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Truga posted:There's still some very annoying issues with dedicated server too. Like a bunch programmable block things simply not working, for example. Also, batteries are better but still very odd.
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# ? Apr 12, 2016 01:58 |
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# ? Jun 5, 2024 03:46 |
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Uncle Spriggly posted:I've been tossin up Discords like it's nobodies business, would anyone be interested in one? Discords?
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# ? Apr 12, 2016 02:14 |
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Like mumble/vent but (even more?) free.
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# ? Apr 12, 2016 02:20 |
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Firos posted:Like mumble/vent but (even more?) free. I'd describe it more as a Skype replacement that can also serve as a mumble/vent. But same diff.
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# ? Apr 12, 2016 02:38 |
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Firos posted:I loved the script that you can get that makes it so that a solar farm follows the sun as it traverses the sky I've added you on Steam. Anyone who wants to add me, I go by Killery there. We're gonna have to get you on a lot of mods, but honestly I like the challenge of replicating them in vanilla. Glad some one else has the same ideas of faction roles. Not saying hard core role play, but yeah. Great minds think alike I guess.
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# ? Apr 12, 2016 02:42 |
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Alright I can't take this poo poo anymore, and I've put it off for too long. Before I comb through my list of mods turning them off and on one at a time, reloading worlds, and looking up every mod again, does anyone know if a mods has the issue of making Large + Small Atmospheric Thrusters not appear on the G Menu and say they are not available for small ships? Asking to save myself some time and avoid posting my full list here in a block of spam.
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# ? Apr 12, 2016 03:52 |
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Getting into space is easy if you add a speed limit mod, 110m/s makes it stupidly hard to get into space.
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# ? Apr 12, 2016 06:21 |
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Spookydonut posted:Getting into space is easy if you add a speed limit mod, 110m/s makes it stupidly hard to get into space. Speed has nothing to do with it, you just need enough force from your thrusters . edit: One thing that's been annoying with trying to work on my main ship is the drat thing's just too half-assed from the ground up. It's been fiddled to death with new bits on top of ancient bits, on top of other bits, so I'm starting from scratch. It's the same length, just a bit fatter. And basically the Avarice scaled down. The indentations are where I've gotta stick more vulcans and AA guns, along with actually do the internal conveyors for everything and some maneuvering thrusters. I could seal the engines behind armor completely, but I just like the way it looks . Only one thing left to do, and that's retire the old Avalon version properly. OPEN FIRE! Neddy Seagoon fucked around with this message at 13:35 on Apr 12, 2016 |
# ? Apr 12, 2016 07:22 |
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Neddy Seagoon posted:edit: One thing that's been annoying with trying to work on my main ship is the drat thing's just too half-assed from the ground up. It's been fiddled to death with new bits on top of ancient bits, on top of other bits, . software_development.txt
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# ? Apr 12, 2016 15:09 |
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Neddy Seagoon posted:Speed has nothing to do with it, you just need enough force from your thrusters . Then how about so it doesn't take 20 minutes to get anywhere. EM thruster mod best mod. It's hilariously op
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# ? Apr 12, 2016 15:41 |
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Neddy Seagoon posted:Only one thing left to do, and that's retire the old Avalon version properly. OPEN FIRE!
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# ? Apr 12, 2016 15:54 |
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Question time. So if I do the Solar System start there will be no pirates to be found spawning anywhere? Especially on planets? If you do the easy earth start you get pirates nearby. Do they spawn randomly throughout the planet? Also importantly, is it a full star system as well or just earth? Finally, since Keen has disabled a lot of cargo ships and pirate things for the time being is there a mod out there that my buddy and I could add to incorporate some type of NPC threat?
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# ? Apr 12, 2016 19:47 |
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lilspooky posted:Question time. If you start on a solar system, random encounters are disabled. Keen is still working on that. The easy start base pirates aren't the same AI as the randomly encountered ships, heck I think it's just programming blocks set on auto to fly straight for your base. The mods still work, just not on any world you generate that has planets on it.
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# ? Apr 12, 2016 20:55 |
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So if I wanted to setup some kind of game for him and I to play that had some kind of NPC threat what would you guys recommend? I take it that it's currently impossible to have an NPC threat on a planet outside of boring dogs and spiders?
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# ? Apr 12, 2016 21:35 |
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I started a game, I think it was Solar System, and it had me sinking slowly toward a planet. From the moment I touched down until I gave up 20 minutes later and went back to Asteroids, the game kept spawning cyberhounds. Dozens of packs of them with 6-8 in each pack. Is that the normal spawn rate?
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# ? Apr 12, 2016 22:17 |
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Ya, that seems to be the way it goes which is why it's probably best to turn them off. They don't add any real fun to the game and it's mostly frustration as they just randomly pop up and destroy your stuff. Especially annoying in the early parts of a game when you're just trying to get started.
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# ? Apr 12, 2016 22:27 |
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lilspooky posted:So if I wanted to setup some kind of game for him and I to play that had some kind of NPC threat what would you guys recommend? Pretty much. Head back to infinite asteroid worlds with some kind of radar or scan mod. I use the [urll=http://steamcommunity.com/sharedfiles/filedetails/?id=531659576]Exploration Enhancement Mod v.2[/url] which has all kinda cool crap.
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# ? Apr 12, 2016 23:40 |
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Ultimate Shrek Fan posted:Then how about so it doesn't take 20 minutes to get anywhere. Thr Azimuth thrusters also work just fine in atmosphere too.
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# ? Apr 12, 2016 23:54 |
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Neddy Seagoon posted:Speed has nothing to do with it, you just need enough force from your thrusters . It's way easier if you build up huge velocity with atmospheric thrusters before you have to start burning hydrogen.
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# ? Apr 13, 2016 02:22 |
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And now they're all properly hooked up. Or at least have conveyors linking them to inside of the triple-layer armored hull . The big cannons are grouped in vertical "Rings" and the Heavy Defense Turrets are grouped by their respective sides this time (Up, down, port, starboard). Also actually named each of the major cannons with their location this time so you know which one you're trying to manually control instead of guessing randomly. The rest are just one big group per weapon type as generic automated defenses.
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# ? Apr 13, 2016 03:57 |
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Anyone got any good workshop links to blueprints for bases / stations / outposts I could possibly build? Preferably vanilla.
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# ? Apr 13, 2016 22:34 |
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lilspooky posted:Anyone got any good workshop links to blueprints for bases / stations / outposts I could possibly build? Preferably vanilla. Try this; The Stack-A-Station. Build it up deck-by-deck with installed projectors. Just lift the respective Deck projector's vertical height to the top of the station's current peak and build away. I should also really go update it with Jump Drives and Hydrogen Thrusters for the landing engines.
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# ? Apr 14, 2016 02:38 |
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Neddy Seagoon posted:And now they're all properly hooked up. Or at least have conveyors linking them to inside of the triple-layer armored hull . How have you layered your armor? And have you tested it vs. various munitions?
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# ? Apr 14, 2016 03:38 |
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pun pundit posted:How have you layered your armor? And have you tested it vs. various munitions? In one colossal three-layer brick throughout the length of the ship . The only thing getting in in one hit is either one of Eikester's nukes, which can be mitigated with secondary armor between decks and redundant conveyor lines (ie me being lazy and filling gaps between decks with more armor) or one of the BIG cannons in Rider's cannon pack, which is about the same. Not to mention you're up against a whole lot of CIWS fire on the way in and mass-fire saturation chewing up whatever tried to shoot it.
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# ? Apr 14, 2016 03:49 |
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Interesting, something always seemed off about the Last Stand Gamers channel and I can't really stand his voice. https://www.youtube.com/watch?v=mbe4U-eW680
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# ? Apr 14, 2016 17:53 |
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All the SE youtubers are painfully dorky. Though the current XPgamers multi-person series is pretty fun in its way, if you don't find a certain degree of awkwardness offputting.
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# ? Apr 14, 2016 18:55 |
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Hello again thread. I have recovered from my power supply dying the other night, so I may start a new survival server tonight if anyone is interested. Just add Dadtoucher on steam.
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# ? Apr 14, 2016 19:03 |
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OwlFancier posted:All the SE youtubers are painfully dorky. Probably due in part to the subject matter (space, engineering) combined with recording games for youtube which is inherently dorky. Firos posted:Hello again thread. I have recovered from my power supply dying the other night, so I may start a new survival server tonight if anyone is interested. Just add Dadtoucher on steam. Locally hosted or dedicated?
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# ? Apr 14, 2016 19:52 |
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Locally, unfortunately (?).
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# ? Apr 14, 2016 20:11 |
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Cargo ships are back bitches!
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# ? Apr 14, 2016 20:50 |
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Gonna start up that new world, let's hope the bugs from the patch aren't too bad Edit: Perfect landing Firos fucked around with this message at 23:16 on Apr 14, 2016 |
# ? Apr 14, 2016 22:53 |
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Patch time!quote:Summary Alsp some interior pics of my current build; From the front of the ship facing back. This time there's an extra bit of armor on the sides of the multiple cargo bays (the original was just one big 9-container bay). There's two containers side-by-side behind where the forward staircase is (the tall structure with the pipes and blocks at the back) There's also a central corridors down the middle of the ship instead of dividing the ship in thirds with two parallel corridors. The main body of the ship gets a nice wide one, the front end gets a narrow one due to limited space and I think it looks good as a general bowels-of-the-ship thing. Neddy Seagoon fucked around with this message at 00:54 on Apr 15, 2016 |
# ? Apr 15, 2016 00:46 |
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The new guy they bring in on the videos is a goofball.
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# ? Apr 15, 2016 00:51 |
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Anyone tried the Nanite Control Factory mod? Looks pretty badass and most of the Youtube vids I've seen show it to be a pretty stable and helpful setup. Plus apparently the author has fixed a lot of the bugs with it. Gonna download it later and give it a whirl. https://steamcommunity.com/sharedfiles/filedetails/?id=655922051 Edit: Also have yet ANOTHER question. The guys who use projectors as a form of damage repair template by projecting it from the ship/station onto the ship/station itself. How do they do that? How do you setup the projector to perfectly overlay the grid it's on? lilspooky fucked around with this message at 21:11 on Apr 15, 2016 |
# ? Apr 15, 2016 20:45 |
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lilspooky posted:Anyone tried the Nanite Control Factory mod? Looks pretty badass and most of the Youtube vids I've seen show it to be a pretty stable and helpful setup. Plus apparently the author has fixed a lot of the bugs with it. I've tried the nanite thing. It's a bit slow and the range is small, so I needed several to build a ship, but it's cool watching the ship build. You just adjust the projected blueprint so its overlapping the ship itself. It's easier if you bind all the projector adjustments to the cockpit control bar for external view and grind off an antenna or something to help see where the projection is. Make sure "Keep Projection" is toggled and turn off the projector till you need it.
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# ? Apr 15, 2016 22:08 |
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Playing my new SE game tonight for anyone interested. Come help me get off this frozen rock.
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# ? Apr 15, 2016 23:54 |
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Are... are those actual Hotfix Notes for a second week in a row? quote:Update 012 lilspooky posted:Edit: Also have yet ANOTHER question. The guys who use projectors as a form of damage repair template by projecting it from the ship/station onto the ship/station itself. How do they do that? How do you setup the projector to perfectly overlay the grid it's on? Jigoku San posted:I've tried the nanite thing. It's a bit slow and the range is small, so I needed several to build a ship, but it's cool watching the ship build. Setting it to only show Buildable also helps once it's aligned properly for PC processing reasons. If you want to try messing with projectors, I've got a whole bunch of modular ships and vehicles you can poke at to get an idea of what to do with them. They're all now in a collection here for convenient searching too. I recommend the Kestrel or the Hummingbird Multipod.
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# ? Apr 16, 2016 02:00 |
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Awesome, thank you sir!
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# ? Apr 16, 2016 02:18 |
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lilspooky posted:Awesome, thank you sir! Important thing to note if you're going to make something with a self/auto-repair blueprint; make sure the version stored doesnt have the blueprint itself. It adds a much larger tax on the system when loading it into the game because it gets recursive. What I do is save a version with the projector empty, then save it again with the projector set up with the first iteration. Also if the merge blocks on my ship's pods fall of when welded on, set the ship-side merge blocks to "Share With All".
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# ? Apr 16, 2016 03:34 |
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# ? Jun 5, 2024 03:46 |
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Neddy Seagoon posted:Important thing to note if you're going to make something with a self/auto-repair blueprint; make sure the version stored doesnt have the blueprint itself. It adds a much larger tax on the system when loading it into the game because it gets recursive. What I do is save a version with the projector empty, then save it again with the projector set up with the first iteration. Now that's what I call sloppy programming!
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# ? Apr 16, 2016 05:16 |