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I'm not a computer man so I could be way off base, but wouldn't consolidating ship systems into single objects improve performance by a good bit? Like, say you have a layer of heavy armour on the outside of your whatever-it-is, count that as a single entity instead of a collection of blocks and model damage to that. Or you have some kind of refinery/assembly/printer system, and instead of all the conveyors & stuff being individually 'there', just let the game figure out what it does and turn it into a single object. This is just based off piss-poor understanding of the game in general, but I've been reading about jpeg compression & it got me thinking.
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# ? Jun 21, 2015 10:14 |
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# ? Jun 5, 2024 20:14 |
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Faux-rear end Nonsense posted:I'm not a computer man so I could be way off base, but wouldn't consolidating ship systems into single objects improve performance by a good bit? Like, say you have a layer of heavy armour on the outside of your whatever-it-is, count that as a single entity instead of a collection of blocks and model damage to that. Or you have some kind of refinery/assembly/printer system, and instead of all the conveyors & stuff being individually 'there', just let the game figure out what it does and turn it into a single object. Nah, just having to render all those blocks will eat the CPU anyway. On another topic, turns out there's a fun bug with this week's build - anything constructed with a Projector blueprint will start off with all its blocks turned Off . Also my fighter has a few new modules .
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# ? Jun 21, 2015 12:44 |
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Neddy Seagoon posted:Nah, just having to render all those blocks will eat the CPU anyway. On another topic, turns out there's a fun bug with this week's build - anything constructed with a Projector blueprint will start off with all its blocks turned Off . Ooh. What mod are those gatling guns from? Much prefer them to the stock model.
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# ? Jun 21, 2015 13:41 |
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Drake_263 posted:Ooh. What mod are those gatling guns from? Much prefer them to the stock model. The nose ones with the angled base are the Azimuth ones (they're in the Azimuth Mega Mod, which is in the OP). The Big pod-mounted ones are FancyFez's ISM Grendel. Though I recommend his ISM Mega Mod instead, as it has a bunch of great weapons. Those Hellfire Missile Launchers .
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# ? Jun 21, 2015 13:45 |
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I've been playing (space engineers) for a few hours and got totally nowhere, are there any decent guides or tutorials anyone recommends?
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# ? Jun 22, 2015 21:21 |
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StabMasterArson posted:I've been playing (space engineers) for a few hours and got totally nowhere, are there any decent guides or tutorials anyone recommends? What're you stuck on?
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# ? Jun 23, 2015 13:36 |
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I'm having trouble finding out exactly what the upgrade modules do to refineries and assemblers. Am I reading it right that a refinery/assembler with all 4 productivity modules will refine at 3x its normal rate? Or with 4 effectiveness modules a refinery will produce 40% more ingots for the same ore input? GotLag fucked around with this message at 16:50 on Jun 23, 2015 |
# ? Jun 23, 2015 16:44 |
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GotLag posted:I'm having trouble finding out exactly what the upgrade modules do to refineries and assemblers. Effectiveness = more output per cycle, multiplicative bonus Efficiency = less power use, multiplicative bonus All 4 slots filled with productivity will display as a 500% productivity on the info panel (so the refinery is supposedly 5x faster than with no upgrades). However the actual result is a bit different, because the production blocks don't actually multiply from the base speed of the production block, they add to it. And the default base speed is actually 1.3 rather than 1, so a refinery with 4 productivity upgrades is actually (1.3 + 4) / 1.3 = 4.07 times faster than a default "realistic speed" refinery. Effectiveness and efficiency don't have that gotcha, what you see on the info panel is what you get. But they have stacking bonuses as you add more -- one effectiveness module is a 19% boost but 4 is 100% (is produces twice the ingots per unit of ore).
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# ? Jun 23, 2015 19:17 |
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Effectiveness modules on assemblers means that it consumes less ore per component assembled, right?
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# ? Jun 23, 2015 19:51 |
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HardDisk posted:Effectiveness modules on assemblers means that it consumes less ore per component assembled, right?
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# ? Jun 23, 2015 20:12 |
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D'oh
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# ? Jun 23, 2015 20:18 |
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The latest "Deathmatch" scenario tools actually got me really interested in the FPS possibilities of Space Engineers. A space shooter with 3D movement isn't a new concept by any means, but a space shooter with 3D movement, fully destructible environments, voxel-based building, vehicles, drones, and full mod support seems pretty awesome. I wish Keen would add more robust weapon functionality to include reloading, multiple projectiles (shotguns), etc. That and update the HUD to show ammo count. E: I know if I brought this up on the official forums people would sperg out about how SE isn't an FPS and that's not the point of the game, but as far I'm concerned playing it as a shooter is just another thing to do while waiting for AI to be implemented enough to make survival mode actually engaging. SexyCommando fucked around with this message at 00:51 on Jun 24, 2015 |
# ? Jun 24, 2015 00:47 |
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Why does it seem so difficult to hit any object in Medieval Engineers? Trying to build and destroy things like carts is really finicky. Seems like instead of just hitting whatever you clicked your character goes through a swinging animation, and at some point in that it decides what you will be hitting.
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# ? Jun 24, 2015 04:26 |
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If anyone's playing around with my Avalon battleship, I just updated it a little. Nothing major to do with the ship itself, just replaced the Battlestar Viper in the manufacturing cell blueprints with my finished Modular Starfighter. The funny thing is I actually sat for too drat long thinking it looked too narrow with just the pods before remembering I'd made basic wings for it as well (I figured minimal extra mass + extra ventral thrusters should help against planet gravity at least ) and slapped them on all the side-pods as extra decoration and thrusters. SexyCommando posted:The latest "Deathmatch" scenario tools actually got me really interested in the FPS possibilities of Space Engineers. A space shooter with 3D movement isn't a new concept by any means, but a space shooter with 3D movement, fully destructible environments, voxel-based building, vehicles, drones, and full mod support seems pretty awesome. At the very least you can see your remaining ammo on the Hotbar, but I get what you mean. Have you tried Sektan's S Gun pack for more handheld weapons?
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# ? Jun 24, 2015 17:24 |
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Neddy Seagoon posted:At the very least you can see your remaining ammo on the Hotbar, but I get what you mean. Have you tried Sektan's S Gun pack for more handheld weapons?
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# ? Jun 25, 2015 03:29 |
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Iiiiit's that time of the week again.Update 1.088 posted:Summary Looks like we're starting to get the first solid parts of the Planet update ahead of it (sun rotation and voxels on station grids). Soon... Soon...
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# ? Jun 25, 2015 18:26 |
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No jet packs as an option means the SS13 mod just got a whole lot easier, too.
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# ? Jun 25, 2015 19:54 |
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Poison Mushroom posted:No jet packs as an option means the SS13 mod just got a whole lot easier, too. Added hilarity when someone turns off the station gravity and everyone is stuck floating unable to move.
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# ? Jun 25, 2015 20:25 |
I'm actually going to put the SS13 mod on hold for a bit until this "Ion" thing Dean Hall is revealed in a little bit more detail. Yes, I understand this is the man that made DayZ and Ion probably won't be that good, but I am going to give him the benefit of the doubt for the time being and see if this is just going to be a big budget, easier to play thing than what I am (kind of) making. Right now I am at the point where I can say "abandon ship" and not really use much as I am just recycling in-game assets and there are MAYBE a thousand lines of code added to the base game (I'm working off the source code, which is another issue: how the hell am I going to distribute this? Dumb move on my end, but if all else fails I can just make an installer maybe I guess that permanently modifies in game files??). tl;dr project is on hold until ion inevitably turns out poo poo edit: plus I really didn't think this through. the whole "HEY GUYS IM MAKING A MOD FOR A GAME WITH WEEKLY UPDATES" was kinda rushed on my end. And now that I think about it some more I am going to make this thing no matter what, I kinda just want to see what Ion does and steal all their ideas weak wrists big dick fucked around with this message at 21:13 on Jun 25, 2015 |
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# ? Jun 25, 2015 21:10 |
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Buttmeister posted:I'm actually going to put the SS13 mod on hold for a bit until this "Ion" thing Dean Hall is revealed in a little bit more detail. Yes, I understand this is the man that made DayZ and Ion probably won't be that good, but I am going to give him the benefit of the doubt for the time being and see if this is just going to be a big budget, easier to play thing than what I am (kind of) making. Right now I am at the point where I can say "abandon ship" and not really use much as I am just recycling in-game assets and there are MAYBE a thousand lines of code added to the base game (I'm working off the source code, which is another issue: how the hell am I going to distribute this? Dumb move on my end, but if all else fails I can just make an installer maybe I guess that permanently modifies in game files??). And legendary artists steal, then refine. girl dick energy fucked around with this message at 23:34 on Jun 25, 2015 |
# ? Jun 25, 2015 23:31 |
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The station/voxel interaction justifies the construction method I've always been using for large ships: build them attached to a scaffold embedded in an asteroid, then convert to a ship. Now I won't need the last step, just build them then cut off the sprue.
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# ? Jun 26, 2015 05:56 |
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Neddy Seagoon posted:Iiiiit's that time of the week again. Thankfully it looks like this update is not getting by without taking its proper dose of criticism. An actual person on the official forums posted:ok i just do not get this why dose the sun rotate around space how dose it rotate around space why is no one else speaking up about this this is so unlogical it is driving me nuts and i don't know why if you are on a planet the sun would rotate to simulate the planet rotating but in space the sun dose not orbit like that not unless we are in the center of a galaxy but if we were ware is the black hole crating the gravity well the sun needs to be locked to one point in space space should rotate around the sun the way thy have it is just nuts dose not make scenes and makes me question how much thy know about space
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# ? Jun 26, 2015 06:40 |
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SexyCommando posted:Thankfully it looks like this update is not getting by without taking its proper dose of criticism. I knew there had to be at least one that'd throw that shitfit. Honestly though if you want to justify it, it's not that hard to take it with a grain of salt that you and the asteroids are the ones moving around the Sun.
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# ? Jun 26, 2015 06:54 |
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The illiterate speak makes it 100x better. hay guse wft with thsi bullsht every1 kno planet go around sun LEERN SUM SCIENS
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# ? Jun 26, 2015 19:37 |
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Except the appearance of the sun moving is due to the earth spinning, not to it orbiting around the sun. So it makes no sense for the sun to move when you're floating in an asteroid belt. I mean, it's no huge issue in a game that (so far) makes about as much physical sense as Minecraft, but he's not wrong.
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# ? Jun 26, 2015 19:47 |
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Moddington posted:Except the appearance of the sun moving is due to the earth spinning, not to it orbiting around the sun. So it makes no sense for the sun to move when you're floating in an asteroid belt. I mean, it's no huge issue in a game that (so far) makes about as much physical sense as Minecraft, but he's not wrong. It's something you can toggle in the server settings, right? It's not like we have to worry about the climatological effects of a planet with permanent light and dark sides.
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# ? Jun 26, 2015 19:52 |
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Moddington posted:he's not wrong This describes a lot of the sperg that comes up in their official forums. Not wrong, but also not fun. A revolving sun (does the entire skybox rotate?) is interesting, sun-tracking solar panels will be a cool thing to make. I wonder if the meteors also follow the sun with their origin point? That'd be a crazy thing to deal with.
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# ? Jun 26, 2015 20:49 |
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Klyith posted:This describes a lot of the sperg that comes up in their official forums. Not wrong, but also not fun. I had forgotten about the meteor showers thing because I always turn them off! With a rotating sun, especially if it's at a rate such that the meteors come from different sides every time, that could actually be a really interesting survival challenge.
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# ? Jun 26, 2015 21:02 |
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Klyith posted:does the entire skybox rotate? Nope, the sun moves across a static starfield, which is probably what makes so many people pick at it. If the entire skybox rotated it'd look a whole lot more believable.
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# ? Jun 26, 2015 21:13 |
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Icedude posted:Nope, the sun moves across a static starfield, which is probably what makes so many people pick at it. If the entire skybox rotated it'd look a whole lot more believable. (Though some custom skyboxes would also look really bad with the entire thing rotating, possibly even nausea-making in the case of the low orbit over planet style skyboxes. Even really slow rotation is weird when there's a giant object providing a frame of reference that's moving. Ah well.)
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# ? Jun 26, 2015 22:59 |
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It's goofy, sure, but at least a rotating sun provides a (minor) environmental challenge for "survival" mode. I am curious though if the sun rotation with meteors will turn the entire thing into rocket arena though.
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# ? Jun 27, 2015 00:41 |
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Klyith posted:Ah, they should fix that. Especially because tons of custom skyboxes will either look bad or dumb as hell with a moving sun. It would be best if custom skyboxes could be set up to either spin the whole thing (how the stock one should be), or to have the sun move and then be able to set how bright/dark the sun is at different points in its orbit. That way for the low orbit skyboxes you could have everything go dark when the sun goes behind the planet in the skybox.
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# ? Jun 27, 2015 01:10 |
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Icedude posted:It would be best if custom skyboxes could be set up to either spin the whole thing (how the stock one should be), or to have the sun move and then be able to set how bright/dark the sun is at different points in its orbit. That way for the low orbit skyboxes you could have everything go dark when the sun goes behind the planet in the skybox. All they'd need to adjust is making the starfield rotate with it. There's already an option in the World setup to disable sun rotation, so that'd cover any skyboxes that need a static sun.
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# ? Jun 27, 2015 03:47 |
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Finally updated my mobile drone carrier/mobile base to have a pressurised cabin: http://steamcommunity.com/sharedfiles/filedetails/?id=470346350 http://imgur.com/a/VWmNk
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# ? Jun 27, 2015 16:50 |
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The Moving Sun without the skybox makes it look like you are geing gauged by the enormous flaming eye of a distant Eldar god. If you can change the color of the sun and light for custom skyboxes, that should definately be a theme.
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# ? Jun 27, 2015 17:01 |
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GotLag posted:Finally updated my mobile drone carrier/mobile base to have a pressurised cabin: drat, looks good. It also gives me some thoughts on how to do the interior on the upscaled version based on this.
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# ? Jun 27, 2015 17:11 |
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Interiors are always the part that takes up the most time. Lighting them is a real pain, and the two-block cabin height in the new version helps a lot by allowing me to increase the light radius without going through the floor.
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# ? Jun 27, 2015 17:26 |
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GotLag posted:Finally updated my mobile drone carrier/mobile base to have a pressurised cabin: I always liked your drone carriers, they've got a great utilitarian look to them . Updated the OP listing for this version, just because it's newer.
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# ? Jun 27, 2015 17:27 |
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DX11 would be vastly improved if the bright points on interior walls were actual light sources.
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# ? Jun 27, 2015 21:03 |
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# ? Jun 5, 2024 20:14 |
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Buttmeister posted:I'm actually going to put the SS13 mod on hold for a bit until this "Ion" thing Dean Hall is revealed in a little bit more detail. Yes, I understand this is the man that made DayZ and Ion probably won't be that good, but I am going to give him the benefit of the doubt for the time being and see if this is just going to be a big budget, easier to play thing than what I am (kind of) making. Right now I am at the point where I can say "abandon ship" and not really use much as I am just recycling in-game assets and there are MAYBE a thousand lines of code added to the base game (I'm working off the source code, which is another issue: how the hell am I going to distribute this? Dumb move on my end, but if all else fails I can just make an installer maybe I guess that permanently modifies in game files??). Isn't Ion going to be isometric top-down? Doesn't really fill the same niche as a first-person SS13 would, it's more a remake than a reimagining. Don't give up, many people (myself included) would be all over a first-person SS13 moreso than another top-down version of it.
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# ? Jun 28, 2015 21:57 |