Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
I don't blame all the dickships on pure coincidence. Evolution has made penises the most efficient piercing objects in the world.
I think I might have overdone this reverse thruster on one of the arms :v:
But now that the mass is over 20,000 tonnes, it'll need all the thrusters I can crowbar in.
[t]http://i.imgur.com/4mbHiru.jpg[/t]
If drills actually worked :(
[T]http://cloud-2.steampowered.com/ugc/506947022826174765/83815F59775764D89840172C6BFCD6E4A46D8501/1024x576.resizedimage[/T]
I hope there'll eventually be some extremely large asteroids we could carve hollow and hide pirate ships in.
I think I'm gonna have a break from building this ship now.
Still gonna set up the thrusters in the pontoons/whatever the fuck they're called, put some greeble and guns on them (and the sections connecting them), and paint the damn thing, that'll be hell.
I might extend the side sections all the way to the back of the body, dunno yet.
[t]https://dl.dropboxusercontent.com/u/4888695/2013-11-03_00001.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/4888695/2013-11-03_00003.jpg[/t]
Also, some ramming action because I know PredGD likes it ;)
[t]https://dl.dropboxusercontent.com/u/4888695/2013-11-03_00005.jpg[/t]
I'm enjoying myself just by building visually pleasing ships. Function or size doesn't really matter to me at this point.
[T]http://i.imgur.com/HaDLeBJh.png[/T][T]http://i.imgur.com/HLSthgYh.png[/T][T]http://i.imgur.com/e6YoQjkh.png[/T][T]http://i.imgur.com/WyPjm5Lh.png[/T][T]http://i.imgur.com/hoZBt5ah.png[/T][T]http://i.imgur.com/w7qRsgHh.png[/T]
[QUOTE=Sgt Doom;42736579]I hope there'll eventually be some extremely large asteroids we could carve hollow and hide pirate ships in.[/QUOTE]
Okay, here. Done :)
[T]http://i.imgur.com/RXu0p7c.jpg[/T]
Yes, that is pieces of scrap from some interesting encounters.
Decided to make a cargo barge
[t]http://filesmelt.com/dl/2013-11-02_000011.jpg[/t]
[t]http://filesmelt.com/dl/2013-11-02_00002.jpg[/t]
[t]http://filesmelt.com/dl/2013-11-02_000051.jpg[/t]
Maybe not the best ramming device. I mean I put a clean hole in the red ship and the dock... But...
[t]http://filesmelt.com/dl/2013-11-02_00006.jpg[/t]
[QUOTE=Vilusia;42729965]I can see it now.
Huge areas of "No mans Land" where hundreds of ship lie dead. The Facepunch fleet comes into the area with to search for resources for the FP HQ. The Main ship is a carrier, made by the best FP can offer, it's big enough to hold small frigates and hundreds of fighters. The fighters are sent out to set beacons on areas to scavenge later. Suddenly something in the distance opposite from "No mans land", A pirate fleet.
The fighters quickly head forward to intercept the fleet. Hundreds are in this battle, small fighters are exploding while the frigates from the FP fleet flank the pirate fleet. The frigates finally make it around no mans land a see it.
[t]http://i.imgur.com/QXgA9rn.jpg[/t]
The FP frigates barely do any damage to the monster and are quickly destroyed. The rest of the fleet leave because they know it's impossible to beat them.
My imagination wants this game to be the best game ever :([/QUOTE]
So basically, EVE online except where the Facepunch Corporation actually works together?
look like i found something better
[video=youtube;Fq4gih_AX44]http://www.youtube.com/watch?v=Fq4gih_AX44[/video]
Reminds me of Freelancer.
Man if they get the docking to work right we are totally making voltron
How to add Models (excluding textures):
(SIMPLE WAY)
1. Export your model (Blender, 3DS Max, etc.) into a FBX file
2. Put your FBX file into Steam>steamapps>common>SpaceEngineers>Tools
3. Then open MwmBuilder.exe
4. Wait...
5. A file that has the same name that is a .mwm file will appear.
( WHEN DOING THE SAME STEPS, MAKE THE NAMES ALL THE SAME AS THE NAME FOR THE .mwm FILE )
6. Go into SpaceEngineers>Content>Data
7. Open CubeBlocks.sbc with Notepad++ or other reading programs
8. Put this under <Definitions> at the top
[QUOTE]<Definition>
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>SupportBeam</SubtypeId>
</Id>
<DisplayName>SupportBeam</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\SupportBeam</Icon>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</Size>
<ModelOffset>
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</ModelOffset>
<Model>Models\SupportBeam</Model>
<Components>
<Component Subtype="Construction" Count="8" />
<Component Subtype="InteriorPlate" Count="12" />
<Component Subtype="SmallTube" Count="4" />
</Components>
<CriticalComponent Subtype="Construction" Index="0" />
<MountPoints>
<MountPoint Side="Top" StartX="0" StartY="0.8" EndX="1" EndY="1" />
<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="1" EndY="0.2" />
<MountPoint Side="Left" StartX="0" StartY="0" EndX="0.2" EndY="1" />
<MountPoint Side="Right" StartX="0.8" StartY="0" EndX="1" EndY="1" />
</MountPoints>
<PhysicsOption>Box</PhysicsOption>
<BuildProgressModels />
<BlockPairName>SupportBeam</BlockPairName>
<ExcludedAreaForCamera />
<CenterOffset xsi:nil="true" />
</Definition>[/QUOTE]
9. Replace SupportBeam with the name of your .mwm file
10. Put this at the bottom at <BlockPositions>
[QUOTE]<BlockPosition>
<Name>SupportBeam</Name>
<Position>
<X>7</X>
<Y>2</Y>
</Position>
</BlockPosition>[/QUOTE]
11. Again, change SupportBeam with the name of your .mwm file.
12. Finally, put your .mwm file into SpaceEngineers>Content>Models
13. Last step, go into SpaceEngineers>Content>Textures>GUI>Icons>Cubes and this will be your icon in the inventory (.dds file)
You're done! You have a model inside of your game.
Things to remember when doing this is the blockposition is the slot in the inventory (G), I recommend checking your game first to see which slots are open, the coordinates are as always (x to the side, y up and down; Y is not negative).
Hope this helps.
This DOES NOT include textures.
NOTE: Some things can be changed like the Cube Size, the offset, etc.
[QUOTE=FluD;42738478]look like i found something better
-Limit Theory-[/QUOTE]
Limit Theory looks absolutely incredible and the guy behind it is a genius and making that game is his dream. Chris Roberts actually tried to hire him because he was so impressed but Josh declined because he wanted to keep working on Limit Theory. I'm really looking forward to it. He's also super inspired by Freelancer, which is my favorite space sim ever, so his approach to everything is right up my alley.
That being said, Limit Theory is nothing like Space Engineers and they aren't remotely comparable.
i bought this yesterday and built my first ship :)
[t]http://puu.sh/578kP.png[/t]
Getting a little further on my project... though I wish the large blocks were about half as big as they are, would make my ship slightly less oversized...
[t]http://cloud-3.steampowered.com/ugc/505821122924598468/6CE31BC1D2EA9A0A5C255561DD20913CCFB32794/[/t] [t]http://cloud-2.steampowered.com/ugc/505821122924641822/1CF985D525AE2BDEA769796E1F8C67787EC9B82F/[/t] [t]http://cloud-2.steampowered.com/ugc/505821122924651710/96EE23CD39D9D86AA27285AD0B7CF4317CBAE961/[/t]
Core Room:
[t]http://cloud-2.steampowered.com/ugc/505821122924668169/729725B2D0A50545F21B243BCB419D8DC22D81AC/[/t] [t]http://cloud-2.steampowered.com/ugc/505821122924678036/E3C08ED9430D48FBD816CB630B1217FC222E7C63/[/t] [t]http://cloud-3.steampowered.com/ugc/505821122924680992/7E8B89359F12DA0165E9F72C43074D669D5CAB73/[/t]
[t]http://puu.sh/57jIz.png[/t]
[t]http://puu.sh/57jNr.png[/t]
Working on building a mega-carrier for transporting 2x Destroyers, 4x Gunboats, 2x Carrier, ?? Fighters
Wing one will hold the destroyers and gunboats and fighters
Wing two will hold the two normal carriers
The second picture is just an example of maybe the size of a destroyer that it'd be able to carry.
Am I the only one who is hoping for a much more fleshed out construction system.
What I mean is, the building now is fine but it's clumsy and very time consuming. What this can greatly benefit from would be a screen where you design your ship or station much like a modelling program and once complete you can then proceed to place the blueprint into the world to be completed by the builders. Maybe it's not doable in the same way I am imagining it, but it would be nice to have a build system that's not so Minecraft-like.
[QUOTE=GHOST!!!!;42738607]Reminds me of Freelancer.[/QUOTE]
I was going to say this then I scrolled down a bit :v:
My spaceship so far.
[thumb]http://i.imgur.com/Fu7yHdoh.jpg[/thumb]
[thumb]http://i.imgur.com/2UPI6tWh.jpg[/thumb]
Also what FOV are you guys using?
I've been working on a Cruise Liner for the past little while.
This is the exterior, which as of yet has not had any greeble added:
[t]http://i.imgur.com/FKOxsyf.jpg[/t]
The main entrance from the landing bay:
[t]http://i.imgur.com/O3wqZnb.jpg[/t]
The Laundromat (which is totally filled with laundry machines and not assemblers):
[t]http://i.imgur.com/j745srA.jpg[/t]
And the reactor complex:
[t]http://i.imgur.com/b1xyBul.jpg[/t]
[QUOTE=Korro Bravin;42739178]Getting a little further on my project... though I wish the large blocks were about half as big as they are, would make my ship slightly less oversized...
[t]http://cloud-3.steampowered.com/ugc/505821122924598468/6CE31BC1D2EA9A0A5C255561DD20913CCFB32794/[/t] [t]http://cloud-2.steampowered.com/ugc/505821122924641822/1CF985D525AE2BDEA769796E1F8C67787EC9B82F/[/t] [t]http://cloud-2.steampowered.com/ugc/505821122924651710/96EE23CD39D9D86AA27285AD0B7CF4317CBAE961/[/t][/QUOTE]
this design looks fucking snazzy as fuck
Does anyone know what the name of that program that monitors performance is? I suspect the game either isn't using the cpu cores fully, or hyperthreading is doing something stupid.
Well, in all likelihood it's because i'm trying to move a 20k tonne vessel and smash it into an asteroid, but i'm hoping to maximise performance as much as I can on my end.
My Big Ship is nearing completion (the frame that I posted earlier is what it's based on)
No pictures yet, but it's supposed to be a weapons frigate thing.
Heavily armoured, too.
Just saying, the game has a maximum number of collisions allowed at the same time, so when trying to collide something huge with an asteroid, for example, you'll soon notice that parts of the ship go straight through it. so don't count on REAL HUGE collisions.
Considering the current performance problems, i'll be leaving my large ship to finish later. Exterior except for the bottom is done, and interior still needs doing. Considering how much mass it has currently, and how i'm now getting memory crashes more and more often, it's unlikely to be able to be completed until the game is 64-bit.
[QUOTE=Sgt Doom;42742078]Does anyone know what the name of that program that monitors performance is? I suspect the game either isn't using the cpu cores fully, or hyperthreading is doing something stupid.
Well, in all likelihood it's because i'm trying to move a 20k tonne vessel and smash it into an asteroid, but i'm hoping to maximise performance as much as I can on my end.[/QUOTE]
CPU-Z
[QUOTE=Joazzz;42741905]this design looks fucking snazzy as fuck[/QUOTE]
Hopefully i can add some spinny parts like
[QUOTE=GHOST!!!!;42742062][IMG]https://dl.dropboxusercontent.com/u/65276869/451324.gif[/IMG][/QUOTE]
Such as a ring around the thinner part connecting the main hull and the engineering hull
Also we should all design a standardized docking collar that we can use when docking becomes a thing.
Now try to make Normandy SR-1 Drive Core :o
Sorry, you need to Log In to post a reply to this thread.