• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
I fucked around with Wolfram Alpha some without having much clue what I was doing. It spit out that it would be roughly twice the force of the Chicxulub impact. I have no idea how accurate that is, so I'm gonna try to figure it out better. But I'm think its reallynot accurate.
[QUOTE=joshjet;42921446]You would just need to find the final velocity, then plug it into 1/2*M*V^2 [editline]20th November 2013[/editline] Woo AP Physics C I still get my shit slapped by anyone on this forum that's in college though. [editline]20th November 2013[/editline] I would do the math, but I'm only mildly paying attention to this thread. Ironically, I need to do my physics homework.[/QUOTE] I failed a college precalc course over the summer. I'm not great, the formulas for force are just really simple. It's F=MA, and both of these we're given. I just converted to Newtons.
Well i decided to test dropping uranium before the railgun (prior to reading about these failed collisions). It DID collide, the problem is that it collided "negatively," so to speak. I can't really explain it so, just see for yourself: [t]http://i.cubeupload.com/RcWg0y.jpg[/t] Yes, i dropped it above that, and yes it did pop out instead of being torn inwards.
Don't feel bad I just dropped college. Going to pursue welding instead.
[QUOTE=Minelayer;42921808]Well i decided to test dropping uranium before the railgun (prior to reading about these failed collisions). It DID collide, the problem is that it collided "negatively," so to speak. I can't really explain it so, just see for yourself: [t]http://i.cubeupload.com/RcWg0y.jpg[/t] Yes, i dropped it above that, and yes it did pop out instead of being torn inwards.[/QUOTE] Damage is weird some times. [thumb]http://cloud-2.steampowered.com/ugc/452905737214146791/BAACE7338427491EB7DE3EBADA0E42C6D6AF00C9/[/thumb] This occurred when random parts of the red ship decided it didn't want to collide anymore when I crashed it into my ship. When I tried to reverse the red ship out of my ship, this sort of damage happened all over my ship. Similar to this happened. [thumb]http://cloud-3.steampowered.com/ugc/452905737214276152/221E329C464C1C9BA6753AC9D658F552086243DF/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/452905737214300373/36A15978A50B2675C6E27BB24A480002BF7837ED/[/thumb]
[QUOTE=Usernameztaken;42917991]Uranium is a pretty heavy element, and has a lot of inertia. So it makes perfect sense to use it as bullets. (which is why we already do.)[/QUOTE]Nevertheless, unrefined uranium (or low-enriched uranium used in reactors) dropped from the height of a person onto a solid floor shouldn't tear right through it. I'm guessing the cause is that the game stacks multiple items of one type into one physical object with their mass combined. Though we're a long way away from the balancing stage.
Decided to play with this mass driver idea, using the gravity generators. So far, I've found that this four-generator design is the best; delivering power while keeping the payload below that 104 m/s speed limit. It seems that the physics glitch out after this and it won't do any damage. [quote][IMG]http://i.imgur.com/t5J9d22.jpg[/IMG][/quote] Entry wound on the blue ship: [quote][IMG]http://i.imgur.com/GuLQL79.jpg[/IMG][/quote] Exit wounds: [quote][IMG]http://i.imgur.com/Eeicyed.jpg[/IMG][/quote]
they must make a special torpedo ship atleast that is affected by gravity, that way we can fire kinetic torps out of our railguns.
oh yeah, I remember doing uranium railguns [t]http://i.imgur.com/ZYoK4Ll.jpg[/t] [t]http://i.imgur.com/6CgovM2.jpg[/t] the damage [t]http://i.imgur.com/0eKf074.jpg[/t] [t]http://i.imgur.com/LI65kAo.jpg[/t] less is more, my later design didn't work nearly as well also helps to disable the gravity generator on the red ship (and station) you can get more uranium from the generator on the station platform by far the best counter to these gravity launched monstrosities is, drumroll, gravity generators - just one usual one will throw them off quite effectively, but if you have an array of them you enable when going into combat, you basically have a forward reflector shield [editline]20th November 2013[/editline] [QUOTE=Pigbear;42922552]they must make a special torpedo ship atleast that is affected by gravity, that way we can fire kinetic torps out of our railguns.[/QUOTE] nah, we need legitimate railguns
i don't think you'll even really need any kind of protection against these kinds of railguns, since atm you basically need to stand directly in front of it for it to hit you anyway (plus they won't be able to move the gun itself without messing up the projectile's positioning, or at least not until you can use landing gears on them) the missiles will be way more deadly and practical, especially once you can load them with explosives and uranium
The hell I'm doing wrong, no matter the number of gravity generators (be it 5 or 100) the items just pass right through blocks without doing any kind of damage
[QUOTE=qwerty000;42922880]The hell I'm doing wrong, no matter the number of gravity generators (be it 5 or 100) the items just pass right through blocks without doing any kind of damage[/QUOTE] too many gravity generators will bug out the physics. just use four or less
[QUOTE=krail9;42921660]tows a refinery [img]http://puu.sh/5nIZi.png[/img][/QUOTE]cool planning to find any ancient parasitic aliens on unexplored planets anytime soon?
[QUOTE=Joazzz;42923088]cool planning to find any ancient parasitic aliens on unexplored planets anytime soon?[/QUOTE] shit, I don't have an airlock
Now we just need conveyor belts that work and we can create fully automatic rail guns. AND reflector sheilds. We could even do multi barrel rail guns. When spinning motors are added, the barrels can even spin. (as long as the barrel is short enough for the speed it's spinning) Mechanical parts would be boss in this game, think of the possibilities, giant spaceships with jaws that chew on enemy ships instead of ramming. Or if gravity was enabled for small ships, we could launch small missiles of doom! Then we'd just need some sort of wire mod thing, so we could program all sorts of crazy stuff! It'd be spacebuild, only it'd be even more awesome! It'd be cool if you could program worker bees that'd fly around your ships and either shield you from damage, or repair/build your ship! Or if you could program them to pick up cargo that you mine and take it to the ship. Or some could mine while others could transport it. You could make a small fleet like this, it'd be awesome, automate production with your friends, then focus on combat yourselves! I hope this happens one day.. If not from the developers, maybe from the modding community later on.
there are going to be no shields in this game. The devs have already stated. They were a pretty bad mechanic in starmade and generally substitutes substandard designs.
I like rail guns because magnets and cool Also I am psyched at the idea of mechanical parts like motors and stuff. If they add that, the game gets 30+ cool points.
Terran cargo ship: [img_thumb]https://dl.dropboxusercontent.com/u/54374248/SpaceEngineers%202013-11-20%2014-08-11-49.png[/img_thumb] [img_thumb]https://dl.dropboxusercontent.com/u/54374248/SpaceEngineers%202013-11-20%2014-08-31-01.png[/img_thumb] [img_thumb]https://dl.dropboxusercontent.com/u/54374248/SpaceEngineers%202013-11-20%2014-09-19-07.png[/img_thumb] It can store up to 8 large crates and a scv After loading it up with all the needed crates the scv can be locked into place in its front part as seen in the images. There is obviously also space for some smaller fighters or other such ships to land when its been loaded with the 8 crates and the scv. I counted 7 of my smaller fighter could fit on the top flat piece and the bottom one. No outside images yet because thats still incomplete and the game is starting to complain about memory now so I will wait for the 64bit update.
[QUOTE=NoDachi;42923899]there are going to be no shields in this game. The devs have already stated. They were a pretty bad mechanic in starmade and generally substitutes substandard designs.[/QUOTE] I'd fucking love a semi-realistic weapon system projectiles penetrating, ricocheting or just plain impacting and/or detonating where logical (depending on ammo type, if that's going to be a thing) and so on, not just 'damage dealing lines of energy' that, and limited ammo (ammo storage taking space and being a potential weak point if hit) really would mesh well with the armour as is, imo
would be really awesome if you could make projectiles out of any material.
[QUOTE=Pigbear;42924026]would be really awesome if you could make projectiles out of any material.[/QUOTE] Fear my better butter bullet.
fear my 1000kg uranium bullet that I can only make one of. also, with such a system you wouldn't know how much to reinforce your armor because you have no idea what kind of projectiles the enemy is using.
[QUOTE=Cone;42922975]too many gravity generators will bug out the physics. just use four or less[/QUOTE] I tried 2,3,4 but it just fell on the blocks and that's it
[QUOTE=NoDachi;42923899]there are going to be no shields in this game. The devs have already stated. They were a pretty bad mechanic in starmade and generally substitutes substandard designs.[/QUOTE] He didn't say energy shields. He said physical shields. Swarms of drones that surround your hull, sacrificially protecting you from damage. Entirely different concept.
[QUOTE=woolio1;42924119]He didn't say energy shields. He said physical shields. Swarms of drones that surround your hull, sacrificially protecting you from damage. Entirely different concept.[/QUOTE] Im gonna be experimenting with armor plates in patterns of fins and grids, to kind of act like those glorified grates they put on armored vehicles to prematurely detonate rpgs..
[QUOTE=Em See;42923998]I'd fucking love a semi-realistic weapon system projectiles penetrating, ricocheting or just plain impacting and/or detonating where logical (depending on ammo type, if that's going to be a thing) and so on, not just 'damage dealing lines of energy' that, and limited ammo (ammo storage taking space and being a potential weak point if hit) really would mesh well with the armour as is, imo[/QUOTE]Would also provide for a much more visceral, intense and spectacular combat system as well imo. My main gripe with pretty much any game with space combat is it's mostly just subtracting the damage of your weapon from the target's health/shield bar. Not that I wish it to turn into a first shot wins kind of thing, but that design, and in particular armour placement, is what determines a survivable build from a paper dart. On a semi-related note, i'm wondering how exactly mining will work. I'm hoping it's not that the ore immediately transfers to the hold and a certain amount of mass and volume is subtracted from the asteroid, but perhaps shit gets sent flying too. If you don't have even a tiny bit of armor on the miner, then one should pay for it in having to repair damage to components.
[QUOTE=Sgt Doom;42924207]I'm hoping it's not that the ore immediately transfers to the hold and a certain amount of mass and volume is subtracted from the asteroid, but perhaps shit gets sent flying too.[/QUOTE] How would you do that? :v: It's not like everyone will constantly use explosives for mining, and sparks and crumbs from the drill is nothing.
[QUOTE=damnatus;42924291]How would you do that? :v: It's not like everyone will constantly use explosives for mining, and sparks and crumbs from the drill is nothing.[/QUOTE]I suppose I overstated it, but basically just chunks that break loose and float away.
[QUOTE=Cone;42922975]too many gravity generators will bug out the physics. just use four or less[/QUOTE] Built a railgun with 96 gens along the barrel and sure enough the Uranium doesn't do any damage, just goes through (or disappears, no idea since it goes so fast it is there, then it suddenly it's not there anymore).
[QUOTE=NoDachi;42923899]They were a pretty bad mechanic in starmade[/QUOTE] Never played Starmade, why were they so bad?
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