• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
Also, what colour do I make this? [t]http://cloud-2.steampowered.com/ugc/27352704100969873/3EFE8B9CE0A6C6C35A8C151870599C68ADD9B2E8/[/t]
[QUOTE=Squeegy Mackoy;46855095]Also, what colour do I make this? [t]http://cloud-2.steampowered.com/ugc/27352704100969873/3EFE8B9CE0A6C6C35A8C151870599C68ADD9B2E8/[/t][/QUOTE] I'd say green because the image makes me think of praying mantis.
[QUOTE=Squeegy Mackoy;46855080]Images are a wall of pixels. Imagine a wall of lights. Lights have an RGB value. So do pixels.[/QUOTE] [t]http://i.imgur.com/Y0fFmuU.jpg[/t] Space Gaben. That is all.
[QUOTE=JDB;46855089]this of course [url]http://steamcommunity.com/sharedfiles/filedetails/?id=364043745&searchtext=[/url][/QUOTE] no [B][U][I]no[/I][/U][/B]
[QUOTE=Squeegy Mackoy;46855095]Also, what colour do I make this? [t]http://cloud-2.steampowered.com/ugc/27352704100969873/3EFE8B9CE0A6C6C35A8C151870599C68ADD9B2E8/[/t][/QUOTE] Dark grey with orange highlights. It needs to be the harbinger of the coming oblivion.
[QUOTE=_charon;46855335]Dark grey with orange highlights. It needs to be the harbinger of the coming oblivion.[/QUOTE] I find white and light grey works with orange highlights. Some black, too. Like the guns from District 9 [t]http://www.wired.com/images_blogs/underwire/2010/02/d9_arc_gun_660.jpg[/t] Mmm. Alien-y.
Excellent choice. Also, I need somewhere to plug this into... [img]http://cloud-2.steampowered.com/ugc/27352704103208735/A9443F89AA62C8C323A36AAEDE41CC2E821B19C5/[/img] I know I could concatenate it, but where's the fun in that?
What the christ are you creating?
looks like a set of jaws that eats ships/asteroids could be wrong though also, plug it into a giant rotary head for good measure. Maybe have a bunch of advanced rotors for each connector spinning for no reason (in random speeds and directions). ultimately attach it to the starter ship for my amusement.
[QUOTE=GreenLeaf;46854245]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.[/QUOTE] If you're just trying to use a pre-determined set of motions then all you have to do is calculate the relative positions of each stopping point from the last. Setting up a list of timings from that shouldn't be rocket science.
[QUOTE=Magman77;46855991]If you're just trying to use a pre-determined set of motions then all you have to do is calculate the relative positions of each stopping point from the last. Setting up a list of timings from that shouldn't be rocket science.[/QUOTE] Alternatively, according to this: [url]http://www.spaceengineerswiki.com/Programming#Rotor[/url] And this: [url]http://www.spaceengineerswiki.com/Programming#Properties_2[/url] He can get the current position from the rotor, and then increase or decrease the upper and lower limits according to how he wants it moved.
[QUOTE=rapperkid04;46853482]What are some must have mods when hosting a server?[/QUOTE] I would say armor ramps and armor thrusters
[QUOTE=JDB;46855089]this of course [url]http://steamcommunity.com/sharedfiles/filedetails/?id=364043745&searchtext=[/url][/QUOTE] why does this even exist actually don't tell me for the sake of my sanity
[QUOTE=GreenLeaf;46855193] Space Gaben. That is all.[/QUOTE] No. We need space doom.
[QUOTE=Zero-Point;46856190]Alternatively, according to this: [url]http://www.spaceengineerswiki.com/Programming#Rotor[/url] And this: [url]http://www.spaceengineerswiki.com/Programming#Properties_2[/url] He can get the current position from the rotor, and then increase or decrease the upper and lower limits according to how he wants it moved.[/QUOTE] yeah that oughta do it! In the mean time, here's a bunch'o industrial equipment! [t]http://cloud-4.steamusercontent.com/ugc/32981756070298412/131F888B3514EC785A69A02C0ED25B0DCFCB4DC1/[/t] From left to right: The FTV. Fatass Towing Vehicle. made to drag around absolute ass with a shitload of thrusters and gyros. This is the one that would have arms that could be raised up and down, twisted and flipped in all sorts of directions. but for now i'm content with being able to raise and lower the arms and also twist the wrists. it can't flip the arms though. The FCV. Fatass Construction Vehicle. all the four vehicles uses arms attached to rotor in some way but wether that is really nescessary with this one could be debated. i wouldn't be flying this thing in tight spaces so aiming the arms really aren't that useful. but it looks cool when the arms go up and down and sparks are flying. looks like shit gets done! The FSV. Fatass Salvaging Vehicle. Exactly the same as the FCV but reversed. The FMV. Fatass Mining Vehicle. The first one that i made of the four and the one that makes the best use of the moving arms. i got a timer set up so that it raises the arms up and takes a biiig swipe at the asteroid then repeats for as long as you'd like, all you have to think of is keeping the miner close to the asteroid. Can anyone tell me what other industrial equipment i should do?
cargo
[QUOTE=GreenLeaf;46857001][B]-Awesome Utility Vehicles-[/B][/QUOTE] Uhhh, can I be really cheeky and ask for blueprints? I'd love to use those in my world. :v:
built another ship [url]http://steamcommunity.com/sharedfiles/filedetails/?id=369551568[/url] [img]http://i40.photobucket.com/albums/e244/teshok/2015-01-05_00008_zps50e149c8.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2015-01-05_00009_zps705b5056.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2015-01-05_00010_zps97d8b6bc.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2015-01-05_00011_zps75cb11c1.jpg[/img] [img]http://i40.photobucket.com/albums/e244/teshok/2015-01-05_00012_zps8c81e005.jpg[/img]
Are you guys on creative or on survival? I just started playing this.
I tend to perfect a design in creative then move over to the survival server i play on and blueprint it in.
[QUOTE=Staneh;46857702]Are you guys on creative or on sandbox? I just started playing this.[/QUOTE] creative is sandbox, but I assume you meant survival typically people like to prototype ships in creative and build their favorites from a projector block in survival
[QUOTE=Magman77;46857758]creative is sandbox, but I assume you meant survival typically people like to prototype ships in creative and build their favorites from a projector block in survival[/QUOTE] Yeah I meant survival, I'm really liking this game, I still don't understand shit though.
[QUOTE=Zero-Point;46856190]Alternatively, according to this: [URL]http://www.spaceengineerswiki.com/Programming#Rotor[/URL] And this: [URL]http://www.spaceengineerswiki.com/Programming#Properties_2[/URL] He can get the current position from the rotor, and then increase or decrease the upper and lower limits according to how he wants it moved.[/QUOTE] The "Position" property doesn't return the rotor's angle, it returns its XYZ coordinates in the game world. Now using a pair of items and grabbing a vector from the difference in their positions works, but it's quite a bit more effort to use.
[QUOTE=FlakAttack;46857805]The "Position" property doesn't return the rotor's angle, it returns its XYZ coordinates in the game world. Now using a pair of items and grabbing a vector from the difference in their positions works, but it's quite a bit more effort to use.[/QUOTE] You can assume what position you're in based on the direction it's rotating though, right? It's not perfect but I assume it could work. Also, considering that, it seems like it'd be more than possible then to make a ship that can automatically dock with a station...
[QUOTE=FlakAttack;46857805]The "Position" property doesn't return the rotor's angle, it returns its XYZ coordinates in the game world. Now using a pair of items and grabbing a vector from the difference in their positions works, but it's quite a bit more effort to use.[/QUOTE] Wait so objects just have the magical property of being able to know where they are in the game world? Seems like the programming block is a little bit broken then imo.
[QUOTE=Magman77;46857931]Wait so objects just have the magical property of being able to know where they are in the game world? Seems like the programming block is a little bit broken then imo.[/QUOTE] Not really, because the only thing you'd really be able to do is compare the current position of a block with another, static position.
and based on your relative position to that static position you can map space without having to have any kind of contact with it using in-game mechanics?
[QUOTE=Minelayer;46857059]cargo[/QUOTE] Since i already have a towing hauler kind of thing i decided to just modify it to allow for some mergeblock module to be added allowing it to connect with these cargo containers that also can be clipped together to form a "cargo stick" [t]http://cloud-4.steamusercontent.com/ugc/32981756075666774/8790DA8762E7F2190F8B84B81120053E2D626212/[/t] So it's actually the same vessel, i just expanded its usefulness [editline]5th January 2015[/editline] Also, putting anything on the front merge block of the cargo merge module is a bad idea. that's just there so it doesn't matter which way i connect to it. [editline]5th January 2015[/editline] [QUOTE=Jamie1992GSC;46857484]Uhhh, can I be really cheeky and ask for blueprints? I'd love to use those in my world. :v:[/QUOTE] I could do that for you! gimme a second.
Merge blocks don't have conveyors in them, right?
[QUOTE=Magman77;46858235]Merge blocks don't have conveyors in them, right?[/QUOTE] Nope! i have an "attached" connector (mod) on one of the sides of the cargo containers though which is supah flat and nice to have instead of those huge and clunky vanilla connectors. comes in both small and large conveyor form. get yours today! [editline]5th January 2015[/editline] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=369609551[/url] I think it got it working, i haven't uploaded anything like this before. And i'm not joking when i say i use EVERY mod there is. it will take a while to load this world!
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