Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
GotLag
Jul 17, 2005

食べちゃダメだよ
You'd probably also want to turn off the autopilot's thrusters when the avoidance thrusters are active

Adbot
ADBOT LOVES YOU

deadly_pudding
May 13, 2009

who the fuck is scraeming
"LOG OFF" at my house.
show yourself, coward.
i will never log off

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.

The Iron Llama
Mar 12, 2011

A genius billionaire playboy camelid.

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

The Iron Llama posted:

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.

drat, that is a nice ship :allears:.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
The radar mod I've been waiting for.

http://steamcommunity.com/sharedfiles/filedetails/?id=444539430&searchtext=

Displays contacts on the hud.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
The midway scan mod does it too now. Type /scan3 in to do it, or /scanclear to purge them from the gps list.

GotLag
Jul 17, 2005

食べちゃダメだよ
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?

Sorus
Nov 6, 2007
caustic overtones
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.

GotLag
Jul 17, 2005

食べちゃダメだよ
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.

OwlFancier
Aug 22, 2013

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

GotLag
Jul 17, 2005

食べちゃダメだよ

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.

Think of it like a really big person sized door.

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?"

Really? I paid for this game and you're going to make it open source????

GotLag fucked around with this message at 13:59 on May 26, 2015

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
What's the hangar mounted in, out of curiosity? Asteroid base?

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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

OwlFancier
Aug 22, 2013

That is the ugliest loving ship I have ever seen.

You have created a masterwork of brutalism and I salute you.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

OwlFancier posted:

That is the ugliest loving ship I have ever seen.

You have created a masterwork of brutalism and I salute you.

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.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
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.

Space Kablooey
May 6, 2009


The Iron Llama posted:

I finally managed to (mostly) finish a ship, and I thought I'd share.

Here's an as of yet unnamed class of destroyer:





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

The Iron Llama
Mar 12, 2011

A genius billionaire playboy camelid.

HardDisk posted:

This ship looks so good. Congrats.

Do you mind sharing? I think I know now what to build in survival...

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.

OwlFancier
Aug 22, 2013

Update:

http://forum.keenswh.com/threads/update-01-084-directx-11-station-rotation.7360751/

quote:

Features
- DirectX 11 renderer
- station rotation
- reworked models and textures: Beacon, Gyroscope, Warhead, Projector, Spotlight

Fixes
- fixed character shaking during cluster reorder
- fixed setting ragdoll world matrix
- fixed client dying for no apparent reason

https://www.youtube.com/watch?v=OJweMz-IXJ8

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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 :ohdear:.


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 :allears:.

Neddy Seagoon fucked around with this message at 18:14 on May 28, 2015

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.
Did they do any optimization work yet so I can make large ships without lagging?

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Azuth0667 posted:

Did they do any optimization work yet so I can make large ships without lagging?

Nope :sigh:. Its a thing that has to happen though, if they want a playable XBone version.

bonds0097
Oct 23, 2010

I would cry but I don't think I can spare the moisture.
Pillbug

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.

GotLag
Jul 17, 2005

食べちゃダメだよ
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

LLJKSiLk
Jul 7, 2005

by Athanatos

GotLag posted:

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).

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.

GotLag
Jul 17, 2005

食べちゃダメだよ
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.

OwlFancier
Aug 22, 2013

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.

Patrat
Feb 14, 2012

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.

goatsestretchgoals
Jun 4, 2011

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.

XkyRauh
Feb 15, 2005

Commander Keen is my hero.

bitcoin bastard posted:

Make the door yellow, call it a feature.

Add an LCD screen saying "Guest Room."

Klyith
Aug 3, 2007

GBS Pledge Week

bitcoin bastard posted:

Make the door yellow, call it a feature.
A separate button panel for powering the grav generators on and off, which also makes an LCD screen next to the door display a warning sign.


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).
Yeah, and that one is something I might actually do myself. A lot of the examples are on the large-size small ships that people are making these days, where they do things like screens that rotate in when you sit in the pilot chair and stuff like that. Super cool but ultimately useless because that whole concept of big small ships is fun to build but not fun to fly.

GotLag
Jul 17, 2005

食べちゃダメだよ
Does an airtight hangar door work as a two-block elevator?

XkyRauh
Feb 15, 2005

Commander Keen is my hero.
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!

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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.

Sticking with DX9 for now. How disappointing!

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.

Klyith
Aug 3, 2007

GBS Pledge Week

GotLag posted:

Does an airtight hangar door work as a two-block elevator?
Yes. It's ugly but easy, and works if you have a 1 block space where a piston won't fit.


XkyRauh posted:

Sticking with DX9 for now. How disappointing!
It should be obvious by now that they let people experience the new stuff while it's still in hot development. The dx11 renderer is definitely not done, but there's some parts of it that seem a lot better than dx9 already. The sense of distance between near and far objects is what I immediately noticed.

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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Adbot
ADBOT LOVES YOU

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

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 :v:.

  • Locked thread