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Try using some forward-firing missile launchers, so you can lay down pain where you actually want it to go instead of hoping the turrets will win. Had some free room on the upper level, do it's now got a little observation deck above the bridge. You may also notice the shuttle's got its armor on. That's courtesy of the Albatross itself. The Pod Bay also has its welders installed. As for recycling parts? Grinders and maglocks on the back deck. Dump your poo poo and head back in to equip new parts or repair your ship. As for the Merge Blocks on the Albatross itself? Take a guess . At the very least I'm gonna go for a fancy disposable armor shell, as well as some useful things like external cargo and fuel pods I SUPPOSE.
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# ? May 24, 2017 15:27 |
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# ? May 31, 2024 18:30 |
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drones on planets just kills the game with lag
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# ? May 24, 2017 17:23 |
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Sanctum posted:So I spent the better part of my weekend trying to take out a SPRT Headquarters. I did not succeed. The trick is to build a brick and use terrain to dodge as much of their guns as possible while you bumrush the base. Then when in contact with the base you disassemble it with your grinder, ALL OF IT
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# ? May 24, 2017 18:01 |
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Couldn't you just connect a command seat to the base and then hit the power off keybind?
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# ? May 24, 2017 20:23 |
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That doesn't work if you don't own the blocks.
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# ? May 24, 2017 22:29 |
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Ah, I guess that finally got fixed.
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# ? May 25, 2017 00:39 |
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You can still do that by transferring ownership of timer blocks I think.
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# ? May 25, 2017 00:47 |
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I as just trying to teach a friend who had got the game in humble bundle to play and jesus gently caress they've been working to actively make the game more unpleasant to new players. The game kept spawning out landers literally on opposite sides of the planet from one another; when we abandoned landers and tried the spud starter, it kpet spawning us arounf 500 km away from one another and typically with the planet between us. I really need to start working again on that custom scenario.
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# ? May 25, 2017 14:57 |
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Drake_263 posted:I as just trying to teach a friend who had got the game in humble bundle to play and jesus gently caress they've been working to actively make the game more unpleasant to new players. The game kept spawning out landers literally on opposite sides of the planet from one another; when we abandoned landers and tried the spud starter, it kpet spawning us arounf 500 km away from one another and typically with the planet between us.
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# ? May 25, 2017 15:55 |
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XkyRauh posted:Doesn't the lander come with all the gear you need to build a Medical Station? Whoever spawns in it just sets down somewhere, plops down a Medical Station on the wreckage of the ship, and everybody spawns together... Then the real teamwork of building a starting base begins! Yeah, but I thought it'd make a nice 'crash course' into engineering to have said friend pull their lander apart for spare materials.
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# ? May 25, 2017 16:24 |
I think learning to bootstrap is an important skill in this game, so a planetary lander, lone asteroid, or survival ship start is what I would train people on. And yeah, starting on the other side of the planet sucks, but it doesn't take THAT long to cross it.
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# ? May 25, 2017 16:57 |
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"Hey, so here's a new game I want to introduce you to, wanna try?" "Sure!" "Great! So I want you to fire up the game and join my server.." "Oookay, done," "Great! Now it spawned me literally on the other side of a loving planet from you so, uh, just sit there while I fly to you, alright? This is going to take about, uh.. twenty minutes.." If you spawn on the opposite side of the earthlike planet, that's about 120km of a distance. Factor in having to circle around the curvature of the planet and that turns into about 180km. 180 km, at 100 m/s, is 1800 seconds, or about 30 minutes. We're both halfway responsible adults with paying jobs. It's hard enough to get any gaming done together without factoring in half an hour of loving foreplay. I'm not saying that having bigass maps isn't cool, I'm just saying that it'd be nice to have an option to get into the action quickly without taking increasingly arcane methods to have everyone start in roughly the same place.
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# ? May 25, 2017 17:44 |
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Another week, another round of bugfixes;quote:Summary:
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# ? May 25, 2017 18:10 |
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Drake_263 posted:I'm not saying that having bigass maps isn't cool, I'm just saying that it'd be nice to have an option to get into the action quickly without taking increasingly arcane methods to have everyone start in roughly the same place. Everybody just gave you one. Build a Medical Station.
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# ? May 25, 2017 20:56 |
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Yeah, if you're going to introduce someone to the game pick a different starting point or prep the area a bit first. Hell if you start a map, land then build a medbay+solar panel on your lander you can have them join and they'll probably crash first thing. That's when you laugh and tell them to spawn at your medbay so you can show them the ropes. If they're smart enough to learn the controls and land safely in one of those deathtraps on their first try then they can probably build their own medbay and you can respawn at it.
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# ? May 25, 2017 21:05 |
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First time she cratered herself into a mountainside, second try she almost got the thing down in one piece - she lost the primary thrusters and made a bigass hole in the side, but it was still recognizable as the blueberry lander. Honestly, I might have to design something that doesn't handle like a pregnant hippo for a lander at some point.. Drake_263 fucked around with this message at 23:09 on May 25, 2017 |
# ? May 25, 2017 22:48 |
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# ? May 28, 2017 06:33 |
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Clearly it should say "Hardware penetration in progress"
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# ? May 28, 2017 06:44 |
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Another week, another round of bug...fix...es.... quote:Summary: edit: Have some FPS-testing. The sim speed's up, at least. The real surprise, however, is with projectiles. Generally unloading the Battlecarrier's guns on anything grinds the game to a halt, but the fps stayed relatively steady, and the projectiles themselves just flew on fine at full speed . The same could not be said for pitting it against something with similar firepower, however. It chugged to stop-motion pauses. Planets have gotten a real FPS increase too. How big an increase? Dropping the Battlecarrier in "merely" makes it slow instead of poo poo the bed at a frame-per-minute FPS. It can't lift vertically in atmosphere, "merely" maintain altitude and ascend on forward thrust, but there is indeed no hiding planetside from it . (The missing blocks are due to a slightly-damaged blueprint and the World not having the big X-3 Heavy Battery Cannon mod installed). Smaller capital ships, however, actually run outright-well Neddy Seagoon fucked around with this message at 08:49 on Jun 2, 2017 |
# ? Jun 2, 2017 06:59 |
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Woah. Might be able to actually run this game with planets on my potato of a computer now.
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# ? Jun 2, 2017 14:44 |
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One thing that made me stop playing this game was how terrifying the memory usage was, ealier versions would use up so much memory trying to load it that I would need to have the task manager active as a kill switch so my computer wouldn't hardlock. The single player campaign was so ridiculous that it was like a slideshow that took forever to load so I couldn't even finish it. However they seemed to have done a great job in fixing the main problems, but I'm still hesitent to load it up again. I remember that they had an internal demo that used the GPU instead of the CPU for running this game and I wonder if they ever implemented any of that code.
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# ? Jun 2, 2017 16:01 |
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Minor bugfixes this week;quote:Summary: As for the Albatross, it can now mount some equipment on its own merge blocks via Twin Welders; Above AND below the engines. Though there are some landing issues if the lower mounting points are used. But that's what landing gear is for . Most of it's just stuff like cargo pods and fuel tanks, but... There's an actual safe set of steps to get the armor off without causing the ship to damage itself, I just blew all the merge blocks at once to make sure it actually separates properly. As for what's going on under the hood, it's assembling the shell itself (assuming I get these spaced right) with a set of self-building welders. As for salvaging the materials afterwards? That's what the ship's drones and pod are for. Get grinding .
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# ? Jun 9, 2017 03:44 |
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For some reason my framerate/physics speed goes to poo poo when viewing through cameras or using the terminal. Is that just me, or should I do a bug report? Otherwise the new optimizations kick rear end.
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# ? Jun 10, 2017 04:25 |
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I've been playing on a server that some streamer puts up. Been pretty drat stable when full (12 max.) Had a rough start but I converted my yellow boat into a decent little mining barge and just space hoboing. Looking to set up shop somewhere and build a modified version of GotLags Duchessa. Arc reactors, a laser mining drill. You know, simple things.
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# ? Jun 10, 2017 22:05 |
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Holy crap!quote:Hotfixes: They actually read the Bug Report Forum?! Sorus posted:I've been playing on a server that some streamer puts up. Been pretty drat stable when full (12 max.) If they have the Battle Cannon modpack, the Little David guns are always a treat. The knockback inflicted from the bullet impact is amazing.
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# ? Jun 11, 2017 12:01 |
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Neddy Seagoon posted:They actually read the Bug Report Forum?!
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# ? Jun 11, 2017 16:54 |
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XkyRauh posted:I think they're up to their 3rd or 4th unique team member assigned to the forum. The latest guy is very good about responding to posts in the Bug Report Forum, while pulling useful information out of the "omg gaem broek fix ur gaem plz" posts. Thanks for the laugh, even though that's just a literal quote from half of all bug reports. Replace "gaem" with "poo poo" for non-game software. The other variation replaces the plz with a nearly infinite stream of !'s and 1's.
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# ? Jun 12, 2017 02:28 |
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I've had this bug lately where random parts of some of my ships / bases end up with the red targeting symbol and come under fire from my own guns. Anyone know what's causing this? I use a ton of mods so maybe it's one of those. Will need to try a mod free game but it seems to have started in the last two patches and doesn't matter if it's modded blocks or vanilla. Also doesn't happen right off the bat just randomly occurs. Seems like it might be something to do with building things from projectors?
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# ? Jun 12, 2017 02:54 |
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lilspooky posted:I've had this bug lately where random parts of some of my ships / bases end up with the red targeting symbol and come under fire from my own guns. Anyone know what's causing this? I use a ton of mods so maybe it's one of those. Will need to try a mod free game but it seems to have started in the last two patches and doesn't matter if it's modded blocks or vanilla. Also doesn't happen right off the bat just randomly occurs. Seems like it might be something to do with building things from projectors? Some older mod blocks still spawn as neutral instead of owned by you. Disable targeting neutrals in the settings on your turrets.
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# ? Jun 12, 2017 03:11 |
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Neddy Seagoon posted:Some older mod blocks still spawn as neutral instead of owned by you. Disable targeting neutrals in the settings on your turrets. No, this isn't the case here. I've had turrets target light armor blocks attached to the same grid as the turrets. The targeter was literally on the armor blocks. Turrets were set to NOT target neutrals, large grids, or stations. But my base turrets will have none of that and will target any block that looks at the funny. Turrets are bugged and shoot, or don't shoot what they're supposed to shoot at. It's insane and makes no sense at all with all the testing I've done. The whole game is a roller coaster of poo poo inside a septic tank. It's an exercise of patience to play this dumb game. Bugs galore all year round, with varying degrees of playability. This month is just too much for me and I'm taking another long break. I can only handle so much for so long.
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# ? Jun 14, 2017 02:23 |
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More fixes for the new physics multithreading.quote:Summary:
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# ? Jun 15, 2017 18:05 |
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Ass_Burgerer posted:Well I finally released my progression system mod with unlocks and everything: This is cool. I just downloaded this today as an incentive to get back into SE, and after playing for awhile decided to check the old thread and check up on it. Surprised as hell to see the creator here! When I saw earlier posts saying "I'm creating a progression style mod that still allows the sandbox feel..." I started wondering...
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# ? Jul 13, 2017 00:44 |
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Is there a wheel fix mod for Super Engineer Adventures or Escape from Mars? I really don't want to roll back months of patches.
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# ? Jul 13, 2017 01:11 |
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The Albatross now has a fully self-generating Assault Shroud. I'm fairly certain I've got the order of construction right so it'll actually work in Survival Mode. It's also almost completely indestructible in Creative Mode as a result of it assembles. Probably decent regeneration in Survival Mode too, if you have materials to feed it. Verizian posted:Is there a wheel fix mod for Super Engineer Adventures or Escape from Mars? I really don't want to roll back months of patches. What's wrong with wheels now?
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# ? Jul 13, 2017 08:46 |
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One of the suspension settings is now stuck at 50% no matter where you move the slider, so Escape from Mars recommends rolling the game version back to April 13th's 1.180. If you don't it breaks ground convoys and risks random clangsplosions with player built wheeled vehicles. Saw people complaining about it with the starter buggy in SEA too. Drive over a rock and chances are you'll be fine, but there's also a chance you'll lose a wheel as it brushes the ground or even a rare chance to have the wheels explode and launch your vehicle into orbit with comical force.
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# ? Jul 13, 2017 10:54 |
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Just another Minor patch, but at least it looks like they're actually hunting the annoying bugs now.quote:Hello, Engineers! Also noticed an interesting undocumented change from sometime in the past few weeks; You can actually stand on small-grid blocks properly in Artificial Gravity now. Used to be that the moment your small-block ship started moving you would not go with it and instead smack into the back wall of the shuttle cabin . Neddy Seagoon fucked around with this message at 04:01 on Jul 14, 2017 |
# ? Jul 14, 2017 03:59 |
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I wanted to have another ground vehicle in the Albatross aside from the Ant rover, and made a new Battle Tank. I also learned that wheels are still hard-locked at 50% offset and explode like a Ford Pinto if you even try to stress the suspension at all, which is why the wheels are so high in the pictures . The Mantis Battle Tank. Has a pair of the Side 300mm Cannons on the front and two more on the back for a default weaponset. The little 5.556mm turrets on top are just for some basic missile/saberoid/wolf-popping. A it's properly Tank-y with the 2x300mm turret mounted. The cockpit's accessed from the little hole in the top, with an enclosed setup. The LCD with the warning indicator is one of three, lighting up if the respective sensor detects anything in that direction. The bodycam provides a general outside view of the front. The alternative weapon mounts are just out of the Battle Cannon Pack; 40mm Bofors for AA (and a variant with M61 Vulcans for MORE DAKKA! ) The one on the end is a pair of the Little David Cannons. For that general oversized artillery look. Using the internal thrusters to offset planetary gravity, the Mantis can actually hover and angle up at pesky capital ships. gently caress that particular thing all the way up in the air!
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# ? Jul 16, 2017 17:43 |
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Neddy Seagoon posted:40mm Bofors for AA (and a variant with M61 Vulcans for MORE DAKKA! ) Bofor what?
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# ? Jul 16, 2017 21:18 |
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Cup Runneth Over posted:Bofor what? Its what the 2x2-barrelled turrets are called.
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# ? Jul 17, 2017 02:02 |
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# ? May 31, 2024 18:30 |
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Neddy Seagoon posted:Its what the 2x2-barrelled turrets are called. Before what?
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# ? Jul 17, 2017 02:29 |