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johnsonrod posted:Before what? The guy on second-base.
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# ? Jul 17, 2017 02:52 |
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# ? May 29, 2024 04:18 |
Before the mod maker gets a cease and desist from Swedish arms manufacturer Borfors AB
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# ? Jul 17, 2017 04:44 |
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Neddy Seagoon posted:Its what the 2x2-barrelled turrets are called. Bofor deez nuts
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# ? Jul 17, 2017 08:28 |
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Bofor? I barely knew 'er.
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# ? Jul 17, 2017 08:30 |
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It's finally another Major Update with a whole slew of optimizations;quote:Summary: As for me; I've been seeing things, guys. FLYING SAUCERS IN THE SKY! With tentacles! Tentacles that I am very happy should apparently no longer destructively klang right through the saucer body like they have once or twice already.
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# ? Jul 21, 2017 03:49 |
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I'm experiencing huge memory leak issues when connecting to our Dedicated Server. Computer locked up twice within an hour. Also, Connectors seem to be made of tissue paper now.
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# ? Jul 21, 2017 05:57 |
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I wonder if these improvements will kill the hitching/freezing I get when traveling any meaningful distance. Either leaving the planet, or going back to it, even moving 30km between asteroids sometimes comes with these massive hitches/freezes that I just have to sit though. My computer's no slouch either, new last year with good specs all round. It's been a real buzzkill for me to finally get to space and hunt down platinum only to spend half my game time looking at a frozen screen.
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# ? Jul 21, 2017 07:51 |
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XkyRauh posted:I'm experiencing huge memory leak issues when connecting to our Dedicated Server. Computer locked up twice within an hour. Also, Connectors seem to be made of tissue paper now. There are some pretty ugly bugs that need squashing in the new update. My favourite one is updated blueprints not actually saving.
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# ? Jul 21, 2017 14:26 |
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I don't know if it's due to the latest patch or something else entirely, but my primary, hijacked base I'm using in a singleplayer game is pretty much unapproachable within 5km. As soon as I get close in either a big rear end ship or tootin around with my jetpack, the game proceeds to soft-lock for 1-3 minutes. Symptoms include: complete sim lockdown, stuttering of the ambient noises, inability to do anything via the UI including hitting escape, fully animated effects such as foliage and thrusters. It's a huge bummer, as this is my first Big Playthrough of SE using goon-made Super Engineer Adventures. If I can't at least get enough time to grab the rarer components at the base and book it back to Baby's First Space Station I set up somewhere between Earth and Mars, i figure I'll just lose some progress and load an old game from when I was safely in space and use SEToolbox to nuke every installation planetside. Also I'm pushing around a .6-.65 sim speed which I think is also because of that drat base.
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# ? Jul 23, 2017 05:01 |
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Leavy posted:I don't know if it's due to the latest patch or something else entirely, but my primary, hijacked base I'm using in a singleplayer game is pretty much unapproachable within 5km. As soon as I get close in either a big rear end ship or tootin around with my jetpack, the game proceeds to soft-lock for 1-3 minutes. Symptoms include: complete sim lockdown, stuttering of the ambient noises, inability to do anything via the UI including hitting escape, fully animated effects such as foliage and thrusters. Give it a week or so, because there's always some nasty edge-case bugs in the first week of a Major Patch when they toy with the engine code. Pistons are still very buggy, for one thing . (The reason there's lights in various colours on it now is because they flicker in semi-randomized patterns)
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# ? Jul 23, 2017 06:21 |
Some times they're not even particularly edge-casey.
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# ? Jul 23, 2017 06:51 |
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I used to make all of my ships out of heavy armor, but light seems to work just fine.
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# ? Jul 23, 2017 19:13 |
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Napoleon Bonaparty posted:I used to make all of my ships out of heavy armor, but light seems to work just fine. Try shooting it with something with a bigger calibre than the 5.56mm rifle. Does that look like a weather balloon to you guys? I don't think it's a weather balloon...
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# ? Jul 24, 2017 15:35 |
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I hear always hear the 5 note sequence from Close Encounters of the Third Kind in my head when you post that.
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# ? Jul 24, 2017 16:48 |
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Luminaflare posted:I hear always hear the 5 note sequence from Close Encounters of the Third Kind in my head when you post that. That's pretty much where the idea for lighting it up like that came from.
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# ? Jul 24, 2017 17:08 |
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Neddy Seagoon posted:That's pretty much where the idea for lighting it up like that came from. I thought that might be the case. ...does SE have programmable sound blocks?
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# ? Jul 24, 2017 17:45 |
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Luminaflare posted:I thought that might be the case. The Sound Block has some default sounds and music in it, for anything else you'll need to dig through the Workshop for modded sound packs.
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# ? Jul 24, 2017 17:51 |
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That was from large gatlings, so it ought to be .50s? It does surprisingly well, provided you do not stand in place.
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# ? Jul 25, 2017 00:28 |
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Minor Bugfixes this week.quote:Hello, Engineers! It has been a week since our major update and we are still hard at work on the next one and fixing bugs as well. Is it just me, or does it sound suspiciously like their QA process is "let the players find the bugs, then we track and fix them?" Also a question about wheels; Do they all generate the same amount of power, regardless of size, or does it scale? Turns out six 5x5 wheels aren't enough to get my bigass battle tank up a slope, so I'm wondering if I can get more drive power out of double the number of 3x3's. Neddy Seagoon fucked around with this message at 18:35 on Jul 27, 2017 |
# ? Jul 27, 2017 18:31 |
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I feel like wheels have always had a stupid amount of difficulty with terrain that isn't flat. Like, they work fine either on voxels or user-made roads, but as soon as you hit a hill, they flounder and fail. Beyond the "zero friction wheel hovercraft" thing that was shared in the thread years ago, I can't think of any legitimate use for wheels. :\ We've been waiting on a fix for so long!
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# ? Jul 27, 2017 19:14 |
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XkyRauh posted:I feel like wheels have always had a stupid amount of difficulty with terrain that isn't flat. Like, they work fine either on voxels or user-made roads, but as soon as you hit a hill, they flounder and fail. I recall something about their funny interaction with neighboring blocks making them highly effective armor blocks if you use it as the secondary layer in a composite armor.
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# ? Jul 27, 2017 20:18 |
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Space Engineers is not a game in which wheels were ever destined to be good because it handles collisions so poorly. Small ships are made out of goddamn tissue paper when it comes to bumping into terrain. So much time wasted on construction projects that blew into pieces at the slightest nudge. Damage simply does not scale well with speed at all.
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# ? Jul 28, 2017 01:57 |
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One of the things they actually showed off a while ago was improved handling with wheels, so I guess my Tank's just gotta wait .
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# ? Jul 28, 2017 02:02 |
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quote:Hello, Engineers! This week’s update is minor release which of course means there’s a fresh batch of general improvements for you while the team works towards completing bigger objectives. As it wasn’t mentioned in the video a couple of weeks ago, it’s just worth highlighting the fact that we added a new cryopod interior in the major update which makes being inside one feel much more immersive now. The main issues fixed in today’s update include hangar doors injuring characters, trees sometimes being invisible for clients on dedicated servers and the model of interior turrets becoming twisted when welded. Additionally, disconnecting huge grids with merge blocks should no longer cause significant freezes to occur. I've been running into a few memory leaks and they have not been pretty. Especially as I've started making a planetary base to actually test my poo poo with instead of half-assedly just throwing something together at a random location. So far I've claimed a valley and walled it off, as a central area for general use. Though I've had to employ the excavation equipment on an Eagle Pod to clear away some of the overgrowth near the runway as I expanded it. Wanted to give the impression it was something that'd accommodate bigass ships. And nearby I've made another valley with a great set of varying degrees of incline into a driving course. Out through the gate, up the hill through the rough course (the lower one) or the steady course (the smoother incline north of it in the picture), and out through the gate at the far end.
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# ? Aug 4, 2017 05:23 |
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That's looking real good, Neddy! I've spent the last two weeks working on a Programmable Block script that lets my ships tell the main base what they're doing (battery remaining percentage, cargo contents, distance from base and so on)... it's been slow going because I am not much of a programmer.
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# ? Aug 4, 2017 05:51 |
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XkyRauh posted:That's looking real good, Neddy! The buildings and walls are out of my prefab base kit, so a lot of it is as easy as copy-pasting out of my blueprints. The only thing I've had to lay out myself is the runway area and some conveyors . What I'm gonna build next is a bombardment area for all those fun things like small-block bombs.
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# ? Aug 4, 2017 05:55 |
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Looking at this game again after being away for some time (last time I really played was around when Oxygen was added). How's it looking? Running more stable? Can you actually use pistons for things without them breaking all the loving time?
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# ? Aug 7, 2017 22:12 |
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JerikTelorian posted:Looking at this game again after being away for some time (last time I really played was around when Oxygen was added). Yes, kinda, and somewhat. They're currently rebuilding the game engine with features it should've had years ago like parallel-processing, but it's got some memory leaks in the current build they're still working on fixing. Pistons work okay, just so long as you don't move your ship with them extended. edit: Someone in the workshop this week has managed to achieve a fascinatingly clever optical-camouflage effect just by using windows over a black surface. I've actually applied it to my UFO for a eerie cloaked ship traveling via gravity. The random blinking lights actually really good with it too. For a better sample of the effect, can anyone see anything wrong with the Kestrel Shuttle in this picture?... Neddy Seagoon fucked around with this message at 15:45 on Aug 8, 2017 |
# ? Aug 8, 2017 10:21 |
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If this game ever gets it's poo poo sorted and has severs with decent pop, AND this stays a thing, I can see stealth ops being a really cool thing.
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# ? Aug 10, 2017 09:14 |
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Anyone else find it funny that one of the major problems with early access voxel games like Space Engineers and 7 Days to Die is AI? I've not played Empyrion much but some people say it's got decent AI and even Minecraft seems a bit better with the way villagers and mobs interact, especially with mods. Is there a game with a fully destructible world that actually has effective AI enemies and NPC's?
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# ? Aug 10, 2017 16:42 |
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Verizian posted:Anyone else find it funny that one of the major problems with early access voxel games like Space Engineers and 7 Days to Die is AI? I would say that 7dtd has better ai than se. There's actually some thought behind it. The problem with SE ai (wolves and spiders) is that they're just spawned and charging the closest player right from the get go. That's terrible. No way to avoid them at all. Even worse with the spider's case since they spawn every minute right under you. Proper ai in games is really important I think. Then there's the luddite morons who hate ai anything in games, they should be ignored I think.
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# ? Aug 11, 2017 02:38 |
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Ass_Burgerer posted:I would say that 7dtd has better ai than se. There's actually some thought behind it. Agreed, really. The lack of any actual AI in Space Engineers is what's keeping me from really enjoying it at the moment.
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# ? Aug 11, 2017 04:00 |
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Ass_Burgerer posted:I would say that 7dtd has better ai than se. There's actually some thought behind it. Yeah, Space Engineers sorely needs some enemy AI. That said, the patch notes for this week look pretty drat good in terms of general fixes. quote:Hello, Engineers! This week’s minor release is primarily focused on memory optimizations and fixing memory leaks although it does contain some more general improvements for the game as well. We are getting extremely close to our next major update with the team finalizing and testing the features that will be present in that release so stay tuned. Going back to today’s update, our programmers were able to track down various memory leaks, some of which we know have been very problematic for players recently but we appreciate your patience while these were being resolved. On top of this, they were also able to optimize memory usage in certain areas of the game during their search for leaks. But be sure to let us know if you experience any more memory leaks on your worlds and servers. Some of the other issues fixed include rotor displacement settings not working on static grids, air vents consuming power even when disabled and the rocket launcher block’s shoot toggle not functioning. Additionally, we resolved an explosive situation where it was possible to add a rotor head even if it’s spawn position was obstructed. I've also rebuilt my starfighter from scratch to fix some poo poo in it. Like giving it some internal missile launchers. There's also four jump drives instead of two inside. It's slightly larger than the old-model Hawk, but it's actually lighter and faster, and has six wing mounts. And self-generating decoy launchers. For the curious, I did try loading warheads into it too buuuuut they did not work. Or, rather, they worked a little too immediately from smacking into the ramps .
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# ? Aug 11, 2017 04:12 |
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Anyone else's engine components slowly drift out of the engine?
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# ? Aug 12, 2017 03:50 |
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Time for another minor upd- ....Huh quote:Hello, Engineers! With today's major release we are bringing you some amazing additions to the game! From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing 33 customizable skin sets for your engineer, your tools and your weapons. It’s time to show off! On top of that, another brand-new block makes its debut in Space Engineers: A reloadable parachute block for both small and large grid!
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# ? Aug 18, 2017 08:57 |
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Does the mod profiling tool say which mod is causing issues?
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# ? Aug 18, 2017 11:30 |
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Well I was going to try out the new Parachute block, but I think the game might need a wee bit of hotfixing. Can you tell what's missing in this picture? The planet didn't load. And I know it's still technically "there', because I checked with SEToolbox.
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# ? Aug 18, 2017 12:23 |
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WTF crate drops?
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# ? Aug 18, 2017 15:15 |
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Jigoku San posted:WTF crate drops? I think it's more about the crate system at-large than the contents really, because that system is something they can expand to things like block blueprints and upgrades down the line.
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# ? Aug 18, 2017 15:20 |
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# ? May 29, 2024 04:18 |
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Oooohhhh, they're literally just crates that fall from the sky with parachutes. How mysterious. Still waiting on that huge "survival update."
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# ? Aug 18, 2017 15:39 |