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So will ship crashes actually look like the trailers now instead of ships just being obliterated into dust?
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# ? Nov 17, 2017 17:36 |
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# ? Jun 4, 2024 13:11 |
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Kinda shocked my save game with a load of mods still works with the new update, On the downside the azimuth 6pt small reactors seem to put out less power or the ntech T2 atmo thrusters eat more because I nearly crashed a ship on a 15km flight so it might be worth double checking power requirements of any ships you want to keep.
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# ? Nov 17, 2017 17:36 |
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https://www.youtube.com/watch?v=YGAPZPU4I5g That is pretty impressive.
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# ? Nov 17, 2017 18:46 |
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But what are the actual practical implications? Carusel bases?
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# ? Nov 17, 2017 18:59 |
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And I was just hoping for some decent content. A good update.McGiggins posted:But what are the actual practical implications? Small ship bridges in large ships don't explode. Stuff like X-wing s-foils, ramps and elevators without drag or exploding. Basicly anything and "don't explode". I'm sure some stuff will still explode.
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# ? Nov 17, 2017 19:11 |
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This was the huge new update? Disappoint.
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# ? Nov 17, 2017 21:15 |
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McGiggins posted:This was the huge new update? Disappoint. What were you expecting? Rotors and pistons have been broken since like 2013...
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# ? Nov 18, 2017 03:08 |
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McGiggins posted:This was the huge new update? Disappoint. On the contrary, this is major. They can't create anything that actually involves fun gameplay poo poo unless the engine works right, and they just fixed that issue. If they just started throwing out random new gameplay systems before this, they'd have to rebuild them all every time they made changes to the basic engine code. Turret code seems to be fixed up as well, because gatling turrets are much better at swatting missiles now. And gotta test the important things of course; FIRE MISSILE! Three reinforced targets stacked together, each with three reinforced armor layers. It'll do. I guess. I also lobbed a missile at a nefarious rogue pirate-controlled Battlecarrier to see how it handled it. Turns out very well, in fact . I lobbed a second missile at it right afterwards, assuming the shields would deplete, but it managed to regen fast enough to eat the second one too. I've also been working a heavy VTOL lifter, but never been happy with the cockpit. It's now a two-man enclosed cockpit, which gives it a much better look of a heavy support craft I think. It's also got shield generators, which are good for all of a stray hit or two, and a shitload of the little 5x56mm sentry turrets from the Battle Cannon modpack. Neddy Seagoon fucked around with this message at 03:53 on Nov 18, 2017 |
# ? Nov 18, 2017 03:50 |
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a) Holy poo poo that's awesome. b) Did they remove the cheat menu? I was building a new ground-based vehicle, went to scout some ore and when I came back it was gone. Normally I'd just look in the grids menu for missing things (and I'm suspecting maybe it was cleaned up automatically).
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# ? Nov 18, 2017 16:19 |
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Less Fat Luke posted:a) Holy poo poo that's awesome. Alt-F10 is where the Cleanup and general Space Master controls are now.
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# ? Nov 18, 2017 16:46 |
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Duh, thanks!
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# ? Nov 18, 2017 17:14 |
Man, are there any good dedicated servers running currently? I haven't been able to find any goon ones.
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# ? Nov 19, 2017 02:42 |
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quote:Summary Also I want to try something different, with a Challenge of my own for anyone looking for something to do in SE; Engineering Mission: One Small Step Objective: Build a multi-stage rocket that launches from a static Earth-based site in Creative Mode. Once completed, switch to Survival Mode and attempt to travel to Moon, construct or deploy a small monument of your glorious voyage upon the lunar surface, and return to Earth safely on limited fuel. Survivable landing optional. Requirements: Your rocket must use several separate stages. Your rocket must contain/carry a Lunar Lander Module. You can only use Hydrogen Thrusters. Use your fuel wisely...
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# ? Nov 24, 2017 05:03 |
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So I've come back to this game to give it another try after the physics update. I haven't played for a year or so I think, but did they change the power values of atmospheric thrusters or something? I'm running with a number of mods including a speed limit mod, but none of them should have affected vanilla items. I printed up a copy of an old utility miner blueprint I built with 4 small thrusters in each direction except sideways which had two and even with half the thursters turned off it is still dangerously fast to try and mine with. Just a tap of the thrusters forwards feels like it will break the drills. In good news though they seem to have fixed the awful freezing/stuttering I used to suffer when traveling in space. Used to be that leaving the planet took half an hour with most of that spent frozen as it loaded in asteroids I assume, it's what killed my desire to keep playing that last planet -> space survival run. EDIT: Odd, I loaded up that game again and my miner has much more reasonable thrust. Guess it was a bug? Cluncho McChunk fucked around with this message at 18:27 on Nov 29, 2017 |
# ? Nov 29, 2017 13:30 |
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So Empyrion is pretty good right now, after a few hours anyway. It's a lot more satisfying in a survival sense, and has actual enemies! I'd say worth it if you were hoping for actual survival elements in SE.
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# ? Dec 1, 2017 16:37 |
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Rhjamiz posted:So Empyrion is pretty good right now, after a few hours anyway. It's a lot more satisfying in a survival sense, and has actual enemies! Empyrion is like if SE tried a little harder to be an actual game instead of just a physics simulator.
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# ? Dec 1, 2017 21:39 |
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I saw saw some gameplay videos a while back. Decidedagaint getting it. Though I do agree that it looks like it's focusing a lot more on gameplay rather that simulation and realism like SE is doing. I really wish keen would focus more on ai, npcs and better auto-pilot and drones. I find it really ironic that they have the "good-ai" side company, but then there's SE...
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# ? Dec 2, 2017 04:42 |
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Rhjamiz posted:So Empyrion is pretty good right now, after a few hours anyway. It's a lot more satisfying in a survival sense, and has actual enemies! Empyrion doesn't have the Rube Goldberg mechanics I like from Space Engineers. If all you want is to build space ships to fight with some survival mechanics it's OK but you don't get to engineer systems and don't have to deal with things like connections of resources, power, etc... which is a big part of the fun in SE for me.
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# ? Dec 2, 2017 07:33 |
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RandomBlue posted:Empyrion doesn't have the Rube Goldberg mechanics I like from Space Engineers. If all you want is to build space ships to fight with some survival mechanics it's OK but you don't get to engineer systems and don't have to deal with things like connections of resources, power, etc... which is a big part of the fun in SE for me. Yeah that is fair, it's one of the things I miss about SE. If Keen would just fuckin' code some decent AI and get some NPCs worth shooting at it'd be a whole lot better.
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# ? Dec 2, 2017 13:34 |
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The exploration enhancement mod and planetary installations mod can help a lot with that, it adds more stuff to find in space and stuff to find on planets too.
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# ? Dec 2, 2017 13:44 |
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OwlFancier posted:The exploration enhancement mod and planetary installations mod can help a lot with that, it adds more stuff to find in space and stuff to find on planets too. Are planets still as janky as they were? Also do I still have to manually place planets if I want more than three?
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# ? Dec 2, 2017 15:34 |
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I keep hitting the weirdest bug - I'll be constructing a ship in space that isn't attached to any existing grid. Then I fly away and mine for a bit, come back and.... the new ship is loving gone. It's happened a couple of times and I've used the cheat menu to search for the grid and it's literally nowhere. The only thing I can think of is that maybe during mining the amount of objects to clean is being hit and the game is cleaning my ship but that seems stupid. Anyone else get this?
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# ? Dec 8, 2017 03:56 |
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Rhjamiz posted:Are planets still as janky as they were? Also do I still have to manually place planets if I want more than three? I don't find them particularly janky, though yes you'll need to plop some in, it's really easy with space master though.
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# ? Dec 8, 2017 04:01 |
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quote:Summary Less Fat Luke posted:I keep hitting the weirdest bug - I'll be constructing a ship in space that isn't attached to any existing grid. Then I fly away and mine for a bit, come back and.... the new ship is loving gone. It's happened a couple of times and I've used the cheat menu to search for the grid and it's literally nowhere. The only thing I can think of is that maybe during mining the amount of objects to clean is being hit and the game is cleaning my ship but that seems stupid. Anyone else get this? Are you playing online or local? Also you can check the cleanup settings by pressing Alt-F10. Otherwise... I got nothing. Did your ship have power? That's generally a pretty good binary junk/ship toggle for the game to track.
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# ? Dec 8, 2017 04:06 |
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Neddy Seagoon posted:Are you playing online or local? Also you can check the cleanup settings by pressing Alt-F10. Otherwise... I got nothing. Did your ship have power? That's generally a pretty good binary junk/ship toggle for the game to track. It was definitely under 20 blocks and more than a kilometer away but the other settings make me think it should have been excluded. Unless batteries don't count as powered.
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# ? Dec 8, 2017 04:59 |
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Less Fat Luke posted:Totally local, and yeah - it had a cockpit, thrusters and power via a couple batteries this time. So loving weird. These are the trash setting: Was there a charge in the batteries? Otherwise it wasn't actually powered up.
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# ? Dec 8, 2017 05:20 |
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Neddy Seagoon posted:Was there a charge in the batteries? Otherwise it wasn't actually powered up.
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# ? Dec 8, 2017 15:47 |
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Kickass hover engine mod just released a couple days ago: http://steamcommunity.com/sharedfiles/filedetails/?id=1225107070 It's an actual, for reals hover engine too. Not just another thruster or slide-wheels mod. loving right and proper HOVER ENGINE that repulses away from the ground like a real grav-car or whatever!
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# ? Dec 11, 2017 05:23 |
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I just got this game for 10 bux. I'm excited to play.
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# ? Dec 16, 2017 22:05 |
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Ass_Burgerer posted:Kickass hover engine mod just released a couple days ago: http://steamcommunity.com/sharedfiles/filedetails/?id=1225107070 That looks like a disaster waiting to happen so I'm pumped as hell
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# ? Dec 16, 2017 22:44 |
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Do NOT combine hover engines and plane wings without valid thrusters in every direction that can counter the whacky forces.
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# ? Dec 16, 2017 23:25 |
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Hover engines are great, they are really effective even on rougher terrain. They are affected by grid mass so you gotta have the Center of Mass in about the actual center or your hover car won't hover right and they can get a bit odd when encountering walls or players. Also you can embed them in the vehicle's body without issue. My main issue though is that I want to lower pitch while keeping yaw and gyros can't do that, too much pitch will lead you to taking off or face planting into the ground.
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# ? Dec 17, 2017 17:10 |
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For Christmas we get... Bugfixes! :confoot:quote:Summary If that second one is the bug I think it is, hopefully stuff will actually crash into the ground now instead of falling through it.
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# ? Dec 22, 2017 01:53 |
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No I'm pretty sure it was the bug where things just slowly sink into the ground and suddenly explode. Saw a funny video it recently.
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# ? Dec 22, 2017 04:12 |
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Decide to build a more compact ground buggy for general adventuring/travel. So far it's got an ejectable heavy-armor combat frame, and a pseudo-stealth frame. The reflection trick actually looks pretty neat at ground level. Or you can simply mount a Monobike on the back. It only has enough vertical thrust to maintain altitude, so you gotta accelerate for dear life and bank heavily into turns. It's about as unsafe as you think. For recon and exploration. Certainly not joyriding through valleys to see if you can avoid smashing into walls at high speeds. That would be highly
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# ? Dec 23, 2017 11:47 |
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I see you're not using the new hover engines on that portable speeder? What's wrong with you?
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# ? Dec 23, 2017 18:08 |
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Ass_Burgerer posted:I see you're not using the new hover engines on that portable speeder? What's wrong with you? I forgot all about them. They actually make the Monobike into a safe vehicle that handles decently without the threat of smashing into the ground if you dive too sharply. Which is frankly wholly unacceptable for it . That said; The whole point of a modular vehicle is you have mounting points to try poo poo with.
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# ? Dec 24, 2017 04:18 |
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Two things; One, they finally fixed a bug that's existed for (I think) since the DX11 build was first released. quote:Summary Two; I am under the distinct impression that all your ships and settlements are presumably peaceful places, happily sharing with your fellow players as you build and grow through mutual cooperation. This I cannot abide, so I'm giving you all STORM's - Surface-To-ORbit Missiles. Nothing quite says "this is mine, go away" quite like twenty-four loosely-scattered warheads, decoy protection from defensive turrets, and a kinetic impact rod. Or "What the gently caress did that?" like a stealth version. The camoflage trick works surprisingly well on these things, and they are quite hard to spot a ways off.
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# ? Jan 12, 2018 15:03 |
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Are the wheel physics just completely unusable or is it me? I've come back from before they added planets and for the life of me I can't get anything with wheels to stop sliding/flipping/careening off in random directions. I've tried guides that talk about wheel settings but it just seems totally not worth it when you can just build a simple land speeder that behaves in a way that makes sense.
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# ? Jan 14, 2018 13:34 |
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# ? Jun 4, 2024 13:11 |
It's not just you. The wheel physics are very very finnicky and tend to fail spectacularly if things aren't just right. At least they were the last time I bothered loving with wheels, anyway.
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# ? Jan 14, 2018 13:41 |