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You'd probably also want to turn off the autopilot's thrusters when the avoidance thrusters are active
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# ? May 24, 2015 15:08 |
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# ? May 15, 2024 00:20 |
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Praseodymi posted:How advanced is the in game programming? Is it not possible to do an A* implementation or something an calculated nearest nodes to navigate through a series of way points correctly? You probably could? It's just c# with some restrictions in place to prevent infinite loops. You'd have to have some control variables outside the function, though, or might want to do some weirdo recursive version, because the game will try to execute your script every tick of the server, or 60 times per second.
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# ? May 24, 2015 15:58 |
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I finally managed to (mostly) finish a ship, and I thought I'd share. Here's an as of yet unnamed class of destroyer: The main cannon array is six 25cm RaK 6 l/40s, which you can fire all at once, or fire in a continuous volley via timer trigger. All the other guns are from the excellent Oki Weapons Collection. I'm still working on configuring the internal space, but it's complete enough that I can take it hunting... (I think that used to be a military escort) It's part of a set of ships I've been working on for a while, which I'm calling ironclads for obvious reasons.
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# ? May 24, 2015 17:04 |
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The Iron Llama posted:I finally managed to (mostly) finish a ship, and I thought I'd share. drat, that is a nice ship .
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# ? May 24, 2015 17:07 |
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The radar mod I've been waiting for. http://steamcommunity.com/sharedfiles/filedetails/?id=444539430&searchtext= Displays contacts on the hud.
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# ? May 24, 2015 20:12 |
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That is really loving cool. If there was some way to log existing, known objects and prevent them from coming up again, or have them toggleable, that would be sweet. I'd like to know where the asteroids are, but I don't want them always appearing as unknown contacts when I leave the area.
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# ? May 24, 2015 23:47 |
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The midway scan mod does it too now. Type /scan3 in to do it, or /scanclear to purge them from the gps list.
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# ? May 25, 2015 02:22 |
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I'm returning from my working holiday in a week, and hope to have myself set up with a new computer a week or two after that. I've got a fair bit of time to kill at the moment, so I've been tinkering in mspaint working out how to update my drone carrier/mobile base (the Duchessa) to use cryo chambers and atmosphere. Some reading on these forums and elsewhere suggests that doors closing deletes the air content of that cube, in other words introducing some loss into any airlock design. With that in mind, is a 1x2 airlock (one door immediately following another) not only cheaper than a vented airlock, but also just as effective?
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# ? May 26, 2015 00:10 |
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If it has some loss, it's not much to be that big a deal. The Duchessa is one of my favorite ship designs, and I think it'd own to see it updated. I was building a somewhat larger version (longer, a little wider and at least one more deck) with the same general hull design.
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# ? May 26, 2015 01:59 |
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Another question while I'm at it: can the airtight hangar door blocks be used for 1-block gaps? Or does their construction require two blocks of empty space in front of them? Either way it seems like they'd be better for zero-G airlocks than trying to float through a regular door.
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# ? May 26, 2015 04:10 |
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It requires two blocks, it's a three block long construction that happens to have an animation to retract the physics for part of it. Think of it like a really big person sized door.
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# ? May 26, 2015 04:16 |
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GotLag posted:Another question while I'm at it: can the airtight hangar door blocks be used for 1-block gaps? Or does their construction require two blocks of empty space in front of them? Either way it seems like they'd be better for zero-G airlocks than trying to float through a regular door. Try Eikester's Shutters.
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# ? May 26, 2015 04:28 |
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OwlFancier posted:It requires two blocks, it's a three block long construction that happens to have an animation to retract the physics for part of it. Yeah that's what I was thinking. I prefer to keep to vanilla blocks, and mods like that just don't match the theme at all. Christ, I must really hate myself. I clicked one of the change log forum threads and read the replies: rottielover posted:Combine that with the Tweet Merek sent out : "What would you say if you got 100% (full) access to Space Engineers' source code and could add/modify anything you want?" GotLag fucked around with this message at 13:59 on May 26, 2015 |
# ? May 26, 2015 05:10 |
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I made a thing Blinking green lights around the hangar opening Then you're out of the path to enter the hangar and they change to red blinking lights.
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# ? May 26, 2015 17:20 |
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What's the hangar mounted in, out of curiosity? Asteroid base?
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# ? May 26, 2015 17:24 |
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Neddy Seagoon posted:What's the hangar mounted in, out of curiosity? Asteroid base? Something loosely based on this http://starwars.wikia.com/wiki/Ton-Falk-class_escort_carrier Massively renewed appreciation for people who successfully make in-game versions of ships from existing sci-fi
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# ? May 26, 2015 17:35 |
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That is the ugliest loving ship I have ever seen. You have created a masterwork of brutalism and I salute you.
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# ? May 26, 2015 18:17 |
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OwlFancier posted:That is the ugliest loving ship I have ever seen. The ship is basically a giant hangar with some engines. The forcefield mod is pretty awesome http://steamcommunity.com/sharedfiles/filedetails/?id=420351819 The inside is pressurised, even with the doors open.
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# ? May 26, 2015 18:22 |
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Looks like there's an idea of what might be coming this week patch-wise. A bunch of modders are prepping their stuff for DX11.
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# ? May 27, 2015 03:20 |
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The Iron Llama posted:I finally managed to (mostly) finish a ship, and I thought I'd share. This ship looks so good. Congrats. Do you mind sharing? I think I know now what to build in survival... Space Kablooey fucked around with this message at 05:03 on May 27, 2015 |
# ? May 27, 2015 05:00 |
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HardDisk posted:This ship looks so good. Congrats. Sure, I'm about halfway done prepping it for survival (oxygen, conveyors, etc), but I'll toss it on the workshop once I'm done.
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# ? May 27, 2015 17:17 |
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Update: http://forum.keenswh.com/threads/update-01-084-directx-11-station-rotation.7360751/ quote:Features https://www.youtube.com/watch?v=OJweMz-IXJ8
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# ? May 28, 2015 17:54 |
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OwlFancier posted:Update: Be aware that mod blocks with no DX11 model will appear black without textures, so maybe wait a day or two for people to update stuff first. edit: A few pics with DX11 active. Those guns should be green . There's no sneaky ambient lighting, I had to turn on my helmet lights just to see anything. It's a wee bit dark on the Hangar Deck. Sure is pretty though . Neddy Seagoon fucked around with this message at 18:14 on May 28, 2015 |
# ? May 28, 2015 17:59 |
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Did they do any optimization work yet so I can make large ships without lagging?
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# ? May 28, 2015 18:34 |
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Azuth0667 posted:Did they do any optimization work yet so I can make large ships without lagging? Nope . Its a thing that has to happen though, if they want a playable XBone version.
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# ? May 28, 2015 18:51 |
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Azuth0667 posted:Did they do any optimization work yet so I can make large ships without lagging? The answer to this question will always be no. Because with each optimization pass, people will just make even larger ships until the game lags again. Ad infinitum.
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# ? May 28, 2015 19:28 |
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A proper engineer would be making ships compact and efficient so they don't lag but still perform all the necessary functions. Edit: I am really digging what people are doing, using the configurable LCDs mod to create extra HUD elements for cockpits (see the last picture of this item for an example). GotLag fucked around with this message at 20:24 on May 28, 2015 |
# ? May 28, 2015 20:13 |
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GotLag posted:A proper engineer would be making ships compact and efficient so they don't lag but still perform all the necessary functions. That's pretty much how I try to design my ships. Some people are only comfortable with building giant rear end star destroyers for 2 people to crew.
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# ? May 28, 2015 20:39 |
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I design my ships to be buildable in survival without crushing my soul. Also to have access to all internal systems, preferably without requiring jetpack.
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# ? May 28, 2015 21:33 |
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I kinda hope planets don't let you jetpack, it would be nice to have to build stairs. Also wish ladders were still in, they were much less likely to kill you than jetpacking through tiny corridors.
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# ? May 28, 2015 22:22 |
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OwlFancier posted:Also wish ladders were still in, they were much less likely to kill you than jetpacking through tiny corridors. I made this one badass murder cruiser with a gravity drive but there were a few issues, 1) The on/off controls worked by toggling the mass blocks instead of the gravity generators and 2) I did not quite get the sizing of the gravity field correct, there was this one door where if you opened it without your jet pack on you would then find yourself sucked forward under around ninety gee of acceleration and exploded against a wall.
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# ? May 28, 2015 22:29 |
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Patrat posted:I made this one badass murder cruiser with a gravity drive but there were a few issues, 1) The on/off controls worked by toggling the mass blocks instead of the gravity generators and 2) I did not quite get the sizing of the gravity field correct, there was this one door where if you opened it without your jet pack on you would then find yourself sucked forward under around ninety gee of acceleration and exploded against a wall. Make the door yellow, call it a feature.
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# ? May 28, 2015 22:59 |
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bitcoin bastard posted:Make the door yellow, call it a feature. Add an LCD screen saying "Guest Room."
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# ? May 28, 2015 23:58 |
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bitcoin bastard posted:Make the door yellow, call it a feature. GotLag posted:Edit: I am really digging what people are doing, using the configurable LCDs mod to create extra HUD elements for cockpits (see the last picture of this item for an example).
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# ? May 29, 2015 00:17 |
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Does an airtight hangar door work as a two-block elevator?
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# ? May 29, 2015 01:39 |
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Wow, I really don't like the new DX11 renderer. All of my enclosed spaces, despite having plenty of lights, are now horribly black (even pitch black in some cases) and the lighting adjusts itself way too much (somehow, staring into the sun makes everything in your peripheral vision lighter, and turning away from the sun makes everything darker?) not to mention the crippling FPS hit. Sticking with DX9 for now. How disappointing!
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# ? May 29, 2015 03:50 |
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XkyRauh posted:Wow, I really don't like the new DX11 renderer. All of my enclosed spaces, despite having plenty of lights, are now horribly black (even pitch black in some cases) and the lighting adjusts itself way too much (somehow, staring into the sun makes everything in your peripheral vision lighter, and turning away from the sun makes everything darker?) not to mention the crippling FPS hit. It is, but its still just a first pass on it. Wait and see what crops up in a day or two for the inevitable bugfix patch and subsequent weekly ones.
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# ? May 29, 2015 04:04 |
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GotLag posted:Does an airtight hangar door work as a two-block elevator? XkyRauh posted:Sticking with DX9 for now. How disappointing! The dark interiors are not great, though if you want to see ever weirder light conditions make a hollow 5x5x5 cube and play around with making holes on various sides. Funky. On the other hand you can go to town with interior lights now without killing your framerate. Best example, load the easy start and fly over to the blue ship which previously had way too many lights. Windows are also very weird. I don't know what they're reflecting, it's like 90 degrees wrong or something. But they're not reflecting the background at all times even if they're on the interior of a ship! Changing an engine from dx9 to dx11 is not a trivial task.
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# ? May 29, 2015 04:38 |
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So with the DX11 renderer is there no more light leakage through solid walls? Because that shits me when theres shadows all over the inside of a ship when it should just be all dark.
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# ? May 29, 2015 06:15 |
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# ? May 15, 2024 00:20 |
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Spookydonut posted:So with the DX11 renderer is there no more light leakage through solid walls? Because that shits me when theres shadows all over the inside of a ship when it should just be all dark. Take a look at my pictures above and see for yourself .
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# ? May 29, 2015 06:28 |