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The fuckers did however revert the item icons to their old ones and now I can't distinguish girders from small tubes again
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# ? Mar 24, 2017 21:59 |
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# ? Jun 5, 2024 03:51 |
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Zudgemud posted:The fuckers did however revert the item icons to their old ones and now I can't distinguish girders from small tubes again Are you kidding!? How in the hell...
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# ? Mar 25, 2017 03:47 |
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Time to bust out the old flipped girder icon mod. https://steamcommunity.com/sharedfiles/filedetails/?id=300253120&searchtext=icon+tube Might need some tweaking to work with the current version, I don't have it installed to test.
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# ? Mar 25, 2017 06:08 |
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They're getting fancy with the patch versions, this week's is 1.179.1quote:Summary Stick around for the teaser at the end too They're adding parachutes .
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# ? Mar 31, 2017 07:56 |
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Neddy Seagoon posted:They're getting fancy with the patch versions, this week's is 1.179.1 Thank Jesus
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# ? Apr 1, 2017 13:48 |
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I hope they didn't just rip the code from that mod, when attached to some vehicles those parachutes were prone to induce unscheduled but rapid structural disassembly.
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# ? Apr 1, 2017 15:22 |
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That's a feature. The game would be awfully boring if everything worked right 100% of the time. .. all joking aside I look forward to them being rolled into the base game. Parachutes would be great for escape pods or drop pods for resupply.
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# ? Apr 1, 2017 16:35 |
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Oh boy, airframe parachutes!
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# ? Apr 1, 2017 18:05 |
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Parachutes could open up some pretty fun disposable explorer drones
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# ? Apr 1, 2017 21:32 |
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Zudgemud posted:I hope they didn't just rip the code from that mod, when attached to some vehicles those parachutes were prone to induce unscheduled but rapid structural disassembly. I doubt that. The last time I was on the SE discord, I asked a question that was pretty much that and the SE staff in the channel went on a long rant about how that would be infringing on the modder's copyright and was I insane for even considering that. Would be funny if they decided to renege on that stance. e. something something intellectual property theft Ambaire fucked around with this message at 01:03 on Apr 2, 2017 |
# ? Apr 2, 2017 01:00 |
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That is nice of them but there are also the legal option of just kindly ask the modder for permission and give credit to them etc. Though in this case I hope they made their own.
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# ? Apr 2, 2017 07:49 |
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Zudgemud posted:That is nice of them but there are also the legal option of just kindly ask the modder for permission and give credit to them etc. Though in this case I hope they made their own. This isn't a new thing with Space Engineers. They've already done it twice with the Fighter Cockpit and the corner light/LCD blocks. Also I'm adding a tunnel-excavating rig to my new multipod for fancy underground bases and general tunnel-digging. As you do. The random wheel, atmospheric engines and cargo pods are just for clearance/ground-level testing. It works quite well with the VTOL atmospheric equipment mounted (I've since added some Stone-sorted Ejectors to keep it clearing out). The rover wheels made me realize that it needed Sorters and Ejectors .
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# ? Apr 2, 2017 15:52 |
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So it looks like the teaser for this weeks video update shows off wheeled vehicles that aren't apt to rollover at the slightest turn. Gotta say between that and parachutes we're getting closer to ground vehicles being useful on planets.
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# ? Apr 7, 2017 01:34 |
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So turrets are curently (still) busted a little. The "target moving objects" setting actually only makes them target non-moving objects.
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# ? Apr 7, 2017 02:07 |
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j5mello posted:So it looks like the teaser for this weeks video update shows off wheeled vehicles that aren't apt to rollover at the slightest turn. Now we just need some game mechanic that actually incentivize the player to go back to planets after they have reached space. Preferably a unique resource or something.
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# ? Apr 7, 2017 08:21 |
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quote:Summary Looks like they finally un-hosed thruster conflicts. Only took them something like a half a year to do, if not more. Oh wait, the bug I was thinking of is still present; Thrust override is ignored by other thruster types and they'll still fight like hell against it with inertial dampeners. Neddy Seagoon fucked around with this message at 13:45 on Apr 7, 2017 |
# ? Apr 7, 2017 12:45 |
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Neddy Seagoon posted:Oh wait, the bug I was thinking of is still present; Thrust override is ignored by other thruster types and they'll still fight like hell against it with inertial dampeners. Anyways, Recently I've went over to the official forums and posted a huge rant/suggestion about how the survival mode in space engineers is lacking. I detailed my hatred about meteorite storms, and my dislike of the current behavior of npc monsters (wolves/spiders) Btw, why were cyberwolves skin changed to regular wolf skin? It make even less sense now. But anyway, I also talked about how SE has almost no progression system in place, which then spawned an idea! I figured I would come up with some sort of progression system and test it out. A custom scenario with special, self-enforced rules. Basically, you start the game with access to only a few types of blocks, and you unlock more as you defeat custom built pirate bases (specific win condition still being thought up). I figured I could do this and test out these ideas since I have zero modding knowledge. So then I made a NEW thread about that! If you want, you can check out the progression system thread here: https://forum.keenswh.com/threads/wip-survival-scenario-w-special-rules-unlocking-blocks.7394094/ Fair warning though, it's really long winded, spergy, and heavily WIP. Right now I just need to figure out when what blocks should be unlocked at what points and such. Just check out the thread, there's tons more info there. Ass_Burgerer fucked around with this message at 17:43 on Apr 7, 2017 |
# ? Apr 7, 2017 17:40 |
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Ass_Burgerer posted:That seems like a very specific gripe... More of an annoyance if you want to just dial forward thrust up and check out while your ship breaks out of a gravity well. Or you try sticking disposable JATO Orbital booster rockets on your starfighter so it can launch vertically to space. Even if the extra Azimuth BIG engines make it perfectly capable of climbing out at an angle, it just looks drat cool.
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# ? Apr 7, 2017 17:47 |
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I would be down with most current blocks being base and a research/upgrade path based on things you find and examine/salvage out in deep space or planets. So you could still build decent ships and nothing is truly locked out (except maybe jump drives?) but better gear requires exploration or raiding.
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# ? Apr 7, 2017 17:48 |
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Sorus posted:I would be down with most current blocks being base and a research/upgrade path based on things you find and examine/salvage out in deep space or planets. Upgrades would really need to be a universal stat buff to all you've built though, otherwise you have to manually go through rebuilding every previous instance of one to apply it and that's just not fun. Also wheels should come well before flight. They're cheap, and it makes you really appreciate the greater freedom of getting airborne afterwards.
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# ? Apr 7, 2017 17:52 |
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Yeah, I agree with regard to upgrades, though I was thinking it could be via modules? That whole system is a neat concept but the bare minimum execution is disappointing. I like the idea of pushing wheels before flight but that could be hidden behind a resource gate or something else to incentive the use of wheels. Sorus fucked around with this message at 18:33 on Apr 7, 2017 |
# ? Apr 7, 2017 18:30 |
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Pro tip: if you dig to the center of the alien planet, there's a projecter welder combo that works with all of your blueprints (that one's free keen) By the time you've done that (or found usable resources on planets), keen will have added my suggestion to the game.
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# ? Apr 7, 2017 18:35 |
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https://www.youtube.com/watch?v=Pk-Ebd4Lalw They've fixed/fixing wheels to actually behave like wheels
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# ? Apr 8, 2017 16:50 |
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Spookydonut posted:https://www.youtube.com/watch?v=Pk-Ebd4Lalw That looks amazing. I have over 600 hours in SE and I have NEVER built any rovers. Maybe that'll change.
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# ? Apr 9, 2017 15:25 |
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The few wheeled vehicles I built (starting from before planets!) never felt quite right. Once planets came down the chute, wheels started becoming about as inconsistent as pistons and rotors (read: Clang) and using them was inviting disaster. The only time I really used wheels legitimately was doing that hovercraft thing with zero friction--that was fun because you could get land speeds well beyond the 100m/s airborne limit. I agree with Ambaire. Hopefully wheeled vehicles will be a thing, soon.
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# ? Apr 9, 2017 16:51 |
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Holy freaking crapoli guys have you seen the PHYSFIX mod?? Some modder decided to just remove clang.
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# ? Apr 9, 2017 17:13 |
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Ass_Burgerer posted:Holy freaking crapoli guys have you seen the PHYSFIX mod?? Modding: "The game was broken so I fixed it."
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# ? Apr 9, 2017 17:41 |
My friend started up a new dedicated server and I tried making my first rover and... Yeah. It barely moved and barely turned. Half the time it looked like some of the wheels were anchored to the planet surface. I eagerly anticipate the fixes.
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# ? Apr 10, 2017 06:34 |
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Mr. Powers posted:My friend started up a new dedicated server and I tried making my first rover and... Yeah. It barely moved and barely turned. Half the time it looked like some of the wheels were anchored to the planet surface. I eagerly anticipate the fixes. Up the power and strength to around the 75-85% mark, friction to 60%-ish, suspension travel to around 30-40%, and maximum offset height. That should get it going. Make sure the Cockpit is toggled to control wheels too. Also try adjusting the wheel turn speed and max angle.
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# ? Apr 10, 2017 08:30 |
I spent about two hours playing with settings and using the landing gear on my air ship to flip it upright after it inevitably flipped. I couldn't get it to be any better than super bumpy at maybe twice sprint speed, and then it seemed to stop working all together. I'll play with it again after I build a ship capable of dropping to the planet surface and returning (I moved onto the stars and left the rover behind on the planet).
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# ? Apr 10, 2017 14:35 |
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The absolute best way to use wheels is to turn the friction down to zero and just slide everywhere with thrusters and a gyro. Turn friction back up for parking. Crazy fun too, and it's almost just as power efficient as traditional wheeling.
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# ? Apr 10, 2017 17:14 |
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Ass_Burgerer posted:The absolute best way to use wheels is to turn the friction down to zero and just slide everywhere with thrusters and a gyro. Turn friction back up for parking. Crazy fun too, and it's almost just as power efficient as traditional wheeling. I stuck hydrogen thrusters on the back of my Ant rover because it's meant to be the kind of bushwhacking 4x4 you have Bad Ideas with while Nevermind the onboard blueprinted JATO Overbooster with forced max-thrust output. Because strapping an oversized hydrogen rocket to the top of your car should not end in a safe landing, or even a landing at all if you're not willing to jettison the thing mid-flight. It just wouldn't be right. There's a small reactor in the JATO rocket, so even if/when you jettison it, it will keep going. A successful landing, every time. Guaranteed!
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# ? Apr 11, 2017 13:58 |
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Hold my beer; I want a turn in that thing.
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# ? Apr 11, 2017 15:35 |
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It's on the workshop, go nuts with it. You'll need a welder to mount the Rocket Overbooster projection, of course. I think the Ant's blueprints are still misaligned from back when they re-centered them in a patch too, so you might need to move the projection onto the mounting point manually. Just look for "IGNITION" in the control panel, you'll find the timer controlling it. And make sure it's facing open ground first.
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# ? Apr 11, 2017 15:45 |
How do you attach something like that with the connector? Is the JATO powered? I would love to be able to build starting from a connector.
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# ? Apr 11, 2017 16:31 |
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Mr. Powers posted:How do you attach something like that with the connector? Is the JATO powered? I would love to be able to build starting from a connector. There are 1x1x1 merge blocks in the Small Ship Mega Mod Pack. And yes, there's a small reactor in it so the fun won't end just because you ejected it.
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# ? Apr 11, 2017 16:52 |
Is it actually connected via connector or just via merge block?
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# ? Apr 11, 2017 18:01 |
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Mr. Powers posted:Is it actually connected via connector or just via merge block? Yup, it's actually hooked up via Connector. I build all my stuff to actually work in Survival mode, and there's a belly connector underneath so you can refuel/reload the buggy while it's parked somewhere in your base/ship/hillbilly shack.
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# ? Apr 11, 2017 18:04 |
I guess I'm still confused. There's a projector in the vehicle that projects the modules and that lines the connector on the vehicle up with the module, and there are also merge blocks. So, the merge block keeps them connected until built then you can engage the connector?
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# ? Apr 11, 2017 18:26 |
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# ? Jun 5, 2024 03:51 |
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Mr. Powers posted:I guess I'm still confused. There's a projector in the vehicle that projects the modules and that lines the connector on the vehicle up with the module, and there are also merge blocks. So, the merge block keeps them connected until built then you can engage the connector? Why are you relying on Connectors are your primary means of joining them? Merge blocks are what will keep the ship together as a single grid.
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# ? Apr 12, 2017 06:55 |