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Evilreaver posted:[Armchair Dev] realistic space combat hovers between denying potentially useful orbits and raining down death rocks on the stupid fuckers who are still inside the gravity well fake edit: asteroids can do both
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# ? Feb 7, 2016 00:51 |
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# ? May 31, 2024 20:21 |
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The first thing would have to be a revamp of the damage model. As it is now an armor block can deform a bit and vaporize any non-deformable block attached to it or even a block away because it does infinite damage. Then the weapons need to be redone as well. For new systems I think a power management system would be good, The old "Divert power to weapons/engines" kind of thing where everything can't just run at max all the time or turned off. It would be good for non-combat stuff too.
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# ? Feb 7, 2016 00:51 |
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Jigoku San posted:The first thing would have to be a revamp of the damage model. As it is now an armor block can deform a bit and vaporize any non-deformable block attached to it or even a block away because it does infinite damage. Then the weapons need to be redone as well. the engine already hitches when two deformable objects hit each other at low speed an asteroid peaceing through a large block ship sounds easy but once the engine has to evaluate every single block that it hits?
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# ? Feb 7, 2016 00:53 |
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Jigoku San posted:The first thing would have to be a revamp of the damage model. As it is now an armor block can deform a bit and vaporize any non-deformable block attached to it or even a block away because it does infinite damage. Then the weapons need to be redone as well. energy based weapons would be neat, we already have a bit of energy management in the game so it wouldn't be difficult to add power management with energy weapons. I suspect the machine guns are currently hitscan which sucks
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# ? Feb 7, 2016 00:55 |
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They aren't hitscan.
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# ? Feb 7, 2016 01:11 |
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pun pundit posted:Aurora 4X is the spreadsheetiest of all games, but its combat is like that. Yes, I played some Aurora but just couldn't get past the interface, and I love dwarf fortress. The Harpoon series is also games about modern naval warfare, and I'd go mostly in that direction. Neddy Seagoon posted:one bushwhacking long-range strike That should be enough. It's a game of see but not be seen. Ideally and when your enemy has done his homework, his first attack should so blindingly cripple the vessel as to not give a chance of a counterattack or running away. When you're hit "out of nowhere" you haven't seen the enemy who has already seen you and are basically at his mercy. The interesting thing is that with long range weapons, you would have no real confirmation of if you actually killed your target or if he's just playing dead, having seen your attack. In real naval battle, that confirmation sometimes is the hard part, at least without giving your own position away and opening yourself to counterstrike in case you didn't actually get them or get them all, but then the earth is round. Of course this all wouldn't be realistic but I'd at least find it interesting. I'm aware this is way past what the engine actually does and will never happen but boy would I find it to be fun. As the game is now, it's mostly a space mining simulator. Well, nothing wrong with that.
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# ? Feb 7, 2016 01:57 |
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GotLag posted:They aren't hitscan. Then they need to slow the bullets down because they may as well be
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# ? Feb 7, 2016 03:16 |
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Splode posted:Then they need to slow the bullets down because they may as well be They can't touch you if you fly at max speed. Do the Battlestar Viper thing and just drift by on inertia while strafing the hell out of them.
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# ? Feb 7, 2016 03:43 |
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I guess I'm just bad at the game
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# ? Feb 7, 2016 03:51 |
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Some sort of long range targeting/detection system, with the ability to align your ship automatically to the target for gravity torpedoes or long range railgun like weapons.
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# ? Feb 7, 2016 05:00 |
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Spookydonut posted:Some sort of long range targeting/detection system, with the ability to align your ship automatically to the target for gravity torpedoes or long range railgun like weapons. I just use a Telescope . The game sorely needs a proper sensor/radar system though.
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# ? Feb 7, 2016 05:04 |
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I built an RB-79 Ball from Gundam.
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# ? Feb 9, 2016 12:14 |
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That is a thing of beauty . How self-destructive are the arms and gun in flight?
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# ? Feb 9, 2016 12:22 |
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Neddy Seagoon posted:That is a thing of beauty . How self-destructive are the arms and gun in flight? Thanks. They wobble like crazy, but I cheated and slipped some shield generators in it so they don't immediately rip themselves apart. It handles just like the real thing, It's nicknamed the "Mobile Coffin" for a reason. I'd like to try setting up some arm controls with a precise rotor script.
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# ? Feb 9, 2016 12:38 |
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I actually also built something new. Wait, hold on, it's missing something... That's better. The cannons are from Rider's Cannon Pack, they're 900mm broadside jobs. With enough room for a small angle of fire, in theory. Still trying to get it to hover on Atmospheric Thrusters though. Right now it sinks like a stone without Hydrogen Thrusters .
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# ? Feb 9, 2016 16:11 |
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Patch dropped!Drui posted:Summary
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# ? Feb 11, 2016 18:44 |
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quote:In this week’s update we are introducing a new batch of bug and enhancements.
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# ? Feb 11, 2016 22:15 |
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This week's notable bug is that Small Block rotors won't attach to Large Block rotor bases. Needless to say, I am less than thrilled by this.
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# ? Feb 12, 2016 03:43 |
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Neddy Seagoon posted:This week's notable bug is that Small Block rotors won't attach to Large Block rotor bases. Needless to say, I am less than thrilled by this. Nononononnono don't tell me this is happening. Like half of what I make relies on that.
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# ? Feb 12, 2016 04:04 |
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Bondematt posted:Nononononnono don't tell me this is happening. I am REEEEAAAAAALLY hoping that it's just something due to them fixing rotor/piston heads and will get fixed in the inevitable day-one hotfix. It's already pretty much legit design rather than something hacked on by players by chance, because the developers allowed rotor heads to be de/reattached and gave us separate rotor head parts around the time people started showing off that trick.
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# ? Feb 12, 2016 04:14 |
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Hey guys, I made a rambling post about fission and fusion on the official suggestion forums, what do you think? http://forums.keenswh.com/threads/making-fission-reactors-interesting-and-maybe-adding-fusion.7379821/
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# ? Feb 12, 2016 04:20 |
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GotLag posted:Hey guys, I made a rambling post about fission and fusion on the official suggestion forums, what do you think? I'd be more interested in just seeing a big multi-part reactor. Like a core that pumps out player-killing radiation if unshielded with reinforced armor/lead blocks while running. Whoops, there's a hole in the reactor from that last hit and it's nuking half the ship! . Even when turned off, it'll take a few minutes for the rads to drop down to non-lethal levels.
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# ? Feb 12, 2016 04:32 |
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Neddy Seagoon posted:I'd be more interested in just seeing a big multi-part reactor. Like a core that pumps out player-killing radiation if unshielded with reinforced armor/lead blocks while running. Whoops, there's a hole in the reactor from that last hit and it's nuking half the ship! . Even when turned off, it'll take a few minutes for the rads to drop down to non-lethal levels. That could be fun, but I think adding just a little bit of strategy to the different power types is much more worth it, IMO.
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# ? Feb 12, 2016 04:39 |
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Multipart machines are very much my thing, but does space engineers have the capability for them to exist yet?
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# ? Feb 12, 2016 09:56 |
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I think mods have managed it? I don't see why not.
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# ? Feb 12, 2016 10:01 |
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I didn't know that. That's good.
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# ? Feb 12, 2016 10:13 |
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I take it back about the rotor bug, looks like with further testing that only the Battlecarrier decided to spontaneously disconnect its central core and manufacturing plate. Despite them both being maglocked securely in place . Interesting undocumented change though; detached blocks now remember what should be in the hotbar/timer instead of that generic cube. Popped the factoring plate into its rotor and the console showed all the projectors on the hotbar like it never left. edit: If you haven't already, check out the Rotorless Graphical Radar script. The height isn't too great, but you can set the horizontal range up to 50km (theoretically). Neddy Seagoon fucked around with this message at 16:54 on Feb 12, 2016 |
# ? Feb 12, 2016 13:44 |
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One of the things that's been a minor annoyance with the Avalon is that it's a feature-creeped rebuild-of-a-rebuild-of-a-rebuild with lots of stuff crammed in just where it'd fit. I wanted to try making something similar-sized from the ground up while waiting/hoping for the bugs involving landing gear and rotor heads to get fixed. Say hello to the Avarice-class Battlecarrier. I haven't touched the interior yet beyond a basic guess at a layout for triple hangar decks and the engine room. I only wanted to make it a little larger, but it turns out 1/3rd wider at it's widest point is actually quite a bit more (45 blocks vs 30) than I thought it'd be and it's become a fatty-fat fat fat. Incidentally, the Avalon has four banks of twenty Heavy Defense Turrets. The Avarice has eight banks of twenty-four . The main engines are somewhat armored, and I'll leave the four fighter-filled tubes to the Battlestar fans to guess what they're for.
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# ? Feb 17, 2016 15:36 |
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That's really nice work, Neddy. I like the way you use angle blocks.
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# ? Feb 18, 2016 04:25 |
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XkyRauh posted:That's really nice work, Neddy. I like the way you use angle blocks. I really like the way the armor ribs between the broadside guns turned out . That said, I'm stuck reinforcing the armor from the outside in before doing anything with the interior. I've done most of the back half, inbetween fiddling with the three hangar decks, but still need to do the front half of the ship.
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# ? Feb 18, 2016 06:15 |
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New patch! All details and video with that poor programmer dude looking awkward in front of the camera here... http://forums.keenswh.com/threads/update-01-122-hit-confirmation-bug-fixes.7380132/
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# ? Feb 19, 2016 02:24 |
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Like so;quote:Summary And man is that poor programmer really looking awkward in front of the camera .
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# ? Feb 19, 2016 02:29 |
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When is this game going to get stable enough to see multiplayer goonplay pick up again? What's holding things back?
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# ? Feb 19, 2016 02:33 |
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Killer-of-Lawyers posted:When is this game going to get stable enough to see multiplayer goonplay pick up again? What's holding things back? Multiplayer's what they're currently working on at the moment, it's just not something they can push a bunch of interstitial updates out on before it's ready like they did with Planets. They're burning down the entire netcode and redoing it from scratch in a way that is Not (Completely) poo poo.
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# ? Feb 19, 2016 02:40 |
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e: poo poo, wrong thread.
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# ? Feb 19, 2016 02:47 |
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One thing of note for the week, they fixed the bug causing locked landing gear to detach rotor heads. My ship's CPU core and manufacturing cell live once more . Incidentally the Avarice's CIC is a... little more Battlestar-y. The table at the center is the projection table for the Holographic Radar Mod. The sloped-down LCD's are gonna have the Rotorless
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# ? Feb 19, 2016 03:24 |
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I've decided, after binging on Star Trek a bit, that my future ships will follow the Cardassian model of ship design; make it look like a fish. Also the Cardassians had sweet looking ships.
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# ? Feb 19, 2016 03:36 |
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Rhjamiz posted:Also the Cardassians will have sweet looking ships. This isn't star wars.
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# ? Feb 19, 2016 05:42 |
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Spookydonut posted:This isn't star wars. Isn't the Cardassian empire ~400 years old when DS9 happens? They may have sweet ships right this moment!
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# ? Feb 19, 2016 05:51 |
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# ? May 31, 2024 20:21 |
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When testing fighter-launching gravity catapults, it turns out it's a good idea to empty the 10,000,000+kg of ammo in your pockets first. It's also prudent to then dial down the number of mass blocks in said test fighter to account for this lack of excessive ammo or else it may get... wobbly. I also updated the published version of the Hawk so if anyone's playing with one, they can now catapult them too. Neddy Seagoon fucked around with this message at 06:15 on Feb 19, 2016 |
# ? Feb 19, 2016 06:04 |