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Neddy Seagoon posted:If you want to make some fancy curves, try a Pixel Circle Generator. Pixel circles only work for sizes above a certain number of pixels, his is too small for that type of technique. Making a good-looking large ship at smallish sizes is not easy. There's a fair amount of pure trial and error. You have to try various block combos and then move back to look at the thing to see what looks good. Minimalist large ships are like a puzzle to make. Also a good paint job is pretty key, where you have some natural lines that the paint can follow. That's what's "wrong" with those red & white stripes, they're not in synch with geometry.
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# ? Jun 9, 2015 10:34 |
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# ? May 15, 2024 02:59 |
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Splode posted:That's incredible, how long did that take you!? Also, when you were designing it, did you make the hull first and then fill it with stuff, or work your way out from a skeleton of components? Hull first, then filled it in. It's also actually about two or three different older ships of mine cobbled together into one . If you want to go poke around in it, it's the first listing in the Goon Creations tab of the OP. Klyith posted:Pixel circles only work for sizes above a certain number of pixels, his is too small for that type of technique. Making a good-looking large ship at smallish sizes is not easy. There's a fair amount of pure trial and error. You have to try various block combos and then move back to look at the thing to see what looks good. Minimalist large ships are like a puzzle to make. Sure, but it at least helps give somewhere to start if you're having trouble breaking away from just functional rectangles . edit: So, uh, I just learned something; Don't get greedy with Twin Grinders. I decided to up the number of Twin Grinders in the dismantler, because I had a fair bit of debris left over floating about and tossed in the old version of one of my transports for testing. Then it pitched a fit and did this. It turns out debris flung by a wall of Twin Grinders can go very far, very fast. That was all multiple layers of reinforced armor it went right through. Like 3 or 4 layers thick in places. Neddy Seagoon fucked around with this message at 12:36 on Jun 9, 2015 |
# ? Jun 9, 2015 11:49 |
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Sounds like an idea for a new gun .
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# ? Jun 9, 2015 12:56 |
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Azuth0667 posted:Sounds like an idea for a new gun . You know what confuses me though? This hole is towards the front of the ship, behind the Dismantler, and there is no damage between it and this hole. It goes right through the entire loving ship . Granted, a lot of that is the empty barrels of the gravity cannons (and it actually destroyed the mounting point of one on its passage through), but still. I just...How?!
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# ? Jun 9, 2015 13:08 |
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Neddy Seagoon posted:This hole is towards the front of the ship, behind the Dismantler, and there is no damage between it and this hole. My guess is, it got launched at hundreds (thousands?) m/s, and in a single physics tick passed through most of your ship
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# ? Jun 9, 2015 13:28 |
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Maybe the projectiles follow the same rules electrons do and they can straight up pass through a wall for ~reasons~?
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# ? Jun 9, 2015 13:28 |
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Truga posted:My guess is, it got launched at hundreds (thousands?) m/s, and in a single physics tick passed through most of your ship This is what happened. Earlier in development the biggest guns were gravity cannons that shot rocks, which routinely did just that. The debris was going so fast that it passed through multiple blocks in a single physics tick, then realized, "woah, I'm inside a block, that's not right" and decided to collide with it from within, which does a good bit of damage.
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# ? Jun 9, 2015 13:47 |
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Worked out what the hell caused it all at least. Turns out the Twin Grinder's "field" also expands the radius of the spinning saw effect, so poo poo inside the dismantler is getting tossed about at high speeds once it comes off the dismantled ship. . Observe; the new safer version. As it began tearing the ship to chunks (note that the grinders have also sent the freed forward section spinning), a bunch of tiny 1x1x1 blocks were loose and flying abou- HIT THE DECK! ...Probably relatively safe if you slowly push a ship in with another at least .
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# ? Jun 9, 2015 14:21 |
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Perhaps a set of landing gears / maglocks to help hold the thing to be shredded in place?
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# ? Jun 9, 2015 17:19 |
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I wish they'd change it so you "swam" in zero gravity, so your body is behind your view rather than below it. It would make the infuriating collision meshes on doors much less annoying.
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# ? Jun 10, 2015 04:24 |
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I'm really hoping for a new thruster (or alternate functionality for current thrusters) that allow for a fast burst of speed, as opposed to a gradual velocity increase. It would really help for maneuvering. And launching missiles. I've seen a few potentially viable options on the Workshop, but they're mostly weapons made to work like thrusters so they don't respond to arrow key movement.
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# ? Jun 10, 2015 04:47 |
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Couldn't you just add a bunch of extra thrusters and a battery back-up to power them, and turn them all on/off at the same time? It wouldn't exactly be an air-dash or anything, but it'd be faster. Alternatively, add a gravity generator and a bunch of mass blocks, turn them all on to 'fall' through space.
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# ? Jun 10, 2015 05:17 |
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Neddy Seagoon posted:Worked out what the hell caused it all at least. Turns out the Twin Grinder's "field" also expands the radius of the spinning saw effect, so poo poo inside the dismantler is getting tossed about at high speeds once it comes off the dismantled ship. . I look forward to your new sitcom about a crew on a research space vessel and their failed experiments.
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# ? Jun 10, 2015 05:38 |
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Shadowlz posted:I look forward to your new sitcom about a crew on a research space vessel and their failed experiments. Speaking of, what's the latest with those goons who were making SS13 in space engineers?
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# ? Jun 10, 2015 06:13 |
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Vanguard Warden posted:Couldn't you just add a bunch of extra thrusters and a battery back-up to power them, and turn them all on/off at the same time? It wouldn't exactly be an air-dash or anything, but it'd be faster. Splode posted:Speaking of, what's the latest with those goons who were making SS13 in space engineers?
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# ? Jun 10, 2015 06:23 |
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Shadowlz posted:I look forward to your new sitcom about a crew on a research space vessel and their failed experiments. Well for what it's worth, you can now go poke around the ship at least Have a new version of the Avalon Battleship.
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# ? Jun 10, 2015 10:42 |
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What's a good addon that adds multidirectional thrusters? I just think the base thrusters for large ships that are on the smaller side are way, way too big and unwieldy. They're also ugly as poo poo.
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# ? Jun 10, 2015 16:01 |
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http://www.polygon.com/features/2015/6/10/8758915/true-artificial-intelligence-space-engineers Sounds like SE will get some sort of semi-broken AI in a few months.
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# ? Jun 11, 2015 02:16 |
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Medieval Engineers just got a new game mode, Castle Siege:quote:Summary Patch notes video explaining: https://www.youtube.com/watch?v=oDxDpN1-w80 Also, there's a new blog post with the outline for their plans for Medieval. Space Kablooey fucked around with this message at 02:41 on Jun 11, 2015 |
# ? Jun 11, 2015 02:32 |
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HardDisk posted:Medieval Engineers just got a new game mode, Castle Siege: This combined with the AI article makes it pretty obvious they are wanting to go the Stronghold/DF mixed with survival games route for ME, and that's really exciting.
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# ? Jun 11, 2015 03:18 |
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Firos posted:What's a good addon that adds multidirectional thrusters? I just think the base thrusters for large ships that are on the smaller side are way, way too big and unwieldy. They're also ugly as poo poo. Have you tried the Azimuth 1x1x1 thrusters?
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# ? Jun 11, 2015 03:59 |
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Space Engineers thursday update: not much this week.quote:Features OTOH being able to turn off the weird DX11 "eye adaptation" is excellent. Do they know that eye adaptation is supposed to work the other way around?
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# ? Jun 12, 2015 01:01 |
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I'd wager from this (if we're really lucky) that Planets might be somewhat imminent and this is a stop-gap to get them done.
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# ? Jun 12, 2015 03:31 |
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If planets actually happen I could likely come back to this game since I could just live the simple life on the ground all day and not be motion sick anymore.
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# ? Jun 12, 2015 03:54 |
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Does this mean we'll be able to reenact the historical document "The Core?"
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# ? Jun 12, 2015 04:02 |
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QuiteEasilyDone posted:Does this mean we'll be able to reenact the historical document "The Core?" Better stock up on hotpockets in that case. They help me concentrate.
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# ? Jun 12, 2015 06:01 |
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QuiteEasilyDone posted:Does this mean we'll be able to reenact the historical document "The Core?" My current goal is to work out how to kill a planet once they're added. Even if its some big laggy monstrosity that takes ages to achieve it, I just want to make it happen at the push of a button.
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# ? Jun 12, 2015 06:33 |
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I suspect planets will not be made entirely out of voxel stuff, the performance impact stacks up too much. So you probably won't be able to drill / blow up an entire planet. (I'd bet on a sphere that's an invulnerable surface, covered by a fairly shallow layer of voxel terrain.)
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# ? Jun 12, 2015 06:44 |
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Klyith posted:I suspect planets will not be made entirely out of voxel stuff, the performance impact stacks up too much. So you probably won't be able to drill / blow up an entire planet. I wouldn't be surprised either. I'd still settle for glassing the surface down to the invulnerable layer though.
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# ? Jun 12, 2015 08:08 |
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Neddy Seagoon posted:I wouldn't be surprised either. I'd still settle for glassing the surface down to the invulnerable layer though. https://www.youtube.com/watch?v=YG4jSlY328c Replace oil with ore, and pipeline with mining.
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# ? Jun 12, 2015 14:57 |
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bitcoin bastard posted:https://www.youtube.com/watch?v=YG4jSlY328c If they give us adequate tools to set up planetary-scale mining operations, it would be such a troubleshooting nightmare if somebody decided to just blow up a pipe somewhere. Can you imagine? For sufficiently long pipelines, we would need to build satellite imagery to find the hole.
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# ? Jun 12, 2015 15:30 |
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deadly_pudding posted:
Most of that's doable now. Might need the conveyor hinges for over-long pipes around the planet though.
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# ? Jun 12, 2015 15:43 |
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deadly_pudding posted:
I love the idea of being able to do insanely annoying poo poo like breaking the conveyor system in one really annoying spot and then also breaking any remote repair vehicles or whatever.
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# ? Jun 12, 2015 15:55 |
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Why would you want to bother with a pipeline when you can have excitement of heavily armed convoys on autopilot while you fight off bands of marauders with turrets and support drones?
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# ? Jun 12, 2015 16:14 |
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Izam posted:Why would you want to bother with a pipeline when you can have excitement of heavily armed convoys on autopilot while you fight off bands of marauders with turrets and support drones? Why would you bother mining a planet when you can shoot giant loving rocks at it from space?
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# ? Jun 12, 2015 22:52 |
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Mister Adequate posted:Why would you bother mining a planet when you can shoot giant loving rocks at it from space? Eventually you run out of spacerocks and need to gravity well a different planet.
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# ? Jun 12, 2015 23:09 |
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Mister Adequate posted:Why would you bother mining a planet when you can shoot giant loving rocks at it from space? Why shoot rocks when you can shoot big-rear end explosive bullets? There's a trick to the explosive pallet items you can create, because unlike Warheads when you stack them together they actually create a much bigger bang instead of several slightly-adjacent ones of the same size and strength. The trick is getting them to actually go pop from either impact or explosion .
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# ? Jun 13, 2015 04:19 |
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Steam Summer Sale began yesterday and thanks to that Space Engineers is on sale! It's 35% off - offer ends 22 june. Figured someone might want to know. Link to steam store: http://store.steampowered.com/app/244850/
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# ? Jun 13, 2015 19:16 |
I typed up a long post but then I lost it, here's the condensed version of it: I have the basic framework done for a Space Station 13 mod and would like to know if there is any interest in it so I can validate my (making?) of this mod. Its mostly a concept right now with just a few hundred lines of code stapled on and I just need to know if it sounds like a good idea before I move beyond coding and start doing assets, the details, etc. Also I don't want to end up like Flower child or Greg or whatever the autistic modder of the day is, how do I do that?
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# ? Jun 13, 2015 19:58 |
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# ? May 15, 2024 02:59 |
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Buttmeister posted:I typed up a long post but then I lost it, here's the condensed version of it: Chiming in to say that while I have SE and have 0 interest in actually playing survival (I think it's a massive timesink and I value my time more than that) I would 100% start playing SE again if there was a good SS13 mod. Do it.
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# ? Jun 13, 2015 20:19 |