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If rotors weren't prone to random explosions on multiplayer I'd say make whatever generator you use into a gigantic spinning monstrosity. Hell if its a ss13 map use them anyway. Think the gravity drive from event horizon but with random thrusters firing off jets of flame into the air. Use a script so you can't use any reactors if the spinning ball of firey death stops moving. Emergency batteries and solar only without it.
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# ¿ Jun 15, 2015 22:44 |
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# ¿ May 15, 2024 23:22 |
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DX11 would be vastly improved if the bright points on interior walls were actual light sources.
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# ¿ Jun 27, 2015 21:03 |
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Low visibility range and some form of nebulae skybox with random electrical storms? You'd have to setup some form of long range sensor to navigate with visible range limited to a few hundred metres while the orbiting sun could be replaced with a volatile plasma storm as a shifting light source. This game can look immensely creepy with all the deep shadows in DX11. IF only you could get the rivet gun from Event Horizon and create a proper spinning jump drive. https://www.youtube.com/watch?v=6qlYqqAYUJc
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# ¿ Jul 19, 2015 03:46 |
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Doesn't Source2 have pre-beta level support for deformable voxel worlds? I seem to remember some tech presentation on it where a guy from Valve got up on stage and said something along the lines of "Hey so all these builder games are cool so I decided to add this in, it's not working yet and we have no titles planned for it but in a couple years we'll be able to support fully creation/destruction enabled worlds with random generation." The only other thing I remember was a lot of people were pissed because the BBC ran a story that it was scheduled for 3pm on the 3rd of March in conference hall three at GDC which obviously meant it was going to be a bait and switch reveal of HL3 instead of the listed presentation on the future of physics and ingame destruction.
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# ¿ Jul 23, 2015 12:04 |
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I can't imagine a 32bit only cpu with the memory limitations working with Space Engineers, what OS are you on? Windows 8 and 10 don't care if your licence is for 32bit or 64bit and some people on Win7 successfully phoned up Microsoft to get a new key to switch from 32bit to 64bit though they'll try and sell you a new DVD. It's simple enough to backup and reformat too.
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# ¿ Aug 7, 2015 16:20 |
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Are there any skyboxes that work with DX11? Preferably a nebula style one with reduced visibility and a moving plasma storm instead of a sun. I'm trying to set up a server for some friends with a resource rich but hostile environment with quite a few mods so performance is important and I'd like to cut down the view distance without having horrible pop in effects.
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# ¿ Aug 18, 2015 14:30 |
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There's always this if you want laser designated targeting. https://www.youtube.com/watch?v=lB726vvwm20 It's not the stock turrets but you could probably launch an autopiloted gunboat out with a basic patrol script that will use sensors and laser designator turrets to engage targets.
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# ¿ Aug 18, 2015 20:28 |
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Working fine here on 10 pro 64bit. You might want to try Ctrl-Shift-ESc to just bring up the task manager and check event logs to see what's happening before killing the process.
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# ¿ Aug 24, 2015 21:29 |
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Didn't Keen say they had to push planets back until after the multiplayer re-write because of performance and that's why the last two weeks have been bugfix/prep patches? Also with the changes to heavy armour isn't it now viable to make a single layer of heavy blocks with ablative blast door panels or angled ribbing for capital ships? Think the wings of a tie fighter but tighter and larger to cover stuff like reactors.
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# ¿ Aug 26, 2015 04:53 |
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Anyone else having problems with scrap metal? tried putting it into a refinery, arc reactor and assembler. None of them will take it.
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# ¿ Sep 10, 2015 10:21 |
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Today's patch "fixed" it back into being a one way mirror on DX11 but added modding hooks to make two way windows. I think...
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# ¿ Sep 10, 2015 18:52 |
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Anyone else seen Video Sage's livestream on Youtube? It's quite something watching a guy in a tophat with that beard play Space Engineers while impersonating Mickey Mouse and ranting about racist grandparents.
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# ¿ Sep 15, 2015 14:17 |
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Yeah, loaded up an old map after the patch and saw three pirate bases within 17km with plenty of red blips heading right for my undefended mining colony. I noped the gently caress out, ran straight into another pirate base with a jury rigged ramming ship and started taking it over bit by bit. Then decided to design myself a fighter in creative and left pirates on for the new map. They showed up after 20 minutes and blew the gently caress out of my half built ship. Including all the copy/pasted backups I scattered around. I hope someone makes a large drone carrier for the new pirates soon as they make things a fuckload of fun in the most terrifying way.
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# ¿ Sep 19, 2015 03:45 |
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There's a check box called "avoid collisions" on the remote block's control panel.
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# ¿ Sep 26, 2015 09:06 |
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Just take one of the oxygen bottles out of the generator built into the respawn ship. When your suit O2 drops to <30% it'll refill from the bottle. Though it does seem this patch is draining oxy/energy really fast.
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# ¿ Sep 29, 2015 01:30 |
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My loose understanding is there's a lot of different API's involved with games on Steam, many of them allow plugging into the workshop and trying to sync up mods with potential updates. The default for some of them is to redownload parts of a mod even if it hasn't been updated which Space Engineers seems to do. It's a minor issue and low priority to fix compared with things their developers are actively thinking about. Especially when Valve might update the API and fix the problem themselves which would result in Keen having to rework the same bit of code twice for a minor issue. https://www.youtube.com/watch?v=LDh2e7BpLWE Nevermind I found XPAR elegant solar and ShaoCorp's Solar Panels which seem to fit my needs apart from the hanger doors. https://www.youtube.com/watch?v=sXuFFKZUqVA Verizian fucked around with this message at 20:00 on Oct 5, 2015 |
# ¿ Oct 5, 2015 19:51 |
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I thought the official name for the new thrusters was atmospheric engines? If so it'd make a lot more sense to keep oxygen tanks just holding oxygen and subclass in another type of tank for fuel. They may have had to change the base oxygen tank to allow that and it simply broke a bunch of surrounding code. Oh god I'm getting KSP flashbacks, trying to balance multi-stage rockets so you don't end up with a nose heavy fuel tank that suddenly decides to pivot just behind the cockpit and flip round.
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# ¿ Oct 9, 2015 17:08 |
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I have that problem, copied the ship and it still won't move but the autopilot notice vanished. Unfortunately I only noticed it after cleaning up the blueprint for it so I lost all earlier stages.
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# ¿ Oct 19, 2015 21:38 |
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So do hydrogen tanks explode well? Wondering which would be better for anti-capital missiles, hydrogen engines or a 30% charged battery with the old ion drives.
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# ¿ Oct 23, 2015 00:28 |
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Watching the stream as he bounces over those green hills I can't help but wish they'd add power skis and tribes style momentum weapons. https://www.youtube.com/watch?v=iqbhxf6M1Vo Got this from the stream chat, thank gently caress it wasn't goatse. Verizian fucked around with this message at 21:15 on Oct 23, 2015 |
# ¿ Oct 23, 2015 21:04 |
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Wasn't water confirmed to be "just ice for now" in the follow-ups to the big livestream? So yeah you could easily land a small miner and fill up with a fuckload of it.
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# ¿ Nov 5, 2015 19:14 |
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One thing you could try with mods is a multi-stage missile using a solid core of large block warheads, a rear propulsion section and a small block cage made from heavy armour and blast door "rods". Use this mod https://steamcommunity.com/sharedfiles/filedetails/?id=516770964&searchtext=small+to+large+grid+connector as it has a few glitches that are often favourable when creating warheads. The small blocks attached often phase through on collisions and only update on the following physics tick if the large blocks impact first. Something to do with forcing the game to merge small and large blocks into a single grid so they don't collide with each other. Does mean you could create the opposite with a central rod made from large blocks, punch it into a ship and have the attached small warheads detonate inside after penetration. Can also be used to help merge block small ships onto a station or large ship carrier
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# ¿ Nov 8, 2015 15:32 |
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No but when they can simply pass through the armour for half a second, exploding inside a block, they tend to do a lot more.
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# ¿ Nov 8, 2015 15:41 |
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Mortvert posted:I've been wondering - what'll happen if you drill into core of the planet? Will you start floating in middle or something? I'm curious as hell but currently, I can't play due to crappy hardware. Would any of you brave souls take a hit when the planets come out and check what happens when (if) you manage to get to the core? Even if you have 32GB+ of Ram and 12GB of Vram you probably won't even make it to the core of a moon without the game client crashing. Forget planet cores for now, Maybe with an Nvidia Pascal GPU with 16GB HBM2 and a theoretical Intel Cannonlake i7 with 96GB HBM2 on die. Planets and Moons are smaller than real life ones but they're still loving big.
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# ¿ Nov 11, 2015 15:23 |
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While loading a planets map my i5 2500k CPU clocked at 4.6Ghz will sit at 30% usage on all cores as Space Engineers gobbles up close to 7GB of ram. Then it'll spike to 100%, the loading cog will freeze for a minute then continue at 99% as the map finally loads. More mods results in a dramatically slower load time. How does the dedicated server handle it when it's limited to a single thread?
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# ¿ Nov 13, 2015 12:15 |
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https://steamcommunity.com/sharedfiles/filedetails/?id=457957428 Gravel Resource Extractor. Turn stone into gravel then extract trace elements from it using a moderately expensive machine. Not 100% balanced but for every 1000 gravel you feed into the machine you get back.
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# ¿ Nov 19, 2015 01:32 |
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You can also make modded planets and add them to existing maps in creative mode like asteroids. I hope someone comes up with a hollow earth planet or dwarf gas giant. Max size atmosphere that's always hazy, tiny core of uranium, gold and iron with massive amounts of gravity as you descend through layers of cloud.
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# ¿ Nov 20, 2015 05:54 |
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Neddy Seagoon posted:So with a bit more testing, it turns out my Mk.3 Kestrel shuttle will actually fly just fine on its Industrial Thrusters up past an altitude of 10km (around 0.8G gravity). I think I can live with using Hydrogen thrusters as suborbital boosters for getting it up past 7km where the atmospheric thrusters cut out, and I suspect it could actually fly up on a shallow angle spaceplane-esque without brute-forcing it with the hydrogen thruster as a booster . Math with atmospheric thrusters is broken from the given values. Especially for the Large Block small atmo-thrusters. Only use the big ones for lift if you want to fight gravity with any success. They are adequate for basic manoeuvring thrusters. https://www.youtube.com/watch?v=wHNByN7iklM
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# ¿ Nov 20, 2015 18:08 |
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That's why I love that Gravel extractor mod linked a couple times in the past five pages. Build up a small power surplus then process Stone > Gravel > trace amounts of everything else. Eventually you get enough uranium out of it for it to be self sustaining as long as you keep hauling cargo containers full of stone and building enough large reactors.
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# ¿ Nov 21, 2015 23:40 |
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I think that's why they patched in the ability to place blocks from the construction cockpit. Can anyone recommend a good blueprint for atmospheric construction craft?
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# ¿ Nov 22, 2015 00:18 |
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But asteroids don't have gravity?
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# ¿ Nov 26, 2015 04:15 |
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Moddington posted:https://www.youtube.com/watch?v=Q4Tsvrt40Ss https://steamcommunity.com/sharedfiles/filedetails/?id=457957428 Can we put this mod in the OP? It solves a lot of problems. Unless you max out efficiency in world settings then use multiple, upgraded refineries creating fucktons of gravel. then you very quickly gain more power from uranium than you put into grinding down the stone.
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# ¿ Dec 10, 2015 22:30 |
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McGiggins posted:A sound block on something like that should play really up beat k-pop, or death metal k-pop. It should play Tom Waits at deafening volume with a picture of him on an LCD screen singing into the megaphone. Equip it with a grinder too for extra terror. https://www.youtube.com/watch?v=1wfamPW3Eaw
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# ¿ Dec 30, 2015 07:37 |
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Multiplayer code is being re-written heavily in the future because current servers have problems with more than 4 players and you have random physics explosions beyond infinite power from connecting voxel grids with rotors, landing gear, and sometimes connectors.
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# ¿ Jan 4, 2016 02:36 |
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# ¿ Jan 6, 2016 08:16 |
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Pretty sure the problem with synced simspeeds is that the dedicated server is limited to a single core and simspeed is heavily reliant on CPU power. Want to cap clients to the server's simspeed? Hope you enjoy slow motion!
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# ¿ Jan 29, 2016 04:35 |
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He said he changed the words due to space issues. https://www.youtube.com/watch?v=1dZveoBfiww Which means somebody just has to think bigger and make a full scale MegaMaid complete with rotors, pistons and hinges for the transformation sequence.
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# ¿ Feb 23, 2016 00:32 |
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Didn't they fix batteries not charging for stations? Landed on a planet, merge blocked my lander onto a station half buried in the ground and suddenly batteries can only discharge. On another note, is there still a steam group for goons playing this? I asked last year but the admins for that group are never online at the same time as me. My name on Steam is the same as here.
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# ¿ Mar 1, 2016 06:54 |
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Bhodi posted:I hope they overhaul the UI, survival and progression stuff. It's why I haven't gotten into the game after owning it for two years. I keep wanting minecraft++ and end up with, as you say, somewhat buggy space legos. The one time I tried to play in survival it was grueling just trying to get a small miner going. Automation is doable if you know C# or install that shorthand scripting mod that uses basic pseudo code. You can even assign drones to follow you or a target around in different formations though the exact methodology is way over my head. Current patch priority is to slowly replace bits while completely re-writing the netcode for multiplayer. Then there was a blog about some crazy impossible AI project for the game but it would be a lot more reasonable to assume basic fleet AI is coming at some point.
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# ¿ Mar 21, 2016 20:03 |
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# ¿ May 15, 2024 23:22 |
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Just spotted this on the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=655922051 https://www.youtube.com/watch?v=CCQnIa_u_Ng
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# ¿ Apr 5, 2016 02:00 |