship away etc. Though this might all be completely wrong depending on rounding or how space engi handles these things.
Could be a cool thing to test out.
"Here at facepunch laboratories, we're pioneering technology that attempts to break the theoretical limitations of Space Engineer's velocity limit, be it through use of really fucking long catapults, gravity drives, and other experimental applications. We hope through the use of this prototyping technology to achieve the highly sought after "1 m/s over the limit" and aim to decrease your travel time by an irrelevently small amount of time".
I want to see a trailer like this. I want to MAKE a trailer like this.
One of my older ships has two giant spinning disks on the top and bottom, and Ive flown it at speedcap, so theoretically, the leading edge of the wheels had to have been going over the limit. I was not able to accurately measure due to lack of test subjects.
Another thing I thought of is a spinning boom on a station block. If I can make it spin fast enough that the tip is going speedcap and the boom is 20 blocks long, I should theoretically be able to double the boom length to 40 blocks and increase the speed. The only time I was able to procure a test subject for this test, however, the world was bugged and the 50 block long boom exploded to pieces on a glitched invisible asteroid and my test subject was flung into space spinning wildy.
[img]http://puu.sh/dNuP4/64b087a599.jpg[/img]
The fastest practical ship I had could go 120m/s
[QUOTE=Squeegy Mackoy;46813416]I think the asteroid generator is broken if you can end up with a completely unmolested toroid.[/QUOTE]
Asteroid generation needs a bit of an upgrade. I've found too many space donuts, as well as this absolute gem of the asteroid generation formula:
[t]http://cloud-4.steampowered.com/ugc/37485188475256571/39E9A4F8F8487305B7F367426EA099B45B01F6AE/[/t]
A stick in a donut. Ladies and gentlemen, the 8th wonder of the world.
[QUOTE=Birdman101;46814302]One of my older ships has two giant spinning disks on the top and bottom, and Ive flown it at speedcap, so theoretically, the leading edge of the wheels had to have been going over the limit. I was not able to accurately measure due to lack of test subjects.
Another thing I thought of is a spinning boom on a station block. If I can make it spin fast enough that the tip is going speedcap and the boom is 20 blocks long, I should theoretically be able to double the boom length to 40 blocks and increase the speed. The only time I was able to procure a test subject for this test, however, the world was bugged and the 50 block long boom exploded to pieces on a glitched invisible asteroid and my test subject was flung into space spinning wildy.[/QUOTE]
I don't think either of those examples are relevant because i can make something spin as fast as I want and the entity's speed is still 0
like kyle said, you need a separate entity attached to the end of the arm
and when you think of it like that, it becomes pretty obvious what will (probably) happen: the rotation of the arm will be limited such that the entity attached to the end does not break the speed limit
is it me or are assroids only generating Iron, and Stone? With the rare occasions of having gold, silicon, or magnesium?
I have seen literally no uranium or other useful elements. It is virtually impossible to survive. I have also found absolutely no trace of a station, or abandoned ship at all what so ever. I have gone as far out as 120km and nothing.
Do I need to go like stupidly far out, like hundreds of thousands of KM away from my start point?
[QUOTE=Binladen34;46814511]is it me or are assroids only generating Iron, and Stone? With the rare occasions of having gold, silicon, or magnesium?
I have seen literally no uranium or other useful elements. It is virtually impossible to survive. I have also found absolutely no trace of a station, or abandoned ship at all what so ever. I have gone as far out as 120km and nothing.
Do I need to go like stupidly far out, like hundreds of thousands of KM away from my start point?[/QUOTE]
I haven't found stuff like silicon yet, but I've found uranium, gold, iron, cobalt, and magnesium within 30km of each other. This is on high density though.
I haven't found any abandoned/stationary stuff though. Maybe it doesn't help that my render distance for ships is only a few thousand meters? I have seen normal passing cargo ships and such though, the ones that broadcast their location.
Does anyone have a collection of small/sleek ships? They're my favorite but I have no idea how to build one that doesn't suffer in a million different ways without looking hideous.
[QUOTE=Birdman101;46813627]if you left dampeners on but shut off the thrusters, it wouldnt stop because the reverse thrusters need to be on for the dampeners to work. Did it shut off all thrusters or just the rear ones?
[/QUOTE]
Just the rear one!
If programming is being added, I forsee an EVE like "rogue drones" infection taking hold on servers.
I have been experimenting with drones for a couple of days. I have made a few basic designs, but nothing particularly noteworthy (yet).
[QUOTE=krail9;46814453]and when you think of it like that, it becomes pretty obvious what will (probably) happen: the rotation of the arm will be limited such that the entity attached to the end does not break the speed limit[/QUOTE]
This is actually surprisingly physically accurate, though at the wrong order of magnitude and entirely wrong reasons
Well, TodesRitter just put up a picture of the Code Editor.
[url]http://forums.keenswh.com/post/programming-picture-7220865?&trail=15[/url]
Looks like I'll not be programming int he game then, because fuck learning a leanguage to get the most out of a game.
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