|
Yeah it's totally scrubby because it works perfectly and doesn't require stupid bulky bullshit and building your system around item flow
|
# ? Aug 23, 2015 08:48 |
|
|
# ? Jun 5, 2024 07:37 |
|
Also, it makes sense. It's the spaciest of futures, you see.
|
# ? Aug 23, 2015 11:08 |
|
HardDisk posted:My setup was something like this: Yea, in my creative sandbox I've deleted my old setup and it is laid out more or less like that. On the survival server I am on, everything was hooked into a central conveyor hub and all of it was built in to the side of an asteroid. I had to figure out how to re-wire the pipes as disassembling everything and drilling new spaces inside was just too much. GotLag posted:Yeah it's totally scrubby because it works perfectly and doesn't require stupid bulky bullshit and building your system around item flow Personally, I don't think scripting it is scrubby. At the time, I was still very new and I hadn't even attempted to learn the programmable/timer blocks. I just figured their had to be a way to find out how conveyors work. Now that I know how the flow works, I won't need automated sorting. It doesn't have to take any more physical space then a normal layout. From my central hub, I just had to remove the core conveyor and add a few corner tubes between the different legs. It's more or less a serial network like how HardDisk posted, but I can move any item to/from any valid container and don't have to worry that my components can't pass through my refinery filter or that placing something in the wrong spot will auto-suck it out. The only "Drain All" I needed was right after my mining/salvage dock which is just for sucking out the cargo from ships. Everything else is passively filtered.
|
# ? Aug 23, 2015 11:14 |
|
TescoBag posted:I've had this quite a few times You find a solution or was it keep trying till ya get her
|
# ? Aug 23, 2015 15:05 |
|
GotLag posted:Yeah it's totally scrubby because it works perfectly and doesn't require stupid bulky bullshit and building your system around item flow
|
# ? Aug 23, 2015 17:25 |
|
Ultimate Shrek Fan posted:You find a solution or was it keep trying till ya get her Just kept trying until I got it
|
# ? Aug 23, 2015 22:17 |
|
Been using Notepad ++ for Spengies scripting, what do you guys use? Ideally I want something with syntax highlighting, dunno if that exists.
|
# ? Aug 24, 2015 12:33 |
|
Tennance posted:Been using Notepad ++ for Spengies scripting, what do you guys use? It's just c# code IIRC, so you should be able to set Notepad++ to Langauge->C->C# to get your highlighting. I wouldn't try to use Visual Studio or anything; you'd have to like import the space engineers libraries and stuff to make it work right.
|
# ? Aug 24, 2015 12:44 |
|
Tennance posted:Been using Notepad ++ for Spengies scripting, what do you guys use? It's C#, anything that supports C# will have syntax hilighting. Pretty sure this includes NP++, check to make sure it's detecting the language properly. I use Sublime Text, but it's non-free.
|
# ? Aug 24, 2015 13:27 |
|
deadly_pudding posted:It's just c# code IIRC, so you should be able to set Notepad++ to Langauge->C->C# to get your highlighting. Visual Studio actually works really well, you can get syntax checking and Intellisense. http://forum.keenswh.com/threads/guide-setting-up-visual-studio-for-programmable-block-scripting.7225319/
|
# ? Aug 24, 2015 14:37 |
|
I bisected and dissected the Avalon in a separate World just to make sure I hadn't accidentally created any gaps between rooms or left any too-shallow points in the armor by accident. It's actually even thicker than I thought in some places. Here's one of the dissected portions from the hacked-off left side; Tennance posted:Been using Notepad ++ for Spengies scripting, what do you guys use? I just have a .txt file with the few self-written scripts I use that aren't the Configurable LCD script.
|
# ? Aug 24, 2015 14:40 |
|
Thanks for the inside peek at your stuff, Neddy Seagoon! The DS my crew is using is pure vanilla with no mods, so seeing some of those massive gyros and thrusters is jaw-dropping. Those boosters at the back of your ship are massive!
|
# ? Aug 24, 2015 15:49 |
|
Anyone else on windows 10 having problems with SE? I can run the game fine, but when I exit it gets stuck on the pause screen till I ctrl-alt-del and close it from the desktop. Gfx drivers are up to date and I've tried compatibility settings and running as admin.
|
# ? Aug 24, 2015 21:16 |
|
Working fine here on 10 pro 64bit. You might want to try Ctrl-Shift-ESc to just bring up the task manager and check event logs to see what's happening before killing the process.
|
# ? Aug 24, 2015 21:29 |
|
Jigoku San posted:Anyone else on windows 10 having problems with SE? I can run the game fine, but when I exit it gets stuck on the pause screen till I ctrl-alt-del and close it from the desktop. Gfx drivers are up to date and I've tried compatibility settings and running as admin. The only way I was able to fix it was to run in DX11 mode. Otherwise I had an issue where I couldn't see the menu GUI at random times, and quitting the game caused it to hang. I wasn't even able to kill the process, I ended up having to reboot.
|
# ? Aug 25, 2015 01:12 |
|
Neddy Seagoon posted:I bisected and dissected the Avalon in a separate World just to make sure I hadn't accidentally created any gaps between rooms or left any too-shallow points in the armor by accident. It's actually even thicker than I thought in some places. This is cool as poo poo
|
# ? Aug 25, 2015 07:06 |
|
Splode posted:This is cool as poo poo XkyRauh posted:Thanks for the inside peek at your stuff, Neddy Seagoon! The thrusters are Sektan's Imhotep Thrusters (which I highly recommend for big ships), and if you mean the things in Engineering they're not Gyroscopes - they're Darth Biomech's Hyperdrive, which are basically overpowered Jump Drives. The Avalon has two rows of five of them, with a jump range of something around 22,000km. Neddy Seagoon fucked around with this message at 11:18 on Aug 25, 2015 |
# ? Aug 25, 2015 11:12 |
|
ToxicFrog posted:It's C#, anything that supports C# will have syntax hilighting. Pretty sure this includes NP++, check to make sure it's detecting the language properly. Thanks dude, I didn't know about that feature of NPP. Making an autominer drone atm, also thinking about making a replacement for inertial stabilization, something that can be used for high speed zero G dogfighting.
|
# ? Aug 25, 2015 12:56 |
|
Hacked away the Avalon Battleship, so figured I might as well do the Beluga-class Dreadnought as well. It has no factorycell, so it's just loaded with a single welding pod, grinding pod, a remote-operated mining drone, and a general cargo pod. Stick any of the above in the back of the cargo hauler there and send it off to work. The opposite (cut off) landing pad's for a general ship-to-surface shuttle. I really fudged some of the conveyor placements badly when I upgraded it to using the same Heavy Defense Turrets the Avalon Battleship does, so at least now I can tidy it up a little.
|
# ? Aug 25, 2015 18:17 |
|
These are really cool, reminds me of Incredible Cross Sections. When I was a little kid with infinite free-time and an overactive imagination, I used to spend fuckin HOURS staring at those illustrations, and inventing little narratives about people moving around the various exposed rooms and stuff. I was a geeky little dude. Anyway, I'm really impressed by your work, as usual, Neddy. It's really cool to be able to see the full layout of your ductwork and stuff like this. It all looks really well-organized and practical. How do shells get loaded into the Beluga's gravity cannon there? Are you just 3D-printing bullets in the chamber?
|
# ? Aug 25, 2015 19:07 |
Hey Neddy, do you have any guidelines when it comes to categorizing your ships?
|
|
# ? Aug 25, 2015 19:53 |
|
Shadowgate posted:The only way I was able to fix it was to run in DX11 mode. Otherwise I had an issue where I couldn't see the menu GUI at random times, and quitting the game caused it to hang. I wasn't even able to kill the process, I ended up having to reboot. Thanks, I tried a bunch more stuff but this worked. So with that fixed I was able to finish my ship, not as grand as Neddy's battleship but I'm mostly happy with it. Nice big landing bay, enough room for a several fighters, utility craft or shuttles. ( I still need to sort out the connectors) Top and scale with the red ship. I not really satisfied with the front/bridge, but everything else I tried was worse. Still needs paint and a name, more guns too.
|
# ? Aug 25, 2015 20:15 |
|
Jigoku San posted:
Do you have any interior room left? I think it'd look better with the bridge up on the rear where you have the antenna and gyro like some sort of space mega yacht thing this sort of thingy:
|
# ? Aug 25, 2015 22:08 |
|
Hrm, the interior is pretty tall in places, but I'd still have to strip off the top and make a second deck. The antenna mast is right over the reactor room.
|
# ? Aug 25, 2015 22:31 |
|
Triskelli posted:Hey Neddy, do you have any guidelines when it comes to categorizing your ships? Hi, I'm not Neddy. What I like to use are Most of my ships are comparable to the Red Ship in size with varying gently caress-tons of armor or weaponry. This isn't specifically what you asked for, but it help be better visualize and plan out things from the onset. Here are USN Hull Classification Codes that I use for my large ships. Sometimes I swap a letter depending on the weapon system, such as my ship using Railguns. For small ships I use the United States Tri-Service Aircraft Designation System, which has codes for even the test and prototypes. Or, if you like using cool sounding acronyms and making up the words, the military does that all the time.
|
# ? Aug 26, 2015 00:24 |
|
Now I think I got it. The new bridge is connected to a small room underneath that drops down to the reactor room and has a long corridor along the upper conveyor system and drops down to the front cargo area. The dual bladed front is a lot better and I kept the front bridge mostly the same, I'll probably change it to a living area. Also I discovered the large half ramp block makes a nice ribbing effect, I tried it out on a few flat areas of the ship.
|
# ? Aug 26, 2015 01:18 |
|
The last few posts with all the badass ship pictures makes me want to play again. Has the game been optimized at all in the last few updates? I had fun building and everything, but the fun quickly goes away when you realize that everything is really, really slow.
|
# ? Aug 26, 2015 01:24 |
|
deadly_pudding posted:These are really cool, reminds me of Incredible Cross Sections. I think I still have that drat book somewhere . My ships aren't anywhere near well-organized, I generally just try for a basic layout and make it up as I go along from there. Then eventually rebuild it a little lovely . The cannons on both ships do indeed print their own bullets, in five different flavours. Triskelli posted:Hey Neddy, do you have any guidelines when it comes to categorizing your ships? Mercutio Martino posted:Hi, I'm not Neddy. Yup, I've been going with whatever sounds good too. Also the last part is how I named the modular W.A.S.P Starfighter and Battlewagon. Jigoku San posted:Thanks, I tried a bunch more stuff but this worked. So with that fixed I was able to finish my ship, not as grand as Neddy's battleship but I'm mostly happy with it. Suggestion for the bow of your ship; A gravity cannon of your own, ripped right out of my own Battleship. Eyeballing the front of yours, I think you might just have enough space for it. You might want to slap some of the 23mm gatling turrets on your ship as well from the OKI pack though - meteors hurt. edit: Also, what are those transparent hangar doors? Logikv9 posted:The last few posts with all the badass ship pictures makes me want to play again. Has the game been optimized at all in the last few updates? I had fun building and everything, but the fun quickly goes away when you realize that everything is really, really slow. Sadly... not really. I think we're all just quietly stashing larger ships away for Neddy Seagoon fucked around with this message at 03:41 on Aug 26, 2015 |
# ? Aug 26, 2015 02:45 |
|
Neddy Seagoon posted:Sadly... not really. I think we're all just quietly stashing larger ships away for Bleh. I remember having a capital ship with a door-equipped gravity gun and it was AWESOME until the fps crashed when i looked at it wrong And my line of interstellar cruise ships can't have any customers lest they complain about the lag.
|
# ? Aug 26, 2015 03:10 |
|
Logikv9 posted:And my line of interstellar cruise ships can't have any customers lest they complain about the lag. But isn't that the point? Distract them from the lag with gambling and shiny things to make them stay longer, like in Vegas?
|
# ? Aug 26, 2015 03:44 |
|
deadly_pudding posted:These are really cool, reminds me of Incredible Cross Sections. Every cross-section includes someone on the toilet (except when that's not feasible, eg the T-34)
|
# ? Aug 26, 2015 03:49 |
|
Yeah optimization is still needed, maybe after the big planets patch (maybe). I just stick to ships around the Red Ship's size or so. I think getting rid of the "block" mentality and adding in stuff like solid 2-4x slopes and 4x-6x beams would help large construction, with less blocks to render/deform/apply physics.Neddy Seagoon posted:Suggestion for the bow of your ship; A gravity cannon of your own, ripped right out of my own Battleship. Eyeballing the front of yours, I think you might just have enough space for it. You might want to slap some of the 23mm gatling turrets on your ship as well from the OKI pack though - meteors hurt. I actually tried that back when the ship was just a frame and engines. It fits but I felt it unbalanced the ship a bit, now its thicker and I got a idea to scale back the hanger and fit it in father back to make a gunship variant. I'll be adding in the guns next, All the conduit is in place, I just need to make more exterior points for the weapons.
|
# ? Aug 26, 2015 03:53 |
|
Mercutio Martino posted:But isn't that the point? Distract them from the lag with gambling and shiny things to make them stay longer, like in Vegas? People always bitch when their dice roll lags.
|
# ? Aug 26, 2015 04:00 |
|
Logikv9 posted:People always bitch when their dice roll lags. Duh, you use Slot Machines instead. That way they're all already sitting down for the Jump Drive.
|
# ? Aug 26, 2015 04:02 |
|
Logikv9 posted:People always bitch when their dice roll lags. Pump oxygen into the room to make them high.
|
# ? Aug 26, 2015 04:31 |
|
Didn't Keen say they had to push planets back until after the multiplayer re-write because of performance and that's why the last two weeks have been bugfix/prep patches? Also with the changes to heavy armour isn't it now viable to make a single layer of heavy blocks with ablative blast door panels or angled ribbing for capital ships? Think the wings of a tie fighter but tighter and larger to cover stuff like reactors.
|
# ? Aug 26, 2015 04:53 |
|
Verizian posted:Didn't Keen say they had to push planets back until after the multiplayer re-write because of performance and that's why the last two weeks have been bugfix/prep patches? No, Planets are most definitely up first. They need to be working properly before KSH can incorporate them into the new netcode.
|
# ? Aug 26, 2015 05:01 |
|
Mercutio Martino posted:I'm never happy with my designs, but here is my personal cruiser before I tear it apart for the fourth time and rebuild its systems from the ground up, so I'm submitting this for feedback. Here it is. Cry Havoc. Swapped out the Large Capacitor for an Arc Reactor and 2nd Jump Drive (toggle them to instantly warp in and out), so even I don't know how it handles in survivor. Now that I have done this, this beast is dead. Back to the drawing board. Has anyone ever used the welders inside the hull (possibly combined with a projector) to create a damage repair system? I know the concept would take the frame rate to single digits, but I wana know if it can feasibly be done, at least for critical systems. Mercutio Martino fucked around with this message at 05:07 on Aug 26, 2015 |
# ? Aug 26, 2015 05:03 |
|
Mercutio Martino posted:Here it is. Cry Havoc. I'd say yes, since to even begin building the projected ship it must be attached in some way to the projector, so I don't see why it couldn't repair itself.
|
# ? Aug 26, 2015 05:36 |
|
|
# ? Jun 5, 2024 07:37 |
|
Mercutio Martino posted:Pump oxygen into the room to make them high. Step 1: Integrate O2 systems into the ships (they were built pre-o2) Neddy Seagoon posted:Duh, you use Slot Machines instead. That way they're all already sitting down for the Jump Drive. I desperately want a casino item pack now.
|
# ? Aug 26, 2015 05:58 |