• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[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] Yes, you can get object locations really easily. It's not much use though because you can only find the position of objects on the same grid. Not sure if this is intentional but Keen is aware of it.
oh, the same grid well that's entirely different, nevermind
I wish it was possible for us to be able to place small blocks on large ones so we could add some detail to large ships, and not just by making them fucking huge in order to do it.
[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] Yes, though some tools that would make this easier do not yet exist within the programming block. Here is a link to some resources for programmatically understanding robot arms. [url]http://studywolf.wordpress.com/category/math/linear-algebra/[/url] For figuring out how to position the head of the arm, you are interested in inverse kinematics. For simple arms, you will be able to find a solution with working code all over the internet. If you are trying to apply a specific force with the end of the arm, you are interested in understanding the Jacobian. If some of these topics seem uncomfortably complex to you (I promise they aren't and I'd be happy to explain anything in depth), you will likely find someone who will implement something like it soon.
[QUOTE=bobsmit;46858908]Yes, though some tools that would make this easier do not yet exist within the programming block. Here is a link to some resources for programmatically understanding robot arms. [url]http://studywolf.wordpress.com/category/math/linear-algebra/[/url] For figuring out how to position the head of the arm, you are interested in inverse kinematics. For simple arms, you will be able to find a solution with working code all over the internet. If you are trying to apply a specific force with the end of the arm, you are interested in understanding the Jacobian. If some of these topics seem uncomfortably complex to you (I promise they aren't and I'd be happy to explain anything in depth), you will likely find someone who will implement something like it soon.[/QUOTE] The main purpose of that post was to set the discussion in motion, ideas to spark from it and hopefully end with someone else writing a script that i could use. Because it's all greek to me :v:
[QUOTE=GreenLeaf;46858993]The main purpose of that post was to set the discussion in motion, ideas to spark from it and hopefully end with someone else writing a script that i could use. Because it's all greek to me :v:[/QUOTE] :D There's two important "skills" that aren't necessarily the same: [I]Computer Science[/I] and [I]programming[/I]. Programming is the mechanical action - almost the language skill. Computer science is the math behind solving problems. If there's interest, I'd like to make videos teaching the algorithm-based understanding, i.e. seeing asteroids as convex hulls and how you might implement a 3D renderer using matrix transformations and an array of thrusters. These are all things that you can understand with an 10th grade math background and an interest in the problem. Other things, like a torque-controlled arm might require some early college/late HS level math.
[QUOTE=FlakAttack;46858592]Yes, you can get object locations really easily. It's not much use though because you can only find the position of objects on the same grid. Not sure if this is intentional but Keen is aware of it.[/QUOTE] The important question is, does this account for the position of the block within the grid, or universally?
[QUOTE=Zero-Point;46859415]The important question is, does this account for the position of the block within the grid, or universally?[/QUOTE] It returns the position as a world vector. To get usable local vectors you need at least two points of reference on the grid. I haven't looked at it much but if you can use gyroscope overrides you could make something that automatically orients itself towards a certain world vector. With the right physical design this would make automatically orienting solar panels possible, but limited. You need control of connected grids to really get the most out of something like that. [QUOTE=bobsmit;46859331]These are all things that you can understand with an 10th grade math background and an interest in the problem. Other things, like a torque-controlled arm might require some early college/late HS level math.[/QUOTE] That sounds interesting: I liked advanced math but high school was almost 10 years ago for me. Still have my Ti-83 with the mandatory software like "Doom" on it :D But yeah if there is anything I hate myself for not taking better notes on it's trig. Many times now I've wished I could remember it better. Wouldn't mind more time with vectors either. I kinda got screwed out of a full Computer Science degree and got stuck taking a 1 year web development course instead. Still wish I could have done the full CS course but 2008 hit some of us pretty hard.
[QUOTE=FlakAttack;46859523]It returns the position as a world vector. To get usable local vectors you need at least two points of reference on the grid. I haven't looked at it much but if you can use gyroscope overrides you could make something that automatically orients itself towards a certain world vector. With the right physical design this would make automatically orienting solar panels possible, but limited. You need control of connected grids to really get the most out of something like that.[/QUOTE] Local vectors aren't particularly important for this example, as long as it knows exactly WHERE to go (is it also possible to get rotation vectors? :v:) then automatic docking/unloading is entirely possible, which has me both psyched and also bummed because I don't know how to code at all.
[QUOTE=Wickerman123;46855784]What the christ are you creating?[/QUOTE]It's a recycling facility. For recycling things. Like capital ships.
[QUOTE=Squeegy Mackoy;46861219]It's a recycling facility. For recycling things. Like capital ships.[/QUOTE]"I am bored of this titan, build me a new on with hookers and blackjack"
I found the biggest asteroid I seen yet in a creative mp server. [img]http://cloud-2.steampowered.com/ugc/31856301165300158/339F6BB7ED31CB562543E59906FC85DA9F533CB9/[/img] My ship is 280m long for reference. Im guessing it was width of 600-700m. Nvm these seem more common than I thought. But still really big. Is a bit harder to get the idea of their size when flying the starter ship around.
[QUOTE=Civil;46862019]I found the biggest asteroid I seen yet in a creative mp server. [img]http://cloud-2.steampowered.com/ugc/31856301165300158/339F6BB7ED31CB562543E59906FC85DA9F533CB9/[/img] My ship is 280m long for reference. Im guessing it was width of 600-700m.[/QUOTE]I really hope they fix up the asteroid generator at some point. Lumpy spheroid no fun. You'd be better off just using 3d perlin noise to get volumes. I mean look at this shit and tell me its not amazing. [img]https://thingiverse-rerender.s3.amazonaws.com/renders/56/68/f2/60/3d/Perlin_Noise_990k_display_medium.jpg[/img] The only problem is the lack of edges. You could probably try multiplying the amplitude threshold that creates rock by the distance to the center of the asteroid. I'm guessing if you did that it'd look something like this [img]http://i.imgur.com/hSAhr86.png[/img]
The problem with how it is currently done is the fact that [url=http://i.imgur.com/Blk19HY.jpg]asteroids are usually smoother.[/url]
[QUOTE=Smoot;46862420]The problem with how it is currently done is the fact that [url=http://i.imgur.com/Blk19HY.jpg]asteroids are usually smoother.[/url][/QUOTE]Well, you could still get globular masses using really low frequencies. No idea how to make craters though. I'm not sure which I like better because while, yes, smooth asteroids are realistic, pointy ones look metal as fuck. [t]http://cloud-4.steamusercontent.com/ugc/27352704134825569/FEDDEC3CC53AD6D331FCAD6F5D5FB625D803C9D5/[/t] Also nice colour scheme guys 10/10.
[QUOTE=Squeegy Mackoy;46862488]Well, you could still get globular masses using really low frequencies. No idea how to make craters though. I'm not sure which I like better because while, yes, smooth asteroids are realistic, pointy ones look metal as fuck. [t]http://cloud-4.steamusercontent.com/ugc/27352704134825569/FEDDEC3CC53AD6D331FCAD6F5D5FB625D803C9D5/[/t] Also nice colour scheme guys 10/10.[/QUOTE] teach me your secrets to building
[QUOTE=Pops;46862549]teach me your secrets to building[/QUOTE] Function > Form. Nothing I made was made to look pretty. I did all the moving parts first then crammed body around it.
[QUOTE=Squeegy Mackoy;46862571]Function > Form. Nothing I started was made to look pretty.[/QUOTE] I try to make things that looks pretty and they end up butt-ugly. When I try to make things functional they end up butt-uglier.
[QUOTE=Gen. Crumpets;46862619]I try to make things that looks pretty and they end up butt-ugly. When I try to make things functional they end up butt-uglier.[/QUOTE] The trick is making them so butt-ugly they're beautiful.
[QUOTE=BackwardSpy;46862625]The trick is making them so butt-ugly they're beautiful.[/QUOTE] Exactly. [t]http://i.imgur.com/FJakH20.jpg[/t] [t]http://i.imgur.com/8Nm7Kkd.jpg[/t] [t]http://i.imgur.com/coVPC5E.jpg[/t] [t]http://i.imgur.com/6zjIlXH.png[/t] [t]http://i.imgur.com/XeQznJv.png[/t] [t]http://i.imgur.com/K1Pzo59.jpg[/t] [t]http://i.imgur.com/adlKYJG.jpg[/t] [t]http://i.imgur.com/aqvtWAa.png[/t]
[QUOTE=Squeegy Mackoy;46862169]I really hope they fix up the asteroid generator at some point. Lumpy spheroid no fun. You'd be better off just using 3d perlin noise to get volumes. I mean look at this shit and tell me its not amazing. [img]https://thingiverse-rerender.s3.amazonaws.com/renders/56/68/f2/60/3d/Perlin_Noise_990k_display_medium.jpg[/img] The only problem is the lack of edges. You could probably try multiplying the amplitude threshold that creates rock by the distance to the center of the asteroid. I'm guessing if you did that it'd look something like this [img]http://i.imgur.com/hSAhr86.png[/img][/QUOTE] You should put this on their facebook page.
tried to load space hulk it didn't happen
[QUOTE=Wickerman123;46862988]You should put this on their facebook page.[/QUOTE] But I think they want everyone working with them to live in the same country.
Pack your bags Squeegy!
[QUOTE=Wickerman123;46862988]You should put this on their facebook page.[/QUOTE] but then if squeegy got a job with Keen he couldn't finish his hovertonks game :(
[QUOTE=Pops;46862998]tried to load space hulk it didn't happen[/QUOTE] It would be bigger if it wasnt so damn big that it puts my i5 into a chokehold [editline]5th January 2015[/editline] [QUOTE=paindoc;46863328]but then if squeegy got a job with Keen he couldn't finish his hovertonks game :([/QUOTE] or the space kraken video by the time thats done SE will probably be released.
[QUOTE=Squeegy Mackoy;46862488]Well, you could still get globular masses using really low frequencies. No idea how to make craters though. [/QUOTE] Just shallowly intersect some spheres with the asteroid and then subtract them like in a boolean operation? Seems simple enough to me.
[QUOTE=Civil;46862019]I found the biggest asteroid I seen yet in a creative mp server. [t]http://cloud-2.steampowered.com/ugc/31856301165300158/339F6BB7ED31CB562543E59906FC85DA9F533CB9/[/t] My ship is 280m long for reference. Im guessing it was width of 600-700m. Nvm these seem more common than I thought. But still really big. Is a bit harder to get the idea of their size when flying the starter ship around.[/QUOTE] Spacebola is spreading!
[QUOTE=Squeegy Mackoy;46862637]Exactly. [t]http://i.imgur.com/XeQznJv.png[/t] [/QUOTE] That had me loling
God dammit, can someone tell Keen how fucking idiotic it is that the "export model" function is bound to Ctrl+E? Considering that if you want to rotate yourself while holding a line of blocks to spawn, you're going to press it every goddamn time you want to rotate clockwise? If there was a way to bind it to another key I wouldn't mind, but I don't see it in the keybinding options menu.
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