|
Ambaire posted:Merge blocks have been working fine on literally every single server I've been playing on so I know this because I almost always start in the yellow respawn ship and merging it to an asteroid to make the ship permanent is something I do within the first 5 minutes every time. It's when you use merge blocks to make the grids on 2 pistons become one. Crashes every time (even after this last patch.)
|
# ? Jan 5, 2017 06:43 |
|
|
# ? May 31, 2024 14:07 |
|
using merge blocks turns on autopilot for both grids when they detach, thus removing player control even if neither grid has a remote block/even if they do, and there is no way to disable it. has happened every time for me on multiple servers. At the moment, I cannot use merge blocks.
|
# ? Jan 5, 2017 15:14 |
|
Once more the hip cutting-edge cool people of the Dev Build break away from the boring terrible loser people of the Stable Build, with bugfixes and system tweaks this week.quote:Summary In case you don't watch the video; Piston-mounted platforms will also now apparently keep the Player still like any other surface while in motion, instead of leaving them behind.
|
# ? Jan 6, 2017 00:53 |
|
So ya that kinda bums me out since I've only played on the Stable version. Do most of you guys play on the Dev version? Kinda wondering if it's worth switching over. Heck how do you switch over? Also Neddy, still haven't had a chance to check to see if I can fix the issue with your modular ships. Hopefully get a chance tonight.
|
# ? Jan 6, 2017 02:10 |
|
lilspooky posted:So ya that kinda bums me out since I've only played on the Stable version. Do most of you guys play on the Dev version? Kinda wondering if it's worth switching over. Heck how do you switch over? Right-click on the game in your Steam list, click Properties, go to the Beta tab and select "develop" from the drop-down menu. Your game'll start downloading the version patch for it.
|
# ? Jan 6, 2017 02:14 |
|
Thank ya sir! Do you usually stay in Dev mode?
|
# ? Jan 6, 2017 02:26 |
|
lilspooky posted:Thank ya sir! Yup. Your game will remain on the Dev bui;d until you manually switch it back.
|
# ? Jan 6, 2017 02:29 |
|
So I'm a bit late to the server discussion, but I too would be interested in playing in such a server as mentioned three pages back.
|
# ? Jan 6, 2017 02:30 |
|
Neddy Seagoon posted:Yup. Your game will remain on the Dev bui;d until you manually switch it back. Haha no I get that, what I was asking was do YOU personally keep your game in Dev?
|
# ? Jan 6, 2017 02:31 |
|
lilspooky posted:Haha no I get that, what I was asking was do YOU personally keep your game in Dev? Yup. Cutting edge builds with no safety nets and regular bugfixes, whatup .
|
# ? Jan 6, 2017 02:32 |
|
The weekly updates is what sold me on SE when I usually avoid early access. Need to be on the dev build for that now.
|
# ? Jan 6, 2017 03:41 |
|
In theory, shouldn't you be able to make that mining spike turn around randomly via gyro override when it shuts off until it finds an asteroid in front of it again, then bore on that axis? You might wind up with it wandering to an odd exit angle after a few passes, I suppose, but it would at least stay in the right general region even if it shuts down inside a cavity made from a few tunnels.
|
# ? Jan 6, 2017 10:11 |
|
Loomer posted:In theory, shouldn't you be able to make that mining spike turn around randomly via gyro override when it shuts off until it finds an asteroid in front of it again, then bore on that axis? You might wind up with it wandering to an odd exit angle after a few passes, I suppose, but it would at least stay in the right general region even if it shuts down inside a cavity made from a few tunnels. The problem is you can't be absolutely certain it's fully cleared the asteroid, it could easily just turn and smash itself on a tunnel wall. Might be worth looking into though, it's not a bad idea in theory.
|
# ? Jan 6, 2017 10:35 |
|
Anyone's pistons exploding the moment you extend them? Switched back over to the Dev branch and it seems to be a new
|
# ? Jan 6, 2017 11:34 |
|
Neddy Seagoon posted:The problem is you can't be absolutely certain it's fully cleared the asteroid, it could easily just turn and smash itself on a tunnel wall. Might be worth looking into though, it's not a bad idea in theory. You could add a couple of more sensors to detect if the rear of the drill is clear of rock? I haven't played around with the sensor logic but if you could make the sensors' area relatively wide but flat, (wide enough to detect the edges of the hole it made, flat enough to leave something like 10M of empty space between itself and the rock face) that oughta do it. Then program it to start slowly rotating in place to a random direction once it's clear of the rock until it detects rock again, then start tunneling again. Sort of how like a Roomba works. Of course this means you'd have to actually stop it remotely and leaving one of these things running long enough might create problems when it ran out of cargo space.
|
# ? Jan 6, 2017 16:33 |
|
Drake_263 posted:You could add a couple of more sensors to detect if the rear of the drill is clear of rock? I haven't played around with the sensor logic but if you could make the sensors' area relatively wide but flat, (wide enough to detect the edges of the hole it made, flat enough to leave something like 10M of empty space between itself and the rock face) that oughta do it. Then program it to start slowly rotating in place to a random direction once it's clear of the rock until it detects rock again, then start tunneling again. Sort of how like a Roomba works. Funnily enough cargo space is a non-issue for them; Just stick a cargo pod or two on the back if you're gonna drive one through a bigass asteroid. edit: You know what? Have some utility pods. The yellow-and-white one is the Toolbox, which is basically a base-in-a-pod. Refineries, Assemblers, etc. Slap it down wherever you're doing stuff, save a trip back to your base/mothership. Expand with cargo pods as need be. Neddy Seagoon fucked around with this message at 17:36 on Jan 6, 2017 |
# ? Jan 6, 2017 16:39 |
|
Neddy Seagoon posted:The problem is you can't be absolutely certain it's fully cleared the asteroid, it could easily just turn and smash itself on a tunnel wall. Might be worth looking into though, it's not a bad idea in theory. Make it spherical with control from the center.
|
# ? Jan 6, 2017 19:18 |
|
Spookydonut posted:Make it spherical with control from the center. Remember Zennik's Putin It In? Yeah.
|
# ? Jan 6, 2017 19:57 |
|
Drake_263 posted:Remember Zennik's Putin It In? Yeah. Speaking of. Given the amazing improvements to netcode(at least as far as how my contraptions affect server performance), we've revived the Survival Server and I am rebuilding the Putin. Running the stable branch atm, PGS thread can be found here: http://forums.somethingawful.com/showthread.php?threadid=3803451
|
# ? Jan 6, 2017 22:38 |
|
So I'm thinking about trying to design a little warship. Specifically a Monitor type vessel......like a space going version of the USS Monitor and later Royal Navy coastal defense / fire support ships. Basically a small compact warship with probably a dorsal and ventral turret with a heavy cannon(s). Then some minor AA guns to act as fighter deterrence. Top it off with heavy armor and not spend too much on making it move fast and you have a ship that packs something of a punch against capital ships, is ponderous but well armored, and can sit in defense of a space station or asteroid mining complex. Historical monitors were generally light to moderately armored so I'm trying to change that aspect. Small crew, nothing too spacious, overall cheap. Finally will plan to design some kind of attachable / detachable jump drive "ring" or what have you to allow it to move about if necessary. So my desire is to give it a set of player controlled turrets. The type you can control via remote control. I've watched a couple videos on it, but if anyone has any advice I'd be thankful! Finally Neddy, I dunno why but none of your W.A.S.P. ships seem to be able to generate their projections when I build them in my survival game. They work just fine if I paste the blueprint in creative mode. Your new pods look cool though! Any plans to update your older designs since some of the mods aren't working anymore?
|
# ? Jan 7, 2017 00:32 |
|
lilspooky posted:Finally Neddy, I dunno why but none of your W.A.S.P. ships seem to be able to generate their projections when I build them in my survival game. They work just fine if I paste the blueprint in creative mode. Your new pods look cool though! Sounds like a bug to me. I might post it on KSH's bug forum, see if they fix it. And I really should, I know the OKI weapon packs are gone and the original Maglock blocks have broken textures. I superceded most of the older ones with better ships/vehicles anyway though. Also just go use the cannons from Riders or Mexpex's weapon packs for your ship, save it from exploding every other patch.
|
# ? Jan 7, 2017 00:50 |
|
zennik posted:Speaking of. Huzza. This is good news. I gotta ask though: is the planet supposed to be that small? Atmospheric landers spawn out in open space. Mayhaps the APTAA Faction could have a base's GPS's coordinates listed on the SA forum?
|
# ? Jan 7, 2017 00:55 |
|
Neddy Seagoon posted:Sounds like a bug to me. I might post it on KSH's bug forum, see if they fix it. And I really should, I know the OKI weapon packs are gone and the original Maglock blocks have broken textures. I superceded most of the older ones with better ships/vehicles anyway though. OKI weapon packs still work. You just gotta find the updated mods done by other people who fixed the bugs. When I get home I can share. Unless something happened in the REALLY REALLY recent history and they're toast now. But I've been using elements of them when farting around in creative and they worked.
|
# ? Jan 7, 2017 01:01 |
|
Does anyone know if they plan to make planets more unique and usable? Something akin to locking certain resource types to certain planets/moons to promote planet to planet travel and general planet interaction. Like how platinum is currently only found in space and is required for the fuel efficient but optional thrusters. If not, is there a mod that does this atm?
|
# ? Jan 7, 2017 02:21 |
|
Mercutio Martino posted:Huzza. This is good news. I gotta ask though: is the planet supposed to be that small? Atmospheric landers spawn out in open space. I need to figure out how to tweak respawn ship spawn locations again. I started on a 'crashed red ship' map. The first planet is a 19km planet, there's also a 19km moon floating out there somewhere, as well as a max size planet. I'll post coordinates in the PGS thread.
|
# ? Jan 7, 2017 07:16 |
|
Gotta be honest, I do prefer a crashed lander start or something like that than having everything already built but oh well
|
# ? Jan 7, 2017 12:02 |
|
Every one be aware that that is MY moon, and I crashed all my ships into it FIRST. I WILL defend it once I get some working ships again. This gives me salvage rights over an entire heavenly body. pls don't steal. Firos posted:Gotta be honest, I do prefer a crashed lander start or something like that than having everything already built but oh well Why not create your own crashed start like the above mentioned property claiming method? McGiggins fucked around with this message at 12:17 on Jan 7, 2017 |
# ? Jan 7, 2017 12:14 |
|
Firos posted:Gotta be honest, I do prefer a crashed lander start or something like that than having everything already built but oh well Just the starting station. Kept getting people spawning in respawn ships, scrapping them into another, rinse and repeat. Doing that a bunch starts to slow the server down. So, the APTAA Base has all the basics needed to get out and start mining.
|
# ? Jan 7, 2017 13:49 |
|
zennik posted:Just the starting station. Ah ok well I'm gonna stick with my single respawn ship until I find somewhere to call home. I accidentally spawned a 2nd one tho lol, not that I'm planning on using it.
|
# ? Jan 7, 2017 15:05 |
|
zennik posted:Just the starting station. Aaaand that's why you set an MOTD and put some server rules, like... no farming of respawn ships for materials or have your stuff deleted / get banned. It's a fairly common server rule.
|
# ? Jan 7, 2017 18:02 |
|
Ambaire posted:Aaaand that's why you set an MOTD and put some server rules, like... no farming of respawn ships for materials or have your stuff deleted / get banned. It's a fairly common server rule. Or, I keep doing what I'm working on now, which is figuring out how this new fork of SESE works and just create a plugin that limits the number of 'respawn' ships per person to 1.
|
# ? Jan 7, 2017 21:07 |
|
The SE devs are really something else. Who hard codes a keybind like this in this day and age? Nope, no way to change it, so if one binds inventory to B, one is poo poo outta luck. Edit: Turns out i'm an idiot, it can be changed in systems 3. Doesn't seem to do anything tho. I'm trying to place a station block on this asteroid aligned to the cleared area (aka the ship extension in this image) but it keeps snapping to the 'asteroid coord plane'. Ugh. Edit2: Got it. I converted my ship to a station, built it into the asteroid, then severed the ship from the asteroid. Success! Gonna do refining and assembling here then a shipyard over yonder. Ambaire fucked around with this message at 21:50 on Jan 7, 2017 |
# ? Jan 7, 2017 21:27 |
|
Ambaire posted:
What the gently caress, the devs don't even know which of their keybinds are hardcoded?
|
# ? Jan 8, 2017 16:17 |
|
Cup Runneth Over posted:What the gently caress, the devs don't even know which of their keybinds are hardcoded? I think the problem is more the guy was looking at the list from the help menu, which displays the bound keys, and thought it was hardcoded when it wasn't. Then the dev was like 'well, if it's hardcoded, you can't change it'
|
# ? Jan 8, 2017 17:47 |
|
Developers, much like IT techs don't remember every detail at all times. They rely on Google and wikis for really basic poo poo because it can easily be confused with anything vaguely similar. Even features that got cut or they worked on in free time on a personal project. Expecting them to do otherwise would be like expecting you to remember every word from a conversation you had in a second language some arbitrary length of time ago, or even a conversation your co-workers had that you just happened to walk past one time.
|
# ? Jan 8, 2017 18:33 |
|
He replied without even checking, then made poo poo up ("most of our keybinds are hardcoded")
|
# ? Jan 8, 2017 21:53 |
|
So here is a question: Is there a way to set relative GPS points that update themselves when the point they are based off is moved? For example, I have a mobile station that I jump around when needed, however I always want my warship/ other ships I have salvaged to have a return to base GPS point set to 100 meters off the right of the station grid. I could set all the points manually, and fly around and remake them all everytime I move the station, but that seems like something that should be avoided if it at all can be.
|
# ? Jan 9, 2017 08:52 |
|
Anyone have a decent atmospheric grinder / salvage / utility vessel blueprint?
|
# ? Jan 9, 2017 09:15 |
|
lilspooky posted:Anyone have a decent atmospheric grinder / salvage / utility vessel blueprint? Blueprint issues aside, the Tarantula works fine in atmosphere as well as space, if you haven't tried tossing one into gravity yet.
|
# ? Jan 9, 2017 09:48 |
|
|
# ? May 31, 2024 14:07 |
|
Ya, I'm on Europa playing space pirate so maybe I'll just put the grinders on manually. Of course some larger salvage vessel to go out to the wrecks would be nice. There's a wrecked corvette approximately 12km from my base almost on the other side of the moon that I'd like to go salvage. No clue what happened to it but I passed overhead with my surveyor and it's still got some promising items. Maybe I'll whip up a huge rolling ground vehicle with a smaller grinder ship attached.
|
# ? Jan 9, 2017 09:59 |