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https://www.youtube.com/watch?v=NGxfTNX_EVo Holy poo poo, if they ever optimize this game it'll be pretty drat sweet. I really want to build a fallout style vault and just mass produce attack drones from it and claim an entire planet as my own.
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# ? Jul 9, 2015 23:55 |
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# ? Jun 4, 2024 00:04 |
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God I wish I wasn't a clueless baby as well as garbage at 3D planning when it comes to this game. (I'm loving garbage at pre hard mode Terraria too). At the very least I know Space Engineers is a clear case of "This is pretty loving cool, and I'm the problem". Neddy Seagoon posted:How long do you give it before the realism spergs start having aneurisms over KSH sticking that Jumpdrive in Space Engineers? That depends. Will solar panels and batteries be involved? What little I dared glimpse at the official forums a while back it seemed shoebox sized nuclear reactors were A Okay, but god forbid you be able to power a single headlight with a solar panel.
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# ? Jul 10, 2015 00:49 |
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Captain Capacitor posted:Countdown to Season 3 of Battlestar Galactica was not good, but damned if that isn't one of my absolute favorite moments of the series . edit: While I remember, if anyone's looking for a means to test their stuff for planetary landings, I highly recommend the Enhanced Gravity Generators script. Just add @small and/or @large to the name of any Gravity Generator, and they'll affect blocks of the respective size. Also had to see what it'd take to jump the Avalon. I think I'm going to divide them into groups rather than one big single jumpdrive. 784km's a hell of a lot better than the FTL mod manages. I'd have to pull like three or four jumps to get that far. The 7-minute recharge time's pretty reasonable too. OHSHHIIIIIII- Neddy Seagoon fucked around with this message at 04:03 on Jul 10, 2015 |
# ? Jul 10, 2015 01:59 |
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What does jumping look like from outside the ship, as a third person?
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# ? Jul 10, 2015 05:24 |
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Trivia posted:What does jumping look like from outside the ship, as a third person? It's actually pretty goddamn cool. The ship jumps and spawns a gorgeous burst of blue light that darkens and fades out. I can't confirm it, but I'm guessing it's relative to the ship's size? edit: Grabbed a second jump for better pictures; It does a little multi-colour flash at the end before fading. Neddy Seagoon fucked around with this message at 06:28 on Jul 10, 2015 |
# ? Jul 10, 2015 06:21 |
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That reminds me a lot of Wing Commander jump drives. Makes me want to try modeling the Tiger's Claw in SE.
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# ? Jul 10, 2015 15:40 |
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Hotfix dropped. Also, if you've been using the Kolt Command Console Pack, there is finally an updated version compatible with DX11. If you already had the Console Fix for the revised player models, it's now that. It also adds a small-block version .quote:EDIT 07/10/2015
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# ? Jul 10, 2015 17:49 |
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Those all sound like trivial edge cases one would test for. Is there a :keenswh: ?
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# ? Jul 10, 2015 19:07 |
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Spookydonut posted:Those all sound like trivial edge cases one would test for. Is there a :keenswh: ? Maybe do like one of these: , but it's a spaceman?
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# ? Jul 10, 2015 19:11 |
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quote:- fixed ships colliding when jumping towards the same GPS at the same time Aww, this bug sounded awesome.
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# ? Jul 10, 2015 19:22 |
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bitcoin bastard posted:Aww, this bug sounded awesome. Yeah I kind of want the FTL mod to un-fix this and make it so that you can fuse ships into each other by jumping to the same location, Philadelphia Project style.
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# ? Jul 10, 2015 19:24 |
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The game already has it's own iconic facepalming animation. The icon for it is pretty bad though.
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# ? Jul 10, 2015 19:29 |
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Spookydonut posted:Those all sound like trivial edge cases one would test for. Is there a :keenswh: ? They do test for them. They just use the player base to do it
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# ? Jul 11, 2015 01:37 |
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GotLag posted:They do test for them. They just use the player base to do it Some of the stuff they miss before releasing the patch is pretty amazing though. How do you not notice you broke pasting ships together?
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# ? Jul 11, 2015 03:25 |
In the steam workshop, is it possible to make a list where I can just subscribe to that and everything in it? There's so much poo poo on the workshop I want but my subscribed list is such a mess now. It'd be nice to be able to organize it in some way.
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# ? Jul 11, 2015 03:37 |
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Sankis posted:In the steam workshop, is it possible to make a list where I can just subscribe to that and everything in it? Not really, sadly. It's a real bitch if you're uploading anything too, because it lists modblocks and ships as one big Subscribed Items list . Speaking of, I've uploaded a shuttlecraft I've been rebuilding for actual planetary trips just because I'm quite happy with how it turned out. Works with the Enhanced Gravity Generators, so should actually work in 1G planetary gravity without plummeting like a rock, and even has a small-ship Jump Drive too. The Sparrow Aerospace Shuttlecraft
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# ? Jul 11, 2015 04:22 |
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HMM. If only I was good at... any sort of modding. I feel like An Enemy is what is sorely missing from this game to make it playable at a Survival level without becoming pointless very quickly. Something simplistic to start, like Space Locusts that eat metal and rock or something and build hives in asteroids. That would be neat, though not realistic. Basically, we need Giant Angry Space Bees. Edit: I will be your idea guy if you can model and code Space Bees, pls work for exposure tia Rhjamiz fucked around with this message at 21:14 on Jul 12, 2015 |
# ? Jul 12, 2015 21:10 |
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Is anyone here particularly handy with turret design? I'm badly in need of some standardised turrets of various sizes that are capable of being controlled independently or via a centralised gun director. I'm drawing blanks, and most of the best-working pubbie-designed turrets I've found tend to be rather bulkier than I'd like.
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# ? Jul 13, 2015 14:32 |
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rossmum posted:Is anyone here particularly handy with turret design? I'm badly in need of some standardised turrets of various sizes that are capable of being controlled independently or via a centralised gun director. I'm drawing blanks, and most of the best-working pubbie-designed turrets I've found tend to be rather bulkier than I'd like. Have you tried the No-AI versions of Mexpex's battleship guns included in his weapon modpack?
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# ? Jul 14, 2015 06:02 |
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I'd rather have block-based designs than single part mods, they're more durable and can be customised more easily.
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# ? Jul 15, 2015 05:43 |
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Hey guys, just wanted to draw attention to an application I've just published on Steam Greenlight, which is meant to help design structures, vehicles, or pretty much anything that is voxel cube based. It's still very early and has minimum amount of features, but I'm planning to add more features and make it much better. I'm calling it Cube Planner. Let me know what you think.
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# ? Jul 16, 2015 18:18 |
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GreenDragon42 posted:Hey guys, just wanted to draw attention to an application I've just published on Steam Greenlight, which is meant to help design structures, vehicles, or pretty much anything that is voxel cube based. It's still very early and has minimum amount of features, but I'm planning to add more features and make it much better. I'm calling it Cube Planner. Let me know what you think. That looks really neat. I had to go hunting just to find a decent online pixel circle generator, so that'd be insanely useful. Plus you'd probably get a lot of goodwill from the Minecraft crowd out of it.
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# ? Jul 16, 2015 18:31 |
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Neddy Seagoon posted:That looks really neat. I had to go hunting just to find a decent online pixel circle generator, so that'd be insanely useful. Plus you'd probably get a lot of goodwill from the Minecraft crowd out of it. Yep, that's one of the reasons I've started this application, and I just love making grand designs in games like this, but just couldn't find anything that would be easy to use or not limited in some way.
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# ? Jul 16, 2015 18:41 |
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It's a bugfix week.
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# ? Jul 16, 2015 19:39 |
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GreenDragon42 posted:Yep, that's one of the reasons I've started this application, and I just love making grand designs in games like this, but just couldn't find anything that would be easy to use or not limited in some way. An essential feature, for me, that is missing from voxel games is the ability to select and move around arbitrary sections of the design. That along with 3D visualization (which I see is on your todo list) would make this an instant purchase for me, even without a sphere planner or other features.
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# ? Jul 17, 2015 01:23 |
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Spookydonut posted:It's a bugfix week. Actually, it's the start of several. We've been about due for another run of bugfixing updates, and they've probably run out of interstitial things to push out the door prior to planets themselves. 1.091 posted:Summary
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# ? Jul 17, 2015 03:06 |
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Some Sperg posted:- Allows mods to move clients to different multiplayer servers. - ( MyAPIGateway.Multiplayer.JoinServer() Inter-server hyperdrives confirmed? Massive goon armadas appearing from the void to lay waste to everything they see confirmed? Please?
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# ? Jul 17, 2015 04:30 |
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McGiggins posted:Inter-server hyperdrives confirmed? I wouldnt be surprised if the game headed that way to make it a bit more open-world (hell, it's half-there with Jump Drives). It still needs a way to stream new mods into active worlds though, or your mighty battleship's gonna turn up buck-naked missing most of its firepower and interior. Not to mention a dire need for an optimization patch.
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# ? Jul 17, 2015 04:57 |
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All good points, though you could make it so nothing not already on the new server could be transmitted. I.E. get an Reality Actualization Error on your dimension/hyperdrive when attempting to move a ship or entity with components or inventory that is modded/not enabled on the new server. Goddamn, so many people would fail to set their servers up properly to guard against it too. Edit: I have visions of sending in remote piloted bombs and a simple carrier/manufacturing platform to control them from. Goons stealth in, guerrilla it up hardcore, smash what they can, steal what ships they can, and then bail with all the loot back to a safe/defended server. I just want to smash all the space sand castles. McGiggins fucked around with this message at 05:31 on Jul 17, 2015 |
# ? Jul 17, 2015 05:24 |
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I just hope the netcode gets fixed soon; All of this stuff is cool but the game can't really handle more than two people at the moment, so it's all a bit of a waste.
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# ? Jul 17, 2015 06:11 |
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McGiggins posted:All good points, though you could make it so nothing not already on the new server could be transmitted. You'd never get anyone connecting to eachother then, because there are a LOT of mods and no two people use the same exact set.
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# ? Jul 17, 2015 07:46 |
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Moddington posted:An essential feature, for me, that is missing from voxel games is the ability to select and move around arbitrary sections of the design. That along with 3D visualization (which I see is on your todo list) would make this an instant purchase for me, even without a sphere planner or other features. Yep, that's another missing feature that annoyed me with all the other planning software. Which is why I've got it on my todo list - Draw basic 2d shapes such as circle, square, etc. and treat them as elements and manipulate them afterward - Draw basic 3d shapes such as sphere, box, etc. and treat them as elements and manipulate them afterward I didn't mention arbitary sections of the design, but it's pretty much follows from what I'm planning to do.
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# ? Jul 17, 2015 07:47 |
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Quick question for those who've messed around with scripting via Programming Blocks; Is it possible to search for a block and return a true/false? Just something like;code:
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# ? Jul 17, 2015 08:38 |
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I haven't looked at any SE Programming blocks, but from this page: http://steamcommunity.com/sharedfiles/filedetails/?id=360966557 (official prog block guide) and found this (): http://www.reddit.com/r/spaceengineers/comments/2r1i9q/programmable_block_example_disable_all_turrets/ quote:Available interfaces I hope that helps. You can either loop through the List "Blocks" or search for a specific block.
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# ? Jul 17, 2015 09:31 |
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Station placement protip: to align station grid to the sun, position yourself between the sun and the asteroid you want to build on, so you can see your shadow. Then, place your crosshair over the shadow of your helmet (i.e. where your eyes are), and rotate the block frame so the X cross-members are aligned of the near and far face are aligned. Once aligned, you can move your crosshair and astronaut around and place the block where you wish to begin construction. Now I can start building my large ship, with its solar panels perfectly aligned right from the get-go: GotLag fucked around with this message at 09:45 on Jul 17, 2015 |
# ? Jul 17, 2015 09:40 |
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GotLag posted:Station placement protip: to align station grid to the sun, position yourself between the sun and the asteroid you want to build on, so you can see your shadow. Then, place your crosshair over the shadow of your helmet (i.e. where your eyes are), and rotate the block frame so the X cross-members are aligned of the near and far face are aligned. Once aligned, you can move your crosshair and astronaut around and place the block where you wish to begin construction. Walrus base, go!
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# ? Jul 17, 2015 09:51 |
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I prefer to think of it as a pallet jack
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# ? Jul 17, 2015 10:12 |
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Sorry for the stupid-posting but I need an informed answer. Are there any actually fun-to-play scenarios for either game yet? Do they require multiplayer to enjoy? I sandboxed both games to death and am now looking forward to coming back and having some goal-oriented gaming in these engines.
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# ? Jul 17, 2015 10:34 |
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McGiggins posted:Inter-server hyperdrives confirmed? The ability to opt your server into some kind of peer-to-peer pseudo MMO would be really cool, actually. Every server is a single star system, and you can warp between them using the Wormhole Drive or whatever. It would give people a reason to make infrastructure with deep-range beacons and stuff if they want to entertain guests, rather than having everybody just rely on GPS bookmarks.
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# ? Jul 17, 2015 16:37 |
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# ? Jun 4, 2024 00:04 |
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It's a mod command, seemingly, so I can see there being a bunch of different server side mods that would opt you into a specific "universes" of servers. If mod dependencies exist, the universe mod could require a specific list of parts to be installed before it works, thus ensuring your ship remains intact between servers. Some sort of jump gate that could be linked to connect specific servers would probably be a good implementation, rather than just spooling up the jump drive to go to another server. A specific point to get you a specific system, and having a physical entity opens up a lot of options (hacking, damaging/repairing the gate, secretly building a gate in a hostile system)
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# ? Jul 17, 2015 17:12 |