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I just uploaded my W.A.S.P. fighter as a World because someone asked for it, and I've left a little gift for anyone willing to check the following GPS coordinates in said world. Just plug this in as a Waypoint and go take a look; GPS:Special Toy:-584.82:-444.95:-1301.4: If you want to spoil the surprise; There's a small-block Projector containing the blueprint for the Dongfighter . I'll probably quietly remove it in a day or two just in case .
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# ? Jun 29, 2015 09:39 |
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# ? Jun 5, 2024 04:36 |
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Latest creation. Unfinished, so don't expect too much. Also note that there's a lot of useful things concealed under shutters along the dorsal armour, like backup solar panels, an IFF beacon, and maintenance access for four of the assembler modules.
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# ? Jun 29, 2015 18:08 |
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It's got a very homeworld sort of vibe to it. I'm digging it, especially the interiors.
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# ? Jun 30, 2015 06:13 |
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The exterior Homeworld look is all GotLag's wizardry, essentially I cut and re-welded various sections from two of his ships and then added a few bits and pieces externally, before totally reworking the interior.
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# ? Jun 30, 2015 07:33 |
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There were some early mods in the workshop that were 1:1 scale replicas of the Nabal Shipyard, the Hiigaran Carrier and the Vaygr Frigate. Those things were pretty intense, and I think you could get some excellent functionality out of craft that size if you rebuilt them with all the new toys. I think once planets are a thing, that's what I'll do for the Shipyard. Perfect size to serve as a proper space station with plenty of room to throw in a capitol manufactorium inside. Then all of a sudden gravity is a thing and you get to watch from the bridge as it falls to
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# ? Jul 2, 2015 04:50 |
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Working on a new standard rifle, trying to make it fit the Space Engineers aesthetic more than the modern-day-military-looking vanilla rifle. I still need to give it a proper stock and add an iron-sight to it, but after that it's on to the texture. Once I'm done with this I'm planning on doing a pistol as well as a third weapon, maybe a sniper rifle or shotgun.
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# ? Jul 2, 2015 06:47 |
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SexyCommando posted:Working on a new standard rifle, trying to make it fit the Space Engineers aesthetic more than the modern-day-military-looking vanilla rifle. I still need to give it a proper stock and add an iron-sight to it, but after that it's on to the texture. I really like that design, but I think for a more Space Engineers aesthetic you need something slightly more simple and chunky for a rifle designed to be used in space. That one's just a shade too sci-fi, if you get what I mean, though I'd totally want that one as well.
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# ? Jul 2, 2015 06:51 |
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Neddy Seagoon posted:I really like that design, but I think for a more Space Engineers aesthetic you need something slightly more simple and chunky for a rifle designed to be used in space. That one's just a shade too sci-fi, if you get what I mean, though I'd totally want that one as well. Hell, even if the guns I make don't necessarily look 100% Space Engineers, at least they'll be a new gun set with a consistent look to them, which is the most important thing I'm after.
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# ? Jul 2, 2015 07:02 |
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Don't make a shotgun. All close range combat should be done with hand tools
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# ? Jul 2, 2015 07:05 |
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What about a re-skin of the grinder into a chainsaw? E: Now that I think about it, we're getting planets with trees, so it wouldn't even be that out of place.
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# ? Jul 2, 2015 07:08 |
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SexyCommando posted:What about a re-skin of the grinder into a chainsaw? Yes please . All you really need for a gun to look like it'll fit is something that's big and boxy, or at least has as few separate parts as possible. It's gotta go through all that space dust in/around asteroids to blow away pesky miners, after all.
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# ? Jul 2, 2015 07:11 |
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Buttmeister posted:(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??) The EULA in their github repo is pretty clear about this: you can make and distribute derivative works as long as you don't remove the Steam integration and they require a valid install of SE to work. Just (a) make sure it depends on some of the stock SE content and (b) don't include that in your download and you're good, AIUI. (Disclaimer: I am not a lawyer of any kind)
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# ? Jul 2, 2015 13:24 |
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Another week, another round of new Scenario Mode conditions and steps towards Planets.1.089 posted:Summary Alas, "Organic Matter" is merely soil and grass, not the nightmarish incomprehensible living flesh of a world devouring all who approach it.
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# ? Jul 3, 2015 03:57 |
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Neddy Seagoon posted:Alas, "Organic Matter" is merely soil and grass, not the nightmarish incomprehensible living flesh of a world devouring all who approach it. But now we can make grassteroids!
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# ? Jul 3, 2015 05:42 |
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Neddy Seagoon posted:Another week, another round of new Scenario Mode conditions and steps towards Planets. Someday, we will be able to remake The Meat Planet, with its rivers of beef and pork, with its potato-shaped moons
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# ? Jul 3, 2015 09:12 |
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Seeing as I've torn apart and restarted my cruiser for probably the eighth time now, I figured I'd share an interceptor I've been working on for a while: It's taken quite a bit of tweaking to pack in all the guns, thrusters, boosters and gyros... it's far too much power packed in too small a space. It hits top speed in about six seconds, but has a tendency to redline the reactor if you start maneuvering with inertial dampeners on. Flipping on an auxiliary battery will give you nine minutes of full maneuverability. I designed it mostly to chase down drones or other fighters, but the heavy guns on it can punch through light capital armor quite effectively. And god help you if you wind up in front of it. I'll probably send it through another revision before I'm totally happy with it, but it's a lot of fun to fly.
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# ? Jul 4, 2015 01:44 |
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Hotfix dropped;quote:EDIT 07/03/2015: The Iron Llama posted:It's taken quite a bit of tweaking to pack in all the guns, thrusters, boosters and gyros... it's far too much power packed in too small a space. There's no such thing! Just one thing though, your fighter seems to be missing braking thrusters.
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# ? Jul 4, 2015 03:34 |
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That's what flipping end-over-end is for! I think it having a 9 minute 'full capacity' limit is a feature personally - a whole lot of interceptors through time have had very short flight times, and it encourages planning and tactics. I mean it's not a big thing since we can't do hundreds-of-players battles, but treating each ship as part of a larger fleet doctrine is always enjoyable.
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# ? Jul 4, 2015 04:16 |
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Neddy Seagoon posted:Just one thing though, your fighter seems to be missing braking thrusters. (There's probably a couple on the bottom.) Loomer posted:I think it having a 9 minute 'full capacity' limit is a feature personally - a whole lot of interceptors through time have had very short flight times, and it encourages planning and tactics. Batteries have some ups and downs. On the plus side, they have a huge power/weight ratio advantage over small reactors and a modest one over larges. However, a lot of that advantage goes away when you add a connector so that the fighter can recharge -- connectors are heavy. If you were planning on putting one on anyways it's not really a loss, but otherwise you need to use the connector as a kinda medium armor. Like, on the top or bottom not on the back side. Connectors may be heavy but they're also pretty sturdy. The other downside is the size, nearly as much volume as a large reactor -- so more surface to armor. Small reactors can do neat tricks fitting into nooks and crannies to keep your ship compact. If the battery was a bit smaller it wouldn't be as much an issue, but as is for the small fighter I think would be ideal for it's power output it doesn't fit.
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# ? Jul 4, 2015 09:32 |
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Well, joy. This week's game-breaking bug is... ... You can't merge constructions with copy/paste. Here's hoping it's something they'll hotfix .
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# ? Jul 4, 2015 14:44 |
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There are indeed braking thrusters on the bottom. The thruster boost modules from keen are remarkably effective (but what I wouldn't give to paint block faces different colors) Also, the battery is in addition to the large reactor stuffed in the fuselage, so when you're just cruising you can stick it in recharge mode.
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# ? Jul 4, 2015 17:00 |
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The Iron Llama posted:There are indeed braking thrusters on the bottom. The thruster boost modules from keen are remarkably effective (but what I wouldn't give to paint block faces different colors) You might want to stick some Maglock Blocks underneath for landing gear (the 1x1x1 blocks, not the surface pads). Connectors on their own can and will drift off at a high enough speed.
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# ? Jul 4, 2015 17:33 |
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Neddy Seagoon posted:You might want to stick some Maglock Blocks underneath for landing gear (the 1x1x1 blocks, not the surface pads). Connectors on their own can and will drift off at a high enough speed. Ugh, yes they will. It seems the only way to reliably lock things into place for long-distance, high-speed travel is mods. At least at this point, there's nothing reliable enough in vanilla. Do the mag-lock blocks have the same issue that landing gear do, with the dance of death and self-destruction?
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# ? Jul 4, 2015 20:02 |
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The Iron Llama posted:Seeing as I've torn apart and restarted my cruiser for probably the eighth time now, I figured I'd share an interceptor I've been working on for a while: Man I love how this thing looks, it's like an X-Com ship after we steal some alien tech or something
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# ? Jul 4, 2015 20:09 |
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XkyRauh posted:Ugh, yes they will. It seems the only way to reliably lock things into place for long-distance, high-speed travel is mods. At least at this point, there's nothing reliable enough in vanilla. As for things that are reliable in vanilla, I've found that a combo of landing gear plus a connector is pretty good. What works even better is for the landing gear to be on the large ship holding on to the small ship, rather than vice versa. But that brings you right back to the maglock plates because large landing gear take up a stupid amount of space. quote:Do the mag-lock blocks have the same issue that landing gear do, with the dance of death and self-destruction?
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# ? Jul 5, 2015 00:02 |
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The Iron Llama posted:Seeing as I've torn apart and restarted my cruiser for probably the eighth time now, I figured I'd share an interceptor I've been working on for a while: It's adorable
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# ? Jul 5, 2015 03:06 |
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A few hours ago I did something very, very stupid. One of the fun little secrets in this game is that a stack of Explosives will actually create a blast based on the stack size (A rookie mistake on the Workshop is the belief more warheads == bigger boom. All it does is create a collection of separate normal explosions, and as they're all bunched together you won't really see much of a difference except a slightly-larger blast area). If you can reliably detonate them, you have a pretty good weapon on your hands. On my system it'll generally handle up to about 50,000L worth of explosives before the game falls over entirely on my system ( the game throws its hands up and crashes to desktop) Just out of blind curiosity, I loaded an Azimuth Large Container to full. That's 850,000 Explosive pallets, or about 1,700,000L in size, and detonated it with multiple warheads. Naturally it did the normal freeze to try and process this and I let it run in the background. It's still trying some seven hours later. I know it hasn't frozen, because my PC says the game's still responding and if I alt-tab in, it's playing normal background reactor hums so I think I'm going to let it sit and run overnight just to see if it'll render . I dub it MOTHERBOMB.
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# ? Jul 5, 2015 16:08 |
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HYPERSPACE SIGNATURE DETECTED Drui posted:Summary
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# ? Jul 9, 2015 17:57 |
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Oh my god . They pretty much had to bite the bullet on this one considering planets are going to be like 50km in size, plus travel between them. That jump distortion is a beautiful thing, and I love that it can save coordinates too. I give it a day, at most, before the Small Ship Mega Mod has a version of it though. Incidentally the motherbomb never finished rendering its blast, even after letting it run for 24 hours in the background . I've also been working on remodeling the Avalon again. Neddy Seagoon fucked around with this message at 18:07 on Jul 9, 2015 |
# ? Jul 9, 2015 18:05 |
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GotLag posted:Rules of transport: all small ships or large ships that want to travel with the ship must be connected through connectors or landing gears. Players must be seated in seats, cockpits or cryochambers. Everything not attached to the ship as mentioned will stay in the spot and will not do the jump. I have prepared for maximum comedy.
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# ? Jul 9, 2015 18:10 |
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How long do you give it before the realism spergs start having aneurisms over KSH sticking that Jumpdrive in Space Engineers?
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# ? Jul 9, 2015 18:19 |
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Neddy Seagoon posted:How long do you give it before the realism spergs start having aneurisms over KSH sticking that Jumpdrive in Space Engineers? Without going over there to look, I'd say it's already happening.
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# ? Jul 9, 2015 18:19 |
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deadly_pudding posted:I have prepared for maximum comedy. Cryo-chamber room that disconnects immediately before the rest of the ship jumps away?
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# ? Jul 9, 2015 18:29 |
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I'm surprised they added it given they were going for more realism but it's probably for the best. Going to be entertaining if someone fatfingers the jumpdrive when pointed at a planet. Also yes, jumping the ship and leaving the crew behind would be pretty great.
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# ? Jul 9, 2015 18:29 |
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I'm expecting that'll get fixed in a couple of weeks, just because the FTL mod exists already and works fine with people standing inside a ship.
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# ? Jul 9, 2015 18:34 |
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Doing some quick testing, it looks like they've put some safety measures in place. If you try to Jump directly into the middle of your station (either by blind jump pointed right at it, or by GPS to a spot in the middle of it) the Jump will instead place you ~1000m safely away! However, if you're going into a Jump with your Intertial Dampeners off, and you're not stopped, you're going to come out of the Jump still traveling. I don't know that I like that--it makes the Jump Drive as a last-ditch rescue effort kind of pointless.
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# ? Jul 9, 2015 19:05 |
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It makes hot drops super interesting though, as you can come out of jump moving at combat speeds. Also, what exactly does the jump drive detect when determining a clear space for jump? I'm thinking some kind of flack weapon or drone fleet designed to create an interdiction field to prevent hostile cqc jumps, or to funnel incoming jumps to a specific area.
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# ? Jul 9, 2015 19:10 |
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Jump Drive trip report: Duchessa II is approx 1,800,000 kg, gets just over 1,300 km from one drive unit, which is all I can squeeze in without major structural changes. Good enough for me. Other things to consider: if you have one or more drives turned off when you jump, you can then switch them on and jump again without having to wait for a recharge. Edit: as each drive stores its own target GPS location, you could use a programmable block or some timers to make a ship that jumps from waypoint to waypoint.
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# ? Jul 9, 2015 20:16 |
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What happens to anything detached from the ship (people, undocked fighters)? I know they "fail to jump" but I'm curious as to what that failure state entails. Are they just left floating where they were, the ship disappearing around them?
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# ? Jul 9, 2015 21:23 |
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# ? Jun 5, 2024 04:36 |
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Countdown to
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# ? Jul 9, 2015 23:27 |