• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=Pilotguy97;46848309]Mine always comes up in Finnish. I can tell because the words look like an epileptic flailed across a keyboard and then added umlauts to literally every other letter :v:.[/QUOTE] [I]Rude[/I] [editline]3rd January 2015[/editline] Besides, umlaut doesn't technically refer to the diacritic, it refers to the vowel change marked by the diacritic. Umlaut is a property of Germanic languages and does not occurr in Finnish so a and ä are two separate vowels. (Also, sometimes, like in Tolkien's texts, ¨ marks a vowel that is a part of a separate syllable from the previous one)
[QUOTE=Joazzz;46841446]D00M in Space Engineers when[/QUOTE] Space Engineers in Space Engineers when?
Sooner or later they're gonna have to add a display block, using antennas and beacons to display text can only get you so far
[QUOTE=Amiga OS;46849364]You know, a vector drawing block could be cool, it just has a monitor that can be accessed with an API similar to LOGO. I can have my ships computer run LCARS.[/QUOTE] if I could have an lcars interface without using mods, I would be so happy.
Presumably these things will all be possible to make with modding eventually, as long as Keen expands the mod support some more. That's assuming of course that they don't put them in the vanilla game themselves.
So about that programming.. [t]https://d2t1xqejof9utc.cloudfront.net/screenshots/pics/96ed2ec6469b1a66f1c40a394d860ab1/large.JPG[/t] can a program be written to allow something like this perform simple, straight forward "pick that shit up" actions. i already have some simple arm set up on a forklift esque ship i'm working on. and i'm just picturing this nightmare that comes with maneuvering all those rotors and pistons by hand. It's probably possible to do with timers. but that would take a LOOOOT of different timers. so like, getting rotors to stop at a specific degree (without the use of rotor limits) Also, what i mean by "pick that shit up" is just, move arm to a specific spot, lock landing gears, reverse arm movement. No need to detect wether there's anything to pick up at all
Wasn't there a conveyor made in this thread a while back.
[QUOTE=JesseR92;46851027]Wasn't there a conveyor made in this thread a while back.[/QUOTE] I think those where welder arms that moved up and down or back and forth repeatedly. quite simple thing, i already have a miner, a welder and a grinder vehicle whose arms move up and down like that using a timer. This arm however need to make several movements in the correct order, it needs to place the rotors at a specific degree and then i want to be able to move it around manually afterwards. which is why it must not make use of rotor limits.
Can someone please tell me why this isn't working? I'm either an idiot or well an idiot. [T]http://cloud-4.steamusercontent.com/ugc/36359523431443596/F11E1D0A96DD46ED49DB14FF893795C6FA7C03D5/[/T]
Check that blueprint is within bounds
It is. I've checked everything I can think of, even built a little but to get it started, but then it started freaking out and the lander leg blew off, and I preceded to crash my heavy armored ship into it and committed suicide. AKA Dingle Ship MK2 there at the bottom.
it has to be attached to the same grid as the projector to be built, i can't really see there but maybe it's not properly attached?
Is there any news for this being ported to Linux?
[QUOTE=Mattk50;46851323]it has to be attached to the same grid as the projector to be built, i can't really see there but maybe it's not properly attached?[/QUOTE] I made a small vessel and attached the hologram to that.
[QUOTE=GreenLeaf;46850902]So about that programming.. [t]https://d2t1xqejof9utc.cloudfront.net/screenshots/pics/96ed2ec6469b1a66f1c40a394d860ab1/large.JPG[/t] can a program be written to allow something like this perform simple, straight forward "pick that shit up" actions. i already have some simple arm set up on a forklift esque ship i'm working on. and i'm just picturing this nightmare that comes with maneuvering all those rotors and pistons by hand. It's probably possible to do with timers. but that would take a LOOOOT of different timers. so like, getting rotors to stop at a specific degree (without the use of rotor limits) Also, what i mean by "pick that shit up" is just, move arm to a specific spot, lock landing gears, reverse arm movement. No need to detect wether there's anything to pick up at all[/QUOTE] A very basic robot arm that moves to a position by following some hard-coded instructions is almost certainly possible right now. More interestingly (this might need some more power added to the scripting system), it should be possible to make a robot arm that uses inverse kinematic calculations to move the hand to any given point in space. This means you can have one robot arm with one script and use it for a whole range of different tasks. Exciting!
that will be easy to weaponize right?
First an arm, then a giant space mech
[QUOTE=BackwardSpy;46851500]A very basic robot arm that moves to a position by following some hard-coded instructions is almost certainly possible right now. More interestingly (this might need some more power added to the scripting system), it should be possible to make a robot arm that uses inverse kinematic calculations to move the hand to any given point in space. This means you can have one robot arm with one script and use it for a whole range of different tasks. Exciting![/QUOTE] exciting indeed! for now i'll try to set up a string of movements with the timers. but if i can manage to install programming into my brain i'll attempt the script shit thing. also, the rotor limits REALLY need to be fixed! turning the rotors off while they're stretching the degree limits makes them violently snap back into place and this will eventually shake things to pieces! [editline]4th January 2015[/editline] [QUOTE=Liem;46851552]First an arm, then a giant space mech[/QUOTE] look for Extro's walker on youtube!
[QUOTE=GreenLeaf;46851073]I think those where welder arms that moved up and down or back and forth repeatedly. quite simple thing, i already have a miner, a welder and a grinder vehicle whose arms move up and down like that using a timer. This arm however need to make several movements in the correct order, it needs to place the rotors at a specific degree and then i want to be able to move it around manually afterwards. which is why it must not make use of rotor limits.[/QUOTE] should be pretty easy to know how long the rotor will take to turn a certain distance at a specific RPM.
Have they added proper inventory sorting and automatic queue sharing for refineries yet, so that when multiple refineries are connected to the same conveyer system, they pull ore evenly instead of only one at a time? The only way around that before was a complicated system of ejectors, collectors, and cargo containers, and that was not without some messy drawbacks.
[QUOTE=Big Dumb American;46851907]Have they added proper inventory sorting and automatic queue sharing for refineries yet, so that when multiple refineries are connected to the same conveyer system, they pull ore evenly instead of only one at a time? The only way around that before was a complicated system of ejectors, collectors, and cargo containers, and that was not without some messy drawbacks.[/QUOTE] Not by default but this is what I use on my server: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=321588701[/url] It allows me to have several refineries of different types to work efficiently. Especially useful if you have a few small ship miners with connectors (you can refuel them easily). I can't wait to read data from antennas, inventory, and ship status with the in-game scripting. That's when the real fun begins for me.
What are some must have mods when hosting a server?
Well i have gotten used to the armor ramps mod. i couldn't build a thing if it wasn't with that one.
[QUOTE=Amiga OS;46849364]You know, a vector drawing block could be cool, it just has a monitor that can be accessed with an API similar to LOGO. I can have my ships computer run LCARS.[/QUOTE]You could make your ship display your ship.
[QUOTE=Squeegy Mackoy;46854008]You could make your ship display your ship.[/QUOTE] Or advertise Coca-cola on the side of your space blimp.
You can already do this, kind of, with holograms :v:
[QUOTE=Magman77;46851615]should be pretty easy to know how long the rotor will take to turn a certain distance at a specific RPM.[/QUOTE] Yeah that's what i can do with timers, but i'm hoping for a script that will make the rotor turn off once it reaches like 90 degrees, and it should do this from any other degree, wether it's currently 14 or 73 degrees. If i have a timer counting down how long it needs to turn before shutting off this means that it can only do so from one location, or it'll miss the requested stopping point.
When raiding in space engineers im going to have a set of huge blueprints for projecting messages to my enemy. Oh, since programming is in, you could have a set of moving blueprints as a sort of active camo, too, maybe specifically coded in order to make it look like your ship is moving in the opposite direction as it is, at least momentarily.
Images are a wall of pixels. Imagine a wall of lights. Lights have an RGB value. So do pixels.
[QUOTE=rapperkid04;46853482]What are some must have mods when hosting a server?[/QUOTE] this of course [url]http://steamcommunity.com/sharedfiles/filedetails/?id=364043745&searchtext=[/url]
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