Well, the steam sale is over, but you can still get it for 20 bucks.Wish I could go pirating with you.
change the settings of your save game to x10 refining speed. everybody does it. Do x10 inventory space, too. you can do that from the "Load game" screen.is there a way to speed up refining? it takes forever.
Yes, the artificial mass did it. You gotta turn it off when not actively needing it. It works different from gravity generators. Also make sure you have at least one gyro and two thrusters pointed in every direction.So... my first launch had the ship immediately roll onto it's belly and then explode, killing me with it. I have no explanation for WHY it did this, unless the Artificial Mass generator did it. As such, I'm working on something even simpler. Thankfully I was able to recover most of what I lost... which is good because I had to spend 2 hours looking for a platinum vein to make the thrusters.
Should I be turning off the artificial gravity of the platform before I launch? Maybe that is what made it roll.
Once I have a successful launch, I may consider multiplayer. Maybe get a Halforums Federation of Space Loonies going or something.
Yes. If the drill and refinery are on the same ship, you can use a conveyor system. Connecting the "doors" on the various parts with conveyor tubes will make the stuff inside go where it is most logical to go, so long as you have a conveyor unit somewhere attached in the line. It doesn't even have to touch the tube so long as it's door-to-door with something that is (or something that is door to door with something that is door to door with... etc).Is there a way to transfer ores from Drill into the refinery?
If I might make a recommendation, start over. Start on the "Asteroid Survival" level.ok. Time to build a huge ass mining monster.
This really does feel like the evolution of Minecraft. The ability to work in full 3d without mods, the ability to build ships, and then the fact that you are FORCED to fight other players for the scant resources you can find fundamentally changes how the game plays. No longer are you building monuments to your own ego just because... you are building fortifications and weapons to prevent rival players from taking what is yours. It's like DayZ, except that your aren't being an asshole for no reason. You do it to live.You shut your damn mouth.
Psht, everyone knows Minecraft is for people who lack the imagination to play Dwarf Fortress.You shut your damn mouth.
I wish there was a way to favorite/manually enter server info, but if there is I haven't found it yet. So basically you'll have to scroll through the damn list until you find:@GasBandit
what server are you playing on?
Yeah, you need t watch the tutorial video to give you a clue of how things works. It helps a ton.Bought Space Engineers last night. I have absolutely no clue what the heck I'm doing. At all. We'll see how much time I have today to watch the tutorial video.
How much bandwidth do you have and where are you located?Aaaarg. Keep getting server timeout messages. cant join online games.
My usual server is still down, my new server I now can't spawn on because the medbays somehow got borked (and still no beacons).SE onlineplay seems to be borked after the new patch. crashes quite often.
The fact that it got a patch at all is heartening though.My usual server is still down, my new server I now can't spawn on because the medbays somehow got borked (and still no beacons).
Aahhhh Alpha. heh.
And the idea behind it was really good. This game really needed an ownership/faction system for multiplayer. I had to be super careful before this just so my turrets wouldn't shoot ME.The fact that it got a patch at all is heartening though.
True ... unless you're willing to let someone die. I can manipulate Frederick to take the brunt of the assaults, but last time I tried, no battle went without a casualty, and I did give up before chapter 3.Lunatic Mode is so fucking frustrating though. Getting out of the starter missions alone made me say "FUCK IT!" more than once.
Keeping Chrom as a support character is probably a necessity.Not gonna lie, I set it to casual on my 3rd attempt on Lunatic. Still gave up in frustration because RNG would not go my way.
Chalk one up for the good guys. heh.Am playing on a German server now,since the Ping for American servers ist too damn high.
Build a base inside an doughnut asteroid. fortified it with 4 gatling guns who are attached to my assembler/refinery. Was mining in my tug when 2 griefers spawned and tried to ram me and my base to smithereens,which is prohibited by server rules. But when the admin is away,griefers will play. Anyway, my defenses tore em to shreds. 1 guy escaped into the interior of my base, but got chewed up by 2 wallmounted turrets next to my medbay.
We got called nazis and then they left.
Dammit, stop making it look like so much fun. I can't afford the time nor money to play this.We're gonna need a super assload of iron.. so I went iron digging at a nearby asteroid.
In one end...
And out the other. .... and out the other.
That looks ambitious. Now I want to know if you can just put engines and guns on an asteroid and start flying the thing around like Ego. Also:Welding welding welding...
WELDING WELDING WELDING....
WELDING WELDING WELDING..... RAWHIDE...
Unfortunately, one of the physics shortcuts the game takes is all asteroids are considered to be fix and immovable (but destructible by drill or explosives). If you build a station on an asteroid, and then click to convert it to a ship so it can move, all the parts that intersect the asteroid are destroyed, and any further contact counts as collision.That looks ambitious. Now I want to know if you can just put engines and guns on an asteroid and start flying the thing around like Ego. Also:
--Patrick
I need to get in on this. Hopefully I'll have more time once I've done my current project for school.Unfortunately, one of the physics shortcuts the game takes is all asteroids are considered to be fix and immovable (but destructible by drill or explosives). If you build a station on an asteroid, and then click to convert it to a ship so it can move, all the parts that intersect the asteroid are destroyed, and any further contact counts as collision.
That last picture though shows our 8x8 64 count welder. It moves over the surface like a lawn mower, welding great swaths in one pass. But it's a hungry beast, and I've drilled several more holes through a neighboring asteroid just to keep it fed with iron.
Well, don't worry about rushing too much. Last thursday's patch kinda broke long range navigation. The only reason I'm able to play multiplayer is because the guys I've hooked up with had a base already very close to this asteroid, and knew what part of the skybox to aim at to get there. Of the last 100 people I've seen log onto the server, all but 2 have failed to find any sort of structure or rock before giving up. Thursday's patch day, we're crossing our fingers the devs will un-frick beacon navigation by then.I need to get in on this. Hopefully I'll have more time once I've done my current project for school.
Will you completely consume the asteroid at some point?Unfortunately, one of the physics shortcuts the game takes is all asteroids are considered to be fix and immovable (but destructible by drill or explosives). If you build a station on an asteroid, and then click to convert it to a ship so it can move, all the parts that intersect the asteroid are destroyed, and any further contact counts as collision.
Probably, but that still leaves them a base to use (if they want). They could also break it all down for the resources when they are done, leaving a big empty void. They could even convert it to a big ship and fly it away f they REALLY wanted to.Will you completely consume the asteroid at some point?
"Completely consume" is doubtful. Rock itself is of very minimal utility (You need it for reactor components, but that's about it). It'd probably be more feasible to say we'll hollow it out into a shell. Or rather, a hollow toroid, probably, as this particular asteroid is donut-shaped. One of our leaders has an idea about a weaponized rock-bomb, but it'd be a lot of work to implement. But it would be funny as hell to watch if we could pull it off. Imagine, oh, say, throwing a pokeball, and when it hits something and pops open, a 500 meter diameter boulder "pops out."Will you completely consume the asteroid at some point?
"Completely consume" is doubtful. Rock itself is of very minimal utility (You need it for reactor components, but that's about it). It'd probably be more feasible to say we'll hollow it out into a shell. Or rather, a hollow toroid, probably, as this particular asteroid is donut-shaped. One of our leaders has an idea about a weaponized rock-bomb, but it'd be a lot of work to implement. But it would be funny as hell to watch if we could pull it off. Imagine, oh, say, throwing a pokeball, and when it hits something and pops open, a 500 meter diameter boulder "pops out."
But really, this base is more like an insurance policy. The only mineral we really NEED to dig is magnesium, for making ammo. Just about everything else we need, we take from people who can't stop us.
A faction has formed to oppose our piracy, called the Coalition of Justice. One of their particularly loudmouthed members can't stop bragging in open chat about the superweapon they're building. Boy have we got a surprise for them when they meet the George Dub. I doubt they've got nuclear missiles, seeing as how one of our members got the novel idea of how to build them. I'd also be surprised if they've figured out how to do gravity drives... though you have to be careful with that because it sort of exploits a physics loophole and you can make the server crash if you go too fast. Heh.
Temple of Apshai represent!
I still want to know what about my earlier Space Engineers post @Terrik found too good to be true.[DOUBLEPOST=1404786343,1404786024][/DOUBLEPOST]
Temple of Apshai represent!
Honestly you may want to wait a bit. It's still very alpha. Last thursday's patch broke multiplayer for a great number of people. In fact, the first server I played on still hasn't come back up since its admin discovered how broke it was. That cut off a nicely generating feud between me and some other guys I would attack at least once a day. It was really coming to a head, too, because the day of the patch, those jackoffs STOLE my battlewagon and hid it in an asteroid they'd hollowed out. I only realized this because they forgot to get rid of my medbay (which is the spawn point where you come back in when you log in) in my ship, so I immediately started with the ship in its hiding place. But just as I had figured out what had happened and who was responsible, the server goes down and never comes back up.Hard to explain. The way you talk about it reminds me of the way I used to talk about Darktide in Asheron's call. After reading your posts on the game, I nearly picked it up myself. The only thing that's prevented me from doing so is that I start Pre-med classes next month and I'm afraid it would eat up all my time. But still...that's NEXT month...
Sort of, only imagine it being a flip of the coin as to whether weapons work or not. I've still gotten more kills by ramming with a ship or using my angle grinder than any actual weapon. Tonight was my first rocket kill.Rust in Space?
I'm not sure there will ever be a server in this game that the admin doesn't play on himself. Why would he run it, otherwise? And there are no "official" servers from the dev.absolute power corrupts...
And that's why I won't ever play on a server where the admin has skin in the game.
It's a catch-22, for sure.I'm not sure there will ever be a server in this game that the admin doesn't play on himself. Why would he run it, otherwise? And there are no "official" servers from the dev.
Oh, and pertaining to this part... gatling guns are practically useless against armor, as you've discovered (though with sustained fire they can eventually deform an armor block enough to shoot through the hole, but it's not cost effective), and like the turrets they're bugged to not damage unmounted astronauts, but in a dogfight they're you're only option unless you're on a really powerful server with no lag, because leading an erratic target with rockets is difficult as hell. But what you want to do is not worry about the armor, but rather aim for the cockpit/engines. If you can take out the cockpit, you've instantly killed him. If the dumbass puts his gyro(s) on the outside of the armor and you take that out, he's lost attitude control. If you start taking out engines, his maneuverability really starts to suffer, which can especially disable him if you get all the engines on one side. This makes it easier to subsequently go for the cockpit or start hitting the now slower target with rockets. You'll also need them if attacking a target with gat turrets, as they can very handily shoot down incoming rockets.- Quad Chain guns. They still sucked though. Chain guns might only be good as turrets because it's impossible to focus fire with the straight shooting ones.
- Excessive storage capacity for ammo and fuel, tied into conveyor system. This is great for the chain guns but it hardly helps. Even with 7k rounds I barely scratched the target.
Good to hear! I should have some free time eventually... *goes back to his book reports and sighs*They fixed beacons in multiplayer Space Engineers. Also fixed turrets. If that fix had come a week earlier it'd have saved my asteroid base
Having them all connected by conveyor ensures you can weld the widest swaths of armor simultaneously possible.Bob the Builder there is actually a bit inefficient. The welders don't all need to be connected to the conveyor network because you instantly set down all the components the second the first connected welder hits the block to be built. But it just doesn't look quite right without them, doesn't it?
You're probably right. I'll make up a list of posts and send em to dave to get moved.I'm starting to think there should be a separate Space Engineers thread. Not many people are posting anything else, but I think there's enough discussion going on to spin it off.
Holy fuck, that's a list.I've made a list of all the pertinent Space Engineers posts, and started a new thread. Hopefully at some point Dave can get them moved over.
I doubt anyone thought you were being a jerk; the length of Gas's list makes it clear that it merits its own thread. I probably should've made a new thread when I started up the Mega Man stuff in April.Cool. Just to be clear, I wasn't trying to be a jerk about the idea.
It's basically minecraft in space, dude. Except you can build actual functioning vehicles/spaceships, and those ships can dig your materials/build/tear down faster than you can by hand. Last night I went on a pirate cruise in my above pictured ship, and raided 4 bases, 2 of which were defended at the time.Is this as tedious as it looks?
The mining is much, much faster than Eve. It's really comperable to minecraft's dig/smelt/build paradigm, as far as time investment goes. At least when you're on 10x speed, which everybody (except that guy in the let's play) is.It just seems that this is a mix of EVE (mining) and Minecraft (building). But it looks like things go boom frequently, which says to me it's difficult to keep your builds very long, which seems to me to be frustrating.
Well, you got nothing to lose waiting for the next sale. It's very, VERY alpha.Okay, okay. I'll buy it on the 1st when I get paid again. (I had to buy my daughter a washing machine this weekend, so I gots nothing until then.)
It's got 4 turrets on every side, so attacking from 2 sides is out.Looking at the BattleCube, the obvious solution is you need more than one ship: one to draw fire, one to attack.
Maybe it'll change with the hypothetical introduction of energy weapons. After all, the borg weren't using gatling cannons.So... missile spam? The Borg are kind of a let down now.
Last time I isolated them all, put them into their own thread, then merged the two Space Engineers threads. If I did that this time they would be out of context and make no sense.Ah, I didn't realize. I was under the impression it was simple.
On my next ship, I intend to do the interior surfaces with "Interior walls" which are even lighter than light armor, and actually have lights in them to illuminate their surroundings. Then I intend to encase that in a layer of light armor, and then encase the light armor in heavy armor. Though I need to do some more testing to see if I'd be better off just doing 2 layers of heavy, despite the huge increase to ship mass that would entail.My solution to the rocket damages through armor is to do all interior layers of the ship in light armor, unless it's for something that will explode for big damage like a reactor. This makes it easier to do repairs, easier to tell if you've had leakage, and it's much lighter so it doesn't affect your mass as much.
Defense wise you would, but then you need to worry about more and bigger engines, which might mean more generators, which might mean sizing up the entire ship.On my next ship, I intend to do the interior surfaces with "Interior walls" which are even lighter than light armor, and actually have lights in them to illuminate their surroundings. Then I intend to encase that in a layer of light armor, and then encase the light armor in heavy armor. Though I need to do some more testing to see if I'd be better off just doing 2 layers of heavy, despite the huge increase to ship mass that would entail.
It's a trade-off. Maneuverability is the main defense against missiles, and also I need to be able to escape a bad situation or maintain a chase against a wildly maneuvering target. So really the question is whether the shell of my ship goes Outside-HeavyArmor-LightArmor-InteriorWall-Inside, or Outside-Heavy-Heavy-Interior-Inside. Tonight I think I'll whip up some armor sandwiches in creative single player, fire a missile at each one, and inspect the damage to the other side.Defense wise you would, but then you need to worry about more and bigger engines, which might mean more generators, which might mean sizing up the entire ship.
How exactly does Gravity drive work?It's a trade-off. Maneuverability is the main defense against missiles, and also I need to be able to escape a bad situation or maintain a chase against a wildly maneuvering target. So really the question is whether the shell of my ship goes Outside-HeavyArmor-LightArmor-InteriorWall-Inside, or Outside-Heavy-Heavy-Interior-Inside. Tonight I think I'll whip up some armor sandwiches in creative single player, fire a missile at each one, and inspect the damage to the other side.
I'm also toying with the idea of a gravity drive for emergencies, for example if I need to escape in a hurry or my main thrusters get disabled. It'll be tricky because it'll have to be placed right on the long axis of the ship or it'll cause maneuvering problems.
You put an artificial mass block on your ship's center of mass (or on the axis of it, or several symmetrically around that axis), and install an extremely short range gravity generator behind the artificial mass where "down" for the generator is toward the bow of your ship. You leave the generator on (if it's set to 1 meter range it doesn't take much power at all), and when you want to engage the gravity drive, you turn on the artificial mass. The acceleration is much better than even large-large conventional thrusters, though it can't get you faster than 104m/s either, and it is harder to control because you have to turn it on or off in a control panel rather than with a key press (man I wish you could pick any system to assign to a hotkey slot). The more Artificial Masses you install, the faster the acceleration. A fellow pirate in my faction claims he once built a gravity-driven drill rig that crashed the server it was on. So there's some risk there.How exactly does Gravity drive work?
I'm not sure this is possible. ICBMs and cruise missiles are doable with gravity drive though.I wanna build a minature railgun. but the energydrain should be tremendous.
Nah, the energy drain won't be too bad because gravity generators don't really suck much power. But remember, no matter how many you use, max speed is still 104 m/s.[DOUBLEPOST=1405545925][/DOUBLEPOST]I can't play SE at work, but that doesn't stop me from designing ships! I got an excel template for graph paper...I wanna build a minature railgun. but the energydrain should be tremendous.
This is kind of why I wish landing gear was more useful in multiplayer. If lag wasn't an issue, I'd just build the torpedo, attach it to my landing gear, and drop it when needed.We're thinking about just mounting warheads on merge blocks and putting them on large-but-small utility skiffs, and just using inertia to drop them like torpedoes
Yes and no. If you get it perfectly perpendicular, you can cancel out a gravity generator with another, then have a second gravity generator push further (gravity effects are cumulative)This is kind of why I wish landing gear was more useful in multiplayer. If lag wasn't an issue, I'd just build the torpedo, attach it to my landing gear, and drop it when needed.
Is it possible to counter his gravity with a stronger gravity force?
Sounds almost like a SCCAM shell.The George dub uses grav drive on its large warhead missiles. They go-
Gravity generator, mergeblock - mergeblock - small reactor - artificial mass - warhead
Cobalt is my personal nemesis.Refining Platinum is the worst thing ever. It takes so freaking long.
Don't worry, the game is still adding features. As awesome as it is now, your experience can only improve the longer you wait to play.Damnit, I really need to get going on this game, but I'm spending all of my time playing Railroad Tycoon II Platinum. I'm just gonna have to get a second computer and play both.
Same. Now it's worth using Solar Panels for your base, while Uranium is now much better used for rockets and mobile ships.Also, glad to see they upped power output from solar panels 5x.
My general rule when it comes to lots of heavy armor is to do a BIG thruster on each side or an equivalent of smaller. Speed is the biggest factor in any fight, because it allows you to engage and disengage at will.Then we use those materials to finish the George Dub.. and then it'll be time to build my capital ship... But first I need to refit the Adventure with more thrusters, turns out it handles like a barn on roller skates.
The Bizarre Adventure does have a large large thruster in all directions except aft, and aft it has TWO large-large thrusters. Acceleration is still approximately 1 to 2 m/s^2. I'll never catch anybody who wants to flee like that. It weighs just over 2 million kg. I'm thinking two more aft thrusters. I'll have to redo some armor. And I think I'll need maybe 6-9 more small reactors, if I can find room to wedge them in.My general rule when it comes to lots of heavy armor is to do a BIG thruster on each side or an equivalent of smaller. Speed is the biggest factor in any fight, because it allows you to engage and disengage at will.
I thought about it, but I wanted at least a minimal ability to take repeated hits in the same section. Plus, I need SOMETHING to mount the internals to, so you're always, at a minimum, looking at 2 layers whether you choose to put empty space between them or not, and I'm only using 2 layers (outer heavy, inner light). Really, the main irritant is that player commands can only use 66% of a thruster's max power (that's why you stop so much faster than you start moving). If I could unclamp the throttle on my two rear thrusters, I'd be fine. The single large thruster I have on the front to stop me seems to manage 5 m/s^2 deceleration, even though the math doesn't work out on that.To be fair, most of my design work is in small ships.
Have you considered doing hollow sections of armor connected by supporting struts? This would force most of the blast to hit NOTHING if it penetrates, preventing bleed through on penetrating hits. It could also make the ship have less mass.
I'm thinking turret mines simply as a denial mechanism. An asteroid-wide conveyor/power network is a liability, we learned last time.It might be worth fortifying THIS asteroid again, if you are as far out as you think. Even after hollowed out, it might be remote enough to serve as a fueling/rearming station, now that we have batteries. Just stick some solar panels on there, put battery ships inside, then fly them out and connect them when you need more juice.
$20. With the caveat that this is a VERY alpha, early access title. There's a lot of shit in it that be broke, y'all..... And how much is this grand escapade on steam right now?
I just kinda fell into it naturally. Starting on a regular server, On my way to the asteroids I came across the wreckage of other ships and bases along the way, and scavenged what I needed off of them in order to get the rudiments of my own base going. Then I realized that I'd managed to get resources from scavenging much faster than I would have if I'd have had to do the usual slow-start hand drilling etc... so I continued. Once I exhausted all the derelicts in my area... the next logical choice was to start taking what I needed from my neighbors.@GasBandit I don't know why, but it really warms my heart to know that you're part of a piracy faction.
Is this due to some sort of interaction between the inertial dampers and the thrusters?The single large thruster I have on the front to stop me seems to manage 5 m/s^2 deceleration, even though the math doesn't work out on that.
I didn't know that small containers were an option on large ships. I know Medium weren't. I might look into that. Right now the interior space is 11x3x3 but 6 of that is the large gen and the large container.I only have a couple suggestions, the first being take out the large cargo containers and fill the same space with 27 small containers instead. They have a better space/capacity ratio actually.
Small cargo container (Realistic): 15,625 L, takes 1 space
Large Cargo container (Realistic): 125,000 L, takes 27 spaces. 125,000/27 = 4629.63 L per block. That's less than 1/3rd as good.
This also lets you better form-fit your cargo carrying to whatever cavities you have available inside your hull, instead of being locked into a 3x3x3 block space for a large container.
I have a large generator in the back, behind the large container. If anything, my power supply is excessive as I don't even hit 20% with all guns firing and going full speed. But if we got energy weapons, it would probably only JUST be enough.I would be very surprised if 2 small generators will be enough to power all those large engines under heavy pursuit/escape maneuvering. In my experience, it generally takes ~3 per large thruster, plus or minus depending on how many smalls you also use.
I was using the conveyor blocks because I didn't know I could use the small cargo containers as medium ones. I needed to make a connection to all of the missile launchers, hence why I have two conveyors side by side. We need 3-way conveyor tubes, both angled and straight.You actually don't need a "conveyor" block anywhere in your conveyor network to make the tubes function, and if you mean to haul lots of stuff, I can't see a reason not to use small cargo containers wherever you might have a conveyor block. The only possible drawback is enemy turrets WILL target cargo containers, but WON'T target conveyor blocks.
Strictly speaking, I could add one if I wanted to, but the door is already covered and if they can get past both of those turrets then I've already lost. I also need to move all of my gyroscopes into the pontoons because they are eating up interior room. but if I took out the large container, I could probably stick a refinery and assembler in there too, if I really wanted.As for "can't do everything Gas's can," the only thing my ship has that yours doesn't, I think, is a refinery and assembler. Oh, and interior antipersonnel defense turrets to repel boarders. But that's it. But my ship has to be a de facto mobile base, not just an attack ship, and I've made tradeoffs to that effect.
Yes. The Inertial dampeners are able to access 100% of a thruster's power, whereas the user can only get 66% max, according to the wiki. This actually makes for an interesting non-newtonian flight model, as the best way to do corrective burns is actually to turn the Inertial damps on, thrust forward full, and point yourself where you want to go. The inertial dampener will utilize your lateral/ventral/dorsal thrusters much more effectively than you can, and curve you into the desired trajectory. Once you see your thrusters go back to idle, simply turn the I.D.s back off and continue to coast.Is this due to some sort of interaction between the inertial dampers and the thrusters?
Also, I have to wonder how useful playing KSP is prior to playing this.
--Patrick
Magnesium would be closer for weight (60% the weight of Aluminium), and Tungsten would work for reentry, but I didn't see anything that would satisfy both. Maybe some sort of internally reinforced Mg/Be or Mg/Al/Be alloy?nothing metallic exists that would be both strong and light enough for space flight and re-entry at that weight.
Yeah, what he said."This video is no longer available. Sorry about that."
--Patrick
In my opinion, controlling them is stupid. You shouldn't have to manually switch them from charge to discharge. They should automatically charge if there is unused reactor capacity (power useage below 99%) and discharge if the grid is in overload (101%+) to cover as much of the difference as it can.My thoughts on batteries: these are basically just for emergency power or short-term work near a solar charging station. Maybe they'll be more useful once energy weapons become a thing but until then I don't really see the point. They are simply too big for fighters and you'd need too many for large ones.
Alright here are my comments:Ok, reuploaded the video, see if this works -
I noticed that about the missile turrets, too.. I'm swapping out every other missile turret for another gat turret instead. As for feeding it, well, we have our own asteroid now. But this ship isn't intended to be a front-line bruiser. It's meant to be a heavily defended staging point for assaulting a heavily turreted base. It's basically the Bizarre Adventure writ large. So the number of times the ship will be "in the thick of things" will actually be very small. On a PVP survival server, most people prefer to run and hide rather than risk losing the resources they put into their vessels... so seeing the Bounty coming would send most of them scurrying for their hidey holes, and the few which didn't vaporized very quickly even under the gaze of a mere 6-8 turrets. The exception to this rule, of course, is the Anti-Pirate Coalition... they've got two or three large cruisers as well, and at some point, a confrontation is inevitable.Alright here are my comments:
- You have too many missile launchers, packed too closely together. What was happening early on was your missiles were getting chained destroyed, which is the only reason you lost any of your turrets. Now once your gat turrets took out the missile turrets, it suddenly became a different game. My advice? Ether put fewer missile turrets on there or rig it so half of them don't fire until you stop seeing your missiles instantly get destroyed. Then you switch them back on to finish the job.
- You went through probably millions of rounds in just a few minutes. Can you guys feed this beast?
Yes. That target I was hitting actually had a gravity generator pulling down at 1g, but because I was travelling at 100 m/s well before I hit it, its time to affect my trajectory (remember the maximum radius of a gravity field is 75m) was less than a second.Have you tried using the kinetic warheads against a grav shield yet? You might need to stick some kind of thrusters on there to keep it straight against that.
I was going to suggest this, if the nearby medbay just means respawning and strapping on a new banzai torpedo. Looks like you already discovered it. Seems like they would be good at taking out gatling turrets, assuming you can aim them well enough.I was working on a human-guided kamikazi warhead torpedo (which I named the Nukecycle), but only about 1 in 20 made it to the target.
It's not even an issue. I was using a small missile launcher against my gat mine and it just shredded it in a few missiles. Anti-missile defenses are worthless unless you have full range to hit the missiles.I was going to suggest this, if the nearby medbay just means respawning and strapping on a new banzai torpedo. Looks like you already discovered it. Seems like they would be good at taking out gatling turrets, assuming you can aim them well enough.
Sounds like the ultimate doomsday weapon would be some sort of railgun that fires cubes of heavy armor, if it's possible.
--Patrick
That's a very peculiar situation. This is a small ship, yes? How many drills are on it?Ok, spent some time on this, think I'm starting to get the hang of things, but right now I'm at my wit's end dealing with a small mining ship. Started on Lone Survivor to see if I could actually manually mine all of the ores I would need to make it to a small ship, then a large ship, and reinforce the base along the way (this is on a private game, so I don't really need to reinforce the base, but it would be a good exercise). Found all of the ores that I needed to get myself going, and built a small mining ship (basically a copy of the miner from Easy Start 1), get in the cockpit, fire up the drills, they work just fine, but I need to put more uranium in my reactors. Get out of the ship, add uranium, get back in, drills don't work. Get out, go around the front, and discover that since getting out, they've become non-complete (i.e., I have to re-weld them). Go back to my assembler to get parts, re-weld my drills, test fire them, they work just fine again. Position miner a decent distance from asteroid (I've read that if you get drills too close to an asteroid they can break off, so I figured I'd bore my way in from a few dozen meters out), go to fire up the drills, and they're dead again. Do I need more gyroscopes mounted on the drills to keep them from taking wobble damage, or what?
That would explain it.That's a very peculiar situation. This is a small ship, yes? How many drills are on it?
Wait, I bet I know what it is. Do you have thrusters pointed at the back of the drill within 5 or 7 blocks? Thruster exhaust damages any device it hits in a linear path. It needs about 7 blocks clearance to avoid damaging anything in the same linear block line as it.
Can't go wrong with a 7x7 megaminer. That's what you've seen me drill holes all the way through asteroids with in this thread. Stick it with a couple large cargo bays and a connector, then dock it with a station that has 7-10 refineries, and you're really in business.This may be one of the more addictive games I've ever played. Now the only question I have (for myself, mainly), is whether I want to finish up this large mining ship build (you know, now that my small mining ship is up and running, gotta make a big version of it), or switch to a grinder proof of concept for piracy and head out on the public servers?
an automated ship eater.
Asteroids are your only source of minerals outside of piracy. Finding one that isn't hollowed out is a god send, not an annoyance.View attachment 15392
Also, is it possible to carry chaff? I assume that since asteroids are annoying, is it possible to open a door or something and dump a dozen or so loose armor cubes while fleeing, to slow pursuers?
--Patrick
Yes and no. If you're fleeing and drop something, in space it just keeps pace with you. However, there is a block called a "decoy" available for both large and small ships which distracts enemy turrets to shoot at them. I found that, on any ship with reasonable maneuverability, putting decoys surrounded by armor on 2 or 3 block pylons out to the sides and rear REALLY helps survivability when assaulting a larger vessel. I was testing a 800,000kg large-class gunship with 8 turrets vs a fellow pirate in a 72-turret cube... it ended in a draw because my decoy pylons were able keep his turrets aiming behind me. The missiles kept missing entirely, and the gatling turrets didn't do enough damage to pierce the heavy armor surrounding the decoys. As long as I kept further than 400m or so away, and my speed over 50m/s (so basically I was flying circles around the target at 500m and 50+m/s), his guns barely touched me. One by one my turrets took out his, until I made an error and turned too hard, causing me to drop below 40 m/s and get a bunch of rocket damage which knocked out some of my large thrusters. After that, I couldn't maneuver fast enough to stay ahead of his guns, so I lost my decoys and then my turrets one by one... when I was down to 2 turrets I made a break for it, and lost most of my other thrusters while fleeing because they're exposed (Thrusters are usually the weak spots of any large ship). Stopping was a bit of a challenge after that, but I made it. However, while my ship could techically maneuver enough to limp home, I got all but around 8 of his turrets and enough of his thrusters to classify him as unable to maneuver, and his cockpit. So we called it a draw.[DOUBLEPOST=1405982435,1405982358][/DOUBLEPOST]View attachment 15392
Also, is it possible to carry chaff? I assume that since asteroids are annoying, is it possible to open a door or something and dump a dozen or so loose armor cubes while fleeing, to slow pursuers?
--Patrick
Connectors/ejectors don't drop rocks in sufficient sizes to do damage, really. If you're trying to drop mines, you're better off dropping armor blocks, or warheads if your pursuer has no turrets.Asteroids are your only source of minerals outside of piracy. Finding one that isn't hollowed out is a god send, not an annoyance.
That said, you could probably rig up a chaff launcher with an expeller. Connect some expellers to a container full of rocks or whatever and start dumping them if you have someone on your tail. I'd rather just spend the time dodging though.
I'm referring to the tiny ones that come in and ruin your exteriors.Asteroids are your only source of minerals outside of piracy. Finding one that isn't hollowed out is a god send, not an annoyance.
Yeah, unfortunately the automated methods of dumping rock dump them in basketball-sized chunks, which bounce harmlessly off just about everything.I'm referring to the tiny ones that come in and ruin your exteriors.
--Patrick
Hmm...that means there could be value to towing a decoy block waaaaay behind you, mother-in-law style, assuming you don't sacrifice too much mobility doing so.on any ship with reasonable maneuverability, putting decoys surrounded by armor on 2 or 3 block pylons out to the sides and rear REALLY helps survivability when assaulting a larger vessel.
Yep, that's the balancing act. The further from your main ship the better for dodging fire, but the entire thing has to be built out of heavy armor, and every one of those blocks is 3000 more kg for your thrusters to strain against, and you're looking at at least 10 or 11 bare minimum for each decoy.Hmm...that means there could be value to towing a decoy block waaaaay behind you, mother-in-law style, assuming you don't sacrifice too much mobility doing so.
View attachment 15394
--Patrick
The decoys are not 100% effective. You still need to be able to soak the occasional stray missile/burst of gatling fire. And light armor definitely does not soak. Anything. one missile tears a 9-block hole, and 2 seconds of sustained gatling fire vaporized the light armor block.It sounds like, if you could strategically deploy heavily-armored decoy blocks in or around your vehicle, you might be able to get away with using light armor elsewhere, which might reduce your weight. This might result in the famous "glass ass," though.
Dammit, you're going to make me buy this game eventually, aren't you?
--Patrick
Sounds like we got a lot of great stuff, plus the net code improvements. The Battery changes look good too, but I'd prefer if it was set to only use the battery if there was no other source of power, not to just fully charge and then drain. Also, we still need quick power transfers!Update 01.040 - Pistons, Blast door blocks
Summary
Pistons have been added in Space Engineers - they can be used to build advanced machinery. Also, faction founders and leaders can now enable auto-approval for new members. Players will now be able to see a notification on HUD when somebody is hacking/grinding their ship (does not apply to armors). Thrusters can be used without cockpit - through the terminal - which enables the option to create missiles with warheads, turret countermeasures, small drones which grind enemy ships by using grinder and other. Blast door blocks has been also added in the game; it's similar to armor, but thinner, so it can slide between two layers of armor (very useful for airtight door and hangar bays).
... it makes pretty much all the devices I'd been designing (including a kinetic shotgun that got up to speed and then decoupled 25 of them at once, then stopped, letting them continue) largely obsolete. I'm thinking about using a tug to aim, then put the thruster to full, then decouple the merge block. It just needs a thruster, a battery, a merge block, and an armor block or two. Bada bing. You can mount the merge block sideways so the whole thing stays symmetrical around the center of mass, so you don't even need a gyro, probably.Sounds like we got a lot of great stuff, plus the net code improvements. The Battery changes look good too, but I'd prefer if it was set to only use the battery if there was no other source of power, not to just fully charge and then drain. Also, we still need quick power transfers!
So now that we can use thrusters remotely, does that make your kinetic missiles easier to use?
Gyros are so cheap to make that I really don't see the point in not including one, but it's possible. And using batteries means that you have more precious uranium to use for explosives. How are gravity shields going to affect these? I'm assuming curving away isn't an issue anymore, as artificial masses are out of the picture.... it makes pretty much all the devices I'd been designing (including a kinetic shotgun that got up to speed and then decoupled 25 of them at once, then stopped, letting them continue) largely obsolete. I'm thinking about using a tug to aim, then put the thruster to full, then decouple the merge block. It just needs a thruster, a battery, a merge block, and an armor block or two. Bada bing. You can mount the merge block sideways so the whole thing stays symmetrical around the center of mass, so you don't even need a gyro, probably.
Can't wait for it to show up on Twitch.tv!I started on easy. Had a bunch of vehicles. Jumped off the side & jetpacked to an asteroid. Used my jackhammer to mine iron and watched it fly off into space. I finally figured out how to catch it, but when jetpacking back to the space staion, I went too fast and went splat against the side of it.
The end.
It got inexplicably changed to shift RIGHT click.Looks like that memory leak while minimized needs a little more work. Also, is it just me, or did the ability to Shift+LMB to drop 100 items into the assembler disappear?
Fuck! I forgot to record it. Guess I'll do that tomorrow after Bananahands leaves and we get done killing the Ender Dragon in Minecraft.Can't wait for it to show up on Twitch.tv!
--Patrick
Yeah, after 10 minutes of old man flailing! The second video's almost as bad!Quit your bitching. I found it.
You plan is working, @Dave .That's it, I've decided to make a small set of tutorials tonight for you and any other octagenarians who might consider playing Space Engineers.
I'm sure his first attempts were just as lowly as yours, Dave. And even the second, and the third.And I'm sure the first time Gas played it he was building skyscrapers and setting the world on fire. Pfft.
Actually the first time I played it was the "Asteroids" survival level, which is kinda brutal as it just drops you in a damaged ship near a couple asteroids, with maybe 5 minutes of fuel left. There was an accidental collision that detached my ship's gravity generator, which then floated around in the cabin, and I couldn't figure out how to reattach it (didn't know about grinding returning 100% of materials or that there was no way to reattach detached objects other than grinding and rebuilding them), so I started over.And I'm sure the first time Gas played it he was building skyscrapers and setting the world on fire. Pfft.
Yes and no, there was a conveyor on the front large cargo bay (which disappeared), but there were drills attached adjacent all over, and even though they would transfer cargo only through the conveyor, they were attached to the cargo bay as well. The thing is the cargo bay just vanished, and that broke the ship in two.Was the conveyor the structural piece connecting the two halves? That may be the issue.
It's an easy enough fix at least. Merge block, rewire the conveyors, and you're in business.Yes and no, there was a conveyor on the front large cargo bay (which disappeared), but there were drills attached adjacent all over, and even though they would transfer cargo only through the conveyor, they were attached to the cargo bay as well. The thing is the cargo bay just vanished, and that broke the ship in two.
If you don't want to do the broken ship stuff, just do Lone Survivor. You start with the basics already built on a platform, but only 30 minutes of fuel so you need to hustle.Man, Gas, those tutorials helped a lot. I just started again and I feel like I can actually do things now. Not sure I want to start all alone in a broken down ship, but I think I'm more ready to see the "real" world.
If they aren't interested in supporting you, you can probably drum up the support you need here. All you'll need to do is get us to where you are set up and we'll start crafting/expanding as best as we can.I don't feel like I'm getting much support by running with the pirates I am now... they mostly seem to want to play Robocraft and FTL, I guess they're discouraged by all the bugs we've run into recently. I soldier on. Even if I am on my own, at least I've got a good hidden space base and the means with which to rebuild and return to pillaging. Matter of fact, I have an idea for my next ship...
I'm going to see if I can parlay their relative absence into getting promoted to leader and subsequently inviting any here who want to sign on so that we can get some manpower going. The main reason I lost my ship and that base is that the rival pirates had 3 guys working together, and against an unmanned base that's just a very short matter of time to win.If they aren't interested in supporting you, you can probably drum up the support you need here. All you'll need to do is get us to where you are set up and we'll start crafting/expanding as best as we can.
Yeah, you might wanna practice a bit first. When you think you got the hang of building and piloting, turn on Cargo ships in your saved world (you can change the settings in them without starting over, from the load screen), and try practicing pirating some NPC ships. Last I checked there was a bug that actually made them not shoot back, but oh well, can't have everything.[DOUBLEPOST=1406427693,1406427495][/DOUBLEPOST]LOL just saw this on the Space Engineers subreddit, titled "Make sure to test your engineers to make sure they will be good pilots."I think I'd be a liability to start out.
[DOUBLEPOST=1406429594,1406429502][/DOUBLEPOST]Their webpage just SCREAMS fly-by-nite. No thanks, guys.CreativeNationRecruiter has sent you a message
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If your cargo bay fills to max, then stuff will go flying no matter what. However, your drills have to actively touch the stuff coming out while drilling to grab it and sometimes stuff flys out at such an angle and speed that it isn't nabbed. Drills aren't perfect but they'll get like 95% of what you drilled out.Couple questions.
1) Even when you use the drilling ship, stuff goes flying out into space. Like I was mining gold and even though I could see my cargo bay filling up, chunks were flying everywhere outside. Was I doing something wrong? No, I was not fast drilling.
2) How did you know where your base was? Is there a limit on your base on the HUD or are there always arrows no matter how far you are?
Yeah, I thought about that, but I need it to reasonably reach into corners as well. Also I often weld things wide enough to still get burned by thrusters on the ends of solar panels.I got around the "forward thrusters melting what I'm welding" thing by sticking solar panels to either side of the main welding face and putting the thrusters on the other ends of the panels. There's only 3 problems I've run into with that configuration. 1) It's unwieldy as all hell. 2) It's a small ship so I don't have to worry about how massive a large ship would be, and 3) it's unwieldy as all hell.
My advice? Build cargo containers out in the middle of nowhere, ether hidden inside empty asteroids or just floating out in the middle of nowhere. Attach a connector, cover it in heavy armor, and just leave it to float in space until you need it.Well, anyway, that's something to work on tonight. First I'll have to do a mineral run though, and that 20 minute round trip commute to the asteroids from my hidden space base is gonna be a frustrating excercise.
My faction actually did have floating cargo bay bouys before... we called them "bootstrap boxes." It was very piratey. Space buried treasure. Unfortunately we put them too far out from center and they got deleted when the admin was monkeying with map size.[DOUBLEPOST=1406577924,1406577786][/DOUBLEPOST]My advice? Build cargo containers out in the middle of nowhere, ether hidden inside empty asteroids or just floating out in the middle of nowhere. Attach a connector, cover it in heavy armor, and just leave it to float in space until you need it.
I kind of wish we could program beacons or something to seek "home" or "come to a stop when you reach THIS beacon" or something. If we could, I'd just suggest sending it home unmanned.
It's confined to the single linear blockspace of the engine. It doesn't burn things adjacently.Do thrusters "flare" while they are burning? That is, if I ring a thruster with blocks (of whatever type), will those blocks take damage while thrusting, or is the exhaust contained in a straight line?
--Patrick
As far as I know, they absolutely could. Just gotta be careful that the vectored thrust doesn't ever intersect another block, and also be mindful that if you change ALL a given direction's thrusters away from their original orientation, you'll have a major drift problem in that direction.I wonder if rotors wouldn't allow for configurable thrust. Mount some thrusters on rotors to allow you to sacrifice agility for speed, for instance.
--Patrick
Or Harriers.I'm reminded of Macross.
The problem there is you'd have to leave a whole lot of armor open for where the engines would pivot through. The weakest part of any warship is its engines, and usually you try to minimize the holes in the outer hull necessary for the thrusters to thrust out of. Some people even like to recess them for added survivability. That's not something that lends itself to putting them on a rotor.Or Harriers.
I envisioned it more as something where you might have a 4x4 block of 16 total thrusters pointing backwards for getting from place to place, but once you arrive at your destination the middle two along each edge would rotate 90 degrees to point "out" which would add +2 to lateral in each direction but still leave 8 pointing backwards. This would avoid having a ship that looks like an ear of corn in order to maintain mobility. For a lighter ship, you could even lose the 4 corners entirely if that would save enough weight.
I also wonder if lateral thrusters near the front of the ship could be rotated as well for additional get-me-out-of-here-just-go-ness. Seems like it would make a good strike-and-return raider if other structural challenges could be overcome.
--Patrick
I might try this out later. It sounds great for small drilling ships but complete hell for large ones.But for utility ships that wouldn't be used in a combat capacity, it'd make moving extremely large/massive ships take much less time - such as large drilling rigs. If they could pivot their lateral stabilization engines back to give added forward thrust, it'd help with their acceleration to get up to 104m/s a lot faster than your standard fixed-engine variety.
The large ones are the ones that need it worst. It'd be tricky, but doable. In single player, of course.I might try this out later. It sounds great for small drilling ships but complete hell for large ones.
I may have to switch the landing pad to heavy armor then. It's mostly designed for small ships but it' definitely possible for a large one to drop in from the top.I don't think BP glass absorbs thruster fire all that well.. About the only thrust "resistant" surface there is is heavy armor, and even that only works vs small ship size thrusters. Large ship small thrusters still cut through large heavy armor like butter.
I suggested this a while back and I'm glad you're trying it out. Just make sure you have plenty of connection points. You might also try putting easy to destroy junk in there.I started building something new in single player creative, too. It's basically going to be an enlarged/improved/Mark 2 version of my previous prototype, and I plan to actually use voidspace between hull layers for added damage resistance.
The only reason I have any outside armor on at all is because I started with an 10x10x? heavy armor skeleton. I knew I wanted the panels to swing open on rotors, so I built the frame so I could get each of them working individually before I did anything else. I also knew that whatever I mounted the rotors to would need to be sturdy or it could break and fuck up everything with the panels.I've only got the interior done, haven't even started on the outer armor yet.
Both of those aspects are configurable, but the more of each, the meatier a server you will need. I've seen a lot of servers with 300km x 300km x 300km maps and 20+max players which really couldn't handle that load.How many players in multiplayer and how big are the maps?
I get the impression this mainly shows that the game is being made by software engineers, not aerospace engineers. But it should shake out over time as more engineer-y people give feedback to the design team.it doesn't recognize them as being part of the same ship... which means the original idea for vectored thrusters (for use in large mining ships) is impossible because it can't inertial dampen while drilling, making drilling way more difficult. So the entire idea, while cool, is completely useless right now. They need to work on rotors and thrusters before this can be helpful as a design feature.
I recommend holding off until they fix the netcode for multiplayer. Believe you me, I'll be here trumpeting that when it happens. As it is now, multiplayer is a horrible buggy mess where you will frequently lose everything to glitches.Is it worth picking up or no? I'm seriously considering it
Whelp, there goes my free time.@Ravenpoe and @Officer_Charon check your gift inventories
I had my character stuck in one place the other day... I could interact with stuff or build stuff but couldn't move. Killing myself didn't fix it. Quitting and coming back didn't fix it. I had to literally reboot the entire machine to fix the problem. Was scared I'd lose my entire build.Huge bug introduced in latest patch, making characters on dedicated servers sometimes register as dying with permadeath when logging out.. losing all ownership and being removed from their faction. Many servers, including the one I would usually play on, have gone offline to wait for a fix, which probably won't be until thursday. There is much grumbling.
SO. VERY. ALPHA.
SO. VERY. ALPHA.
It's almost like the thrill of an actual space program.So yeah... this is pretty alpha.
They could probably do it two-man multiplayer too, especially if on a local network.You know, you probably could... single player. Even put in a little swordfish in the hangar.
An internally spinning interior corridor actually wouldn't be that hard to do. It would just make the entire ship MASSIVE to pull it off and the Bebop isn't really supposed to be that huge.The main difficulty would come from there not really being a defined internal ship layout readily available that I can find just from a quick search. It never actually explicitly says what sections are connected to what sections, or where exactly the rotating hallway is. Also having an internally rotating part of the ship is kinda a no-go at the moment. But you don't really need it, as its purpose is simulated gravity after all, and Space Engineers has simulated gravity via generators.
Hard to build, no... hard to actually use/pass through is another story. And as you say, yes, it would require enlarging the entire bebop to accomodate the rotation of a non-cylindrical inner hull.An internally spinning interior corridor actually wouldn't be that hard to do. It would just make the entire ship MASSIVE to pull it off and the Bebop isn't really supposed to be that huge.
Seems legit.There are some stupid effin' idiots playing this game. Noobchatter in multiplayer is one thing, but then you get dinguses on the official SE forums in the suggestion subforum starting threads that say things like "We need female player models."
/facepalm
Quick! Identify the gender of this astronaut!
Must be male, right, cause I don't see no tits.
Could you build a machine that walks? Probably. You'd need lots of rotors and probably artificial mass blocks to keep in on the ground in a gravity field. Would it be practical? HELL. NO. You'd need to manipulate each joint individually. It'd be more like playing QWOP than Gundam.Query: could one build a functional mecha in this game?
This wouldn't be that hard for me. The center of weight is in the hanger bay, so I'd just be putting a single block somewhere, followed by the gravity gen.In my experience, you need a large thruster for every 500,000 kg of mass in your large ship to accelerate at a minimally acceptable rate.
Gravity drive is tricky to add in later, because it has to be right on the axis of your center of weight.
So how do you do your armor? Is it just mostly hollow with a few key pylons to hold it together, or are you doing something else? I did a 4 layer design on the Purple Sunflower... it's kind of an alternating hexboard pattern of light armor and empty space, sandwiched into a solid interior wall and a solid heavy outer wall.I started building a new frigate on my multiplayer server tonight (yeah yeah, I know, I can't stay away even though the lag is horrendous). It'll be about 1,300,000 kg, have six external turrets (3 of each kind), a forward rocket launcher and nine chin-mounted grinders. While it does have a medbay, I've decided to not put a refinery and assembler in it to save space/mass, as past ships I've built show me that leaving the ship somewhere to be a "mini-base" just gets it stolen/destroyed. This one, which I've christened the Bizarre Adventure II, will purely be for raiding. Like its namesake, it also has a double hull of heavy outer/light inner, but due to the design changes, weighs about a million kg less. As it nears completion, I'll get some pictures of it. I've managed to make the front look almost skull-shaped, with retro thrusters for burning eye sockets, the rocket launcher and cockpit glass for nose, and the grinders for the teeth.
A large reactor wouldn't fit in it, but I can get by with 6 small reactors and 4 batteries. The extra oompf from the batteries prevents overloads during heavy maneuvering.
I'm keeping it simple this time, doing the same thing I did on its predecessor - a light armor inner hull, with then a layer of heavy armor completely enveloping it. No empty space. Adding a layer of empty space would increase the size of the heavy armor shell, and thus increase the mass. This thing will be designed to get in, grind, and get out as fast as possible while still having enough firepower to kill or chase away the small fries. But it is strictly for raiding, and I don't intend to take it into battle vs another ship of the line if I can help it. We have the combat cube up and running if we want to do that. It's got a double layer of heavy armor (heavy inner, heavy outer) and 72 turrets (12 per side).So how do you do your armor? Is it just mostly hollow with a few key pylons to hold it together, or are you doing something else? I did a 4 layer design on the Purple Sunflower... it's kind of an alternating hexboard pattern of light armor and empty space, sandwiched into a solid interior wall and a solid heavy outer wall.
And yeah... unless you have people who can watch over the ship when you aren't playing or can devise a REALLY good hiding place, there is no reason to build a massive capital ship. I only built mine because it's a proof of concept.
I've managed to make the front look almost skull-shaped, with retro thrusters for burning eye sockets, the rocket launcher and cockpit glass for nose, and the grinders for the teeth.
Hah... maybe... but to be honest the "skull face" was entirely unintentional and grew out of design. I wanted both the rocket launcher and grinders to be aligned within 1 block of my cockpit for easier aiming, and that just left the "forehead" area to place the retro thrusters. Though I have to admit, my first thought upon seeing the result was, once again...Something like this, then? *grins*
You are underestimating the size of the cube. Yes, a turret takes up a 3x3x3 block space. And it is impossible to place turrets such that their spaces overlap.How does the cube keep from frying the turrets during maneuvers? I thought you said a turret overlaps the 2x2 space.
Do pistons work as rams, or can they not survive the pounding (in case you wanted to use heavy armor blocks to build a sewing needle type of offense)?
--Patrick
What, the explosives hidden on it to keep you from making it slow down weren't enough?But on the plus side, they definitely have fixed NPC ships (cargo ships) not shooting back at you. Now hijacking that mining transport will prove to be a lot more exciting.
You can, but you're libel to rip off the end of your tree when you try to make the connections. Besides, you'd need to attach a merge block to the ship you want to merge with still, which is half the problem.I take it you can't attach a merge block to the end of a piston tree, then?
--Patrick
I should have put a turret on the inside, too. I did on the first one, but didn't this time. For want of a nail, an empire fell, etc.You REALLY need someone riding shotgun with you, if only to fight off raiders and to watch over stuff.
Grinders don't make debris unless there is no space in their connected inventories. They don't work like drills, it just goes directly into the inventory.How do you keep up with the steady stream of floating debris? Doesn't it overwhelm your collector, or something?
--Patrick
I think I was actually confusing "drills" with "grinders." Until close inspection of your above photos, I didn't realize there is a difference. I was thinking the same block was used for both, and it was just the terminology/purpose that was differentiating between the two.You could hack the container and hack/attach a cargo connector, but IMO it just saves time to use a collector with your grinders.
I noticed minecraft patch releases coming less and less frequently since they started doing the Xbox and pocket editions, even though they made the same "doesn't affect pc" promises. They've been promising us a mod API since 2010, too.Maybe they'll do it like Minecraft where the two are separate? At the least, the devs have said "The developemnt(sic) of PC version will NOT be affected in any way. "
Okay... this is pretty fucking cool. You basically changed the game from outer space exploration to deep sea survival. Seriously... just change your thrusters into props and you'd be digging for rare earth metals at the bottom of the ocean.So I tried something a little different tonight. I downloaded Seuss' Pitch Black Skybox mod from the steam workshop, and started a new map with 7 large asteroids
Unfortunately, I haven't found any silver in the asteroid yet, which will be important for rebuilding my medbay and another reactor, to start a base. I might have to mount an expedition to an adjacent asteroid, if I can find it. At least I've got a supply of uranium now. Once I find some silver, I can start on a base and get it lit up and beaconed, finish cannibalizing the starter ship for parts, and begin building up. Hopefully, I'll be able to make a rudimentary attack craft before too long, and I can take what I need from the occasional passing merchant ship - though, I'll probably have to leave the armed ones alone for quite some time.
All in all, this mod makes single player much more incredibly challenging, interesting, creepy and engaging. Light becomes an essential resource - you're fighting to keep the lights on as much as you are to keep your suit energized. Beacons/antennas become critical. A very good way to breathe some life back into single player while waiting for them to (hopefully soon) fix multiplayer netcode.
Sleek design. My only critique is.. no heavy armor?In a stunning announcement today BT Industries has stated they will provide the first two cruisers of the Jovian Federation's defense fleet at no cost in return for continued contracts to BTI. When asked what prompted such a bold move, Chairman and CEO Fnord Bjornson had this to say, "In these dark times BTI supports the Jovian Government's buildup of a self-defense force. With the aggression of the Earth Union Armada against the Sovereign Mars State and it's ally the Belt Colonies, we can not be sure when this cold war will turn hot."
When asked about his stance on the silence of the Saturian Kingdom Mr. Bjornson would only state, "The Kingdoms have as much right to defense as we do, being on the edge of the frontier I am sure they will ally with the Confederacy if the the war turns hot. After all, if the Jovian system falls they are next in the gunsights of Earth imperialism."
Stock Photo: Two BT Industries "Europa" class cruisers.
From Star Trek to Sea Quest: DSV.You basically changed the game from outer space exploration to deep sea survival.
There are heavy armor bulkheads internally as well as heavy armor structural beams. The whole thing is compartmentalized and uses a double hull with deadspace between layers.Sleek design. My only critique is.. no heavy armor?
We might have to have a little creative mode fight club and put 'er to the test.There are heavy armor bulkheads internally as well as heavy armor structural beams. The whole thing is compartmentalized and uses a double hull with deadspace between layers.
Ship can take a ridiculous ammount of punishment and remain combat effective.
All stock parts.
Cargo bays full of multiple stacks of explosives components, ground down to 1-2%. When they break open and scatter, then set off the explosion. I saw aLol you would probably win. I dont like "super duper god ships" so I intentionally engineer in weaknesses.
The Europa may be a tank but turns like a bus. Coming in judt under five million kilos she accelerates like a brick. She is ment to be the C3 of a fleet and work in tandem with Io class aegis frigates and Tunguska class nuclear bombers.
Y'all do know how to build nukes in Space Engineers right?
The thing about the VRAGE engine is that, while explosions can set off other explosions, the force is merely additive, not multiplicative. Comes a point where 500 explosives at one point don't do more damage than 50. However, 100 explosives spread over a wider area do massive damage.Honestly just a small container with 500 explosives and a warhead is enough for the warhead. Dont really have to grind it down if you can get the kill vehicle to 25m/s. Anything else and you are just being fancy.
It's not so much a rockbomb as it is an "abuse the system mechanics" bomb.Just put all your excess mined stone into 3 stacks in a cargo container and...
I don't see how they could feasibly fix this one without causing all sorts of other problems.It's not so much a rockbomb as it is an "abuse the system mechanics" bomb.
I don't doubt its efficacy, but I wouldn't want to rely on it in the face of possible patches.
--Patrick
Is this multiplayer, single, or both?I'm reading about bugs in the latest patch now. Worst is one that causes everything to slow down greatly. Second worst is apparently refineries are returning the wrong kind of ingots for ingredients (Uranium refining into iron ingots, for example)
Ugh. So...creative mode only for the time being, then (unless someone discovers you can refine rock into uranium, or something).Both.
Use the Save movie -> for high definition display (1080) preset. It'll make it into an MP4 that youtube can accept as an upload that is a reasonable size so you won't be uploading for days.Alright... I've got the video recorded. I just need to get it encoded for Youtube with Movie Maker and uploaded.
I actually just clicked the Youtube setting. It says it'll do 1080p and the video DID look like that when I saved it. Right now I'm just waiting to see if I actually GET 1080p before I see if I need to re-upload.Use the Save movie -> for high definition display (1080) preset. It'll make it into an MP4 that youtube can accept as an upload that is a reasonable size so you won't be uploading for days.
Heh, I didn't realize I was that low. But I probably will if there's a next time. Although I don't think I'll be doing any more until they fix the "refineries deleting your ore" bug.You definitely need to start pre-baking components before you record.
You could just switch to creative mode. It'd definitely cut down on the recording and upload time because you'd be making shorter videos.Heh, I didn't realize I was that low. But I probably will if there's a next time. Although I don't think I'll be doing any more until they fix the "refineries deleting your ore" bug.
I don't consider creative mode to be the authentic space engineers experience. I didn't much care for creative mode in minecraft, and in SE I really only use it for seeing how designs work before I build in survival mode.You could just switch to creative mode. It'd definitely cut down on the recording and upload time because you'd be making shorter videos.
Different strokes for different folks, but to me, at that point it ceases being a game and starts being a drawing notepad. There's no struggle, no risk, no triumph, no reward. Losses mean nothing because you can copy-paste your ship right back, and gains mean nothing because everything is infinite. Not really even any reason to have asteroids in a creative map, if you ask me. Comes a time when you've just built a 5km long superdestroyer and realize that it will never actually have any potential other than a ship in a bottle because it's in creative mode, and probably single player at that.Heh, creative mode is the only reason I'm even considering Space Engineers. I'm sure I'm in the minority here, but I just wanna build cool shit
If they ever get the lag fixed, we TOTALLY need to set up a Zero Light server. That looked so amazing and I can't wait to try it out with other people.Different strokes for different folks, but to me, at that point it ceases being a game and starts being a drawing notepad. There's no struggle, no risk, no triumph, no reward. Losses mean nothing because you can copy-paste your ship right back, and gains mean nothing because everything is infinite. Not really even any reason to have asteroids in a creative map, if you ask me. Comes a time when you've just built a 5km long superdestroyer and realize that it will never actually have any potential other than a ship in a bottle because it's in creative mode, and probably single player at that.
Speaking of which, that's why the continued broken-ness of multiplayer is so aggravating. Every time I see someone post something in creative mode single player, my reaction is... so what? You didn't struggle to build that. You didn't gather the resources, you didn't risk piracy and invasion to hide it while you worked on it, you didn't have to manage fuel supplies or support infrastructure, you just "wished" it into existence.. and its potential will forever go unfulfilled because there's nobody else to use it on, and no reason to do so even if there was. But because multiplayer is still so laggy and broken, people still huddle in their little single player creative aspergalaxies, posting huge and intricate ships to reddit that utterly fail to impress because there's no difficulty to it other than imagination.
It stops being space engineers, and starts being space art designers. Because Engineering is for solving problems.. and there are no problems in a single player creative mode world.
I feel like this sentence highlights the difference in our outlooks. We just have completely different reasons for playing. For me, the creative aspect is the most important one. Gathering resources is generally what I would put up with in order to be able to build. It's busy work. What does struggling to build have anything to do with the quality of what is built? They are two separate things, and I generally care more about the latter than the former. And it's perplexing to me that you call the realization of one's vision as having no triumph, no reward... well, as you say, different strokes.... utterly fail to impress because there's no difficulty to it other than imagination.
Even Minecraft's creative mode is much more challenging than space engineers' from an artistic angle. Minecraft doesn't give you angled/cornered blocks, or perfect RGB/Saturation/brightness color controls for each block, or the ability to build multiple blocks simultaneously in a line or plane with no practical limit. The movement controls are much better (a full 3 axes of rotation and 6 directions of movement/thrust), too, I think, and there's no range limitation on block placement in SE creative.I feel like this sentence highlights the difference in our outlooks. We just have completely different reasons for playing. For me, the creative aspect is the most important one. Gathering resources is generally what I would put up with in order to be able to build. It's busy work. What does struggling to build have anything to do with the quality of what is built? They are two separate things, and I generally care more about the latter than the former. And it's perplexing to me that you call the realization of one's vision as having no triumph, no reward... well, as you say, different strokes.
Although keep in mind, I still have yet to play Space Engineers, so this opinion is informed from my experience playing Minecraft. Perhaps I would feel differently in this game.
I'm sure if you want one of us to clean up the audio for you, we can do that.I believe I've proven why Gas works radio and I do not.
Creative is for experiments. Survival is for fun.Heh, creative mode is the only reason I'm even considering Space Engineers. I'm sure I'm in the minority here, but I just wanna build cool shit
That's what I use it for, anyway. I want to know something is going to work before I invest major resources in it.Creative is for experiments. Survival is for fun.
--Patrick
Basically this for me too. Rotors have a startling ability to just NOT WORK or to eat everything you've built in a fit of spite. There was a few weeks were Pistons would basically turn your builds into careening missiles of destruction just by putting them on on your ship. And I don't even want to get into the alignment issues I get when using some blocks. Creative is just the only way to do things sometimes.That's what I use it for, anyway. I want to know something is going to work before I invest major resources in it.
I have NO idea. Lemme check the forums.Does that mean they actually fixed the refineries, though?
What...Fixes
- added multiplayer lag/slowdown compensation (helps with rubber banding)
- added possibility for name change during dedicated server setup
- fixed issue when character moved objects locally by pushing (server ignored it)
- fixed connector still yellow when turned OFF
- fixed turret rectangle visibility
- fixed unlocked connectors allowing item transfer
- fixed rocket launcher not remembering option to use conveyor system
- fixed crash when locking connectors
- fixed completed solar panels do not have sun reflection
- fixed gravity generator model bug
- fixed landing gear attached to pistons could not be unlocked
WHAT.- added multiplayer lag/slowdown compensation (helps with rubber banding)
Yep. There is basically no reason to EVER have a cockpit on a small ship anymore. Just build an armored mobile base and remote ships for mining and defense.FUCK. YES. I would have lost SO many less ships with remote ship control.
Now if they'd only fix all the goddamned multiplayer bugs.
Well, there is. Remote control is limited to your broadcast range.Yep. There is basically no reason to EVER have a cockpit on a small ship anymore. Just build an armored mobile base and remote ships for mining and defense.
You can do fly by wire now, which basically means you aren't going to miss anymore. However, you can only have one remote in operation on a ship so you'd need a gunner to do that while someone flies the ship.Doesn't this make missles (or "nukebikes") easier now?
--Patrick
Oh it does. Hell, it was already possible if you had a guy willing to turn the things on and detach them. I've built ships with torpedoes flying out of doors before... it's not too hard to do. This just makes it so you could actually adjust the flight path if you needed to.I thought it made space torpedoes a reality, if you wanted to engage in sub-style warfare.
--Patrick
Torpedos and nukebikes weren't hard to begin with, so long as your mothership had a medbay to respawn in. No, the real commodity in this game is control.Doesn't this make missles (or "nukebikes") easier now?
--Patrick
They were already a reality, though they didn't "track." One of the players on the server I used to play on all the time frequently used "grinder" torpedoes set to low speed to assault bases.I thought it made space torpedoes a reality, if you wanted to engage in sub-style warfare.
--Patrick
Meh... civilizations die. Time to build a new one!The server I usually play on did a wipe. Kinda sucks. But it seems to have fixed all the performance issues. Lag/rubberbanding is way better now.
Still lots of refinery/assembler bugs.
With AA2 out, aren't we due for a new Halforums Academy?That's a compleeeeetely different game.
Soon, I hope. The game is playable, but they don't have all the tweaks/features that I'd like from the first one - They used to have an option to apply a multiplier to the value of interactions, which I maxed out at 3x - which is what made interesting stuff happen so much. That's not implemented right now - so the amount of time before interesting stuff starts happening would be tripled.With AA2 out, aren't we due for a new Halforums Academy?
The version I've got has the multiplier... try F1, hit the extras button, and see what options you have available there. I've got the most recent Hongfire patch...Soon, I hope. The game is playable, but they don't have all the tweaks/features that I'd like from the first one - They used to have an option to apply a multiplier to the value of interactions, which I maxed out at 3x - which is what made interesting stuff happen so much. That's not implemented right now - so the amount of time before interesting stuff starts happening would be tripled.
Also they don't have the tool that tells me the relationship values between characters by parsing savegame data like the first one, so I wouldn't be able to do such good "status updates" each week as I did before.
I've been holding off hoping those would be added.
Ah, that's good. Now if we can just get a good save editor that displays relationship strength, we'll be in business.The version I've got has the multiplier... try F1, hit the extras button, and see what options you have available there. I've got the most recent Hongfire patch...
The obvious solution is do a Space Marine faction and claim jurisdiction.And of course, the day before I finish that frigate, some other dingus joins the server, founds a "Space Police" faction and starts flying around in attack ships with red and blue flashing lights. LE SIGH.
I picked a fight with him in my Mosquito scout craft last night. Despite being hilariously outgunned (his "Enforcer" fighter had two gatlings and a missile launcher to my one gatling gun) and outstandingly outmaneuvered (he had easily 2-4x my thrusters and could literally fly rings around me), I was victorious. Twice. As in he rebuilt the fighter and came out after me again and blew up a second time. I was in an obviously inferior craft (I only use the Mosquito as a completely expendable scout craft, it's basically a cockpit mounted on a grinder and medium cargo bay with a single gun tacked on the side), and I can't even credit myself with superior piloting skills. he was even using the new "fighter" style cockpit which can take about 33% more punishment than my old style utility cockpit.
The guy just couldn't figure out that fixed missile launchers in multiplayer are only usable when you are stationary. He kept firing while moving, which made latency put the missile inside his craft, and explode.
Basically what I've done is asset that the APC (the faction I'm in now, since the Dusty Crow Pirates are now defunct what with Dust and Crow not having played for months) is the only lawful authority in this quadrant, and that the guy is impersonating an officer and thus subject to summary judgement.The obvious solution is do a Space Marine faction and claim jurisdiction.
If you want I can probably just get you in, now. I feel like I have a higher standing in APC than I did in DCP.Makes me wonder if I should show up as a Repo man and "repossess" things for the APC for a percentage...
Maybe when things calm down at school for me. After coasting through almost 2 years of classes, I completely bombed a math test worth about 1/6th of my grade and it's kind of got me freaked out.If you want I can probably just get you in, now. I feel like I have a higher standing in APC than I did in DCP.
Very exciting read indeed.. There is plenty to gain from you..I really want to understand deep rules so can you help me out?Didn't get to play my dark level tonight because I, on a whim, logged into the server I play multiplayer on just to check on stuff.
I knew it was a bad night when all the medbays except one were not showing up on my spawn list.
Fortunately, I did have that one medbay floating in the middle of nowhere with nothing but a solar panel, or this would have been a much, much, MUCH worse night.
So I spawn in, and start jetpacking toward DPF HQ's coordinates, fearing the worst - that I'd get there and find nothing but empty space. On the way I inquired of the leader of the APC (Anti-Pirate Coalition) if they'd raided a base today, and they said no.
I get there, and to my mixed relief and consternation, the main base structure is still present, but many of the ships are gone. My mobile factory is missing, along with two large drilling rigs (both 49 drills each), the Rubix, and my monsterous grinder ship - which still had all the parts from that capital ship I ground the other day in its hold. The only ships remaining are the small ones - Bob the builder, a couple fighters, and a small sized 5x5 drilling ship.
I check the base's medbay, and sure enough, it's ground down just enough to make it nonfunctional. I manufacture some medical supplies quickly and weld it back up to operational.
I go and get Bob the Builder, intent on repairing the turrets on the base which show obvious signs of disabled-by-grinding, when I see a red name come floating out of the gloom. He doesn't know I'm here, so I whip Bob around, lock the grinders in the "on" position and shred him to ribbons within a moment of him seeing me.
At first he plays innocent and offended ("Why you do dat! I /waved!") and I let him in on the fact that I see his faction leader's name on the parts of our base that they hacked to take control of (funnily enough, they only hacked one cargo bay, which was filled with 1 million kg of gravel. It must have disgusted them to such an extent that they didn't bother hacking any other cargo bays, where all the good stuff was stored. Got lucky there). He drops the pretense.
I don't waste time. Using Bob, I weld several large thrusters and a dozen gyros to the space base (which is 5000 tons, incidentally), fix up the turrets, add a couple more in the blind spots for good measure, start the base to manufacturing more missiles and gatling ammo, then mergeblock together all the remaining small-ships and start moving stuff. I fire off steam messages to Dust and Crow - don't ever get a response from Dust, Crow's got company over he says, and can't log in. So I'm on my own, as is usual these days.
I manage to move the amalgamated small ships 17km deeper into the oort cloud in a sorta-diagonal direction, then suicide, respawn at the space base, and sloooooowly move it out to the same place. I also get a tip from someone else who spotted my huge grinder floating in space - turns out the server crashed while the guys who stole it flew it back to their base, but its dampeners were on so it slowed to a stop with no pilot and sat there waiting. I manage to get to and recover Big Bob - lucky break, all the materials from grinding the G Dub are still in its cargo bay. I take it back to space base and merge it with the base so it can be moved together.
This shit took 4 hours, all told. The biggest loss is the Rubix, which was loaded with ammo but shut down to reduce lag (kicking myself over that one) - it being seized by a new, upstart faction represents a major shift in the server's balance of power. It's one of the most powerful warships on the server, and my faction is now very much diminished without it.
Ok, giving the benefit of the doubt here...Very exciting read indeed.. There is plenty to gain from you..I really want to understand deep rules so can you help me out?
Seems to me you would want it to have the potential to meander a bit.Seems to me it'd need a gyro at least for stabilization.
Gyro only helps if it hits something. This actually stops before impact.And you tested this? Seems to me it'd need a gyro at least for stabilization.
I'd suggest a slight alteration then... a gyro, a heavy armor "lance" to be a bumper on the front, and an RC module - not for actual RC, but so the sensor can stop the probe by toggling on the RCM's inertial dampeners.[DOUBLEPOST=1411678955,1411678834][/DOUBLEPOST]Gyro only helps if it hits something. This actually stops before impact.
If you set it to it's lowest speed, it works. However, if it hits a sufficiently high enough speed (because the asteroid is tens of k away), there is nothing short of crumple zones like my old design that can stop it. They really need to let us set a max speed for a thruster, because that essentially eliminate a lot of problems.
If anything, it's worth experimenting with. The REAL problem is that you only have a 50 meter area. That's essentially worthless for detection.
The problem is, since this design only has forward and rear thrusters, any change in attitude makes the probe de facto unstoppable under its own power, and any bump/nudge/etc will not only cause the probe to start rotating but continue to rotate at that rate forever.
Wait, so you have to have a control unit to get inertial dampeners? Mine was already stopping on a dime without one. It seems redundant.I'd suggest a slight alteration then... a gyro, a heavy armor "lance" to be a bumper on the front, and an RC module - not for actual RC, but so the sensor can stop the probe by toggling on the RCM's inertial dampeners.
Interesting. I thought you did, but I guess you only need it to toggle them on or off, and I suppose they're on by default.Wait, so you have to have a control unit to get inertial dampeners? Mine was already stopping on a dime without one. It seems redundant.
General bugs. Using a sensor on a dedicated server causes the server to crash.Huh? What's this about sensors?
What is it, just too many server CPU cycles stolen by the sensor while it's sensing?
--Patrick
That could work, but you'd never know if the issue is it flew next to an enemy ship or an enemy station. It would also get gunned down by auto turrets too, I think.Man, if sensors didn't fuck up dedicated servers, I'd slightly modify the programming in that probe and use it to find and flag enemy bases.
Well, right now there's another bug/feature that has it so grids with all parts set to "nobody" ownership and not occupied by a player are not considered a target by any turret.That could work, but you'd never know if the issue is it flew next to an enemy ship or an enemy station. It would also get gunned down by auto turrets too, I think.
You'd have to give up ownership of the probe before it exited sensor range then, but after you accelerated, because you have to own the probe to fly it remotely. Tricky, but doable.Well, right now there's another bug/feature that has it so grids with all parts set to "nobody" ownership and not occupied by a player are not considered a target by any turret.
And I'm not too worried whether it's a station or a ship it finds - if it finds a ship stationary enough to set it off, chances are there's a station near enough.
If you would tether your probe, set it free.You'd have to give up ownership of the probe before it exited sensor range then, but after you accelerated, because you have to own the probe to fly it remotely. Tricky, but doable.
I tried this out: as long as the bug is in, it'll work. But once they fix it, it won't because any base worth raiding is going to have gatling turrets that would shred it a thousand meters, long before it detects anything.Well, right now there's another bug/feature that has it so grids with all parts set to "nobody" ownership and not occupied by a player are not considered a target by any turret.
And I'm not too worried whether it's a station or a ship it finds - if it finds a ship stationary enough to set it off, chances are there's a station near enough.
Nobody wants to fight my paddy wagon. 2 attempts at filming today, and all I get is empty space when I go patrolling. Maybe next time I'll leave my antenna on low range and see if I can sneak up on somebody instead of broadcasting my presence to the whole server.
I learned some lessons while doing it:Business shipments is good eatin. It's a little more challenging though when you figure in server latency, heh... Grind grind grind "whups it's over here" "whups it's over there" "Whups I'm embedded in the wall and dying"[DOUBLEPOST=1412222598,1412222559][/DOUBLEPOST]I just got some good footage of a dogfight between me (in the Ghetto Bird) and some local pirate's mobile base. Editing it together, will try to post it before I go to bed.
Remember this post on the first page of this thread? That was me taking down my first business shipment. Heh. Having done it yourself now, you can probably appreciate even more some of what I went through [DOUBLEPOST=1412227206,1412227121][/DOUBLEPOST]wait, no, that was a private sail. Ah well. Similar thing.I learned some lessons while doing it:
- Never go for the engines. It's movement is pure momentum, so you HAVE to hack the main console to get it to stop.
- Don't even build your ship to grind it down. Just make a fast, inexpensive ship with some armor and soak up the attacks. One it's out of bullets, ditch the ship. Probably only works on personal and business craft.
- NPC craft are not well designed... they need time to accelerate and plenty more to stop.
He had to. Turns out that was not just some frigate, it was their base. Sucker was loaded up with refineries and assemblers and such as well as weapons and armor. And all those thrusters were small thrusters, so you need quite a few of them to move a hulk like that. But yeah, he was pretty spry for a frigate.That guy sure had a lot of thrusters, didn't he?
--Patrick
Actually, it wasn't too much of a problem for me. See, all but one of my components was placed behind the grinder (which has gobs of HP), so when I was soaking up bullets, all I had to do was keep the nose between me and the guns. It soaked up all the damage. Then I placed one gun between me and other gun, which resulted in it gunning down the other gun. Once it ran out of ammo, I ditched the grinder ship, flew into the back, ground through the door and hacked the console. The only "hard" part is not over shooting the door opening. I had to do like 10 approaches because I kept flying off.Remember this post on the first page of this thread? That was me taking down my first business shipment. Heh. Having done it yourself now, you can probably appreciate even more some of what I went through [DOUBLEPOST=1412227206,1412227121][/DOUBLEPOST]wait, no, that was a private sail. Ah well. Similar thing.
Nah, for that sort of thing, it's not latency that matters, it's processing/rendering power. He probably had an R9 290. My R9 270 is "good enough" for most things, but it usually only gets me 0.6 simulation speed in on this server. His was probably 0.65 or 0.7. Despite the universal maximum speed of 104.5 m/s, your computer's ability to render physics will determine if YOUR 104 is faster or slower than another guys', and the server just updates the positions.And the only REAL explanation I can think of for why he was able to get away is that he was one of the hosts.
A missile turret probably also would have done a better job crippling him. But I hadn't expected to run into a frigate (was anticipating most likely a fighter or small miner), that was the first enemy ship of any real worth I've run into in weeks. I think the paddy wagon would have stood a good chance to cut him to pieces before he got up to speed - I'm pretty sure he didn't have any heavy armor.You definitely need a wingman for that kind of thing. If you'd had someone boxing him in, he'd have never gotten away.
I definitely tried to find some pulse pumping music for the video, because when you're actually playing, a lot of space engineers is sitting watching a beacon get closer for 5 minutes. Heh.So, I just learned that I will watch an entire Space Engineers video as long as there's Star Control 2 music involved.
The problem is you basically have to design the thing in two block thick chunks in order to weld it together. What they need to do is make anything from blueprints count as a single "block" for building purposes, until it's finished.GB's Take - nice, but I've been copy and pasting ships between creative worlds (both my own and others I connect to) for months! I guess this formalizes it and gives it a file type. It'll be neat to eventually design something in SP creative mode then weld it in multiplayer survival, when they eventually implement that.
My interpretation of what they said about welders is that the welder will "place" the blocks as well as weld them, so you'd only need start it, go around the other side, then weld moving backwards.The problem is you basically have to design the thing in two block thick chunks in order to weld it together. What they need to do is make anything from blueprints count as a single "block" for building purposes, until it's finished.
Well, not its FIRST foray, that footage was taken over the course of several days. It was actually very difficult - as I mentioned - finding anybody who wanted to mix it up, so I had to reeeeally edit and gussy up footage of me taking out hardscrabble noobs trying to build bases on/in asteroids. I have reason to believe that the pirate at the end is a subscriber of the youtube channel, and came to the server, and built that destroyer, specifically to hunt and kill the paddy wagon.Oh geez... did you lose the Paddy Wagon on it's first forey because you got RAMMED? That's low. It's like saying "Hey, I know you're going to win... so FUCK YOU buddy."
It looks like he lost the destroyer in the exchange at least. Last shot is of the base flying off, rotating uncontrollably. I don't see how they could have regained control.Well, not its FIRST foray, that footage was taken over the course of several days. It was actually very difficult - as I mentioned - finding anybody who wanted to mix it up, so I had to reeeeally edit and gussy up footage of me taking out hardscrabble noobs trying to build bases on/in asteroids. I have reason to believe that the pirate at the end is a subscriber of the youtube channel, and came to the server, and built that destroyer, specifically to hunt and kill the paddy wagon.
I'm not that bent out of shape about it, though. Time to move on to the next project.
Eventually, he purportedly did regain control, and then set about trying to capture the drifting remains of the Paddy Wagon with those massive landing gear structures on the outside of the destroyer. But he was unable to do so and gave up after about 15 minutes of trying.It looks like he lost the destroyer in the exchange at least. Last shot is of the base flying off, rotating uncontrollably. I don't see how they could have regained control.
I hope that's all scaffolding, and not gatling turrets.
If they can protect it, it's great because you have more control over where the rockets hit, especially now we have cameras. It's way better for attack/defenseHah, no, it's not gatling turrets, it's the unfinished frames of various blocks.
But that thing on top is definitely a giant multirotor manual-aim rocket launcher. Dunno how good an idea that is...
Part of the turret "block" is a one space clearance. As such, putting turrets side by side is impossible: you will always have at least two blocks separating turrets because of the clearance. However, they WILL NOT shoot through each other. As stated above, it's entirely possible to make one turret take out another via line of sight, but you'd have to soak up some shots to do it. This is why Gas always tries to approach things at an angle in his videos: it helps reduce friendly fire on turrets.Can turrets/launchers shoot through other turrets/launchers? That is, if I have two turrets side-by-side [A], and they are both shooting at a target 90° off your starboard side, will turret A destroy turret B?
--Patrick
I knew you couldn't place them right next to one another, I just wasn't sure whether or not one turret could friendly-fire its neighbor.Part of the turret "block" is a one space clearance. As such, putting turrets side by side is impossible: you will always have at least two blocks separating turrets because of the clearance. However, they WILL NOT shoot through each other. As stated above, it's entirely possible to make one turret take out another via line of sight, but you'd have to soak up some shots to do it. This is why Gas always tries to approach things at an angle in his videos: it helps reduce friendly fire on turrets.
Players also maneuver, and they stock more ammo than the NPC cargo ships, generally.Well... I was busy tonight. Not only am I working a ship design inspired by @GasBandit 's thug ship...
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I also snagged two practically pristine NPC vessels without losing Gary (my grinder). Lost the grinders and took some damage in the cockpit and storage containers, but it still flew just fine afterward.
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NPC Ship seizing seems to follow the same basic steps every time:
- Build a ship that can eat a few hundred rounds
- Exhaust their ammo
- Match speed and direction before turning off inertial dampeners
- Hack ship and turn on it's inertial dampeners
- Hurry back to your ship before it flies too far away
The only difference I can see for PVP is you actually need to be able to fight the ship in question and it's probably better to two man it or join ships afterward.
They TRY not to. IE, if it KNOWS there's a piece of its own grid in the way, including another turret, it tries to cease fire. But if it's firing at something it has direct LOS to, and you're maneuvering in such a way that the bullets hit the other turret anyway, it does damage. Happens sometimes. Fortunately turrets are tough and can take quite a bit of punishment from gats, actually. Missiles, one or two usually finishes them off.Can turrets/launchers shoot through other turrets/launchers? That is, if I have two turrets side-by-side [A], and they are both shooting at a target 90° off your starboard side, will turret A destroy turret B?
--Patrick
The rules are different in online multiplayer. Lag is part of every calculation. It's almost certain to miss every shot if moving, and almost certain to be missed at every shot. Also the rotors stand a good chance of just self destructing, if you ask me.If they can protect it, it's great because you have more control over where the rockets hit, especially now we have cameras. It's way better for attack/defense
If they can't protect it, it's worthless because it has two hinges it relies on that can be snapped of with about two rockets.
I almost want to just stick the cockpit behind the missile launcher and just put a decoy launcher on the nose. I'm thinking something like heavy armor blocks with decoy inside - battery - merge - merge- nose. If I get into combat, I'd just launch the decoy and stick around that for a bit.1) Yes. Acceleration sucks unless under gravity drive. The thrusters are there more to stop it/steer it on minute course corrections at top speed while coasting without gravity drive.
2) It's nigh impossible to get the gravity block dead center mass unless you build a perfectly symmetrical ship. The smaller the ship, the worse the drift, too. My fighter has a nasty tendency to nose down fairly hard under gravity drive.
3) Yeah, with that design, not sure where else to put it. :/
and
4) You could get better gravity drive acceleration if you get rid of the glass panels and put 4 more gravity generators there (set to -1g), or leave them there and stick 4 more on the backsides of your L/R/U/D thrusters. The more Gs pushing your mass block, the better you accelerate.
Well, a decoy encased in heavy armor.Alright... redesigned the SPD Emergency. Moved the cockpit behind the missile launcher, put a merge block on the front to soak up fire. Works rather well if you can shot rockets from the hip like I can. Captured a mining ship without too much trouble...
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Well... half a mining ship. I think I nailed something important with a rocket because it split in two and stopped firing, despite having 87 cases of ammo on board.
It seems the key to frigate design is to build something on the nose to soak up the fire. What's the most durable object in the game that a Gatling gun will fire on?
Then that's basically what it boils down to: stick a decoy with armor on the ship's front, put some piping in to extend the turrets out a block to get around the nose armor, and then re-adjust the location of the artificial mass to reduce drag in gravity drive. We could probably stick in a missile turret instead of a launcher too since it's being sized up a bit. Move the reverse engines to the side to free up more room...Well, a decoy encased in heavy armor.
These terrorists must be stopped at ALL COST.I received the footage from the pirate's perspective of the fight that sealed the fate of the Paddy Wagon...
Yep.What is all the artificial mass for?
As for the torpedo bay... is it designed so you guys can just set the blocks, turn on the grinders, and then fire?
I'd already planned to do a little bit in SP, for like establishing shots/set pieces, but I really don't want scripted/scheduled combat sequences.You just might have to do something in a single-player game...
--Patrick
That's never really been an issue. There was always copy/paste capabilities in creative mode, so as long as you kept a "master copy" of the ship somewhere in the level, you could just make a copy of it and go do your thing in that. The blueprint system seems more about sharing with others.More for builds, or for durability testing. Also a bit of MythBusting.
"That design held up pretty well under gatling fire, but let's see how it does against...missiles! [PUM] [PUM] [PUM]"
This will probably be easier with the new blueprint system allowing you to save/load builds for the internal walkthroughs and test flights.
--Patrick