• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=Magman77;46916002]this is exactly why the game had a low speed limit[/QUOTE] You could always approximate it by tracing between your position in the current frame and your position in the next frame, and if there's an object in the way you reposition the ship so it intersects with it, forcing a collision to happen. [img]http://i.imgur.com/iunFi6j.png[/img]
I figured it out The huge announcement is that they hired squeegy to make awesome videos and SE propeganda, and also integrate hovertanks.
So, I actually spent some time and started building something: [URL="http://imgur.com/a/UhF8J"]it's not finished, no interior yet.[/URL] (Or floor, for that matter.) [t]http://i.imgur.com/d7EtSpI.png[/t] Rotors are SO MUCH BETTER when you can do the trick to link two to the same grid. Trying to get it right resulted in several Interstellar-esque spinning deathtraps though. [t]http://i.imgur.com/F1RXFK3.png[/t]
I've recently started getting into the habit of powering my survival mode ships and stations with a combination of solar power and batteries, using reactors only as backup and to get new ships maneuvered to a connector to charge the batteries. It has made life so much easier with the reliance on uranium cut right down, gives me an excess I can use for missiles and warheads. Plus it gives me an excuse to put recharging stations around my sector.
[QUOTE=Plint;46916570] Rotors are SO MUCH BETTER when you can do the trick to link two to the same grid. Trying to get it right resulted in several Interstellar-esque spinning deathtraps though. [/QUOTE] Which trick? For the love of god, I need to know this, this shit's been evading me ever since I started using rotors.
[QUOTE=ElectricSquid;46916821]Which trick? For the love of god, I need to know this, this shit's been evading me ever since I started using rotors.[/QUOTE] Well, basically the trick is that merge blocks work across rotor/piston grids. The hard part is getting them to lock without exploding or creating phantom forces that send your ship spinning into eternity. I suggest starting with a station and converting to a large ship if possible. Because the collision mesh of the merge blocks prevent you from just putting them in place and locking them immediately, you have to place them in such a way that they can rotate to be adjacent to each other. For example, have one rotor at 0 degrees and another at 90 degrees, with a merge block on each that will link only when the two rotors reach the same angle. They'll jiggle and protest and potentially explode, but it you use high torque at low speed (less than 1 m/s) it usually works. As soon as the merge blocks touch their locking faces to each other, the two grids will merge. It's even easier with pistons. Maybe I should make a little tutorial album, actually.
Anyone had a problem where groups of objects connected by landing gear start spinning when you load a save? There's a perpetual acceleration caused by the constraint resolver fighting with the collision resolution. The collisions change shape over time as deformed blocks become additively more warped over multiple save/loads, and then the collision changes with that and they intersect and if they're joined by landing gear it just starts spinning. This is just plain shitty shit fucking shit fuck dick pants, and something I have to fix EVERY time I open this save (you know, the one this krakken movie depends on).
[QUOTE=flamehead5;46915920]I've literally just always kept it off because its too much of a pain when landing and making a multitude of contraptions where I'd rather have functionality rather than have to plan out special places for each thruster. On another note, who else is still hoping we'll get some sort of rail system in the future?[/QUOTE] The easiest way i see it is to split up your thrusters into main thrusters and maneuvering thrusters. The maneuvering thruster mod works best for this since they don't do any damage at all, so you can hide one within the hull in each direction. so when you come in for landing you turn main thrusters off and slowly and carefully steer your way over to the landing strip. as for large ships (maneuvering thrusters are not availible to large ships) azimuth has a tiny one block thruster that only does one block of damage.
Today's the day! [IMG]http://i.imgur.com/E3BPQwh.png[/IMG]
[QUOTE=Frosty_Avo;46917286]Today's the day! [IMG]http://i.imgur.com/E3BPQwh.png[/IMG][/QUOTE] It doesnt show planets for space engineers, it shows planetoids for space engineers. Or a ringworld.
[QUOTE=Squeegy Mackoy;46916139]You could always approximate it by tracing between your position in the current frame and your position in the next frame, and if there's an object in the way you reposition the ship so it intersects with it, forcing a collision to happen. [img]http://i.imgur.com/iunFi6j.png[/img][/QUOTE] this kind of detection is much more expensive, and the last thing SE needs is more performance hogs. It could use multithreading though.
Looks like they're working on an entirely new game!
[URL]http://www.reddit.com/r/MedievalEngineers/[/URL] [URL]http://blog.marekrosa.org/2015/01/medieval-engineers_22.html[/URL] [URL]http://www.medievalengineers.com/[/URL] [video=youtube;GJBYsv3sGAI]http://www.youtube.com/watch?v=GJBYsv3sGAI[/video]
[QUOTE=darth-veger;46917589][URL]http://www.reddit.com/r/MedievalEngineers/[/URL] [URL]http://blog.marekrosa.org/2015/01/medieval-engineers_22.html[/URL] [URL]http://www.medievalengineers.com/[/URL] [video=youtube;GJBYsv3sGAI]http://www.youtube.com/watch?v=GJBYsv3sGAI[/video] Indeed, its a new game :v:[/QUOTE] Oh wow, didn't see that coming Looks pretty good so far
Wat
I was expecting a space ship or a satellite to suddenly crash down on top of the castle at the end.
Oh my god that is hilariously awesome!
It actually looks not bad, I've always wondered how space engineers would transfer to a different setting.
This info makes me feel a little better about this age of empires in first person release: Very early we realized that even Space Engineers could actually benefit from the development of Medieval Engineers. A medieval setting has different requirements for volumetric environments and it forces us to look at the engineering genre from a different angle. To be more specific, these are the things that Space Engineers earned (or may receive in the future) thanks to Medieval Engineers: Compound blocks – multiple blocks being positioned into one grid cell; this will allow better ship designs Mechanical blocks Auto-generated details for some blocks (e.g. roof endings in Medieval Engineers, armor edges in Space Engineers) Voxel hand – a tool for modifying terrains (asteroids); you can alter shape and material Structural integrity Natural landscape Procedural terrain generator (this is why we were able to easily add procedural asteroids to Space Engineers) DirectX 11 (we decided to add PBR - Physically Based Rendering)
I say its important for people to actually read the blog post that Marek posted. No doubt i will be flooded with questions sooner or later with people asking what will happen to SE because it isn't done yet or being angry that we already announce a new game while we still got SE. :suicide:
when do we get Ancient Engineers, Renaissance Engineers, Victorian Engineers and Modern Engineers?
I can only hope we'll get these kinds of graphics and features in SE at some point in the future, the engine could really do with some more effects and post processing to make it look less bland
That actually looks pretty damn fun!
[IMG]http://i.imgur.com/5m0Ve68.jpg[/IMG][IMG]http://i.imgur.com/nLF2zpj.jpg[/IMG][IMG]http://i.imgur.com/mQGdO05.jpg[/IMG][IMG]http://i.imgur.com/Tc70hzj.jpg[/IMG]
I'm going to make a replica of Whiterun and replace the catapult ammo model with Nazeem.
[QUOTE=Highwind017;46917619]I was expecting a space ship or a satellite to suddenly crash down on top of the castle at the end.[/QUOTE] It'd be a pretty balanced fight, the most powerful weapons in both games seem to involve lobbing stone at one another. :v:
how long after release until someone mods the SE parts in? :v: [QUOTE=darth-veger;46917641]I say its important for people to actually read the blog post that Marek posted. No doubt i will be flooded with questions sooner or later with people asking what will happen to SE because it isn't done yet or being angry that we already announce a new game while we still got SE. :suicide:[/QUOTE] can you confirm I'm reading the blog right, this 'structural integrity algorithm' will make it so that damaged buildings fall down so there's no floating bits?
God damn, that's impressive. Their improved destruction physics and block placement systems look great, and how the hell does that trebuchet building system work, if this game lets you design your own trebs well goddamn. If successful a lot of cross development could happen and space engineers could be far improved as well. [QUOTE=krail9;46917854]how long after release until someone mods the SE parts in? :v: can you confirm I'm reading the blog right, this 'structural integrity algorithm' will make it so that damaged buildings fall down so there's no floating bits?[/QUOTE] Im sure it will, space engineers already has this feature, floating bits have independent physics. also the devs beat you to it [img]http://3.bp.blogspot.com/-LHb2Nux9Rrg/VK-pqJZX9OI/AAAAAAAAAeo/x4dJ_pNnIWs/s1600/SpaceEngineers_2014-08-18-17-52-06-971_FinalScreen.jpg[/img]
So as far as building goes this looks like a really simplified version of the new game Landmark (formally known as Everquest Next Landmark) but to be honest will be much more user friendly. I love medieval themed games and it looks kind of nice. Not gonna lie when I saw the video picture before reading the title of it I thought they was going to be adding full on planets to Space Engineers and it was like an arrow through the heart to see it is a new game rather than an incorporation. I am happy to see this though I remember starting on a medieval base in space engineers that I never got around to properly working on. [t]http://i.imgur.com/igrg4mz.png[/t][t]http://i.imgur.com/57O1ZTe.png[/t][t]http://i.imgur.com/rnm19qn.png[/t] Also glad they are took the responsibility of hiring more staff to work on Medieval Engineers so both games get developed fairly.
yo that looks sweet [editline]13th January 2015[/editline] but what's the speed limit?
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