GasBandit
Staff member
How so?Crap, there goes my idea of making a ghost rider missile system.
How so?Crap, there goes my idea of making a ghost rider missile system.
Mad props for the Honor Harrington reference, though...Crap, there goes my idea of making a ghost rider missile system.
If and when this game fixes multiplayer, I'll be all over it again. But right now, I'm bored of just building stuff in isolation, but can't have a satisfying multiplayer experience ether. I'm sure you fell the same way: if you could go back to pirating, you would, but you can't do who cares?Anybody still paying attention? Last few patches have been pretty lackluster IMO. Yesterday's patch put in new rounded armor blocks. Whee. Also it claims to have tried to fix rocket launchers blowing themselves up again. Bet you a dollar it only really applies to single player. I think my fascination with the game is nearing the end of its lifespan. And it hasn't even technically entered beta yet.
Moving their network back end is pretty distinct from the matchmaking service of steam. I looked up the APIs on valve's site, and they shouldn't have to shoot themselves in the foot on this, but you never know.If they take their network backend off of steam, it'll remove the only GOOD things about their multiplayer so far - that you can use steam's server browser to find and favorite servers, and also that chat continues to work even if the server is locked up, for a couple examples.
Interestingly enough, my Thwomp beseige video got 10k views and has generated $2.80 in revenue for me, total, so far.That would explain a sudden jump in traffic on my tutorials.
What I saw looked pretty comprehensive.I just hope that they have the full gamut of shapes from armour ramps. I guess we'll see. I haven't loaded it up yet.
That's fine. I haven't played in forever. Maybe I will again if they ever get around to fixing multiplayer/servers. Honestly what I've read about Oxygen didn't excite me at all.Oxygen is out. Has been for two patches. They really fucked up consumption this last one. I highly recommend this mod to make it reasonable and not insane: http://steamcommunity.com/sharedfiles/filedetails/?id=418587691
But on that note, many ships will "need" oxygen systems. So Gas, I fixed up Bob to have an oxygen generator for its cockpits. Bob is exactly the same height as before, but its cockpits are each 2 small blocks further from the center than they were before to accommodate the generator and the connectivity.
I haven't published it yet, and wanted to ask you Gas if it's OK to publish it as "Bob the Builder V1.1"? I'll credit you of course, but I didn't want to do it without your OK.
Speaking of that, on Marek Rosa's Blog: Guest post by Ondrej Petrzilka - Space Engineers: Planets, scenarios and new multiplayerThat's fine. I haven't played in forever. Maybe I will again if they ever get around to fixing multiplayer/servers. Honestly what I've read about Oxygen didn't excite me at all.
More information in the post itself, but looks like a good thing for this. Certainly bugs for a few weeks after that, but overall, very good for the game to be sure.Now we’re ready to rewrite multiplayer from scratch.
...snip...
We’ve been working on the new multiplayer for a month now. The work will continue for at least several weeks or a few months before it’s done.
I'll believe it when I believe it.Speaking of that, on Marek Rosa's Blog: Guest post by Ondrej Petrzilka - Space Engineers: Planets, scenarios and new multiplayer
More information in the post itself, but looks like a good thing for this. Certainly bugs for a few weeks after that, but overall, very good for the game to be sure.
I guess, but it also means that it's far more likely we'll get a stable multiplayer version now that the community has the full source code, so... *shrug*http://blog.marekrosa.org/2015/05/space-engineers-full-source-code-access_40.html
Well, with today's announcement (that Space Engineers is going open source and going balls-to-the-wall on mods), it's clear to me that KSH has basically given up on developing Space Engineers themselves, and we're getting "Miner Wars'd" again, but they're looking for a way to weasel out of it with a smiley face..
Pity.
Well, yes and no. It just turns into a gold rush where you have to protect an asteroid long enough to get everything you need out of it and prevent claim jumpers from jumping in to kill you and take over the claim. Get there first and you can set missile turrets to waste them when they jump in. Get there second and you need to be able to survive long enough to take over. Personally, I think there needs to be a minimum amount of time before you can jump again, even if you have more than one charged module... and maybe make it so your weapon systems don't work for awhile ether. Give it a charge up time too so people can't abuse it as a chicken button. If warping has significant risks, people will only use it when it's safe to do so and if it's not perfect, it'll still beatable.Unless they put in a jump inhibitor module, this will be the final nail in PVP's coffin.
Jump drives won't let you jump within 2km of an object.Well, yes and no. It just turns into a gold rush where you have to protect an asteroid long enough to get everything you need out of it and prevent claim jumpers from jumping in to kill you and take over the claim. Get there first and you can set missile turrets to waste them when they jump in. Get there second and you need to be able to survive long enough to take over. Personally, I think there needs to be a minimum amount of time before you can jump again, even if you have more than one charged module... and maybe make it so your weapon systems don't work for awhile ether. Give it a charge up time too so people can't abuse it as a chicken button. If warping has significant risks, people will only use it when it's safe to do so and if it's not perfect, it'll still beatable.
Also, what is there to stop people from warping bombs/turrets INSIDE of a base's defenses? That sounds like a lot of fun but also really frustrating to deal with.
Jump inhibitors are a nice idea but they are also big, flashing lights that scream "there is something here worth taking, so get as close as you can and find it". It just gives you alittle breathing room to get your defenses up.
That makes a bit more sense. I suppose they could make it work both ways: you can't jump closer than 2km away from an object, but you have to be at least that far to jump away as well. Fuck, you aren't even supposed to go to warp within a certain distance of planets in Star Trek, so why not here?Jump drives won't let you jump within 2km of an object.
What I mean by jump inhibitors is something you can mount on a ship to prevent other ships within a radius from jumping.
Doubtful. Your videos still contain a lot of useful information such as ship ideas, practical things to consider when making a ship, and how some mechanics work in practice. Some of the advanced stuff like rotors and pistons (which I covered poorly) are unlikely to be explained or implemented well in the tutorials, considering some of the issues with them are tied to bugs (pistons shouldn't be snapping in two for instance).Welp, I'm out of a job.
http://forum.keenswh.com/threads/update-01-092-tutorial-scenarios-indestructible-voxels.7365012/
Also ad revenue, probably
I can't wait to see how many more tutorials you make when I'm not around to make you play co-op games with me.