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Neddy Seagoon posted:We've got one of those nice fun bugs this week that I just stumbled into; Welders won't build projections () Well, I guess I can wait another week before starting my new game...
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# ? May 22, 2016 17:10 |
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# ? May 31, 2024 17:29 |
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Quick question regarding mods, anyone know what the largest and most powerful laser/cannon mod is? I'm basically looking for a massive gently caress-off Yamato-style laser cannon for my capitol ship build.
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# ? May 23, 2016 05:53 |
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The Star Wars weapon pack has large and mini death star lasers and various fixed/turret turbolasers. Most of the good mods focus on ballistic weapons, cuz of the way the weapon systems work. The biggest is probbly Rider's Battle Cannon and Turrets, which has a 7x7x40 "Big Bertha" cannon.
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# ? May 23, 2016 06:17 |
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RabidGolfCart posted:Quick question regarding mods, anyone know what the largest and most powerful laser/cannon mod is? I think for destructive power and range the one you can make yourself with blocks, rotors, welders and a projector, which basically, autoassembles and launches a warhead. The projectiles/missiles are slow though, and for guidance you need to pilot it yourself, as I have never seen anyone do that with progammable blocks.
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# ? May 23, 2016 07:31 |
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Zudgemud posted:I think for destructive power and range the one you can make yourself with blocks, rotors, welders and a projector, which basically, autoassembles and launches a warhead. The projectiles/missiles are slow though, and for guidance you need to pilot it yourself, as I have never seen anyone do that with progammable blocks. Or save yourself a major headache and embed them in the body of your ship instead as a high-speed dumbfire cannon* . Also redesigned the bow a little These don't launch nukes, they launch nuke launchers. Loads the onboard launcher with a nuke, launch shell, sensor makes launcher fire when it's right in something's face . *Well, 104.4m/s anyway I've also finished the manufacturing cell. The core piece doesn't have blueprints loaded into it's Projectors yet, but it's there at least. There's also a fair few more Projectors than in the old version. It had around fifteen, this has about 40 . And when you're done, you can feed equipment modules or entire ships into the Maintenance cell. Or weld new parts on if the manufacturing cell's in use. I may or may not have forgotten to check if the rear-most grinders will gib the poor bastard turning them on yet.
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# ? May 23, 2016 08:41 |
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Jigoku San posted:The Star Wars weapon pack has large and mini death star lasers and various fixed/turret turbolasers. Thanks, that Big Bertha cannon was just what I was looking for.
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# ? May 26, 2016 04:43 |
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The death star laser sucks, it barely penetrates 1 layer of heavy armor
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# ? May 26, 2016 04:50 |
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If you play today, you may notice your character getting stuck on everything he touches. Apparently KSH's Havok license expired today . Should make for a fun patch this week.
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# ? May 26, 2016 05:17 |
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I was just going to mention that.
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# ? May 26, 2016 05:25 |
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Neddy Seagoon posted:If you play today, you may notice your character getting stuck on everything he touches. Apparently KSH's Havok license expired today . Should make for a fun patch this week. Zudgemud posted:I think for destructive power and range the one you can make yourself with blocks, rotors, welders and a projector, which basically, autoassembles and launches a warhead. The projectiles/missiles are slow though, and for guidance you need to pilot it yourself, as I have never seen anyone do that with progammable blocks. Steam user Alysius makes all kind of scripts, a few of which I am using in one ship. For example, his Target Selection Script enables fire-and-forget homing missiles with another program they wrote. With these two together, so far I have locked on to a ship 50km away purely by line of sight in empty space. The scripts for the missiles can fire at stationary or moving targets, update GPS data from the launching vehicle, themselves, remote controls, sensors, or even player camera fly-by-wire. I've spent nearly a week editing multiple scripts to condense the number of text panels, LCDs, and remote controls my atmospheric attack craft has to make it easy as possible to use for non programmers (like myself.) Not too long ago people tore open the Remote Control Block's code and found out how it was able to detect and avoid objects during autopilot, with a theoretically unlimited range, so the floodgates opened on missile targeting and radar applications. Wrap your head around the labeling and you're a god amongst engineers. Here's what I have been doing instead of trolling SA. I hate when people say "Survival Ready" and all that means is that is has conveyors 'n' poo poo. I've been testing it in survival to see how it actually handles the weight of empty/partially/and fully loaded reactors/cargo/weapons to see how it performs. Get tired of loading up a workshop item and it sits there because it can't handle its own cargo weight. It's being testing in Single and Multiplayer thus far and is performing quite well. An atmospheric attack aircraft, working title X-31 (C1). She's designed to lock on at all manner of targets within its hilariously large area (record is 50km, working on 200km acquisition) of situational awareness and dispense justice from medium to long range. It is a VTOL aircraft, using electricity for normal flight and hydrogen for hover mode, which features a computer controlled flight and hover assist, line of sight targeting through the nose, and laser targeting of anything within 800m of itself for air defense. However it'll have an 'A' designation, not 'F'. She's not meant for dogfights. She is meant though, to fly without SE's HUD, and the players flying it will never have to go into its console unless something has gone terribly wrong. As cool as it would have been to have landing gear, rotors/pistons still suck in SE even with safety locks, so I axed them (that and they wouldn't stop loving bouncing). The Flight Officer controls the normal and hover states, and its static weaponry (CSD Wakebomb Launcher, Azimuth Industries Gatling Gun, & Huge Rocket Launchers). I'm working on the right combination of programs to allow him to fire the anti-air missiles, which are being designed to intercept fighter craft without lock. She has 4 hard-points on each wing for the custom torpedoes still in development. He has easy sight of his shields, hydrogen fuel levels, and artificial horizon. To his left is a laser antenna used as a way-point finder when fed GPS directly from the System Officer so his screen isn't awash with GPS blips. The Systems Officer launches the custom missiles and torpedoes after the pilot achieves lock, and can use a surveillance camera under the nose to verify the type of target and what to use against it. The lights t the left (which can be seen by the Flight Officer is 3rd person) show blue for idle, green for seeking, and red for target lock for up to 3 targets, and their real-time GPS data is fed to one of his screens. He is aware of his current location, time/power ratio for electric power, ammunition and weapons load-out, a text based radar readout, and a real-time graphical radar display with easy controls to toggle the distance it searches. The X-31 is a pretty CPU intensive ship, with 5 Programmable blocks running constantly and another 2 triggered automatically in response to certain actions. Mercutio Martino fucked around with this message at 06:57 on May 26, 2016 |
# ? May 26, 2016 05:59 |
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Neddy Seagoon posted:If you play today, you may notice your character getting stuck on everything he touches. Apparently KSH's Havok license expired today . Should make for a fun patch this week. Until KSH wakes up to rectify the problem, you can just set your clock back to a time or date before the Havok license expired and it will work again.
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# ? May 26, 2016 06:28 |
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RabidGolfCart posted:Until KSH wakes up to rectify the problem, you can just set your clock back to a time or date before the Havok license expired and it will work again. So wait like, if KSH had stopped development this would have been just a ticking time bomb to gimp the entire game? Is this some sort of development version limitation of Havoc?
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# ? May 26, 2016 07:09 |
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Spookydonut posted:So wait like, if KSH had stopped development this would have been just a ticking time bomb to gimp the entire game? Apparently so, going by the discussions in the bug forum. At least it looks like they're actively working on fixing it, so should be right come the patch.
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# ? May 26, 2016 09:54 |
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Hah, I wondered if they're going to forget about it. My dedicated server has been nagging me about the license soon expiring since last month.
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# ? May 26, 2016 10:11 |
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Truga posted:Hah, I wondered if they're going to forget about it. My dedicated server has been nagging me about the license soon expiring since last month. Looks like they just hotfixed it.
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# ? May 26, 2016 12:08 |
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Mercutio Martino posted:
This thing seems amazing and I want to use it.
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# ? May 26, 2016 20:23 |
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Haha holy poo poo how does a developer let their license lapse? Serious question.
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# ? May 26, 2016 21:13 |
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Ultimate Shrek Fan posted:Haha holy poo poo how does a developer let their license lapse? Serious question. Same reason everyone's power goes out at the end of every other month? Everyone forgets!
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# ? May 26, 2016 21:57 |
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Ultimate Shrek Fan posted:Haha holy poo poo how does a developer let their license lapse? Serious question. 'Oh hey that thing is coming up' 'yeah but that's for another department to handle' 'yeah I'm sure someone will handle it' Then no one handles it. It's pretty easy to imagine, sometimes stuff just doesn't happen.
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# ? May 26, 2016 22:41 |
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Is it common practice to just lease technology licenses? Will I be able to play SE in 20 years or are a bunch of games going to flounder when development ceases?
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# ? May 26, 2016 22:42 |
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Well Havok Engine licensing aside, this week it's all bugfixes again.quote:Summary Uncle Spriggly posted:Is it common practice to just lease technology licenses? Will I be able to play SE in 20 years or are a bunch of games going to flounder when development ceases? iirc for most actual released games it's perpetual, Space Engineers probably just has a development license because it's been in Alpha/Beta for much longer than they thought it would be. Besides after 20 years they'd probably just tell you how to hack those old licenses themselves .
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# ? May 27, 2016 05:25 |
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Official statement from a Dev:-Xocliw- on Reddit posted:Thanks to everyone in the community who alerted us to the problem with Space Engineers. It was related to a wrong DLL, but everything should be in working order now and we're taking specific steps today to make sure it doesn't repeat in the future. Thanks again! Basically they commited a debug DLL by mistake.
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# ? May 27, 2016 09:42 |
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64bitrobot posted:This thing seems amazing and I want to use it. Well, thank you! I appreciate it. However I just found out that this mod I have been using has an a number of scripts attached to it (I have been using a bunch of unrelated others), as well as that its radar blocks provide automatic target detection, auto-launch missiles, communicate through LCD with other ships, and can loving jam other radars. That, combined with the X-31's 3rd generation hover system is now damaging internal blocks somehow and making the shields constantly go between 98/99%, the X-31's systems are going to be redesigned from the ground up while I familiarize myself with that mod's functionality and coding, possibly stalling the whole project so it can be released as a set consisting of the attack craft, fighter craft, and airborne command-and-control craft. But at least now I know who to look for as a test pilot.
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# ? May 27, 2016 10:12 |
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Mercutio Martino posted:Well, thank you! I appreciate it. However I just found out that this mod I have been using has an a number of scripts attached to it (I have been using a bunch of unrelated others), as well as that its radar blocks provide automatic target detection, auto-launch missiles, communicate through LCD with other ships, and can loving jam other radars. That, combined with the X-31's 3rd generation hover system is now damaging internal blocks somehow and making the shields constantly go between 98/99%, the X-31's systems are going to be redesigned from the ground up while I familiarize myself with that mod's functionality and coding, possibly stalling the whole project so it can be released as a set consisting of the attack craft, fighter craft, and airborne command-and-control craft. But at least now I know who to look for as a test pilot. You could roll them all into one fighter craft with blueprint loadouts . Also it looks like you're running out of LCD's to stick stuff on in the cockpits. Give the cockpits in the Azimuth Mega Modpack a look, because the LCD version of that has six usable screens. Also the Azimuth thrusters work properly in space and atmosphere, so you can fix your hover problem at the same time.
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# ? May 27, 2016 10:23 |
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Neddy Seagoon posted:You could roll them all into one fighter craft with blueprint loadouts . Also it looks like you're running out of LCD's to stick stuff on in the cockpits. Give the cockpits in the Azimuth Mega Modpack a look, because the LCD version of that has six usable screens. Also the Azimuth thrusters work properly in space and atmosphere, so you can fix your hover problem at the same time. Working on the blueprints-reload thing we talked about; gotta get the missiles first. I could condense the number of screens, it's just a personal choice so nothing is scrolling. I haven't used the Azimuth screens cause they'e just too drat tiny for my liking. MMaster's script doesn't like larger font sizes, but he is working on new functionality so we'll see when he updates it. The hover thrusters worked, it's a thruster damage issue with a new mod that was too cool to pass up because the large atmos were 1x1x3
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# ? May 27, 2016 11:40 |
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Mercutio Martino posted:Working on the blueprints-reload thing we talked about; gotta get the missiles first. I could condense the number of screens, it's just a personal choice so nothing is scrolling. I haven't used the Azimuth screens cause they'e just too drat tiny for my liking. MMaster's script doesn't like larger font sizes, but he is working on new functionality so we'll see when he updates it. The hover thrusters worked, it's a thruster damage issue with a new mod that was too cool to pass up because the large atmos were 1x1x3 You could at least tell us what the cool mod was . The Azimuth LCD screens actually come off pretty decent with the LCD script. At a font size of 1.0 it's pretty tiny, but at 1.2 it becomes much more legible. And an external look at the fighter as it is now for the curious; edit: Hotfix dropped, and it fixed something that's been in there for a few weeks now quote:Update 005 Neddy Seagoon fucked around with this message at 02:35 on May 28, 2016 |
# ? May 27, 2016 14:40 |
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Neddy Seagoon posted:The Azimuth LCD screens actually come off pretty decent with the LCD script. Neddy Seagoon posted:You could at least tell us what the cool mod was . It's the Autopilot, Radar, and Military Systems, which I was using for it's wide area radars, but after really looking at it the author has written multiple scripts he's linked to aide his items with increased functionality and interoperability called ARMS, which I'm still trying to get my head around. If I'm right, that means that I can relay target information from completely different grids through the antenna messaging system. The fewer scripts I can use the better, which blows after I spent a few nights straight 2 weeks ago just editing code to use 2 Remote Controls in the X-31 instead of 6 *Edit* ..unless you mean these... Mercutio Martino fucked around with this message at 03:09 on May 30, 2016 |
# ? May 29, 2016 22:03 |
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Mercutio Martino posted:I'll give it a shot then, since the SCI Cockpits LCDs round off the corners. But that means a full redesign of the X-31, not just of its computer systems If you're gonna just say you can build something better like that, I'll remove it from the list when you show us something better to replace it with .
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# ? May 30, 2016 08:30 |
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This week its another round of bug fi- new content?!quote:Summary Time to go blow up a ship or two and see how ugly I can leave them looking . Also I've been making some modular cargo/utility pods. Cargo (Yellow), Hydrogen Fuel (Red Stripe), a base-in-a-box/pod (White patches, refineries, assemblers and Oxygen Farms), and my Mining Spike mining drones. They all have remote control and antennas for maneuvering too. What are the buttons on the side for? Red unlocks the connection, Green locks it . Well activates them, anyway. The connectors have to be locked manually. Yellow's for turning the thrusters on/off so it's not fighting anything while stored on a large-block ship. And the reason my mining drones are called Mining Spikes is because of this. Think it'll fill the container mid-drill? Just mount more container pods on the end. It works with overridden forward thrusters that push the drone through an asteroid until it pops out the other side, pooping out unwanted stone through Ejectors as it goes. I'm considering an atmospheric thruster rig to stick on the back so they can drill vertically in atmosphere too. They'll also fit on the Hummingbird Multipod if you need juuust a little more storage for construction or mining (they have the big Azimuth containers inside). edit: Quick trip report on the new effects; Looks like the blast decals are dependent on the block rather than the explosive impact, so it's only the vanilla missiles that leave them by default. Gotta wait for your favourite weapon mods to update if you want to see those leaving blast marks on the hull. Neddy Seagoon fucked around with this message at 03:56 on Jun 3, 2016 |
# ? Jun 3, 2016 03:24 |
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Does anyone know if the force attributed to the various thrusters is accurate? The small ship large atmo thruster says it puts out 408kN, which means it should be able to push about 40,800kg. However, if the planet I'm on is 1g (9.8m/s2), wouldn't that mean that the thruster could only lift about 4100kg? This is obviously not the case as the thruster can lift itself. Is the stated thrust expressed as if you're dealing with a 1g field already?
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# ? Jun 9, 2016 19:17 |
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Atmo thrusters scale with altitude, don't they? So I assume it depends on whether the position you're using it at is 1 bar pressure.
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# ? Jun 9, 2016 19:28 |
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OwlFancier posted:Atmo thrusters scale with altitude, don't they? So I assume it depends on whether the position you're using it at is 1 bar pressure. No, that would make sense. For some inane reason it is based on the fixed distance from the planet's center rather than external atmospheric pressure or altitude, which means for best effect it needs to be underground .
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# ? Jun 9, 2016 21:20 |
squidflakes posted:Does anyone know if the force attributed to the various thrusters is accurate? The small ship large atmo thruster says it puts out 408kN, which means it should be able to push about 40,800kg. However, if the planet I'm on is 1g (9.8m/s2), wouldn't that mean that the thruster could only lift about 4100kg? This is obviously not the case as the thruster can lift itself. Is the stated thrust expressed as if you're dealing with a 1g field already? A few mistakes I see here: thrusters can push any amount of mass, it's just a question of how quickly it accelerates. Also, 408kN should accelerate 408,000kg at 1m/s^2, which means it can lift 40,800kg at standard gravity, not 4,100kg. I think the stats are correct https://www.reddit.com/r/spaceengineers/comments/3k3o37/how_can_i_calculate_the_upward_thrust_needed_to/cuuwt3d e2: I was right the first time. Lowen fucked around with this message at 00:21 on Jun 11, 2016 |
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# ? Jun 9, 2016 22:04 |
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Would anyone like to play Survival with me?
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# ? Jun 9, 2016 22:05 |
Loopoo posted:Would anyone like to play Survival with me? Sure. --- Here's a thing about thrusters: http://www.spaceengineerswiki.com/Thruster It's super deceptive though, because it gives thrust/mass ratios of thrusters in kN/kg, which means all the ratios on that page are < 1, implying that thrusters can't even lift themselves in standard gravity. If the ratios were in N/kg, you'd get actually useful numbers > 1.
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# ? Jun 9, 2016 22:21 |
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I would be down with doing survival with folks. I've found I can't really play survival solo anymore. e: http://steamcommunity.com/id/sorus Sorus fucked around with this message at 23:36 on Jun 9, 2016 |
# ? Jun 9, 2016 22:40 |
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I'm exactly the same, survival solo is just too boring. http://steamcommunity.com/id/Q8ee
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# ? Jun 9, 2016 22:45 |
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I'll post this week's update notes sometime this afternoon when I'm not at work, unless someone else wants to go ahead and do it. It's mostly bugfixes and tweaks to clean up last week's new particle effects, but there is one apparent change I utterly love - blueprint-built batteries no longer default to Recharge . This means I dont have to gently caress about with programming blocks to get my gravity cannon working, the shell battery will just start discharging without having to be told to do so mid-construction.
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# ? Jun 9, 2016 22:53 |
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https://www.youtube.com/watch?v=AK9eLWpU38c Fixes - fixed airtight hangar door sound - fixed impact audio sound related crash - fixed ModAPI TextBox terminal control value type - fixed a lot of spawns present in the mission scenario - fixed crash when opening door - fixed Crash on exiting game - fixed repeating message - oxygen bottle - fixed batteries always set to recharge from projector - fixed wrong screen when you join scenario - fixed crash when loading into scenario - fixed tool duplication on death - fixed wrong display of message when removing the helmet - fixed cargoship's turrets shoots at blastdoors - fixed crashes on other threads - fixed not being able to drag animations into hotbar - fixed jump effect showing to client - fixed spawning of double encounter spawn - fixed handbrake locking landing gears - fixed seeing idle pose while going inside cockpit - fixing third person camera tilt - fixing netgraph and HUD key conflict - fixed jump drive counter still active when exiting cockpit - fixed incorrect gyro override values - fixed antenna broadcasting setting - fixed helmet lights shining from cockpit - fixed doors set to off still venting oxygen
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# ? Jun 9, 2016 22:57 |
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# ? May 31, 2024 17:29 |
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Neddy Seagoon posted:No, that would make sense. For some inane reason it is based on the fixed distance from the planet's center rather than external atmospheric pressure or altitude, which means for best effect it needs to be underground . "Fixed distance from the planet's center" would be sort of the same thing as barometric altitude, yeah? I mean obviously if you, like, vaporized a large chunk of the planet IRL then the atmosphere would fall into the hole and there would be a difference. But in practice it's a reasonable approximation.
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# ? Jun 9, 2016 23:29 |