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Shuffle posted:is There a script or mod that will autosize my ships gravity generator's area of effect to match my ship? Not to my knowledge, you gotta dial that in yourself with a spacewalk.
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# ? Oct 7, 2015 01:01 |
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# ? May 29, 2024 11:37 |
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Neddy Seagoon posted:Not to my knowledge, you gotta dial that in yourself with a spacewalk. If your ship has an Antenna active, and you go to the Info tab and check the box to show Gravity Fields, it goes a little more smoothly... but yeah, it's a bit of a pain.
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# ? Oct 7, 2015 02:24 |
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I've been playing a ton of Elite Dangerous lately and now I wanted to build a ship more along the scale of that. I went about building a small block ship that I can run around on with a landing ramp to get my planets on. I'm terrible at painting though, so I haven't really tried. It flies really well though! I named it the Seeker, it finds things. I also discovered a bug where small ship oxygen tanks don't seem to refill or do anything at all, so I hope that's fixed tomorrow. Kinda put a damper on exploring when I found that out after switching to survival.
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# ? Oct 7, 2015 22:24 |
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I was actually just thinking of coming back to this game (now that broke PowerPlay) and trying to replicate Elite ships to the scale the documentation says they are. I think it would be neat to see them from a human perspective. Especially the Anaconda!
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# ? Oct 7, 2015 23:09 |
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Siets posted:I was actually just thinking of coming back to this game (now that broke PowerPlay) and trying to replicate Elite ships to the scale the documentation says they are. I think it would be neat to see them from a human perspective. Especially the Anaconda! Powerplay not working is honestly a net benefit
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# ? Oct 7, 2015 23:21 |
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frank.club posted:Powerplay not working is honestly a net benefit Well... Mostly yes... Unless you have actual dreams of becoming a legit Anaconda-haver.
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# ? Oct 8, 2015 00:17 |
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You can make a cooler ship in this game.
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# ? Oct 8, 2015 00:29 |
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BillyJoeBob posted:I've been playing a ton of Elite Dangerous lately and now I wanted to build a ship more along the scale of that. I went about building a small block ship that I can run around on with a landing ramp to get my planets on. Get yourself the SlopeLCD mod if you want a set of pilot-console-sized LCD's, along with the Configurable LCD mod to pipe ship information to them. And the Enhanced Gravity Generator mod if you want to find out whether or not your ship will fly like a brick in atmosphere pre-planets.
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# ? Oct 8, 2015 03:01 |
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Siets posted:I was actually just thinking of coming back to this game (now that broke PowerPlay) and trying to replicate Elite ships to the scale the documentation says they are. I think it would be neat to see them from a human perspective. Especially the Anaconda! Internet says that the Anaconda is 150m long. That's 60 blocks for a large ship, which is big but not crazy by most standards. The current version of the Red Ship (in a new easy start game) is 45 blocks long. People build stuff bigger than that all the time. Of course, building that in small blocks is just no.
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# ? Oct 8, 2015 04:59 |
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Klyith posted:Internet says that the Anaconda is 150m long. That's 60 blocks for a large ship, which is big but not crazy by most standards. The current version of the Red Ship (in a new easy start game) is 45 blocks long. People build stuff bigger than that all the time. Just for comparison, my bigass battleship tops out around the 200-220m mark. You could probably make your 150m Anaconda in large blocks without it getting too chuggy.
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# ? Oct 8, 2015 05:08 |
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Patch Time, and KSH continue to taunt us with planetary previews. Looks like we're getting fuel-powered rocket engines alongside atmospheric jet engines though .quote:Summary If you have anything using rotors and landing gear together, might want to wait for the hotfix. Apparently they're exploding again.
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# ? Oct 9, 2015 03:46 |
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Neddy Seagoon posted:Patch Time, and KSH continue to taunt us with planetary previews. Looks like we're getting fuel-powered rocket engines alongside atmospheric jet engines though . Rocket engines that use fuel will be very cool as an afterburner / boost engine even if you're not on a planet. What exactly was the "armor box turret hack"? I tried looking at the update thread on their forums to find out, that turned out to be a big mistake. Still cleaning the projectile vomit off my screen. Also since they're looking at turrets I hope they revisit the turret sound bug, and maybe integrate that large turret they put on the workshop (or something like it) into the game. There's a zillion weapon mods on the workshop but they have a terrible tendency towards the over-complicated.
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# ? Oct 9, 2015 04:59 |
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Klyith posted:Rocket engines that use fuel will be very cool as an afterburner / boost engine even if you're not on a planet. I actually have no clue about what that is either. Googling turns up nothing except the patch notes too. One thing I plan to try with the atmospheric engines, assuming they keep the model design found in the files, is to mount them on my long-range remote spy probes. Just to see if it's possible for them to fly in atmosphere as well as hover overhead in orbit (taking fly-by bellycam pictures, that sort of thing).
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# ? Oct 9, 2015 05:14 |
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I finally pressurised my big glass refinery base and got some drones up and running! Hurrah! Mining spree to feed the war against the peaceful pirates is about to ensue. But now the asteroid ore textures do not display when close to them (such as a mining drone camera) and appear as though stone, though it is visible as ore from a distance of 60+ meters or so. I am playing survival on infinite mode, if that is relevant. I remember this being being a bug a while back, but if I recall correctly,the solution was to update/restart your computer, of which I have done both. Edit: Hmmm, only seems to be affecting certain asteroids, and not others. Hmmm. McGiggins fucked around with this message at 11:27 on Oct 9, 2015 |
# ? Oct 9, 2015 11:02 |
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I imagine that fuel-burning engines will be at least useful in building rockets for all your improvised weapon needs. Do they even need some sort of tank (like normal engines need batteries) or do the engines themselves hold the fuel?
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# ? Oct 9, 2015 11:24 |
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Mortvert posted:I imagine that fuel-burning engines will be at least useful in building rockets for all your improvised weapon needs. oxygen tanks were renamed in the code to gas tanks, and in the update video the rocket engines are attached to conveyors so it's a good chance they'll need a fuel tank
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# ? Oct 9, 2015 11:47 |
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Shuffle posted:oxygen tanks were renamed in the code to gas tanks, and in the update video the rocket engines are attached to conveyors so it's a good chance they'll need a fuel tank I guess there'll be an update down the line to make them able to whitelist what kind of gas they hold or something.
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# ? Oct 9, 2015 13:04 |
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Looks like something is up with the oxygen tanks still. What's this about the tanks being renamed, did that just happen or is it going to? I guess if they've been renamed that might explain why my small ship explorer's tanks don't fill. I can get the cabin to fill with oxygen but not get it to store the air. I go through a shitton of ice when I vent the whole engineering section out the boarding ramp every time.
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# ? Oct 9, 2015 15:59 |
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BillyJoeBob posted:Looks like something is up with the oxygen tanks still. What's this about the tanks being renamed, did that just happen or is it going to? I guess if they've been renamed that might explain why my small ship explorer's tanks don't fill. I can get the cabin to fill with oxygen but not get it to store the air. I go through a shitton of ice when I vent the whole engineering section out the boarding ramp every time. It's happening on the big vanilla Oxygen Tanks oo, because my hangar bay is not depressurizing and, well, there goes a shitload of oxygen out the doors. Also, go check out the Exploration Enhancement Mod if you haven't already, it's goddamn fantastic for adding neat poo poo to find/fight in an Infinite World. Neddy Seagoon fucked around with this message at 16:08 on Oct 9, 2015 |
# ? Oct 9, 2015 16:05 |
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So wait...did KSH change the oxygen tanks over to rocket fuel for the demo then forget to change them back?
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# ? Oct 9, 2015 16:18 |
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I thought the official name for the new thrusters was atmospheric engines? If so it'd make a lot more sense to keep oxygen tanks just holding oxygen and subclass in another type of tank for fuel. They may have had to change the base oxygen tank to allow that and it simply broke a bunch of surrounding code. Oh god I'm getting KSP flashbacks, trying to balance multi-stage rockets so you don't end up with a nose heavy fuel tank that suddenly decides to pivot just behind the cockpit and flip round.
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# ? Oct 9, 2015 17:08 |
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Verizian posted:I thought the official name for the new thrusters was atmospheric engines? If so it'd make a lot more sense to keep oxygen tanks just holding oxygen and subclass in another type of tank for fuel. They may have had to change the base oxygen tank to allow that and it simply broke a bunch of surrounding code. That's a different engine. We've seen the models (someone found them in the code as untextured renders) and those are proper jet engines. Plus those only work in atmosphere, so they'd be pretty lovely rocket engines once you get high enough .
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# ? Oct 9, 2015 17:11 |
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I eagerly await the new major release, where planets are added alongside KSP compatibility.
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# ? Oct 9, 2015 17:29 |
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Splode posted:Pirates make the lone survivor start pretty terrifying. I just had to flee my base when the raiders appeared on the radar. They're now chasing me around as I do a quick bit of mining (I don't have any weapons at all yet, let alone enough to fight a pirate vessel). Drones and carriers both had missiles.
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# ? Oct 9, 2015 23:12 |
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Been trying out my new standardized Bumblepod on the Avalon and it turns out the extra width due to the detachable arms was to its detriment. The old individual pods saddled two of the Connectors, but could sit side-by-side on adjacent ones. So I've made some changes and now they have fixed arms while the toolheads detach. On the plus side, the mining drills can actually burrow the whole pod in now.
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# ? Oct 10, 2015 07:43 |
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Which of the small power blocks (large/small reactors / batteries) has the best mass:energy ratio? I want to make a space hotrod
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# ? Oct 11, 2015 17:01 |
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GenericOverusedName posted:Which of the small power blocks (large/small reactors / batteries) has the best mass:energy ratio? I want to make a space hotrod Get the Azimuth Mega Mod and check out the V8 engine. You'll understand why nothing else will be acceptable for a hotrod when you see it. Also, the remarks about the Avalon Battleship being pretty Colonial Fleet-esque are just gonna get more apt now I think. I've made a change to the hull to try and kill off the issue of the broadside Heavy Defense Turrets murdering each-other by adding proper armor ribs between them to limit the field of fire a bit. There's also a set on the belly batteries as well, which is great for shoring up the (slightly) weaker armor there. Had to dial it around a bit to see what the new range of firing is to get all the guns to bear. And it comes out to about 45 degrees off the bow, which I'm pretty happy with. Plus anything shooting back at them's likely to now pop on the ribs instead of right between a turret cluster.
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# ? Oct 11, 2015 17:13 |
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Neddy, I have to ask: Is this just what you do? Or does SE scratch an itch you didn't realize you had?
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# ? Oct 11, 2015 21:48 |
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VanSandman posted:Neddy, I have to ask: Is this just what you do? Or does SE scratch an itch you didn't realize you had? I just like building and blowing poo poo up for an hour or two every now and then. Most of the changes like that come from having some fun in survival mode and just fixing whatever doesn't work.
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# ? Oct 12, 2015 01:53 |
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As a huge fan of KSP and the Spacebuild mod for Garry's Mod, I can not wait for that drat update to drop.
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# ? Oct 12, 2015 16:00 |
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I may mostly want it to play space themed minecraft and build bases.
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# ? Oct 12, 2015 16:01 |
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I figure if I get a decent general ship done (which it pretty much is), I'm set for if/when the game starts adding some actual playable content to stumble onto. I'm also surprised they've managed to improve performance enough that playing with that drat battleship's actually not quite so chuggy anymore. That said, I really want them to crush the bug where projection-built creations don't have their Groups (only the first iteration will have them, subsequent ones off that projector don't). Replacing a shuttle because it got smeared by Raider turrets isn't nearly as annoying as rebinding the Groups for poo poo like the master on/off and the main drive engines (so a slight acceleration/reverse doesn't slam the bloody thing into the walls).
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# ? Oct 12, 2015 16:29 |
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Neddy Seagoon posted:I figure if I get a decent general ship done (which it pretty much is), I'm set for if/when the game starts adding some actual playable content to stumble onto. I'm also surprised they've managed to improve performance enough that playing with that drat battleship's actually not quite so chuggy anymore. There's a few workshop mods which add hostile cargo ships that come and attack you. Sometimes I've had one spawn while I was repairing/salvaging from the last attack and have had to basically make an emergency jump due to too much battle damage.
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# ? Oct 12, 2015 17:23 |
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Spookydonut posted:There's a few workshop mods which add hostile cargo ships that come and attack you. I know, I've been having some good fun with the Exploration Enhancement Mod (seriously, get this mod it's amazing). I keep meaning to add it to the OP and I'll do that right now. I'm talking more in terms of better developer-added content rather than just modded stuff added in on rickety code that wasn't really designed for it. edit: Also replaced the Hammerman walls mod listing with Sektan's Interior Wall set because it adds a lot of useful wall blocks. Neddy Seagoon fucked around with this message at 17:36 on Oct 12, 2015 |
# ? Oct 12, 2015 17:29 |
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Medieval Engineers officially doesn't hard lock on my PC anymore
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# ? Oct 12, 2015 17:56 |
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Klyith posted:What exactly was the "armor box turret hack"? Neddy Seagoon posted:I actually have no clue about what that is either. Googling turns up nothing except the patch notes too. Finally saw an explanation: the turret AI could be tricked into not shooting at stuff using neutral armor blocks as a shield. So if you made a box you could hide your ship inside like solid snake. I bet this is a thing that's existed forever, but was way more exploitable after landing gear got fixed. Hiding in a box isn't much good if trying to move results in worse explosions than the weapons you're hiding from. And you can probably keep doing the same exploit if you make a box starting with a single active part salvaged from a ship of the opponent's faction. But at that point it's not just a cardboard box, it's a trojan horse. Also on the subject of landing gear, there are still bugs even in the new system. Quick tip: don't start building a ship with the initial landing gear attached to an asteroid. The small ship I was working on started twiching every time I placed a new block, then self-destructed. This was in SP too. Put down a station block to use as your surface. McGiggins posted:But now the asteroid ore textures do not display when close to them (such as a mining drone camera) and appear as though stone, though it is visible as ore from a distance of 60+ meters or so. Possibility 2: occasionally the voxel data gets bugged, and all sorts of weird poo poo can happen. If mining the spot that's messed up + a save/reload doesn't fix it, my advice would be either leave that asteroid alone or even switch to creative mode for a moment to delete it.
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# ? Oct 13, 2015 13:52 |
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I found something kinda neat that you can take advantage of to make a basic recon probe; Laser Antenna connections remain stable with FTL jumps. For best results you really need Darth Biomech's Laser Communications Dish, but vanilla ones will work for a short-range versions. The Small Ship Mega Mod's also worth using for the Jump Drive if you don't want a bigass Large Block probe. With a Jump Drive, and Ore Scanner (I recommend the Azimuth Overclocked ones), you've got a quick and cheap way to just jump 40-odd kilometers at a time to go poking for viable asteroids or player bases/ships without risking your own vessel in a radius of 1,000km. Once you find something, just copy the Antenna's coordinates into GPS and Jump your ship. Or leave it there to observe indefinitely on Solar Panels and a battery once the reactors are depleted. Plus if if you use Small Blocks, it's insanely hard to spot from a distance. Space looks nice and clear... But what's that off in the distance... (if you leave the radio antenna on, that is) Zoom! Enhance! Depixillate!
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# ? Oct 13, 2015 15:05 |
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What's all that debris above the ship in the last pic?
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# ? Oct 13, 2015 18:51 |
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I completed a new iteration of a ship I've been working on for a long time. It got a bit bigger, a frigate to to the original design's corvette. I present the FAF - Tourbillon (Fast Attack Frigate) and HAF - Hoplite (Heavy Attack Frigate). The heavy variant is to slow with stock, so I'm refitting it with mods. Generational line up. From the right the first is my original "High-Performance Yacht" and the next is the upgraded version, replacing the ramps with 2x slopes and adding O2 and a jump drive. Next is a middle upgrade, thickening the wings, smoothing the engine shrouds and adding the spear tip. But the interior suffered so I classed it as a armed courier vessel. For the current version I did more shaping and used a bit of the design of my cruiser in it, plus made the black bands actual structural elements. Sadly I don't have the original prototypes, I begain trying to make a version of the S-25 Starbridge from Escape Velocity Nova, it didn't turn out well. The Fleet, at least the vanilla fleet. I also finished off my cruiser, so it now has a small front hanger and a medbay + crew cabin behind it. They also have designations and names, finally. The vanilla version is the ERC - Vagabond (Exploration-Recon/Extended-Range Cruiser) and the Gravity cannon equipt variant is the SCD - Mangonel (Spinal Cannon Destroyer).
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# ? Oct 13, 2015 20:36 |
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# ? May 29, 2024 11:37 |
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Spookydonut posted:What's all that debris above the ship in the last pic? I was trying out barrel covers on the Nuke Launchers and may have learned the hard way that the Offset ones work fine but the Centered ones cause a premature nuclear event. All things considered, it ate the blast pretty well (partly due to fully-charged shields) but I was still gonna have to swap it out anyway for a recently-saved Blueprint... so I nuked the poo poo out of it a few more times for fun. The armor actually took them pretty well, though there's some fairly nasty internal damage focused through where it breached. The hangar bay was not a happy place, though the manufacturing cell's Small Block projector plate somehow survived without a scratch. Jigoku San posted:I completed a new iteration of a ship I've been working on for a long time. It got a bit bigger, a frigate to to the original design's corvette. drat, that Frigate is nice How've you gone with integrating the Gravity Cannon? All working properly now?
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# ? Oct 14, 2015 03:40 |