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Space Engineers

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#1

GasBandit

GasBandit

Space Engineers is addictive as all hell. Minecraft in space with working spaceships! Dig ore by hand to build a ship to dig faster for you to get materials to build a ship with guns and turrets to shoot your friends!

I just wish there were explosions when reactors were destroyed.


#2

GasBandit

GasBandit

Playing space engineers on public servers has turned me into a Space Pirate. The asteroids on the server I was playing on were few and far between, only one cluster marked on the beacon and it's a death zone with people murdering each other just for another liter of magnesium. It was easier to scavenge the meat from the bones of dead bases and ships floating in the void. Uranium is particularly hard to come by. Some other guy tried to run me over with his ship, I jumped in mine and fired up the drill and rammed his cockpit, going full bore (literally), killing him. But then as I scavenged the remains a meteor shower hit and destroyed my ship, along with all the cargo.

Over time I managed to build a base floating in the void off the beaten path, and through my scavenging managed to equip it with a few gun turret defenses. I heard a team of people bragging how they were laying claim to the central asteroid cluster (the only one with a marked beacon, mentioned above), so I welded a gatling gun to the roof of my drill ship's cockpit and went a-raiding. When I was done I let em know who did it, too.

Late in the evening, I powered down all nonessential base systems to preserve uranium fuel, ammo'd up and then powered up my defense turrets (you have to be careful because there is no friend/foe distinction on turrets these days... they target anything that moves including who built them! So turn them on from a safely obscured control panel). Went to bed.

Checked on it again this morning. Mother. Fucking. Meteor shower. Devastated my base, ship destroyed, lost my refinery and half my armor/structure and even a turret. Other turrets were dry of ammo, so apparently it was a bad night for meteors. At least the cargo bay survived. Gathered up what booty I could carry in a temporary noobship and deposited it in the undefended base of a rival I'm pretty sure I can raid again later. Abandoned the base. Flew around, found a ship seemingly flying in circles loaded with uranium and various expensive parts. Deposited that in the easy-to-raid rival base, too. Hopefully it won't give him such a head start he actually can build defenses.

Now my search is on for a new place to call home. I gotta be smart this time... no space-garages floating in the unknown void, subject to the whim of passing meteors. This time I gotta find an asteroid to build inside/on the leeward side of, sheltering from the storms. Then once I'm established again... back down to business.



#3

LordRendar

LordRendar

Wish I could go pirating with you.


#4

GasBandit

GasBandit

Wish I could go pirating with you.
Well, the steam sale is over, but you can still get it for 20 bucks.

http://store.steampowered.com/app/244850/

Bear in mind it's Alpha/Early Access. There are issues, unfinished parts, etc etc. The net code is REALLY unoptimized right now and server lag is frequently an irritation. Forget trying to get two clients playing together without a server, it's just not there yet (I tried with a friend). But on a beefy dedicated server, it's playable.


#5

AshburnerX

AshburnerX

Hmm... this sounds interesting.


#6

ThatNickGuy

ThatNickGuy

Resonance

But I give up. There's an absolutely infuriating and unintutive puzzle about halfway through the game where you have a trick an automated crane arm to grab the wrong box. Even after reading how to do it online (which involves a bit of math), I still can't bloody well figure out how to do it.

So screw it. I give up.


#7

AshburnerX

AshburnerX

Well... @GasBandit got me playing Space Engineer too. After a steep learning curve (I'd never played Minecraft and it's kind of like this) , I'm finally getting some progress in my single player training session. Here's my first ship being built.

ship resize.jpg



It's a bit rough and unfinished. It just need cobalt, nickle, and platinum for parts and then some Uranium to run it and I'll be in business. However, gathering those materials is a bit of a pain... I can get the nickle and platinum within my platforms gravity field but I'll have to explore for the cobalt and that means grabbing it in zero-g (it flies everywhere). Uranium is in the same boat as Cobalt but at least I know where it is. But once it's done, I'll have a MUCH easier time of getting minerals, thanks to the drill and mineral finder.


#8

GasBandit

GasBandit

Here's the ship I'm working on in PVP. Heavily armored, turrets... not done yet.



#9

LordRendar

LordRendar

Bought it. It is fun. but tedious.


#10

AshburnerX

AshburnerX

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.


#11

LordRendar

LordRendar

is there a way to speed up refining? it takes forever.


#12

GasBandit

GasBandit

is there a way to speed up refining? it takes forever.
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.

Also, just FYI, drilling/welding/grinding by hand takes forever. As soon as you can, try to fit a drill bit on your ship, then an ore detector. Then build a small skiff you can equip to weld, and if you need to do mass grinding, hand-grind away the welder and build a ship grinder in its place. Until you get the ore detector, you can find minerals by the color of the rock. Especially watch out for black rock, that's uranium, which is vital.

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, 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.

Especially if you are using a small ship with a drill... you definitely need 5 gyros, and 2 thrusters in each direction just to keep the shaking down under the point where you turn into a pinball.


#13

ThatNickGuy

ThatNickGuy

Gabriel Knight: Sins of the Father

Goddamn this is still a great game 20 years later. The voice acting alone is worth the price of admission, but the puzzles are also great. Of course, given that I've played and beat it so many times, I know most of the puzzles by heart now, but it's still fun to play.

I'm both excited and wary of the upcoming remake that Jensen's making.


#14

GasBandit

GasBandit

Here's the more-or-less complete "GasBandit's Battlewagon". I just need to scrounge up grav parts for the gravity generator, and ammo for the weapons. I'm not sure which will pose the bigger problem at this point. I'll probably also be sticking on more engines, because its acceleration is pretty abysmal. It's super-massive because all the armor is heavy armor.



It's got 4 gatling turrets which autotarget any moving object (even me, so I have to remember to turn them off before I get out!), and a conveyor-fed rocket launcher. I wish I could have conveyor-fed the turrets, too, but there was no way to accomplish it in such a small space, and I wanted to keep the ship compact enough to hide behind/inside an asteroid.


#15

LordRendar

LordRendar

Is there a way to transfer ores from Drill into the refinery?


#16

GasBandit

GasBandit

Is there a way to transfer ores from Drill into the refinery?
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).

If the refinery and the drill are on different structures, you can use a connector on each structure to "mate" the two cargo systems, and transfer stuff across inventory from any control panel or cockpit as if they were all one vessel. Or, you can set up a collector on the ship/station with the refinery which catches things that free-fall into it, and put an ejector on your small drill ship (an undocked collector can also do this) and the ejector can jettison (at about 1m/s) anything you want, letting it float in a straight line... ideally into the collector.

A conveyor setup is a monumental time saver. If you have a smaller "Large" ship with a refinery, drill, assember, and conveyors connecting them all, you can set up a production queue, go drilling, and as the ores are collected by your drill they will automatically funnel through the conveyor to the refinery, which will then put the processed ores into the assembler, which will then build the items you queued.

The reason ship-mounted welders and grinders are faster, btw, is because they are AE, and can hold more parts in inventory than you can.


#17

LordRendar

LordRendar

ok. Time to build a huge ass mining monster.


#18

GasBandit

GasBandit

ok. Time to build a huge ass mining monster.
If I might make a recommendation, start over. Start on the "Asteroid Survival" level.
It starts you out with a large ship with a functioning conveyor, refinery, assembler, etc, but only 5 units of uranium. So you have to scramble for uranium by hand at first, but once you get out of emergency "I'm going to die" mode, it's very easy to mount a big drill on the front of that sucker, and hook it up to the conveyor. It makes for an excellent drill ship, I find. Especially if you put several drills on the front.


#19

LordRendar

LordRendar

After 4 hours mining, I have build a 250k kg ship with 9 large drills, refinery and assembly and 2 large cargo bays. I mine so fast, that the refinery cant keep up.


#20

AshburnerX

AshburnerX

We should probably just make a Space Engineer thread at this point.

2014-07-02_00002.jpg

This was my second attempt. The drills mysteriously vanished before I get it to drill. I suspect that the reverse thrusters melted them, so I moved them to the bottom. They then proceeded to melt two of my conveyor tubes.

2014-07-02_00005.jpg

So I moved them to the front and armored a few of the conveyor tubes in case the thrusters weren't the problem. I then went out to try again...

2014-07-02_00004.jpg

Success this time! The only problem is that the ship is a bit bigger than the area that the drills cover so I can't go too deep without backing out and expanding the hole a bit. Still, I came back with several tons of uranium and silicon, so I'll take the success.

So my options now are:

- Try building a large style ship.
- Building a gunship.
- Go straight to multiplayer.


#21

bhamv3

bhamv3

I'll be honest, I had no interest in Space Engineers before, but right now it's looking intriguing. Not even Minecraft interested me in this way.


#22

drifter

drifter

Not even Minecraft interested me in this way.
You shut your damn mouth.


#23

AshburnerX

AshburnerX

You shut your damn mouth.
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.

Plus it has a lot of functionality built right in. Even in beta it's pretty well done. It could use a few changes and it definitely needs mod support, but it's pretty great.


#24

bhamv3

bhamv3

You shut your damn mouth.
Psht, everyone knows Minecraft is for people who lack the imagination to play Dwarf Fortress.

:troll:


#25

GasBandit

GasBandit

SpaceEngineers_2014-07-02-21-32-43-099_FinalScreen.png


So here is the finished battlewagon. I had to ditch the side turrets for the same "reverse thrusters" problem Ashburner was having. But I managed to figure out a way to get a conveyor feed to the dorsal turret, so now it can load itself forever and I only have to manually load the ventral turret. It also has a rocket launcher mounted pointing forward. So, having completed my pirate monstrosity, I went hunting.


It was surprisingly slim pickings tonight. Everybody was keeping to themselves. Then some poor fool turned on his ship's beacon, and it was right next to a "private sail" npc craft. Obviously, he was jumping out of his ship to try to board the Sail and wanted to be able to find his way to his ship again. I'd done that a few times myself, with Commercial Shipment vessels. Ironically enough, I usually score 50 or so extremely redundant hand drills for my trouble, but that's another story. So I traveled there... and watched him kill himself Just as I arrived. DOH.

The lag in multiplayer, even on a dedicated server, makes boarding any vessel at speed almost impossible. I decided I'd take the ship, but I had to find a way to stop it (Sails travel much faster than the fat, slow, defenseless Business Shipment vessels). Well, here I sat in probably one of the most heavily armored ships in the system, so I carefully pulled ahead into the Sail's path, and turned the inertial dampeners back on.

In retrospect, although using my cockpit's crosshairs to verify alignment helped get it right, I should have turned at the last moment to avoid the point of impact being my cockpit window. The nose of the sail lanced through the bulletproof glass like... well, a lance, and smashed me to flash-frozen paste, destroying my control chair.

Fortunately, my medbay is inside the ship too (it's a wonder of efficient useage of space in there, I tell ya), so I respawned immediately still within my ship. Someone in the chat window said, "Well, that's one way to do it" and I realized my intended prey had come back and had been watching my attempt. Quickly, not trusting him around my now crippled and rudderless battlewagon, I accessed the ship systems through the reactor control panel and activated my turrets. I heard the turrets fire, but knew he wasn't dead, I saw him through the ruins of my cockpit window that he had scurried behind cover. Unfortunately I had been carrying my assault rifle on me when I died, so it had disappeared, and I didn't have a spare on board (I'll have to remember to fix that next time), so I jabbed open my door hatch, readied my tools, and started to creep around my ship slowly, making sure to keep out of line of sight of the turrets.

As I came outside, I saw the devastation. Aside from the cockpit, my ship was merely dented and completely intact. However, almost the entire front half of the Private Sail had been destroyed against my armor, and the remains were twisted up with me, solar panels and other debris warped around my battlewagon's pill-shaped hull. I moved carefully around to the aft of the Sail wreckage and found my quarry trying to work his way through the rear entry of the sail to what used to be its interior (but was now very much exterior. The fool was trying to grind his way through the door instead of opening it, or perhaps it wouldn't open from damage. In any case, he never saw me sneaking up behind him with my own angle grinder... and before he knew what happened, I had sliced him as thoroughly as a christmas ham.

I decided to leave the turrets active to dissuade any other looky-loo types who might wander by, and also to shoot down incoming meteors (the meteors on this server as previously mentioned are frequent and frickin laser-guided). I finished grinding through the door and made my way into the not-so-interior.

Unfortunately, it looked like the cargo bay must have been in the fore part of the craft, as it was nowhere to be found. The reactor was intact, however, so I took all the uranium from it and ground down the nearby gyroscope to score a sweet thousand steel plate. Then I used the reactor's control panel to edit the title of the ship's beacon to "Wreckage of the Private Sail that GasBandit trashed" - it was continuing to function because enough solar panels had survived to keep it going.

Not wanting to press my luck with any further meteor showers (and I'm still not made of magnesium, you know, so ammo must be husbanded), I returned to my ship and got spare parts out of the cargo bay enough to rebuild the command chair. Unfortunately, I had not stocked any bulletproof glass, so I had the interesting experience of flying back to my secret construction site exposed to the void.

The battlewagon is patched up once more, and ready for action, but that was enough for one night for me. The cat was also getting irritated at being ignored so much lately.


#26

AshburnerX

AshburnerX

Did some experimenting tonight in Space Engineer. Here's the ship I built for it and the target I used.

2014-07-03_00002.jpg


So the idea was to build a fast, heavily armored fighter. Well I got the heavily armored part down. Because the entire outer hull is heavy armor, the mass is enormous. As such, it gets to speed VERY SLOWLY and can't stop very well ether. This tells me that I'll want bigger engines on any fighters I build because the small ones just don't do the job with heavy armor. Also, I had a connector on the bottom which was part of a conveyor network but it refused to connect to my refinery connector. Not sure what that means... are connectors aware of what they are networked to?

Anyway, I was testing weapons tonight. The target is Large Light Armor. First up was the missile launcher.

2014-07-03_00003.jpg


A single missile was able to destroy 3 blocks and heavily damage all but one of the rest. Not too shabby. Next up is the Gatling guns.

2014-07-03_00004.jpg


Not quite as effective. 700 rounds (5 boxes) was able to completely destroy 3 boxes and mildly annoy the surrounding ones. Gatling guns are NOT good anti-ship weapons unless you have a lot of them and a lot of ammo.

Still a productive night. I might need to join Gasbandit soon though... I'm quickly running out of things to do by myself that don't involve me welding for an hour.


#27

LordRendar

LordRendar

@GasBandit
what server are you playing on?


#28

GasBandit

GasBandit

@GasBandit
what server are you playing on?
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:

World: VPS Dedicated|Dallas Public Sur
Server: TX Public Survival
Max players: 25

Mousing over it tells me the IP address is 74.91.126.160:27023 . But as I said, I don't see anwhere to put that in manually, nor favorite it. Must not be implemented yet.


The server is set up to have scarce asteroids to force conflict. There's one clump of asteroids with a beacon that says "Asteroids (900, 900, 900)" and the others are all within 20km of that, allegedly. Add me on steam, why dontcha. As I understand it, steam friends can "invite" each other to join the public server they're currently playing on.

Also, this server (like most I'm told) goes down for mainenance/cleanup of the map every morning at 5:30 eastern. Any player-built structure that doesn't have a beacon (doesn't have to be finished or turned on) and 6 non-armor components gets erased as debris. This is for the sake of server performance and map size. So if you want to save something from the space kraken, start a beacon on it (but you don't have to complete it, so you don't have to use expensive comm parts on it)

The server will start you out in a small ship with a cargo bay that contains enough equipment to build a station-grade small reactor and a medbay. If you build a medbay (and it has power) you will respawn there when you die, and currently logging out of the world acts like dying - in dying and logging out, it empties your personal inventory, and your noobship also despawns. If you don't have a medbay you will respawn/log back in back at the starting point with a new noobship, cargo and all.

There are X, Y, and Z beacons on this server, so looking around at them and reading the distance to them will tell you your current coordinates on the map, and you can navigate that way. Make sure if you build/stand still for any long period of time, you do it in the shadow of an asteroid - meteors always come from the direction of the sun, and they are devastatingly frequent and accurate. As you look at asteroids you'll see the sunny side of them is absolutely ravaged with craters and pock marks. That's not from drilling.

One last thing - almost anybody you meet on the server will shoot first and probably not ask questions. So it would behoove you to do the same.


#29

Gared

Gared

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.


#30

AshburnerX

AshburnerX

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.
Yeah, you need t watch the tutorial video to give you a clue of how things works. It helps a ton.


#31

LordRendar

LordRendar

Aaaarg. Keep getting server timeout messages. cant join online games.


#32

GasBandit

GasBandit

Aaaarg. Keep getting server timeout messages. cant join online games.
How much bandwidth do you have and where are you located?


#33

AshburnerX

AshburnerX

More testing in Space Engineer!

rammng.jpg


So I figured I'd try ramming tonight. This is what that grey fighter I made did to the target at about 30 m/s at a mass of 16 tons. And what do you get? More damage than a rocket and only superficial damage to the ship. I lost my reverse engines and front landing gear but still impressive. So I figured "Hey... why not toss in a large generator and bigger engines to see what THAT'LL do?" So I did that and tossed on some heavy armor to protect the jutting gen.

ship explosion.jpg


The results were slightly better... except one thing: my ship exploded because the large gen took damage. Apparently armor works by depending on re-enforcement from surrounding armor blocks. If you only have one layer and try to ram... boom.


#34

LordRendar

LordRendar

SE onlineplay seems to be borked after the new patch. crashes quite often.


#35

Dei

Dei

Lunatic Mode is so fucking frustrating though. Getting out of the starter missions alone made me say "FUCK IT!" more than once.


#36

GasBandit

GasBandit

SE onlineplay seems to be borked after the new patch. crashes quite often.
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.


#37

AshburnerX

AshburnerX

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.
The fact that it got a patch at all is heartening though.


#38

GasBandit

GasBandit

The fact that it got a patch at all is heartening though.
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.


#39

Hailey Knight

Hailey Knight

Lunatic Mode is so fucking frustrating though. Getting out of the starter missions alone made me say "FUCK IT!" more than once.
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.

I might continue this playthrough, just treat my main like Frederick. It's just frustrating that the game is either pathetically easy or 3DS-snapping difficult.


#40

Dei

Dei

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.


#41

Hailey Knight

Hailey Knight

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.
Keeping Chrom as a support character is probably a necessity.


#42

Yoshimickster

Yoshimickster

And I've beaten every trophy challenge in Sly 4, and now I'm antsy! Oh Sly 5, I pine for you!


#43

LordRendar

LordRendar

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.


#44

GasBandit

GasBandit

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.
Chalk one up for the good guys. heh.


#45

GasBandit

GasBandit

Check out this digger. That's me, using the 49 drill digger I told you guys about. Taking advantage of the beacons all being offline to fortify a magnesium-rich asteroid by completely encasing it in base. Sort of like a dyson sphere... but with gun turrets all over the outside. It's gonna be our own personal space-tortuga.



#46

AshburnerX

AshburnerX

That's going to be a pain in the ass to deal with for several reasons.

- It has to be big enough to encase the asteroid, but also big enough to allow a ship to mine it without coming out.
- You need to have docking facilities to dump the ore AND extract it from the outside.
- The entire inside needs to be lit.
- Storage for all the ore.
- Storage for all the ammo.
- Conveyors for all the ore and ammo.
- Power generators for all of this.
- Resources to build/power all of this.

... and you have to have it done before the beacons turn back on. It also becomes a HUGE target once it does come on.


#47

GasBandit

GasBandit

The cynic in me says beacons won't be til thursday, if then. We'll see if these guys are still down for this crazy plan that long. I may just pitch them on building mines around the perimeter (small turret stations).[DOUBLEPOST=1404654991,1404654637][/DOUBLEPOST]LOL WELL SO MUCH FOR THAT. Somebody on the pirate crew had a busy night! I guess this is what we're doing!



#48

GasBandit

GasBandit

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.




#49

PatrThom

PatrThom

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.
Dammit, stop making it look like so much fun. I can't afford the time nor money to play this.

--Patrick


#50

GasBandit

GasBandit

Welding welding welding...



WELDING WELDING WELDING....




WELDING WELDING WELDING..... RAWHIDE...



#51

Hailey Knight

Hailey Knight

Stop going off-topic in the Space Engineers thread.


#52

PatrThom

PatrThom

Welding welding welding...
WELDING WELDING WELDING....
WELDING WELDING WELDING..... RAWHIDE...
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


#53

GasBandit

GasBandit

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
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.


#54

AshburnerX

AshburnerX

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.
I need to get in on this. Hopefully I'll have more time once I've done my current project for school.


#55

GasBandit

GasBandit

I need to get in on this. Hopefully I'll have more time once I've done my current project for school.
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.


#56

figmentPez

figmentPez

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.
Will you completely consume the asteroid at some point?


#57

AshburnerX

AshburnerX

Will you completely consume the asteroid at some point?
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.


#58

GasBandit

GasBandit

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.


#59

LordRendar

LordRendar

My server is still down. Kinda frustrated.
Tried another promising one, but for some reason if you even touch rock your ship breaks.
My mining drills get ripped off if I brush against an asteroids surface and If I actually get to mining the rest of the rig gets fucked up when it bumps against the hole into which one has dug himself.


#60

Terrik

Terrik

"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.

This sounds too good to be true.


#61

GasBandit

GasBandit

This sounds too good to be true.
What part of it?


#62

GasBandit

GasBandit

I still want to know what about my earlier Space Engineers post @Terrik found too good to be true.[DOUBLEPOST=1404786343,1404786024][/DOUBLEPOST]
Diablo is a 3D Roguelike.
Dungeons of Doom is an ancient 2D BW Roguelike.
Onward!

--Patrick
Temple of Apshai represent!



#63

Terrik

Terrik

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!


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...


#64

GasBandit

GasBandit

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...
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.

Even the server I play on now, 90% of the new players who come to it drift endlessly in the void of space without ever finding an asteroid for 15-20 minutes before giving up. And there's nothing the admin can do about it because the patch broke nav beacons and the extent of where he can control where you spawn is "somewhere within 50 km of the center of the map." Visual range is 7km.

So, single player's great and all, but after two or three days of learning how to survive and thrive you're going to ACHE to play it multiplayer. And honestly, that's where it gets to be its most alpha. But yeah, even in its current state, I can't take an evening off, cause who knows who's gonna find our pirate base and attack us. I gotta log in! I got stuff to do!


#65

GasBandit

GasBandit

Uh, so yeah. About that base..



Dumbass sys admin got all butthurt about how his server was showing up in both the "updated" and "not updated" server lists and decided to take the server down for maintenance at 8 stupid pm. What kind of server admin does maintenance in prime time? So because of that we all took a couple hour break to get something to eat, etc, and I'm the first one back.

Turns out some other guy must have been waiting with bated breath for the server to come back up, and when it did, managed to sneak into our base and hack the controls and turn it against itself, then did so on all the ships parked around it and rammed them into each other and the base.



By the time I got on, my blue ship was already beyond repair from the turrets shooting it. Eventually someone managed to patch it together enough to set it drifting into space, and I couldn't catch it because I had other things to worry about... so it's long gone. I managed to counter-hijack this tie fighter looking thing and fly it in circles while spamming our steam chat to ignore their stupid ass children and spouses and come back and take care of IMPORTANT matters instead.

Long story short, it's pretty much all gone. The wreckage fill float near the asteroid until somebody grinds it down (which might not happen given how hard it is to grind a moving object, and every bump will only make it move/rotate more), and the only ship to survive the raid was the Tie fighter I stole back and kept burning around, fighting off hijackers with spins and engine wash. I myself managed to destroy two ships that were being stolen - our big welder was being hijacked, so I sent a rocket to its cockpit, killing the hijacker but also splitting it in half, the welder section from the engines section, so it was pretty well permanently disabled for the rest of the fight. Lost my rocket launcher to a counterattack soon after that, and had to get my second kill by ramming - I learned my lesson this time though and turned sharply at the last second, taking the brunt on the armored sides.

I think we have enough resources still at the George Dub to rebuild the big drill (it was utterly destroyed in the melee), but if not we'll just raid hapless bozos for the parts we need and rebuild. This isn't over by a long shot.


Did learn some interesting things though - Gatling turrets do great damage to ships and missiles, but do zero damage to astronauts outside in just their spacesuits. Alpha game. So basically, there's no effective defense when you're offline, and you have to rely on security through obscurity, currently. Buggy as hell, but that's early access for you.


#66

figmentPez

figmentPez

Rust in Space?


#67

GasBandit

GasBandit

Rust in Space?
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.

Ironically it wasn't even anyone affiliated with the so-called "Coalition for Justice" that's working to oppose us. It was just some random neckbeard who thought one of our leaders was a jerk in chat.


#68

Ravenpoe

Ravenpoe

Strangely enough, this is making me want to play EVE...


#69

AshburnerX

AshburnerX

Meh... I don't think you lost anything you can't replace. If anything, now you have a perfect motivation to just start killing everyone you meet.


#70

AshburnerX

AshburnerX

Alright, redesigned the pontoon ship and scaled it up to accommodate the larger engines it needs for it's mass. Took about 5 hours to place and weld it all together.
2014-07-08_00001.jpg


Changes include...
- Large power core. I never seem to go higher than 60% so there is probably room for more drain.
- 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.
- Triple Missile Launcher. Apparently explosions aren't additive, so putting them together is a waste. Yes, anything they hit is toast but it's a tiny area. You need to spread these out apparently. Also, how do you do conveyors for these things? They don't have a slot.
- 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.
- Larger engines. Front, Back, and Side have large engines now. Top and bottom have the equivalent in small engines (8 each way) to not mess with the lines. They more than make up for the mass (30 tons) and the heavy fighter is much more agile. I even have room for more engines if I REALLY want to make this thing scream.

Questions:
- Can you do conveyors for small ship missile launchers?
- What does the Antenna do?

Next project: Maybe a tank? I haven't tried the wheeled stuff yet.


#71

GasBandit

GasBandit

Only the large ship rocket launchers have cargo doors for conveyors. The antenna currently serves no purpose, but eventually it will do.. something.[DOUBLEPOST=1404828330,1404828172][/DOUBLEPOST]Turns out the game's sysadmin has been looking at our stuff in a level editor, which is kind of cheap since he's on the "anti pirate coalition." He hasn't done anything to us per se, but after seeing the George Dub, he's said he's started building "grav shields." Kinda shady, these things would serve no purpose other than to mess with ships/missiles using gravity based propulsion, which our nukes do (and to my knowledge we're the only ones who've thought of it). We'll have to go in and take out his gravity generators or power generators the old fashioned way before we send the nukes.


#72

Tinwhistler

Tinwhistler

absolute power corrupts...

And that's why I won't ever play on a server where the admin has skin in the game.


#73

GasBandit

GasBandit

absolute power corrupts...

And that's why I won't ever play on a server where the admin has skin in the game.
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.


#74

Tinwhistler

Tinwhistler

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.
It's a catch-22, for sure.

Though, I admit that there have been times I've looked at all of the free server software that steam offers for various games, and been tempted to run one, just because.


#75

GasBandit

GasBandit

- 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.
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.

But right now all that is moot because an astronaut with an angle grinder trumps everything but ramming. And don't underestimate ramming... I've gotten some excellent kills ramming.

Also, vis a vis wheels - in multiplayer they don't work, because rotors don't work in multiplayer - they lag and rubberband out of their housing, causing spontaneous explosions.


#76

LordRendar

LordRendar

Second server I play on went down yesterday. Still not up. This is really frustrating. I want a persistent server. :(


#77

LordRendar

LordRendar

Another server I play on went down. I am getting quite pissed. I dont want to keep starting over.


#78

GasBandit

GasBandit

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 :p


#79

AshburnerX

AshburnerX

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 :p
Good to hear! I should have some free time eventually... *goes back to his book reports and sighs*


#80

AshburnerX

AshburnerX

More Space Engineers experiments! This time, I tried using wheels!

2014-07-13_00001.jpg



Alright... 4 wheels with suspension. Two Artificial masses to keep me on the ground. Let's GO! Except it doesn't work that way. Wheels don't move on their own, they have to be acted on by an outside force to make it roll. Some thrusters and now it rolls back and forth pretty good. Maybe it needs rotors to turn?

2014-07-13_00002.jpg


That's not helping things at all. Rotors slowly rotate one of two ways... but you can't control them quickly enough to make this work as an axle. Buggys are a no go. About the only thing I can think of using wheels for right now are as landing gear (but requiring an artificial mass to keep you on your landing spot) or as rollers... like if you wanted opening doors for your base, you could make some large ships on rollers and just run them up and down a trench to slide the doors open (but you could do it much easier with a rotor). Oh and Gas? They fixed rotors for multi-player. I've seen someone make a giant ship eater using drills and a rotor. It was great.

So after that, I got fed up with how long it took to make stuff and made this.

2014-07-13_00003.jpg


MAKE ONE OF THESE. The welders on the front build stuff much faster. It should be one of the first things you do, after building a mining ship.


#81

LordRendar

LordRendar

So I finaly found a stable server. Have been building on a large ship. All heavy steel armor.

3 Gatling Turrets on each side, 3 missle turrets on top. gonna add 2 gatling and 1 missle turret at the bottom.



It is quite large and will be the first module of a 3 part ship.




Using mergeblocks and connectors i am gonna build a mining and a hangar module which can be attached/detached from the mothership and function on its own.
It aint pretty, but I am on a survival server and building all of that on my own.


#82

GasBandit

GasBandit

I've mostly been helping my pirate faction get rearmed and back on its feet since the loss of our asteroid base. Our space base is mighty and large, but we expended a lot of ammunition in the fight and lost a lot of fighting vehicles. But we're back up to strength now, and have started raiding other bases again.

I did want to show @AshburnerX this though: "Bob the Builder." Our one-stop build/tear down machine. Very useful.

SpaceEngineers_2014-07-13-08-47-16-530_FinalScreen.jpg


And @LordRendar just a quick tip, when you use merge blocks to combine two ship segements into one, you can then reaffirm the connection by building more armor somewhere else, then grind down the merge blocks and replace them with armor if you want the ship to look seamless.


#83

AshburnerX

AshburnerX

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?


#84

GasBandit

GasBandit

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?
Having them all connected by conveyor ensures you can weld the widest swaths of armor simultaneously possible.


#85

ThatNickGuy

ThatNickGuy

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.


#86

GasBandit

GasBandit

My fellow pirates and I went on a mineral run today to restock. Here's my small utility warship towing the drilling rig. Below that, I keep overwatch while a fellow pirate drills. Funnily enough, this is an entirely different donut-shaped asteroid from the one we tried to build a base at.



[DOUBLEPOST=1405280043,1405280009][/DOUBLEPOST]
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.
You're probably right. I'll make up a list of posts and send em to dave to get moved.


#87

GasBandit

GasBandit

This will be the new space engineers thread. Stand by for transfer of posts.


#88

GasBandit

GasBandit

Please merge the following posts to this thread:
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1138848
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139031
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139035
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139038
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139042
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139113
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139117
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139123
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139124
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139126
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139145
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139152
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139155
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139170
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139234
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139237
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139282
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139291
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139293
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139305
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139307
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139308
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139311
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139325
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139334
https://www.halforums.com/threads/what-are-you-playing.16748/page-197#post-1139346
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139399
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139404
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139413
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139421
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139477
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139481
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139484
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139511
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139514
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139522
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139613
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139616
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139703
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139708
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139711
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139733
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139748
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139760
https://www.halforums.com/threads/what-are-you-playing.16748/page-198#post-1139776
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139778
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139783
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139785
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139786
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139788
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139796
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139804
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139805
https://www.halforums.com/threads/what-are-you-playing.16748/page-199#post-1139812
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139938
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139941
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139959
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139960
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139961
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139962
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139965
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139977
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139983
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139985
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139987
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1139995
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1140022
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1140158
https://www.halforums.com/threads/what-are-you-playing.16748/page-200#post-1140317
https://www.halforums.com/threads/what-are-you-playing.16748/page-201#post-1140490
https://www.halforums.com/threads/what-are-you-playing.16748/page-201#post-1140493
https://www.halforums.com/threads/what-are-you-playing.16748/page-201#post-1140822
https://www.halforums.com/threads/what-are-you-playing.16748/page-201#post-1140824
https://www.halforums.com/threads/what-are-you-playing.16748/page-201#post-1140837
https://www.halforums.com/threads/what-are-you-playing.16748/page-201#post-1140841
https://www.halforums.com/threads/what-are-you-playing.16748/page-201#post-1140863
https://www.halforums.com/threads/what-are-you-playing.16748/page-201#post-1140866


#89

GasBandit

GasBandit

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.


#90

ThatNickGuy

ThatNickGuy

Cool. Just to be clear, I wasn't trying to be a jerk about the idea.


#91

Hailey Knight

Hailey Knight

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.
Holy fuck, that's a list.

Cool. Just to be clear, I wasn't trying to be a jerk about the idea.
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.


#92

PatrThom

PatrThom

Yargh! My eyes!
(also possibly my free time)

--Patrick


#93

LordRendar

LordRendar

If you will take a look at the front of my ship,that is where my Hangermodule will be located. It will be two blocks smaller then the protuding arms,so when it docks, it will all look like a seamless ship. Imagine a tunnel where the hangarship backs into.


#94

GasBandit

GasBandit

This is enemy number one right now... the Anti-Piracy Coalition's Battlecube.




It'd be dicey for my ship to take it on in a dogfight, but if I can sneak up to it, I think I can overwhelm it with missiles.[DOUBLEPOST=1405399381,1405399213][/DOUBLEPOST]My newly rebuilt and refitted ship, the Infernvm III.



(Mine's the blue one in on the left, obviously). More powerful engines, 9 turrets instead of 4, more power generators, all the amenities to serve as a base (Medbay, assembler, refinery, gravity, chairs, etc etc etc), tons more cargo capacity, and all for only a 100,000 kg increase in mass (from 750 to 850).


#95

Dave

Dave

Is this as tedious as it looks?


#96

GasBandit

GasBandit

Is this as tedious as it looks?
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.

Here's a rudimentary let's play of single player survival. You can also open up your single player world to your steam friends pretty much at will, as well.



Also, this guy's playing on the hardest, slowest settings. Most people's survival modes have 10 times the inventory, refining speed, etc. So there'd have been no need for "offscreen refining."


#97

Dave

Dave

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.


#98

GasBandit

GasBandit

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.
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.

Things going boom doesn't happen all that often in single player or on more cooperative servers. I play on probably one of the most cutthroat pvp servers where everyone is actively trying to kill/rob everyone else. But Minecraft and Space Engineers have different "endgames," where the former is about epic builds that are impressive to look at, and the latter is about designing ships and engaging in combat with other players using them.

That being said, it's still very alpha. Especially multiplayer.


#99

GasBandit

GasBandit

Hah, let me also put it this way, it's so tedious, since I got it in the last days of the steam sale, I've put 115 hours in on it.

This game broke the stranglehold War Thunder had on my gaming time. I feel guilty I'm not getting my daily double exp/research rewards in War Thunder, but no time for that, I gotta engineer some space!

I'm not playing Saints Row IV (which I never played until I just got it during the steam sale) because of this game.


#100

Dave

Dave

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.)


#101

GasBandit

GasBandit

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.)
Well, you got nothing to lose waiting for the next sale. It's very, VERY alpha.

It's just not tedious. But it can only get better with time.


#102

Ravenpoe

Ravenpoe

It's very, VERY alpha.


#103

AshburnerX

AshburnerX

Looking at the BattleCube, the obvious solution is you need more than one ship: one to draw fire, one to attack.


#104

GasBandit

GasBandit

Looking at the BattleCube, the obvious solution is you need more than one ship: one to draw fire, one to attack.
It's got 4 turrets on every side, so attacking from 2 sides is out.

But really what will be its downfall is its lack of acceleration. 8 large-scale small thrusters on each side will make it maneuver better than my ship (assuming similar mass, which I think he's heavier actually), but my rear thrusters are two Large-Large thrusters, each of which has the thrust of 12 lesser thrusters. I'd be able to outrun it no problem, and stay out of its 800m turret range, and pepper it with rockets.

I did some testing last night in creative single player... turns out turrets are almost completely ineffective at shooting down rockets, and have this bizarre one-turret-per-rocket logic. Manually aimed missile launchers from ~900m basically trump any automated defense. Watch this in 1080p full screen to see it in action.

[DOUBLEPOST=1405445907,1405445782][/DOUBLEPOST](it's vs a swarm of single turrets because my first test had 16 turrets on the platform, and I had to make sure the stupid 1-turret-per-missile logic wasn't just 1-turret-per-missile-per-grid).


#105

AshburnerX

AshburnerX

So... missile spam? The Borg are kind of a let down now.


#106

GasBandit

GasBandit

So... missile spam? The Borg are kind of a let down now.
Maybe it'll change with the hypothetical introduction of energy weapons. After all, the borg weren't using gatling cannons.

But yeah. And it doesn't even have to be spam. More like... missile sniping. Fly to ~900m range, and carefully aim and take out each turret with a missle. Then move in to hack the controls, or my favorite trick - maybe just weld on your own merge block real quick and haul the thing away to be subverted or disassembled at leisure in the safety of deep space/your own base. Provided of course that you grind down the medbay first, so that foes can't just keep spawning on your new prize.

Also, be aware that, in multiplayer, firing missiles while moving forward at all causes your ship to lag into the missiles, making them explode and destroy your own ship.


#107

Dave

Dave

Sorry, Gas, but them posts are staying. It was a HUGE pain in the ass to move them. You can't move posts to an existing thread. So they will be weird and out of place.


#108

GasBandit

GasBandit

Ah, I didn't realize. I was under the impression it was simple.


#109

Dave

Dave

Ah, I didn't realize. I was under the impression it was simple.
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.


#110

GasBandit

GasBandit



#111

AshburnerX

AshburnerX

And it's not even as hard as you'd think...


#112

GasBandit

GasBandit

Last night, the Infernvm III engaged in piracy action. While assaulting the base of a relatively new guy who foolishly built inside an asteroid, a nearby member of another faction came to investigate the red targeting reticles that light up for everyone on the server whenever turrets lock on to a target (a bug that NEEDS addressing IMO). He came in a tiny, fast ship with only a small rocket launcher for armament, and bombarded Infernvm from beyond turret range while it was parked over the base while preparing to commence looting. Fortunately it was a small rocket launcher, and inaccurately fired, but I did suffer a couple hits.

None of my armor was actually destroyed, but my docking umbilical mast was blown off and the ventral armor is also the floor deck of the interior, and apparently some of the damage "transmits" through armor to things attached to it, and so two cargo bays and my medbay suffered sufficient damage as to render them inoperable. I only discovered this, naturally, after I wheeled on the interloper and would-be rescuer and chased him off, then drew away into deep space to assess the damage. The most troubling was the damaged medbay - without it, if I died with the Infernvm in deep space or moving, I'd lose the ship for sure because I wouldn't be able to respawn at it, and unfortuantely I didn't have the medical equipment required to repair the bay. So I was forced to return to base for repairs.

And then I slammed on the brakes, just barely managing to stop out of turret range when I saw the base turrets suddenly snap to lock on to my ship. Seems that components damaged to below the blue line on their health bar count as not being owned by anybody (since welding above blue line with computer parts determines ownership), and if I closed to within 800 meters I'd definitely be vaporized. Even worse, I was probably now lighting up as a red targeting reticle for all the server to see.

Quickly I EVA'd out of my ship and jetted the kilometer to the base, and shut down the defenses. I grabbed the parts I needed to make repairs, jetted back to the ship, and got everything back in my ownership, then went and turned the base defenses back on.

With that crisis averted, I turned my attention to the problem that started all this mess - my heavy armor staying intact but not protecting my delicate internals from suffering explosive damage from rockets. I broke out Bob the Builder from storage and ground off all the turrets and angle/corner armor from the outside of my ship, and started laying the frames for a second layer of armor all around. This will really hurt my maneuverability and acceleration, but I need this ship to be relatively rocketproof while sitting still. I only got about a third done welding the plates to completion before having to go to bed.

Oh, and this is our answer to the Anti-Pirate Coalition's stupid 4-turret-per-side cube.



#113

AshburnerX

AshburnerX

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.


#114

GasBandit

GasBandit

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.
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.


#115

AshburnerX

AshburnerX

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.
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.


#116

GasBandit

GasBandit

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.
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.

And really, at this point an increase in size is pretty much a given.

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.


#117

AshburnerX

AshburnerX

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.
How exactly does Gravity drive work?


#118

GasBandit

GasBandit

How exactly does Gravity drive work?
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.

If you are off the axis even a little bit, it will cause the ship to turn under acceleration. If you're off by a lot, it'll spin so bad it should be shouting DEMACIAAAAAA.


#119

rac3r_x

rac3r_x

You bastards.


#120

LordRendar

LordRendar

I wanna build a minature railgun. but the energydrain should be tremendous.


#121

AshburnerX

AshburnerX

I wanna build a minature railgun. but the energydrain should be tremendous.
I'm not sure this is possible. ICBMs and cruise missiles are doable with gravity drive though.

------------------

Today on Space Engineers! An abject lesson in always securing your ships before building them!

2014-07-16_00001.jpg


Am I supposed to start it as a station and then convert it to a ship to prevent this sort of thing on large scale builds? The slightest bump with the welder did this.
Regardless, I had to hunt down my mistake and put it out of it's misery.

2014-07-16_00002.jpg


#122

GasBandit

GasBandit

Yep, exactly. When building a large ship, start it as a station, not a ship. Then when it is finished, go into its control panel and on the INFO tab hit "convert to ship."

The George dub uses grav drive on its large warhead missiles. They go-

Gravity generator, mergeblock - mergeblock - small reactor - artificial mass - warhead

Large scale warheads have triple the damage radius of large scale rockets.

Of course, as I said in an earlier post, the server admin got wind of our designs, the bastard, and said he incorporated grav shields as a countermeasure - basically his own grav generators with "down" pointed away from the ship, to turn or repel grav-drive warheads.

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.[DOUBLEPOST=1405545857,1405545795][/DOUBLEPOST]
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...

http://gasbanditry.com/GraphPaper.xlt

... and have been dreaming...

http://gasbanditry.com/shipblueprint.xlsx


#123

AshburnerX

AshburnerX

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
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?


#124

GasBandit

GasBandit

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?
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)

The problem is if you're not perfectly lined up, it won't cancel perfectly, and your warhead will curve off course.


#125

PatrThom

PatrThom

The George dub uses grav drive on its large warhead missiles. They go-

Gravity generator, mergeblock - mergeblock - small reactor - artificial mass - warhead
Sounds almost like a SCCAM shell.

--Patrick


#126

LordRendar

LordRendar

Refining Platinum is the worst thing ever. It takes so freaking long.


#127

GasBandit

GasBandit

Refining Platinum is the worst thing ever. It takes so freaking long.
Cobalt is my personal nemesis.

But having 15 refineries eases the pain somewhat.[DOUBLEPOST=1405611893,1405611652][/DOUBLEPOST]I can't play space engineers at work.

But I can plan my evening, thanks to Excel.

gbcapital.PNG


#128

PatrThom

PatrThom

Who knew Excel would need a boss button?

--Patrick


#129

LordRendar

LordRendar

I got my capitalship to around 3 million kg. It is so freaking heavy. added an refinery and assembler at the back and a small hangarspace for a cargo/repairtug.

at the front is a hangarbay for 2 light fighters. at the time of this writing I have around 16 gatling turrets and 6 missle turrets on my ship. more to follow.

Gonna watch some vids on how to build a hangar door.


#130

Gared

Gared

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.


#131

GasBandit

GasBandit

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.
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.



In other news, once again, Thursday is Patch Day!

Summary
Battery block and new power cell component have been added into the game. Communication relay makes now possible for signal to travel through multiple friendly Antennas; enemy signals that reach one antenna are relayed to all friendly players within your antenna network.You can merge ships while pasting in creative mode and we also added client-side saving and permanent death as a world options.

Note: We are still working on new player communication system, it should be added in the future updates



Features
- battery block for small and large grids
- solar panels are now little cheaper and much more efficient
- communications relay (signal can travel through multiple antennas; you can receive a signal from any distance, broadcasting can be limited by player or by power of the antenna)
- small ship antenna has now max. range of 5000 m
- copy-paste into existing ships
- new world setting: enable/disable client-side saving
- new world setting: permanent death can be turned off (client still owns his stuff after respawning in the rescue ship)
- pressing 'K' can be now used for looting character
- added antenna to prefab ships

Fixes
- improved network performance when removing larger amount of blocks at once
- fixed crash when creating faction
- fixed crash when leaving faction
- fixed mission join request icon
- fixed turret attacking its own ship
- fixed issues with respawn
- fixed turrets fire at ships in junk yard (Oh thank god... hope this means my turrets won't fire at friendly things I'm grinding -GB)
- fixed inventory listing as same for all containers
- fixed 1x1 wheel falls off after loading a save
- fixed antenna/beacons too power hungry
- fixed passenger seat alignment
- fixed death loops when spawning in tight places (Another good one, hope it works as advertised - GB)
- fixed no 3rd person view for rescue ship
- fixed player tag not showing properly when joining dedicated server
- fixed ownership not remembered by dedicated server after logout
- fixed memory leaks when app was minimized (This one hits me a lot, hope it's entirely fixed - GB)
- fixed spectator mode when loading workshop world
- fixed spotlight symmetry


#132

GasBandit

GasBandit

Also, glad to see they upped power output from solar panels 5x.


#133

AshburnerX

AshburnerX

Also, glad to see they upped power output from solar panels 5x.
Same. Now it's worth using Solar Panels for your base, while Uranium is now much better used for rockets and mobile ships.


#134

GasBandit

GasBandit

Spent the last couple days grinding down the Infernvm 3 and rebuilding a new design, with alleviating some of Inf 3's shortcomings in mind (specifically the single layer of heavy armor). At 10 tonight, I finished the DPF Bizarre Adventure (DPF is our pirate faction, the Dusty Crow Pirate Federation, so it'd kinda be like "USS").

Here's a shot of the Bizarre Adventure leaving our deep space base.



So I patrol the asteroids as usual, picking off and looting small bases and even a derelict spacecraft I found drifting with several armloads of gold and uranium still in its unpowered refinery... when I spot a telltale red reticle in the distance and head for it.

After about a 15 minute flight, I come into visual range of a base positioned above a previously unknown and not-on-the-beaten-path asteroid. PRIME real estate! When I get close to there, I notice I'm being locked onto, and my turrets are returning the favor. I stop dead (turrets start to acquire locks around 200m before they come into firing range), and go EVA out for a closer look. Just as I'm getting close enough to pick out details on the enemy base, I get a face full of rockets and gatling rounds. Oof.

I respawn in the medbay on my ship, and get as close as I dare without being in turret firing range. I arm my rocket launcher, and start poking holes. On about my 7th or 8th rocket, I get lucky and knock out his reactor, and his turrets go dark. I still can't close because MY turrets will open fire still, and I would like to take the base intact if I can (or at least as intact as it still is after a half dozen rocket impacts). To my surprise, the OWNER of the base comes whipping out around from behind the base in a drillship, bearing down on me. I declare that this is now DPF territory, and he'd better clear off if he wants to keep anything at all. He doesn't listen and tries for me in his drill ship. I'm not particularly worried about him ramming me, I'm in much thicker armor than I was previously. But he doesn't even get the chance... as soon as he's closer than 800 meters, my turrets light him up and tear him to shreds. He leaves the server, probably never to return, I'd bet.

Then comes the tedious business of jetpacking over to the base, grinding down each individual system, then welding it back up again from blue line (this is how you "hack" ownership of something that belongs to somebody else). 15 turrets, a half dozen cargo bays, a medbay, a refinery, an assembler, a beacon and a newly-rebuilt small reactor later, I've managed to capture myself a base! I pull the Bizarre Adventure alongside it, finally.



Most of the damage is on the other side, hidden from the camera, of course.

And as I said, it floats above its own personal asteroid that nobody else probably knows about, if one scrub was able to get this far without interference.



It's kind of funny, the "base" is really only a couple blocks in each direction bigger than my ship, really.

I can only imagine that reticle lit up from him accidentally doing something that got his turrets to target one of his own ships or something.

At any rate, I've got it completely under my faction's control now, and reported to them the events. I suicided and respawned at our space base to retrieve my small 3x3 drill ship, and moved it to the captured asteroid base as well, to facilitate getting started there. The plan is to get the base secure enough for now, which really it probably is, so long as the Bizarre Adventure is parked alongside it, and drill that asteroid empty, sending the valuable minerals inside back to the space base. I'm not sure if we'll process them into ingots here, or move the raw ore (processing the ore takes time and we'll have to build more refineries here at the base, but refined ingots take up much less space than raw ore, so each shipment would actually bring more useful material at once back to the space base).

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.


#135

AshburnerX

AshburnerX

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.
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.


#136

GasBandit

GasBandit

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.
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.


#137

AshburnerX

AshburnerX

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.


#138

GasBandit

GasBandit

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 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.

Regardless, I think I'll be able to add 2 more rear thrusters without compromising my design too badly. It's just getting in there with a grinder and welder and doing it. Oh, and the 1600 thruster components, too, naturally. Having just used 28,800 thruster components on the supercube up there, we've been a bit strapped for gold and platinum. But that should be fixed quickly now that we have our own private asteroid again.


#139

AshburnerX

AshburnerX

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.


#140

GasBandit

GasBandit

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.
I'm thinking turret mines simply as a denial mechanism. An asteroid-wide conveyor/power network is a liability, we learned last time.


#141

Officer_Charon

Officer_Charon

.... And how much is this grand escapade on steam right now?


#142

GasBandit

GasBandit

.... And how much is this grand escapade on steam right now?
$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.


#143

Gared

Gared

@GasBandit I don't know why, but it really warms my heart to know that you're part of a piracy faction.


#144

GasBandit

GasBandit

@GasBandit I don't know why, but it really warms my heart to know that you're part of a piracy faction.
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.

I was a little ways down that path when I met Crow, who came upon me grinding down some guy's base and thought it was MY base (and I was just some mark to be robbed) so he attacked. As the gatling rounds spanged off the station deck around me, I sprinted to my ship and fired it up, then corkscrewed my way into open space, dodging most of the fire but losing a maneuvering thruster in the process. I kept jinking and weaving until he ran out of ammo, but even then he didn't seem to want to give up the chase. I didn't want to lead a hostile player back to my base, so instead I yanked a hard 180 and accelerated to ramming speed.

Well, it sounds good, but I was in a small, lightly armored scouting cargo shuttle and he'd built a heavily armored fighter with a grinder on the nosecone (along with 6 gatling cannons). When we collided my shuttle basically vaporized and he scuffed his paint. There was a jocular trading of nyah-nyahs after that, at which point the conversation revealed to me that he was not the owner of the station come back to defend but rather a pirate... and revealed to him that I was not a bambi building his first vulnerable station but rather a pirate... and he offered to team up with me. That server went down soon, but he told me about the one where we play now... and that's how I joined the Dusty Crow Pirate Federation. Since moving servers I've destroyed/sacked at least 20 bases and 7 ships, and it's a blast.


#145

AshburnerX

AshburnerX

So today I decided to try my hands at my first large ship. I basically scaled up my fighter design, took some ideas from Gas, and threw in a few of my own. Here's the result. Mind you, this has a bit of damage as I collided with the asteroid and stripped a few parts. Total tonnage: 2,750,000 kgs.

2014-07-18_00005.jpg


On the rear I added lots of large thrusters and a few small ones where I could stick them. This thing accelerates at a decent clip now, considering it's size. A bit slower than my fighter but not bad. 4 large, 7 small going forward on this one. Two large in the front for deceleration.

2014-07-18_00007.jpg


The front has 5 large missile pods. The cockpit is the small fighter type because I wanted some accuracy with the rockets. I put a sheet of glass in front of it for some extra protection. 16 Gatling turrets for protection

2014-07-18_00003.jpg


Rear Interior. Large container means plenty of ammo storage and it connects to a large generator in the rear. Standard med-bay. Entrance door is on the roof of this room.

2014-07-18_00002.jpg


Two small generators tied into my network via the rocket launchers and the conveyors. After this, I positively crammed as many gyroscopes inside as I could. I need to add more into the pontoons because it turns like a slug.

It can't do everything Gas'es ship can, but it's probably better offensively an definitely quicker. It needs more thrusters on the sides and top though to give it the agility I want.

Also, AND THIS IS VITAL: Always make sure your base is set to your ownership when you start in creative. If you don't, then your gat turrets will wreck your platform.


#146

GasBandit

GasBandit

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 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.

As I discovered, only 1 large rocket launcher is needed. It fires 3-4 rockets per second, and currently gatling turrets on missile defense are stupidly easy to overwhelm. using multiple launchers just makes aiming more problematic, and if they're side by side by side and you shoot at your target on an angle, if the lefthandmost missile impacts the target first, its explosion will destroy the other missiles in flight without detonating them.

Cockpit type is entirely personal choice. Cockpit 1 (the enclosed "fighter" cockpit type) uses the most materials to build but adds extra protection vs bullet weapons (Assault rifles do zero damage to the cockpit glass, and it resists gatling cannon fire for several seconds pretty well). Myself, I generally keep my helm far enough inside to not worry so much about that, so I use Cockpit 3, and usually put a couple sheets of glass in front of it in the hull, so that I can see out in first person to precision-aim the rockets.

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.

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.


#147

PatrThom

PatrThom

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.
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


#148

AshburnerX

AshburnerX

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 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 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 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.

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.
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.

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.
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.


#149

GasBandit

GasBandit

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
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.

KSP is fun enough in its own right to merit playing.


#150

GasBandit

GasBandit

I was just browsing through stuff at random, and I looked up Serenity's statistics, and it's very interesting to me the difference, and I wonder if it indicates a failing in the underlying science of the show, the game, or both.

Serenity, according to Wikipedia, is 82 meters long and has a mass of 128,100 kg.
Bizarre Adventure, according to Space Engineers, is 40 meters long and has a mass of 2,038,000 kg.

My ship is half the length of Serenity but almost 16 times the weight. I don't think the Armor can account for all of that, as even the 25 meter Infernvm 3 weighed 750,000kg.

So how does this square? Is Serenity's science fiction more fiction than science (even apart from the other stuff like propulsion and setting and whatnot), is Space Engineers just supermassive in general, or is Serenity built out of some kind of phlebotinum/unobtanium superlight metal alloy?

And to add insult to injury, wikipedia goes on to say that Serenity is capable of 4.2g acceleration, which is a smidge over 41 m/s^2. As previously noted, Adventure's acceleration is, even with interlocks disabled, roughly, oh, call it 10m/s^2, or barely (and I mean barely, like 1%) over 1g.

Would it even be possible to build Serenity in space engineers? Probably not, I'm thinking... at least not to spec.

Fun fact, I just looked it up, and a large heavy armor block weighs 3000 kg.

That means large heavy armor has a density of just over 96kg per square meter.

Which is inconsistent, because a small heavy armor block is a cubic half meter, but weighs 100kg.

Granted, it doesn't take 125 times as long for a gat turret to eat through a large heavy armor block as it does a small. It doesn't even take 30 times as long (it's closer to 10). But still.

I'm beginning to think these Space Engineer guys don't have it all straight.


#151

AshburnerX

AshburnerX

First, MOST ships in that universe are probably made with the equivalent of light armor. Light armor is 5 times as light as heavy, so your weight would be more like 400,000 kg if made of similar materials as Serenity. Double your length and you are at 800,000 kg. So really, it's more like 6.25 times the weight.

Secondly, your ship is ENTIRELY STEEL. Steel is 8000 kg/m3. However the hollow, layered design of heavy armor (3000kg/m cubed) probably reduces the weight a bit, so for this experiment, we'll use the fraction 3/8 to determine the difference between a solid block of material versus a heavy armor block. What you need to consider is that Serenity probably doesn't have an entirely steel hull. It could be something like Titanium, which is 4500 kg/m3. Using the same ratio of 3/8 for heavy block conversion, a heavy armor block of Titanium would be 1687.5 kg/m3. So a titanium version of your ship would be 1687.5/3000 or 9/16ths the weight or 1,125,000 kgs. Make it out of light armor blocks (1/5th the weight) and you get 225,000 kgs. Double the length and you get 450,000 kg. Mind you, the REAL number would actually be a bit less because doubling the length wouldn't double the weight but it's an easy number to work with.

Okay, so clearly Serenity isn't made out of Titanium. Let's try aluminum, which 2700 kg/m3. Heavy armor would be 1012.5 kg/m3, making the ship 27/80ths the weight of your steel one or 675000. Make it light armor and your at 135,000. So if you made your ship entirely out of aluminum and with similar armor, you would weigh a bit more than the Serenity at half the size.

So in order for Serenity to make sense, it has to be made out of something that weighs about half as much Aluminum (1350 kg/m3 or less). That rules out Carbon (2266 kg/m3) unless it's made out of Carbon nanotubes or something. This means that ether the Serenity is made out a super space age plastic/alloy or it's completely bullshit because nothing metallic exists that would be both strong and light enough for space flight and re-entry at that weight.


#152

PatrThom

PatrThom

nothing metallic exists that would be both strong and light enough for space flight and re-entry at that weight.
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?
(Reentry in a craft made of pure magnesium sounds like an extremely unsound idea, unless your idea is to go up in the brightest, whitest fireball ever)

--Patrick


#153

GasBandit

GasBandit

Because the server I play on was down today (apparently the new patch is causing a lot of standalone server admins to complain about crashes every 20 mins), I started assembling my designed capital ship in a single player creative world I use for testing stuff.

Here I am laying the keel...




Here I am most of the way to being done...





Here's me testing the finished prototype against the 72-turret destroyer cube featured earlier in the thread.



[/DOUBLEPOST]And here are the blueprints for the ship, which I completed at work using excel during slow moments last week.



The idea was basically to have a ship with very protected internals but also compromising a little on armor to make it lighter (it weighs in at about 7 and a half million kg) to preserve some maneuverability, and also have it able to repair critical systems on the fly without having to jetpack around outside the ship. Most of the thrusters, for example, can be repaired from inside the engine room. It has medbays fore and aft, a central primary power core with tertiary supplimental/emergency power both in the fore and aftmost compartments, a massive 4x4x3 cargo bay cluster, roughly 96 turrets, and a forward-mounted rocket launcher for long range bombardment. A conveyor network connects just about all the important systems, naturally, tucked in the corners of the internal structure.


#154

PatrThom

PatrThom

"This video is no longer available. Sorry about that."
:(

--Patrick


#155

AshburnerX

AshburnerX

"This video is no longer available. Sorry about that."
:(

--Patrick
Yeah, what he said.


#156

AshburnerX

AshburnerX

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.


#157

GasBandit

GasBandit

Sigh.. reuploading the video. It's 300+megs so will take an hour to upload/process.[DOUBLEPOST=1405859809,1405859511][/DOUBLEPOST]
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.
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.


#158

GasBandit

GasBandit

Ok, reuploaded the video, see if this works -



#159

AshburnerX

AshburnerX

Actually... I did a bit of testing with batteries. My opinion of them has changed completely.

battery 2.jpg


This is my battery powered small driller. Just your basic two drill, 6 engine, 2 gyro rig with batteries instead of a gen. Using two small batteries, it takes about 15 minutes to charge off a small station reactor and can drill for -10 hours-. There is clearly a niche for small battery craft.

I also messed around with a small refueling station.

battery 1.jpg


4 Solar panels, an antenna, a battery, and connector to latch your ship to it. This is a small ship version but there isn't any reason you couldn't do it with a large ship and attach a turret to shoot down meteors. Basically you fly to where you want to build it., build it, attach a gyroscope and a cockpit to get optimal sun alignment, grind down the gyroscope and cockpit, attach a connector, and then set the battery to charge via the connector. Real simple design, fairly cheap to build, practically disposable. Only problem is it takes hours to charge the battery via solar panels and a stray meteor could take it out. Might need to attach more solar panels to up the charge rate but you could easily put on another 8 or more on there if you wanted. If it's possible to rig it to only broadcast to yourself or your faction, this seems like a great way to build an outpost.

For my next project I made something Gas talked about: a Gatling turret mine. Here's what I came up with.

battery 3.jpg

This one is light armor but obviously the real deal would be heavy. This is the front.

Battery 4.jpg


... and this is the back. 6 Gatling turrets, connected via conveyors to two small storage containers and a reactor. I attached the reactor to charge the three batteries and to act as a control panel/loading station. At 50% charge, this can idle for -9 days- and it only took like 30 some minutes to charge. This means you can build it, load it, charge it and then turn it off when you aren't around and it will probably still be running when you get back... and if you are under sustained assault, you can switch the gen back on just in case. Again, real simple design, not too resource intensive and the angled corners make it look nice too.


#160

AshburnerX

AshburnerX

Ok, reuploaded the video, see if this works -

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?


#161

GasBandit

GasBandit

The real drawback I've found with turret mines is resupplying them with ammo. I wish there were some sort of energy weapon.

Also, once their position is known, it's easy to missile them down from safe distance. They're so small that any rocket impact, even on heavy armor, does explosion damage to every component of the mine.

I've been doing a lot of weapons testing this weekend. 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. The gat turrets always seem to shoot it down well before it gets close.

However, it was during my attempt to shield the warhead with heavy armor that I discovered the unsung and underestimated value of kinetic weaponry.



A single block of heavy armor blew a 5+ meter hole in heavy armor and destroyed internal components.

So I said, this is worth looking into! I modified the Nukecycle into what I now call the Kinetic Torpedo Cycle.

It has a lot of promise.



And it isn't even really a big deal that the pilot is pretty much guaranteed to die with the KTC, as you would need a mothership nearby, to build these on-site, and that ship would probably have a medbay at which you can respawn.[DOUBLEPOST=1405863857,1405863445][/DOUBLEPOST]
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?
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.

It's looking like we might be scrapping the George Dub due to difficulty with the grav missiles.. so we're in need of a new capital ship. The Bounty just got bumped up the chain.


#162

AshburnerX

AshburnerX

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.


#163

GasBandit

GasBandit

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.
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.

Not quite the strongest grav shield, but a more likely scenario. Also, because you are manning the torpedo yourself, once you get up to speed and are confident you're going to hit, you can hit y to kill power to the torpedo, and the artificial mass will no longer be affected by grav shielding.


#164

PatrThom

PatrThom

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.
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


#165

AshburnerX

AshburnerX

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
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.


#166

GasBandit

GasBandit

Even then they're kinda dodgy.

Ironically it seems the best anti-missile defense is to put your missile launchers on anti-missile as well. It usually won't hit the missile, but missiles have about a 2km range.

So if your attacker is sitting at 1km firing missiles at you (just outside the 800m turret detection range), the missiles you fire at his missiles will probably miss the missiles but might actually hit the guy who fired them, if he's not moving. This actually happened to me in testing.


#167

Gared

Gared

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?


#168

GasBandit

GasBandit

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'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.


#169

Gared

Gared

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.
That would explain it.


#170

AshburnerX

AshburnerX

Yes, the thruster exhaust thing got me the first time too.


#171

Gared

Gared

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?


#172

GasBandit

GasBandit

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?
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.

Honestly I've barely been able to play online since thursday, there's some kind of bug been introducted that makes noob/spawn ships crash servers. So anytime any new player spawns into a server for the first time, it crashes. Maybe there's been a hotfix for it today, I dunno, haven't gotten to check. I wish the patch from the week before that didn't accidentally make NPC cargo ships invulnerable, or I might be practicing piracy in single player.

It's a fun game, but SO VERY ALPHA.


#173

AshburnerX

AshburnerX

Did some more battery tests and... another thing. First the tests!

battery test 5.jpg

battery test 6.jpg


So I did a large scale solar station. Ignore the thrusters. I didn't figure out how to rotate initial station blocks until today. This design isn't as efficient as it could be... if I ditched the bottom layer of batteries and engines (which aren't needed on a station to keep it in place), it would probably work better. But energy wise it's pretty good. Even with a small ship attached to drain power, the large batteries don't lose power while charging because the panels produce enough KWH to do the charging themselves. On a less PVP oriented server, this would be a great little gas station. 15 minutes to full charge several small batteries isn't too bad. However, it doesn't work on a large battery: those take hours.

What these game needs:
- The ability to leave messages. This power station only works if the players know how to manipulate the control panel to switch the batteries on the station to not recharge. Instructions reminding people to switch them back on would be great.
- Batteries should be able to fast dump power into another battery. It would make charging stations so much more practical, especially ones that use solar.
- Why can't I put a vending terminal on this? I should be able to set prices per MWH and rig it to not give out juice unless they pay!

As for my other project... I decided to use rotors and drills to mine an asteroid.

drill 1.jpg


Station block with lots of drills, storage, and refineries on the back. So I turn it on...

drill 3.jpg


As long as you set the rotation to a slow enough speed, the drills will never take enough damage to break, so it just bumps up against it when it receives more resistance. The Result?

drll 4.jpg


It ate through it in like 3-4 minutes, giving me thousands of kilos of resources. The best thing about this idea? It works with ships too. Just put grinders on it instead of drills and you'd have an automated ship eater.


#174

PatrThom

PatrThom

an automated ship eater.
images.jpeg


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


#175

AshburnerX

AshburnerX

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
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.


#176

GasBandit

GasBandit

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]
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.
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.


#177

PatrThom

PatrThom

Asteroids are your only source of minerals outside of piracy. Finding one that isn't hollowed out is a god send, not an annoyance.
I'm referring to the tiny ones that come in and ruin your exteriors.

--Patrick


#178

GasBandit

GasBandit

I'm referring to the tiny ones that come in and ruin your exteriors.

--Patrick
Yeah, unfortunately the automated methods of dumping rock dump them in basketball-sized chunks, which bounce harmlessly off just about everything.

Now, if you could contrive to load 300,000kg of rock in a large cargo container, and jettison the container, and have the enemy destroy the container while they pursue you, it would spontaneously create a stationary 300,000kg rock boulder in front of him, which might actually smash a turret or something. But that's a lot of setup for less damage than a good rocket turret will give you.


#179

PatrThom

PatrThom

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.
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.
mother-in-law-car.jpeg


--Patrick


#180

GasBandit

GasBandit

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
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.


#181

PatrThom

PatrThom

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


#182

GasBandit

GasBandit

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
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.

Really, they shouldn't even call it armor. "Structural block" is what they should call it.
Interior Wall Block - 20 steel plates, construction components (for embedded lights)
"Light armor" block - 25 steel plates.
Heavy armor block - 125 steel plates.

I've found that even a single layer of Heavy armor is insufficient to protect internal systems mounted to it, as explosions transmit damage through and even sustained gatling fire can warp a block bad enough to detach something attached to the other side. I've taken to building double-hulled ships with a heavy armor exterior and light armor interior. It works out as a good balance between speed and survivability. Double layered heavy armor makes for a slow-ass ship... like that cube I literally flew rings around.[DOUBLEPOST=1405988981,1405988870][/DOUBLEPOST]Oh, and decoy blocks also have the unfortunate side effect of distracting the turrets of friendly ships as well, so you can pretty much only use them when you're alone, or your friend's turrets will shoot at them, too.


#183

GasBandit

GasBandit

My server's still having crashing issues, but some other pirates elswhere are having a grand old time.



#184

PatrThom

PatrThom

Yay for ContentID!

--Patrick


#185

GasBandit

GasBandit

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).



Features
- pistons
- factions: enabled/disabled member auto-approval
- hacking/breach HUD notification
- thrusters can work without cockpit - through terminal
- blast door blocks (4 types, durability will be balanced in the next updates)
- rotor height adjustment
- semi-auto mode for battery

Fixes
- fixed issue when player could not leave respawn screen
- fixed large antenna texture bug
- fixed steering wheels losing sync
- fixed lags with batteries turned to charging mode
- fixed few instances of death-loop
- fixed multiplayer filter issues
- fixed visible aiming rectangle when turret is of after loading new world
- fixed issue when placing a new landing gear/station block without resources in survival mode was fully built
- fixed missing permanent death configuration when starting DS
- fixed issue with block preview when in 3rd person view
- optimized netcode for creating floating objects

EDIT:Corrected title to "Update 01.040"
People write they would like to see netcode updates...
I've just realized, we've optimized netcode for creating floating objects:
explosions in asteroids, throwing out items from inventories/ejectors/connectors, destroying cargo containers and possibly drilling
...this now uses much less network bandwidth

(multiple created objects are now batched into one network packet, information transferred per object was also reduced)

We're optimizing biggest network issues first and creating floating objects was one of them even though it may seem unimportant.


Nuh.. nuh... nuh... NETCODE OPTIMIZATION?!!



(now they need to optimize the movement of unpiloted ships/ships piloted by others).


#186

PatrThom

PatrThom

Also that autotoggle for batteries looks like it would be useful.

--Patrick


#187

AshburnerX

AshburnerX

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).
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?


#188

GasBandit

GasBandit

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?
... 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.


#189

AshburnerX

AshburnerX

... 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.
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.

I'm thinking that pistons would be great for solar panels. Now you can make them retract in case of a meteor storm or a battle, giving them a lot of survivability. Might be good for landing gear too, if you don't want to ruin your lines. Doors and such are obvious uses as well.


#190

Dave

Dave

God damn it. Okay. I have this game now. Going to play single player to get my bearings before I do something stupid like go multi-player.


#191

AshburnerX

AshburnerX

We're definitely going to need to figure out what we're going to do multiplayer wise.

So I tested pistons. They work great as umbilicals for connecting ships and pulling them in for docking... except in multiplayer anyway. However... don't attach a merge block to the end of one and fly it into another merge block.

Oops.jpg


... or it sheers off completely and you need to grind it off because it will no longer retract. So yeah... still some bugs to work out.


#192

Dave

Dave



#193

AshburnerX

AshburnerX

Load up Last Survivor. Make sure you set your inventory/refine speed to 10x.

- Fly around until you see black rock on asteroids. This is Uranium. It powers your reactors. Get a decent amount with your jackhammer and then refine it back at your base. Move it to your reactor.
- Now that you have some time, you want to try and find sources of all the materials you can. Remember these areas.
- Build a small ship. You'll need to make parts at the assembler, using the resources you've mined by hand at first. Always make sure that you have at least 5-7 blocks clearance for your engine exhaust or you'll melt stuff.
- For your first ship, all you REALLY need is 6 thrusters (one in each direction), a gyroscope (to let you rotate), a generator (needs uranium), and cockpit.
- Attach drills to the ship. Learn how to use conveyors (Yellow doors means it's a conveyor port). Using conveyors, attach the drills to a Connector and maybe some small storage containers.
- Attach a connector to your refinery.
- Go mining in your ship. If you start seeing lots of floating rock chunks then you are full. Fly back to your refinery and line up the connector on your ship with the one on the refinery. When they are lined up and you are close enough, the white X will turn yellow. Press P and you will connect and you can start transferring cargo.

Once you can do all of that, you understand the basics of the game.


#194

Dave

Dave

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.


#195

Gared

Gared

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?


#196

PatrThom

PatrThom

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.
Can't wait for it to show up on Twitch.tv!

--Patrick


#197

GasBandit

GasBandit

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?
It got inexplicably changed to shift RIGHT click.


#198

Far

Far

You and me both man.


#199

Dave

Dave

Can't wait for it to show up on Twitch.tv!

--Patrick
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.


#200

Gared

Gared

It got inexplicably changed to shift RIGHT click.
Very, very alpha...


#201

GasBandit

GasBandit

Very, very alpha...


#202

Dave

Dave



[DOUBLEPOST=1406326473,1406326371][/DOUBLEPOST]Can't upload to Twitch.


#203

GasBandit

GasBandit

You really should have watched a tutorial before you started to play. That first video was painful. I kept snarling at the screen "PUSH G!"[DOUBLEPOST=1406327430,1406326940][/DOUBLEPOST]I mean, shit, it was even on your screen when you went through the controls looking for it!

DUHHH.JPG


#204

Dave

Dave

Quit your bitching. I found it.


#205

GasBandit

GasBandit

Quit your bitching. I found it.
Yeah, after 10 minutes of old man flailing! The second video's almost as bad!

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.


#206

PatrThom

PatrThom

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.
You plan is working, @Dave .

--Patrick


#207

GasBandit

GasBandit

Alright, I've recorded 3 basic tutorials, and am converting them to upload to youtube now.


#208

GasBandit

GasBandit

First tutorial up, more on the way -



Starting a world, movement, piloting, and energy.[DOUBLEPOST=1406338622,1406338458][/DOUBLEPOST]I went way long on tutorial 2, it's half an hour almost! It'll take an hour and a half to upload, plus processing time.


#209

evilmike

evilmike



#210

GasBandit

GasBandit

Tutorial 2 -




Inventory, Control Panels, Mining


#211

Dave

Dave

And I'm sure the first time Gas played it he was building skyscrapers and setting the world on fire. Pfft.


#212

PatrThom

PatrThom

And I'm sure the first time Gas played it he was building skyscrapers and setting the world on fire. Pfft.
I'm sure his first attempts were just as lowly as yours, Dave. And even the second, and the third.
...but the fourth one STAYED UP!

--Patrick


#213

GasBandit

GasBandit

Tutorial 3 - Building a ship

[DOUBLEPOST=1406356266,1406356032][/DOUBLEPOST]
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.

But I knew about G because I watched another guy's tutorial :p


#214

AshburnerX

AshburnerX

My only addendum to Gasbandit's ship building video: ALWAYS make sure that you have a 5-7 block clearance from the end of you thruster to the next block. If you don't, you will melt off ship parts.


#215

GasBandit

GasBandit

Next tutorial will deal with conveyors and connectors, by way of building a new drillship from scratch.

It's also a half hour long, so it'll be done uploading much later.


#216

PatrThom

PatrThom

Ten minutes of punching asteroids.

--Patrick


#217

GasBandit

GasBandit

It's in final processing now, but when it's ready, it will appear below.

Tutorial 4 - Conveyors and Connectors



#218

GasBandit

GasBandit

And with that video up, I figure I finally have enough content on my channel for it to merit a channel trailer. I mean heck, I have 80 something subscribers already (mostly I think due to the minecraft memorial).



#219

PatrThom

PatrThom

"Updated Infrequently"
(Pair of "dealwithit" shades come down to sit across two letters in the phrase before it fades out)

--Patrick


#220

GasBandit

GasBandit

Goddamned miner ship came apart today and I have no idea why. It's worked fine for weeks before this.



I'm pissed off. Fortunately I managed to quickly grind down and rebuild the surviving reactor and a gyroscope on the thruster assembly (since it had the cockpit surviving on it), then ground down enough of the remaining wreckage to build a grinder on the nose of the remnant craft, finish grinding down the rest of the drills and then hi-tail it back to base before one of the other factions stumbled across my crippled ass. Grr...


#221

AshburnerX

AshburnerX

Was the conveyor the structural piece connecting the two halves? That may be the issue.


#222

GasBandit

GasBandit

Was the conveyor the structural piece connecting the two halves? That may be the issue.
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.


#223

AshburnerX

AshburnerX

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.
It's an easy enough fix at least. Merge block, rewire the conveyors, and you're in business.


#224

Dave

Dave

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.


#225

AshburnerX

AshburnerX

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 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.


#226

GasBandit

GasBandit

So the other thing that kinda pissed me off today is that the base I captured, and the Bizarre Adventure, got taken sometime in the night. Also my microminer and welding ship. All gone. A rival pirate faction claimed responsibility, painstakingly sniping all our turrets one by one from 1km away, then merging up the ships and station and flying them away en masse. They didn't want to spend the time hacking all the systems on the Bizarre adventure, so they ground her down for parts.

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...


#227

AshburnerX

AshburnerX

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...
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.


#228

GasBandit

GasBandit

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'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.


#229

Dave

Dave

I think I'd be a liability to start out.


#230

GasBandit

GasBandit

I think I'd be a liability to start out.
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."

[DOUBLEPOST=1406428123][/DOUBLEPOST]SO VERY ALPHA



#231

GasBandit

GasBandit

Hah, I got an offer to join a youtube certified network today -
CreativeNationRecruiter has sent you a message

Hi!

I'm sending you this message to give you the opportunity of joining our YouTube certified Network!

Creative Nation is a growing network of 2,500 + channels and 350 Million+ monthly views.

We can offer you the following benefits :
- 90% Revenue share (other networks only give 60-70)
- High average CPM of $6 - $14 (Due to our multiple person adsales team)
- Low $1 payout threshold (Meaning you'll very likely be paid every single month)
- 40,000+ royalty free music tracks to use in your videos free of charge
- 350,000+ royalty free sound effects to use in your videos free of charge
- Payments via Paypal, Bank Transfer or Western Union
- 24/7 support via Live chat, Skype, Twitter and Tickets (in our dashboard)
- Lock-in for only 10 months (the average for other networks is 2 years)

You can find more information on our website here : http://cnation.co/
[DOUBLEPOST=1406429594,1406429502][/DOUBLEPOST]Their webpage just SCREAMS fly-by-nite. No thanks, guys.


#232

AshburnerX

AshburnerX

The Youtube networks are kind of shit anyway, unless you are a huge, mega hit (in which case you really don't need them).


#233

GasBandit

GasBandit

So last night I decided the cure for the post-lost-my-ship blues was to get right back on that horse and go cause trouble. I borrowed Crow's lightest ship, the Tiny Dancer, and went looking for marks.



Tiny Dancer is as basic as a pirate ship can get - the minimum required, one cockpit, one gyro, one small reactor, one beacon (ships in multiplayer require a renamed beacon to not be deleted during daily maintenance/trash cleanup), six thrusters... that all makes the basic ship.. but then you tack on a medium cargo bay, connector, a grinder and a gatling gun, and you go from cute to worrisome.

So as I patrol the asteroids, I spot something in the distance - the barest discolored glint at the top of this asteroid -



So I get closer, and find a helpless base, ready to be pillaged! Not a bad start to the evening.



Thanks to having a nose-mounted grinder, I barely even have to get out of the ship to reduce it to components and tuck it away in the hold. I do get out to "hack" the reactor so I can get the uranium out of it before it is destroyed, but there's not a whole lot there. Ah well. Then as I pull away, I use chat to notify the faction to whom it belonged that their asteroid base is no longer there.

So I continue along my patrol, and at the fringes of the asteroid belt, I find this -



A giant chunk of somebody's (DOG faction is the somebody, apparently they named this the Doge) large 49-drill drillship holding stationary in space. I say "chunk" because the back end of it shows obvious signs of damage and there's no cockpit, forward, or reverse thrusters. I'm guessing that it just "came apart" in flight like some of my ships did yesterday. So I fire up Tiny Dancer's grinder and get to work.

But the tiny ship's hold fills up before the job is done... so bursting at the seams I fly her back to base, intent to come back with a larger ship and finish the job. It only occurs to me 3/4ths of the way home that I had enough parts right there on hand to simply add another cargo bay to Tiny Dancer. DOH.

So anyway, I go and get my new raiding ship that I just built, the Hammertime. It's not the bruiser or base that Bizarre Adventure was, it doesn't have a medlab or refinery or assembler, but it's slightly more agile and has its own mounted grinder.


There are a LOT of reactors on this drill ship.. so I make sure to hack them one by one to get the uranium out. Turns out to be very worthwhile, there was about 25 uranium ingots in each reactor!



It only occurs to me now, as I look at the screenshot, that it looks like a very bad idea to take an angle grinder to the access door of an operating nuclear reactor. Oh well.

So I finish up grinding and packing away the Doge into my cargo hold, and on the way home, I happen across somebody's base! Two jackpots in one night.



Incidentally, Major Twitch is one of the faction who took over the base I captured and stole Bizarre Adventure. The text in the above screenshot is him complementing me on my layered hull design - apparently it prevented all damage to the internal parts of the ship as they rocket-sniped off the turrets to be able to approach her. Wunderbar. Also pictured above, you can see I built on two more grinders to make the grinding of the Doge driller go faster.

But at any rate, I approach the base, jump out, disable the medbay so I don't get any unexpected guests that way, and start grinding away the base.



I hack the cargo bays instead, and find a huge stock of supplies. A hundred thousand steel plates! 400 missiles (which is good, because I was running low)! 32,000 construction components! Various other ingots and parts. There's so much, the 3 cargo bays I brought (which were half full already from the doge) quickly fill up, and I'm forced to build TWELVE MORE cargo bays (and 3 more grinders for good measure) on the outside hull of the Hammertime, just to get it all in.

But Deerslayer, the owner of the base, comes back from his own raiding just as I finish up grinding away the base platform, so I don't get a chance to get to grinding the drillship parked nearby. I kick Hammertime into high gear for a quick getaway, because I don't know the combat capabilities of the ship Deerslayer's flying, and would rather not test an unknown with 900,000 liters of booty stuffed into and strapped onto the outside of Hammertime, which has fairly minimal armaments for a large class ship - two missile turrets and a missile launcher. As I thrust away, I kick the turrets back on, and they start slinging rockets aftward to discourage pursuit... and I escape into the big empty, free and clear to make the long haul back to my own base and offload my ill-gotten gains.

It was a roller-coaster of a day... started off pretty bad, but was looking up by the end.


#234

Dave

Dave

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?


#235

AshburnerX

AshburnerX

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?
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.

As for where his base is... if you look at edges of the screen, you see beacons set to XYZ. This gives you a rough coordinate to where you are on a server and if you know the cords of on location, you have a rough idea of how to get there from anywhere else.


#236

GasBandit

GasBandit

Yeah, sometimes there will be a little bit of detritus left over or that gets away when you use a drilling ship. Usually it's not an amount worth fretting over though.. less than an armload per full cargo bay, in my experience.

And yes, most PVP server use X Y and Z Coordinate beacons because if you set up your own wide-range broadcast beacon to find your way home, OTHERS will find their way to your home, too... So you just write down coordinates for everything.


#237

GasBandit

GasBandit

Using the loot I pillaged yesterday, I built a new suite of mobile factory (36 small cargo bays, 8 refineries, 2 assemblers), 49 drill rig, and combination grinder/welder ship that all fit together with merge blocks and can be moved as one.



I've parked it 15km out from an asteroid (twice visual range), and maybe later tonight or tomorrow. Oh, those other non-XYZ beacons... some dingus on the server'd been launching powered beacon probes into the void all afternoon, trying to lead people on wild goose chases.


#238

GasBandit

GasBandit

Well, that didn't go so well. I went to go do a mining run, found noobs building a base on the asteroid I wanted... Flew the drill rig back to the mobile factory, suicided back to the main base, got Hammertime, flew out the 10 minutes to the asteroid, threatened them with destruction if they didn't bribe me, they insulted me and acted flippant, so I missiled them and their base into twisted scrap. Got 11,000 kg of iron ingots for my trouble. Eh, it's something, I guess. Flew Hammertime back to the mobile factory. For some reason HAMMERTIME'S MISSILE TURRETS LOCK ON TO MY OWN MOBILE FACTORY and go spraying missiles at it!

I quickly shut off the turrets, but a huge hole was blown diagonally through the bow-to-port of the mobile factory, and roughly a dozen cargo bays are either destroyed or damaged to non-functionality. I attempt to repair the damage with my combo welder/grinder ship, but find out I did VERY bad engine placement on the design, and the retro thruster on BigMacher does even further damage to the mobile factory. It's almost midnight. I give up. I mate everything back up with the merge blocks, fly Hammertime back to main spacebase, suicide back to the mobile factory, fly the joined package back to space base. I might could have left it there, done my mining run, and manufactured replacement parts on site in the still-mostly-functional mobile factory, but I want a real, non-burny welding ship to do the heavy lifting. Need to redesign bigmacher anyway, not sure if it's actually possible to make a compact combo welder/grinder in large ship size. Maybe I'll have to make something big and boxy at least 8x8x8 so I can have all the engines pointing inward instead of outward, to avoid damage.

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.


#239

Gared

Gared

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.


#240

GasBandit

GasBandit

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.
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.


#241

AshburnerX

AshburnerX

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 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.


#242

PatrThom

PatrThom

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


#243

GasBandit

GasBandit

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.
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]
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
It's confined to the single linear blockspace of the engine. It doesn't burn things adjacently.

However, there are also some buildables (specifically turrets) whose occupying space is larger than their actual model (the turret takes up 2 blocks, but "occupies" a 3x3x3 grid space in which nothing else can be built) and if the rocket thrusts through that occupied-but-empty space it still destroys the turret. This is a source of constant irritation to me.


#244

PatrThom

PatrThom

This is a source of constant irritation to me.
I agree!

--Patrick


#245

GasBandit

GasBandit

Mkay, I'm pretty much ready to not play this game any more until they stabilize multiplayer. I lost a ship, a station, and at least 1,000,000 liters of stolen booty to lag combined with stupid broken glitches.

I might check in on it again once a week or so to see if they've done so. Sorry to everyone who got as excited as I was and ran out and bought the game based on my posts... but for anyone else reading, I recommend holding off buying the game. It's still too fucking alpha and the dev team's priorities right now is on introducing new content, and not bug squashing/playability issues.


#246

Gared

Gared

I tend do the same with Early Access and/or open beta games. I buy the game, get really excited while I see what it has/is supposed to have, play it a bunch during the first few weeks/months that it's out, then either get bored with the current content level or annoyed with the bugs, and stop playing until much later in the dev cycle. So for my part, no worries man. I still want to see where they manage to take this game, as it is still a lot of fun, but with multiplayer borked right now, and single player kinda redundant after a while, I'm probably done for a few updates at least as well.

And seriously, who changes the primary mass-construction controls at random?


#247

AshburnerX

AshburnerX

So I wanted to try a buggy again and finally figured out how to control it.

buggy.jpg


Well sorta. So here's my info on doing buggies in Space Engineers.

- You must use suspension wheels or it can't move.
- Set your cockpit controls to wheels. If you still can't move, hit P to make sure the hand brake is off.
- You need an artificial mass in the center of gravity on your ship or several spread out. This keeps the buggy on the ground.
- You need a gravity generator ether on your buggy or in the area you want to drive in.
- It's actually much easier to turn using your mouse and a gyroscope.
/ \
| | - This is the most important bit. Your wheels should be placed like this.
|_|
- With the point facing UP on your ship. This lets the wheels moves correctly when you turn them.


#248

AshburnerX

AshburnerX



New features this week:

- You can control parts via your hotbar now. You want turn on/off your piston? Rotate another part? You can set it up on your hotbar.
- Weapons control works through rotors now.

As the above trailer shows, this means turrets are possible, which means that doing a two man ship seems quite practical now. Still has the lag problem though.


#249

GasBandit

GasBandit

The full patch notes makes reference of bandwidth fixes, but I suspect this will not address my issues with multiplayer latency/update problems.


#250

PatrThom

PatrThom

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


#251

GasBandit

GasBandit

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
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.

But this could definitely be used to switch between two modes of flight - highly maneuverable, and high acceleration. I'm reminded of Macross.


#252

PatrThom

PatrThom

I'm reminded of Macross.
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


#253

GasBandit

GasBandit

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
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.

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.


#254

AshburnerX

AshburnerX

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.
I might try this out later. It sounds great for small drilling ships but complete hell for large ones.


#255

GasBandit

GasBandit

I might try this out later. It sounds great for small drilling ships but complete hell for large ones.
The large ones are the ones that need it worst. It'd be tricky, but doable. In single player, of course.


#256

AshburnerX

AshburnerX

Alright, so I tried the vector thrusters thing... doesn't work. The engines won't detect the current orientation and thus won't fire. I could maybe make them manually do it via the console by setting them to override but that kind of defeats the point. Still, I went to a lot of trouble to make the test bed for this thing so let's take a look at how I solved some of the problems in case they patch it.

vector 1.jpg


This is what one side looks like during construction. What you can't see is that there are no blocks behind the engines to make clearance for the turns. Next to the empty space are blast doors. These give enough clearance so this way you can have a bit of side armor. How you orient the thrusters is difficult to explain, but the idea behind it is not. These are the values I used.

- Lower limit :-90
- Upper Limit: 0
- Then on the control bar you want buttons for increase velocity, lower velocity, and reset velocity.

This means that using the rotors from the tool bar will (at most) make the rotors turn left 90 degrees. So if you make the thrusters facing out 0 degrees, it will turn them towards the back of the ship. It's more complicated than that but really, it just takes a bit of experimentation. Regardless, if you don't put upper/lower limits then you WILL break something.

vector 2.jpg


This is a more complete version of the other side. Notice how the rotor is on the top and not the bottom? This is because in order to use the same lower/upper values, you have to rotate the rotors. You could give each rotor the correct values and put them wherever the hell you want but this was frankly easier.

vector 5.jpg


This is the complete side view.

vector 4.jpg



Complete rear view.

vector 7.jpg


Internals. It's a VERY tight fit. And it has some problems: namely that it's easy to get in via the gaps. Now this could be easily fixed by scaling the entire ship up and installing walls, but on a small scale it's impossible.

So yeah... this doesn't work currently, but in the future it might.


#257

PatrThom

PatrThom

So yeah... this doesn't work currently, but in the future it might.
Rats.

--Patrick


#258

GasBandit

GasBandit

What if you rig it so that, in addition to rotating the thrusters, it rotates a merge block on the end of them, which then clicks into place for merging once it's in one of the proper positions?


#259

GasBandit

GasBandit

Nope, that doesn't work either. The infuriating thing about rotors is they break alignment - blocks that are attached to the rotorized segment no longer perfectly align with blocks on the base segment, and thus things like merge blocks don't work.

I'm thinking for added oomph in acceleration it may just be easier to go back to gravity drive.


#260

AshburnerX

AshburnerX

Did some more testing. Vector Thrusters CAN be made useful, but it takes effort. Let me demonstrate.

Vector-2-1.jpg


Nothing but main thrusters on.


Vector-2-2.jpg


All vector thrusters on. Notice the power usage. That's because they are on full override.

Vector-2-3.jpg


Vectors moved to acceleration mode... I should be going at a decent clip... so why aren't I moving?

Vector-2-4.jpg


Here's the issue: the ship doesn't recognize the vector thrusters as being part of the ship, so when you turn them on via override, it will try to compensate for them with the main thrusters if you have Inertial Dampening on. But if you turn it off, you'll get quite a bit of speed boost from the vectored thrusters. So in order to use vectored thrusters, here's what you need to do.

- Make the usual controls for vectoring them (Increase, decrease, and reset velocity).
- Make group controls for turning on and affecting the speed of all the vectored thrusters.
- Do the same for each individual group.

This means you need two separate hotbars: One to vector and use them for acceleration and one to operate them individually for maneuvering. This means piloting a vector ship is INSANELY complicated and you can't get much finesse out of it. You also can't use the vectors in Inertial Dampening mode because the ship won't use the vectored thrusters for it because 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.


#261

AshburnerX

AshburnerX

Couldn't sleep. Started a new project.

Project 1.jpg


Using my newly developed talent for rotors, I'm working on a large scale mobile ship that works off of batteries and solar panels (I'm using reactors until I can move the ship into a position that it can get solar energy). The solar panels can fold in and out. They are also armored on the outside with blast doors. The whole process is a bit jerky though, as the outside ends accelerate to a fast enough speed that it kind of jerks when it stops. Still, nothing is getting damaged at any point when I open and close so it's obviously working as intended.

Project 2.jpg


I have a small flight deck on the inside, which I've coated with bullet-proof glass to absorb some of the thruster damage from landing ships. It also has connectors on the bottom (hidden by the bottom solar array when it's closed) so I can hook up ships for charging. In the end I'm hoping to make this 100% solar and battery powered, with the ability to charge other ships, move cargo, refine resources, assemble materials, and protect itself from meteor strikes. It's my largest design to date and I'm being pretty ambitious.


#262

GasBandit

GasBandit

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.


#263

GasBandit

GasBandit

Aw hell, it's the space police.

https://dl.dropboxusercontent.com/u/17625073/SPACE/Space_gif (4).webm[DOUBLEPOST=1406899304,1406899113][/DOUBLEPOST](Previously, on Space Police)



#264

Dave

Dave

That...that gif has sound.


#265

GasBandit

GasBandit

That...that gif has sound.
That's why it's a link.


#266

AshburnerX

AshburnerX

Mowed lawn. Still couldn't sleep. Time for more insomnia filled building!

Project 3.jpg


So the back interior is finished. It just needs to be armored on the outside and then it'll be done. Then all I have to do is the front.

Project 4.jpg


Half the landing pad is finished. Two anti-personnel turrets to monitor for boarders as their isn't a whole lot I can do about some of the gaps (though that Space Police video gave me some ideas...). Behind that layer of internal walls are several batteries and gyroscopes. I used catwalks for part of the building materials for three reasons:
- They take up less area than interior blocks.
- I believe they also weigh less. Considering the scale of the ship, anything I can do to cut weight is always good.
- They look damn attractive.

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 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.

Project 6.jpg


Bottom of the ship deck, with connectors leading into the conveyor network, both for cargo transfer and to charge batteries. I'll probably need to put some heavy down here too, if not at least catwalks to cover up the mess.

Project 5.jpg


Bridge, located in the rear behind two layers of internal walls and soon to be at least one of heavy. Two hallways lead in, both locked with two doors and covered with an anti-personnel turret. Chute above leads to my med-bay, which is also covered by an anti-personnel turret. Again, catwalks are used extensively for walls.


#267

GasBandit

GasBandit

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. Also going to cut down on how many turrets are on the outside because the first one was a bit ridiculous. I've also enlarged the reactor room so as to completely suspend it off the walls/floor, as the initial previous prototype often had the large reactor come dislodged from everything when kinetic ordinance was used against it, so this should alleviate that. Used the added empty space by filling the corners with 28 batteries. They take 7 minutes to charge off the reactor, and once they do, I can flip them on to double my power output for the hard maneuvers (with 24 large thrusters on it total, it goes into overload on the reactor alone if I am accelerating through a diagonal turn at speed). Also, switched to 3 large cargo containers instead of the tons of small ones.. it really reduces how much the ship can carry, but comes a point you don't want to do inventory management on 80 small containers, and I'm hopeful one of the patches will fix the cargo disparity eventually. Also I'm being smarter about gyro placement to help avoid them becoming dislodged under attack and becoming pinballs that ricochet around inside the inner compartments compounding the damage.

I've only got the interior done, haven't even started on the outer armor yet.


#268

AshburnerX

AshburnerX

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.
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've only got the interior done, haven't even started on the outer armor yet.
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'm not planning on doing too many gat turrets on this. An Lus na gréine Corcra (The Purple Sunflower) is designed to be a support ship, not a war ship. It's got enough to repel boarders and to keep some meteors/rockets of it's back, but it's solar, which means fragile. It shouldn't be able to take on a warship.


#269

GasBandit

GasBandit

I've also enlarged the processing capabilities of my ship to 6 refineries and 3 assemblers.

Basically, it'll still mostly be a mobile base/staging point. I plan to use it to tow a miner to an asteroid... get out and mine, dump the materials in for processing, hook back up and tow the miner back into deep space, all with overwhelming firepower to repel anyone in the area of the asteroid while I'm there. But while I'm offline, it definitely has to be deep space... there is no defense against a smart hijacker for an unmanned, stationary ship right now. All they have to do is snipe off the external turrets, fly in, and weld their own cockpit onto the outside of the ship. That's something that really needs to be addressed. Off the top of my head, I'd say the best way to do it is to make the player unable to build a cockpit or merge block on any grid that already has a cockpit that he doesn't own/have access to. That way, you force boarding parties to actually go in and hack a cockpit, putting internal defenses to use. Right now they go totally to waste because pirate SOP is to simply weld on a merge block or cockpit, fly/tow it out into deep space, and grind the whole thing en masse at their leisure.


#270

CrimsonSoul

CrimsonSoul

How many players in multiplayer and how big are the maps?


#271

GasBandit

GasBandit

How many players in multiplayer and how big are the maps?
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.

You can open up your own personal map to your friends while you play, I've never seen it set higher than 4 players though. Also if your machine is not superbeefy and you don't have a fat upload pipe, people connecting to you will lag badly.


#272

CrimsonSoul

CrimsonSoul

Awesome, thanks for the info!


#273

PatrThom

PatrThom

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 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.

--Patrick


#274

CrimsonSoul

CrimsonSoul

Is it worth picking up or no? I'm seriously considering it


#275

PatrThom

PatrThom

It already sounds like I would've gotten my money's worth out of it by now. Trouble is, I don't have the money. Or the time.

--Patrick


#276

GasBandit

GasBandit

Is it worth picking up or no? I'm seriously considering it
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.


#277

AshburnerX

AshburnerX

Project 7.jpg


Slowly armoring the cockpit section.


#278

CrimsonSoul

CrimsonSoul

@Ravenpoe and @Officer_Charon check your gift inventories


#279

Ravenpoe

Ravenpoe

@Ravenpoe and @Officer_Charon check your gift inventories
Whelp, there goes my free time.


#280

Officer_Charon

Officer_Charon

O_O Cheers for that!!


#281

GasBandit

GasBandit

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.


#282

AshburnerX

AshburnerX

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.
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.

So yeah... this is pretty alpha.


#283

PatrThom

PatrThom

SO. VERY. ALPHA.
So yeah... this is pretty alpha.
It's almost like the thrill of an actual space program.

--Patrick


#284

AshburnerX

AshburnerX

It's (mostly) done!

Project 8.jpg


Here she is, all closed up. But just like a real flower, if you expose her to the sun...

Project 9.jpg


... it will bloom! Aside from two small generators for initially moving it into optimal sun alignment, the Purple Sunflower is completely solar. Interestingly enough, the petal doors create enough inertia that the ship flips on the retro rockets any time I open or close the doors. Charging all the batteries at once is possible, though it has to remain stationary or it'll start to overload. It has no offensive ability outside of it's defense turrets, but it's a support ship an it would have buddies flying with it for escort. Let's look at the finished forward interior.

Project 10.jpg


Compliment is two refineries and two assemblers for on-site refining and repairs. Gravity generator for ease of movement. Generators are out of sight.

To Do List:
- I'm thinking of taking out the umbilical and turning it into a repair arm that can be moved with rotors and extended with a piston.
- Might add some more retro-thrusters to make slowing down easier.
- There is currently a way to hook small ship parts into large ones. I've seen it be done but couldn't get it working myself. I wonder if I could use that someway...

Next Project:
- I'm thinking of maybe a small fake asteroid that you can pop open with pistons to hide stuff inside.


#285

AshburnerX

AshburnerX

So I went ahead and tried the repair arm idea. I think I've devised something pretty ingenious.

Project 11.jpg


Looks pretty simple: two rotors (one left/right, one up/down), a piston, and a repair arm. It's controlled via the console on the arm, with preset, labeled groups for all of the functions. Rotor limits keep it from hitting anything unless you purposefully shoot the arm into something.

Project 12.jpg


Here's why it's ingenious: you don't need to load it with stuff manually. All you have to do is dock the arm in it's resting position and then you can move stuff from the main ship stores into the small storage container, which feeds through the piston into the repair tool. The connectors give you enough room that you don't need to worry about breaking anything.

Project 13.jpg


It's even got enough length and clearance to work on stuff the ship can pull up along side. You could replace the repair tool with a grinder for grinding down captive small ships in privacy.

They REALLY need to get this stuff working in multi-player.


#286

WasabiPoptart

WasabiPoptart

Aussie started messing around with this game now since I told him how much you all are enjoying it. He's decided he wants to build the Bebop.


#287

GasBandit

GasBandit

You know, you probably could... single player. Even put in a little swordfish in the hangar.


#288

AshburnerX

AshburnerX

You know, you probably could... single player. Even put in a little swordfish in the hangar.
They could probably do it two-man multiplayer too, especially if on a local network.


#289

GasBandit

GasBandit

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.


#290

AshburnerX

AshburnerX

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.
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.


#291

GasBandit

GasBandit

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.
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.


#292

GasBandit

GasBandit

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.


#293

CrimsonSoul

CrimsonSoul

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.
Seems legit.


#294

AshburnerX

AshburnerX

Why don't we just tick a pink bow on the helmet? Is that enough? :rolleyes:

Spent last night trying to stick some fighters underneath one of my solar doors, only for it to completely eat them when it closed. I may need to go even squatter than I had and just make them long and flat. The only issue is that the weight seems to be really low and the Gatling guns always send it flying.


#295

GasBandit

GasBandit

The most vociferous force in favor of "female models" in the thread in question claims to be female, but I'd put a month's pay on them having a wang.

In any event, I posted in the thread that "Space suits are unisex. There's no in-game NPC dialog to offend with incorrect pronouns. This is the dumbest suggestion I've heard since that one guy asked for Fetus-throwing-howitzers in the Dawn MMO 14 years ago."


#296

drifter

drifter

Query: could one build a functional mecha in this game?


#297

AshburnerX

AshburnerX

Query: could one build a functional mecha in this game?
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.


#298

drifter

drifter

I was thinking more along the lines of the SDF-1.


#299

GasBandit

GasBandit

Query: could one build a functional mecha in this game?


#300

drifter

drifter

Mmmm. Probably won't pick it up right now, but...



#301

AshburnerX

AshburnerX

More modifications!

Project 14.jpg


So I was able to make the fighters a bit squatter without sacrificing too much armor. I also reversed the guns on one side to keep them from listing up when they fire. So now...

Project 15.jpg


... it closes up tight without eating the ships. This kind of makes me want to build a Protoss Carrier and install a few racks of these things inside... maybe on retractable racks made with pistons. We REALLY need Merge Blocks that are universal connectors.

A few things:
- Recharging batteries is SERIOUS power draw. I can't close the doors while charging the ship batteries and the fighter batteries. I messed with the gravity generator to help with this but it's still an issue.
- I get -4 full days- of power from the batteries while stationary. It's probably more like 1 while moving.
- Moving is a pain. I added more thrusters to help, but with the docked ships it's still like +1m/s from the weight. I may need to put in a gravity drive and just switch the gravity generators when I'm not moving.


#302

GasBandit

GasBandit

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.


#303

AshburnerX

AshburnerX

My #1 request right now is the ability to set the speed interval used in console commands. I don't want to make my repair arm whip around at 3 m/s... I want more like .75 m/s. But to do that, I have to set it for .75 on the console and then simply use reverse, which means it's always in motion unless I dock the arm.

One cool side-effect of using the connectors on the arm though: it always tries to seek perfect center on it's own because of the magnetic pull.

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.
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.


#304

GasBandit

GasBandit

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.


#305

AshburnerX

AshburnerX

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.
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.


#306

GasBandit

GasBandit

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'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).


#307

GasBandit

GasBandit

Here's the Bizarre Adventure II, still under construction, but the outer heavy armor is going in place so it's starting to vaguely take its final shape. Haven't finished placing the slope/corner armor or the turrets yet. You can also see Bob the Builder and an unnamed heavy fighter/grinder off to the side. I'm also thinking about trying to work in a collector with the grinders there somehow, so I won't have to stop to hack/pick up/transfer the contents of cargo bays and reactors... can just grind them down then hoover up the loot as it floats.



Our battlecube, which for obvious reasons, has been named the Rubix.




#308

Officer_Charon

Officer_Charon

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.

Something like this, then? *grins*



#309

GasBandit

GasBandit

Something like this, then? *grins*

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...



Though it'd be more accurate if it was the front half of the Arcadia, sliced off from the rest, and the cockpit placed in the nose cavity. heh.

Really this is the smallest "large" ship I've built with combat considerations on this server (the only one smaller I think is my large version of Bob the Builder, and I think my first "battlewagon" on my old server was only 750 tons, but it only had a single layer of heavy armor). The Infernvm 1 was only a little heavier at 1700 metric tons (to this one's 1350), but it was a LOT slower and fatter to accomodate the base amenities. It represents a shift in my planning from "take and hold" to "hit and fade."

I might shift back again if design changes are made to address the multiplayer security issues regarding turrets, cockpits and merge blocks.

Incidentally, the Rubix, I think, is something like 7700 tons.


#310

GasBandit

GasBandit

Also, if this were single player, I'd have put the grinder on a piston so they could extend well forward of the main hull to do grinding, but c'est la multiplayer.


#311

PatrThom

PatrThom

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


#312

GasBandit

GasBandit

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
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.

So every single turret in that picture has its 3x3x3 grid of space unintersected by anything, including the thrust from the six large thrusters per side.

It took a LOT of fuckin thruster parts to make the cube, as each one takes about 12x the parts of a small thruster (but only has about 6 times the footprint). It put us into serious hurt for gold and platinum.

I do not think a piston would survive being used as a ram, though I haven't tried.

In other news, the admin of the server has taken to using grinder torpedos on people. A thruster set to low thrust override keeps it moving forward, and it just slowly grinds its way through their base. It moves slow enough for him to unload the parts by hand as it goes.


#313

GasBandit

GasBandit

Thursday is patch day.

Summary
Players can download mods (custom blocks, skyboxes, custom skins) right from Steam Workshop. Mods are per-world; that means that each world can have different mods active. And that’s not all –every client automatically downloads every workshop mod used by server while connecting. As a bonus; we have also added character animations playable from toolbar, small control panel access block, gyroscope override and more catwalk blocks – enjoy!

Warning: in case you have overwritten core game files on your own in the past, please try to delete all local content + verify your game cache files https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335



New Modding Guidehttp://steamcommunity.com/sharedfiles/filedetails/?id=296249959

Features
- steam workshop mod support and integration
- automatic mod download when joining multiplayer game
- moddable thruster glow
- added new character animations playable from toolbar
- added control panel access block
- added gyro override
- added more types of catwalk blocks
- added mod debug screen (F11 in single player)

Fixes
- fixed invisible and invulnerable cargo ships
- fixed not hidden HUD tag after switching to third person
- fixed autosave on dedicated servers
- fixed player loses ownership one death,save/reload
- fixed respawn in owned medbay results in permadeath anyway
- fixed bugged ownership menu
- fixed toolbar hotkeys (missing options/too many options)
- fixed disabling "control thrusters" from one cockpit disables the thrusters completely
- fixed block not available message
- fixed rotor displacement issues
- fixed trapped in cockpit, crash on exit
- fixed cannot create "new ship/station"
- fixed error when loading a saved world
- fixed pistons with a drill attached refusing to extend after reload
- fixed turret sound playing even if turret is OFF
- fixed overflowing menu for various blocks (turrets, rotors)

Special thanks to Modders: Darth Biomech, Embershard, DeadWeight4U, EctoSage, sanchindachi666, damnatus and many others
__________________

No netcode fixes. Doh well. It is, however, funny that these guys have so effortlessly put in mod support while Minecraft STILL hasn't, despite saying they were going to do so for years.


#314

GasBandit

GasBandit

So very ALPHA.

Patch today broke collectors, among other things.



Also broke decoy blocks (no longer attract any fire at all), introduced some new crashes to desktop and screwed up sound propagation.


#315

GasBandit

GasBandit

Last night I also experienced some bizarre problems with the engines on my drilling ship randomly vanishing. It was very bizarre. Usually if an engine is destroyed by banging a wall or another engine's thrust, it also damages the surface to which the engine was attached.. but these just vanished (and I know they weren't in the path of any other thrusters because it worked fine 2 days ago, and they're nowhere near the edges to get banged on the walls).

SO VERY ALPHA.


#316

GasBandit

GasBandit

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.


#317

AshburnerX

AshburnerX

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.
What, the explosives hidden on it to keep you from making it slow down weren't enough?

I kind of want a limpet block now... like you fire it at another ship like you'd do a warhead missile, except you can attach a connector or a merge block, making it easier to take over.


#318

PatrThom

PatrThom

I take it you can't attach a merge block to the end of a piston tree, then?

--Patrick


#319

AshburnerX

AshburnerX

I take it you can't attach a merge block to the end of a piston tree, then?

--Patrick
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.


#320

GasBandit

GasBandit

Finished my new frigate, the Bizarre Adventure II.



She's a light raiding craft, final curb weight of 1500 tons. Acceleration of about 3m/s^2, fielding 3 gatling turrets, 3 missile turrets, 3 antipersonnel short range turrets, forward facing rocket launcher, and grinders with collector.



Now if only the lag would stop sucking so bad, so I could get some raiding done!


#321

GasBandit

GasBandit

Went raiding today.

Nom nom nom.



Some other faction decided to claim the Elysium Sector beacon for their own, so naturally I had to go check it out and kill them some.




Well, as it turned out, I killed them a few dozen times, but finally one of them managed to lag-warp-teleport inside my ship and ground my medbay down so I couldn't respawn, then attacked me before I realized what happened. Another pirate from a rival faction was there and saw them swarm me after that, though, and killed them and disabled my ship's engines so they couldn't make off with it, out of professional courtesy. But unfortunately, when I got back and started to haul my ship away, he mistook me for them, and destroyed the cockpit. With no cockpit, I couldn't turn the inertial dampeners back on, and my ship just floated out into space again, with me unable to stop it. Because of multiplayer lag.

So I got a grand total of one foray out in the Bizarre Adventure 2.

And then the server crashed.

Why do I play this game multiplayer again?


#322

AshburnerX

AshburnerX

You REALLY need someone riding shotgun with you, if only to fight off raiders and to watch over stuff.


#323

GasBandit

GasBandit

You REALLY need someone riding shotgun with you, if only to fight off raiders and to watch over stuff.
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.


#324

GasBandit

GasBandit

Grinding down a capital ship with an 81-grinder ship is a very satisfying experience.



"Nom nom nom nom nom all gone."



#325

PatrThom

PatrThom

How do you keep up with the steady stream of floating debris? Doesn't it overwhelm your collector, or something?

--Patrick


#326

AshburnerX

AshburnerX

How do you keep up with the steady stream of floating debris? Doesn't it overwhelm your collector, or something?

--Patrick
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.

I think the bigger question is if that's his faction's ships he's grinding down because it has their gravity torpedo setups.


#327

GasBandit

GasBandit

That was, indeed, the George Dub I was grinding down in that last pair of pictures (both pictures were of the same ship). We'd decided that the existing design wouldn't really work as we'd hoped, and with the advent of thruster overrides, there really isn't even a need for gravity torpedos any more. So it was agreed to reallocate the resources to other things.

There was a tense moment when a couple of the torps got loose in the torpedo bay, and started floating freely, but I was able to be careful enough to grind them without setting off any explosions.

But yeah, the grinder returns the ingredients/components of something constructed with perfect conservation directly into ship inventory. They have inventory doors on their sides, so laterally they're already cargo-networked, I just needed a line of conveyors to connect them vertically, and then a tube going from any one of them to the cargo container. The frigate pictured previously had a collector in the middle of its grinders because if you grind down a cargo container that still has stuff inside it, the stuff pops out and floats there in space. It's faster to hoover it up with a connector usually than to have to stop and go out there and pick it up by hand. You could hack the container and hack/attach a cargo connector, but IMO it just saves time to use a collector with your grinders.


#328

PatrThom

PatrThom

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 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.

I've since discovered the Space Engineers wiki, which is answering many of my questions.

--Patrick


#329

GasBandit

GasBandit

FUCK.



/game over man


#330

Gared

Gared

Oh, great. That's just what this game needs. Divergent code bases and/or (the sadly more likely) dumbing down all code to match the less robust system, and the added benefit of the Xbox Live community. I guess it was fun for the few weeks that it lasted.


#331

drifter

drifter

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. "


#332

GasBandit

GasBandit

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. "
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.

The fact of the matter is going console is never a good thing for a PC game. Rather than hire an entire separate port team, I'd have rather they hired just one guy to concentrate on fixing/maintaining netcode for internet multiplayer.

But I can hear Keen's Krusty the Klown sobbing impersonation now. "Microsoft drove a dump truck full of money up to my door! I'm not made of stone!"


#333

GasBandit

GasBandit

Keen also has precedent of acting in bad faith to its customer base - their previous game, Miner Wars 2081, is a notorious example of everything that is wrong with the concept of early access. By all accounts, it never got finished, they simply released the source code and said "not doing this any more, no refunds."

If I'd known that before today, I might not have purchased Space Engineers. Now I'm locked into this ride to see where it goes.


#334

GasBandit

GasBandit

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

This mod does more than it sounds - it not only turns the skybox pitch black, but removes the sun and all ambient light from the level. The only light is that which ships and bases provide.

So naturally it's kind of dark, to put it lightly.



I cannibalized some parts of the standard starter ship to build a spotlight and some "interior" lights on the exterior of the ship to increase its visibility. Since I knew the game starts you more or less pointed at the asteroids, I cautiously accelerated to 10 m/s and started inching my way into the gloom... too worried that to go faster would risk smashing into something before I could react.



It was flying blind. And worse, frequent paranoid stops and starts would chew through my extremely small uranium supply in short order. I decided I would cannibalize more parts to make a small scout vessel to search for an asteroid. My power is a currency, and it would be spent much more slowly pushing around a 5 ton ship than a 155 ton one.

I am forced to cannibalize more structure, the glass in front of my cockpit for silicon, the connector, the gravity generator, a couple thrusters, and though I tried hard to avoid it, my medbay. There was just no way around it. But doing so, I managed to build a simple small scout with a couple spotlights and a battery. I couldn't complete a reactor on it because I had nothing to cannibalize for the gravel to make reactor parts other than my main reactor - which was right out. Main reactor goes down, I can't refine, the lights go out, all kinds of bad things happen.

So I manage to build it up, and connect it to the ship to charge the battery.



I had to grind down the ship's connector and rebuild it behind the scout, then ootch the large ship forward until docking was achieved. Then set the battery to charge.

I also had to basically cannibalize everything but the cockpit, the connector, the gyros, thrusters cargo bay, assembler and refinery, but I made sure to build a beacon in the big ship before I left, so that I could find it again - the lights don't reach forever in the inky gloom.

Thus prepared, I tentatively groped my way out into the darkness.





It took quite a while of yo-yo-ing out and back, out and back, around and around, every minute fraying my nerves a little more, but suddenly rock loomed up in front of me, and mineral blips appeared to my ore detector. I was surprised how close it was to the mothership, actually.. only 1.5km away. I must have traveled quite a distance before I got the idea to build the small ship for scouting.



Stopping only enough to chisel off a little gravel to make reactor components, I leave the scout ship there, floodlight pointed at the rock to serve as a visual aid at which for me to pilot the refinery ship - it only then occurring to me of course that I probably could have stuck an antenna on the scout ship too, ah well. I jetpack back to the big ship, and start piloting it toward a distant tiny smudge of light in the darkness.



I nearly hit another, smaller asteroid on the way. Ooops. But I manage to miss it, and continue and finally rendezvous with the scout ship at the main asteroid.




I re-dock the scout ship to charge up the battery some more, and while that happens, I also modify it into a basic drill ship.




My first order of business was to find some uranium to restock my rapidly depleting energy stores - I was down to half a kilo.


I find a uranium vein relatively nearby, and drill out what I can from near the surface with the rudimentary drill ship. I also get some iron, nickel, gold, and of course, rock for my trouble.



Digging in the dark can make a sane man crazy.

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.


#335

AshburnerX

AshburnerX

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.
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.

We REALLY need to set up a small server for this.


#336

FnordBear

FnordBear

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.



#337

AshburnerX

AshburnerX

Gas'es new mod had me thinking... so here's this thing I threw together.

Sub 2.jpg


I made a tiny Nuclear sub! Well... not TINY, but small compared to some of the other builds in this thread.

Sub 1.jpg


Here's the production phase. Lower left is a test to see if I could do a certain something....

Sub 3.jpg


Forward interior. You can see the hanger bay for the mini-sub, as well as the entrance to the torpedo room.

Sub 4.jpg


Rear bottom view. I have two refineries acting as large engines for the props... also as refineries, because why not?

Sub 5.jpg


Rear view top. I built a fairly elaborate scaffold system (with cosmetic supports) that leads to the medbay.
Sub 6.jpg


It finishes by going around to the piloting console.

Sub 7.jpg


Torpedo room interior. I used small ships to make the torpedoes out of an engine, a landing gear, a power generator, a beacon and a warhead. Firing order is turn off thrusters, max override, turn off landing gear, turn on thrusters. They fly out of the standard opening door block for added fun. As for the beacon, that's actually an idea I had for Gas. Since beacons make light, why not add them to torpedoes to act as tracers in that dark environment of his? Would give you some idea of where they went when fired. In fact...

Probe 1.jpg


Why not just launch a few probes? This simply probe can last for HOURS, is cheap to build, and will survive impact if you keep the speed low. Better, the flat surface on the front mean the probe will try to right itself. Maybe add some spot lights to see what you hit.

And yes, that CAN fit through the door.


#338

GasBandit

GasBandit

I may end up using probes, though I doubt they'll be shot through doors :p don't forget in survival mode, batteries are completely drained when first created, so I'll have to link them up to the mothership via connector to charge them up before sending them out. I'll probably have to use a small ship (the drill ship) with a landing gear to "aim" the probe, at which point I might as well just use the drillship to give it a push and then release, no thruster needed.[DOUBLEPOST=1407937883,1407937746][/DOUBLEPOST]
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.

Sleek design. My only critique is.. no heavy armor?


#339

PatrThom

PatrThom

You basically changed the game from outer space exploration to deep sea survival.
From Star Trek to Sea Quest: DSV.

--Patrick


#340

GasBandit

GasBandit

It makes it more interesting because, at least in single player, there really isn't any "exploration." pretty much what you can see from your starting area is all there is to the level. So once you're established on your asteroid and ready to expand out... there's nowhere to go.

This forces "exploration" back into it and cranks the difficulty up to 10.

Seriously, I had to scout for that asteroid for a looooooong freakin time. All the while the consequences of failure looming over my head. Going slow meant the mothership would have that much longer to use up its uranium... going fast meant risking smashing into an asteroid before I could see it and dying with no medbay.


#341

FnordBear

FnordBear

:pSleek design. My only critique is.. no heavy armor?
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.


#342

GasBandit

GasBandit

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.
We might have to have a little creative mode fight club and put 'er to the test.


#343

FnordBear

FnordBear

Lol 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?


#344

GasBandit

GasBandit

Lol 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?
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 a video I mean gallery of a guy who built an interesting "carpet bomber" with multiple connectors/gravity generators that basically had two stages - first stage would build a "cloud" of explosives in a confined space, second stage would then shove the cloud at the target. He used it on an asteroid base and not only took out the base but most of the asteroid.

But anyway, I have more, lighter ships - Really I only have designed the one capital ship (and as I haven't spent time redesigning it, it still has issues with blowing itself up if I let it do sustained missile bombardments), but most of my designs are for fast attack/raiding frigates with only 4-6 turrets. You know... Pirate stuff. Mostly in the 1.5-2.5 million kg range.


#345

FnordBear

FnordBear

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.


#346

GasBandit

GasBandit

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.
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.

And the "cargo container a hair's breadth from destruction" trick is also great for rockbombs. Just put all your excess mined stone into 3 stacks in a cargo container and...



#347

FnordBear

FnordBear

You are correct about the damage factor, however more explosives will increase your damage radius.

I use a 100 warhead for things I want "intact". 500s are general purpose ship killers. 1000s.... are when I need to go to the bathroom and dont want that asteroid there when I get back.


#348

FnordBear

FnordBear

FLASH*****

In a stunning turn of events the JFDF-007 "Ranger" came under fire from an unknown aggressor. Due to quick thinking and valor by the crew and Captain Eltus Mashine, the ship sustain non casualties and was able to fend off the opponent. While no official statements have been released some are already speculating that the cold war between the Jovian Federation and Earth Union has just turned hot.

Photo: An unknown worker greets the JFDF-007 "Ranger" at Callisto Anchorage as she docks for repairs.



#349

PatrThom

PatrThom

Just put all your excess mined stone into 3 stacks in a cargo container and...
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


#350

AshburnerX

AshburnerX

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
I don't see how they could feasibly fix this one without causing all sorts of other problems.

- If they make the rocks smaller, you suddenly have small, dense, fast moving objects eating your ship instead of a big one.
- If they make smaller, less dense rocks then you could hit a point where releasing this just crashes the server instead of crashing a ship.
- If they rig it to delete all the small particles on impact, you suddenly have a great way to grief another player by launching their shit as a missile or launching a missile into their shit.

What we really need is a use for all the fucking stone and gravel we get. Like maybe we could use it to make rock camouflage or something.


#351

GasBandit

GasBandit

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.


#352

AshburnerX

AshburnerX

You really should just say to your factions guys "Hey... if you aren't going to be around, I know some people willing to hop in and pick up the slack.". This shit has got to stop.

On lighter news... I did some probe tests tonight.

Probe 1.jpg


First I used Gas'es idea of an engine-less probe. This doesn't work for a couple of reasons.

- It's hard to aim this thing because dragging the probe makes the ship want to handle weird. I tried several different positions but it's always the same.
- Without an engine to keep it in place, the probe just bounces off of whatever you hit.

So I changed things up and tried again.

Probe 2.jpg


This one worked a bit better. Set it for the lowest power setting on override and sent it on it's way. This one had a different problem: it can't correct itself once it hits, making it bounce off and keep flying.

Probe 3.jpg


This one works perfectly though. The extra engines keep the ship from bouncing around once it's hit and the gyroscope keeps it from twisting when it hits. It might be possible all this needs is a gyroscope though, so I did a few more tests.

Probe 4.jpg


This one does exactly what I designed it to do: On impact, one of the front legs breaks off to absorb the impact. Then the ship skids along for a second before the gyroscope kicks in and forces it to find an angle where it's just moving forward, keeping it in position until the energy runs out, which point it'll stay in position anyway. Now I used a generator for this but there is no reason you couldn't slap on a battery, charge it up, and then move the battery into position with a merge block or something before you built the probe around it.

Cheap, easy to build, and easy to use.


#353

AshburnerX

AshburnerX

Did a few more tests on Probes. I think I've come upon two rules for this kind of thing.

- The greater the mass of the probe, the more light armor chunks you need to absorb the impact. Or to put it simply, heavier means longer.
- The faster it is going, the wider the chunks need to go to cushion the impact and catch onto the rocks. Or to put it simply, faster means wider.

So I made this thing as basic as I could, while still making it able to hold everything it needs. Here's the ugly version.

Probe 5.jpg


Probe 6.jpg


It has a battery instead of a generator, a beacon to find it, a gyro to keep it from freaking out on impact, a merge block for charging, and legs long and wide enough to absorb impact at 100+ m/s. It looks like a crash test vehicle afterwards but it works.

Now I can't wait for the devs to implement proximity sensors or speed controls to make all of this pointless.


#354

GasBandit

GasBandit

Update 01.043 - Remote terminal access, button panel, HUD voices, extended modding support

Now it's possible to remotely access the control panel screen and inventory when the ship/station is in your antenna range. Antenna relay is taken into account. Press open control panel screen to see it (combo box at the top), or press SHIFT+K. New ‘Button Panel’ allows you to assign actions to the panel (like with astronaut toolbar) and then execute these actions by simply pressing the corresponding button on the model in game.
We also added more glass parameters and modding support for custom projectiles, debris models, asteroid materials and armor edges. Last but not least HUD voices are here to warn you of meteor showers, low energy/health, etc.



Features
- Remote terminal access
- Button panel for ships/stations
- HUD voice alerts (low energy/health warnings)
- Extended modding support: custom projectiles, debris models, asteroid materials, armor edges
- Improved glass rendering and modding (more parameters, smoothness, custom texture, color...)
Guide for transparent materials: http://steamcommunity.com/sharedfiles/filedetails/?id=300427203

Fixes- fixed autosave on dedicated servers (few days ago in 042 hotfix)
- fixed custom transparent material crashing the game
- fixed impossibility to remove and delete mods in some cases
- fixed blast door corner inverted collisions
- fixed pistons disconnecting when ship/station is split in two
- fixed turrets ignoring decoy blocks
- fixed cockpit hot-bar names not displaying correctly
- fixed small ship blast doors preventing placing of other blocks nearby
- fixed texture of curved conveyor tube
- fixed sharing with factions
- fixed surface difficult to walk on
- fixed dedicated server not creating a world if one is specified in the config
- fixed missile launcher self-explosions
- fixed floating objects slowdown
- fixed wrong saved game timestamp
- fixed a crash while creating a control panel
- fixed uranium ingot not traveling through conveyor system
- fixed crash after placing custom block
- fixed crash after deleting gravity generator
- fixed small thrusters damage area
- fixed spelling mistake when server connection was not available


#355

GasBandit

GasBandit

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)


#356

AshburnerX

AshburnerX

This new remote access with antennas will be great for torpedos. Now you can just open the torpedo doors and fire them without someone having to be in the room with them. Also a great way to control base defenses like Gatling mines and such.


#357

PatrThom

PatrThom

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)
Is this multiplayer, single, or both?

--Patrick


#358

GasBandit

GasBandit

Is this multiplayer, single, or both?

--Patrick
Both.


#359

PatrThom

PatrThom

Ugh. So...creative mode only for the time being, then (unless someone discovers you can refine rock into uranium, or something).

--Patrick


#360

AshburnerX

AshburnerX

Tried the new features with torpedoes. It works, but it would work SO MUCH BETTER if you could stick commands from other ships onto your tool bar. I'm still stuck going through menus, which means this really isn't the kind of thing the guy piloting the ship should have to do.


#361

GasBandit

GasBandit

Update 043.013
- fixed crash on Windows XP
- fixed crash in inventory
- fixed crash caused by missing texture or model
- fixed crash in join screen
- fixed refinery and assembler issues
- fixed cockpit ownership not updated
- fixed missing HUD voices
- fixed possible autosave issue on dedicated server
- fixed MP sync of production blocks and inventory
- fixed MP sync of floating point objects

Update 043.015
- fixed possible autosave issue on dedicated server

Wait, what?

- fixed MP sync of floating point objects

- fixed MP sync of floating point objects

This can't POSSIBLY mean what I can only hope it means?
Nah. Probably just means the "shaking" effect you get the further you get from the center of the map.[DOUBLEPOST=1408140793,1408140514][/DOUBLEPOST]Reading forums, seems now there's a bug where if you pick up any item floating in space, it crashes the server.


#362

CrimsonSoul

CrimsonSoul

FLASH*****
GORDON.... And the masters of the universe!


#363

AshburnerX

AshburnerX

Gas has another tutorial video up. I'll go ahead and post it so he doesn't have to...



Highlights? It's how to build an advanced drill ship.

At the end there, @GasBandit asks us if we'd want any other topics covered. Personally, I think he's covered most of the basics, but there are a few advanced things some of you guys might like, such as...

- Rotors and Pistons (I'd do this one myself if I had capture equipment, as it's one of the things I'm good at. Do I need a capture card to take stuff off my PC or just a program?)
- Gravity, Artificial Mass, and how to build a Gravity Drive

Anyone else have any requests?


#364

GasBandit

GasBandit

Nah, all I use is Fraps and Windows Movie Maker. I'm not too good with Pistons and Rotors, as they aren't usable in multiplayer at the moment so I never really fooled with em much.


#365

AshburnerX

AshburnerX

Alright... I've got the video recorded. I just need to get it encoded for Youtube with Movie Maker and uploaded.


#366

GasBandit

GasBandit

Alright... I've got the video recorded. I just need to get it encoded for Youtube with Movie Maker and uploaded.
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.


#367

AshburnerX

AshburnerX

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.
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.


#368

GasBandit

GasBandit

Yeah, it takes a while to process the HD.


#369

AshburnerX

AshburnerX

Alright, here's my short tutorial on rotors an pistons. Sorry about the terribly mic and having to clear out my throat every 5 god damn seconds. I'm allergic to EVERYTHING and it makes my throat clog up when I talk.

I believe I've proven why Gas works radio and I do not.



I'll probably do a short video using pistons for doors eventually, but this should cover most of the basic stuff.


#370

GasBandit

GasBandit

I did a comparison of the two formats, and the "youtube" preset has WAY more artifacting during high speed motion. Blechk. IMO not a good trade for taking up only 20% less space/upload bandwidth.


#371

GasBandit

GasBandit

I made a tutorial for building your own Bob the Builder.



#372

AshburnerX

AshburnerX

You definitely need to start pre-baking components before you record.


#373

GasBandit

GasBandit

You definitely need to start pre-baking components before you record.
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.


#374

AshburnerX

AshburnerX

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 could just switch to creative mode. It'd definitely cut down on the recording and upload time because you'd be making shorter videos.


#375

GasBandit

GasBandit

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.
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.

Nobody needs a tutorial for creative mode, really.


#376

drifter

drifter

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 :p


#377

AshburnerX

AshburnerX

Meh... I like both. I just didn't want to spend an hour on tape building something because I'm running back and forth all the time. I'd rather jut pre-fab it in creative to show off the concepts.


#378

GasBandit

GasBandit

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 :p
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.


#379

AshburnerX

AshburnerX

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.
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.


#380

drifter

drifter

... utterly fail to impress because there's no difficulty to it other than imagination.
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.


#381

GasBandit

GasBandit

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.
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.

It's a much more user friendly creative mode than minecraft's. Though, I guess if you start incorporating lots of pistons and rotors to do fancy things, it becomes much more impressive. For example, I doubt the Space Police did their thing in survival, even though it shouldn't be very challenging to do so.

But it's also different because, even in Minecraft survival, the true endgame was artistic expression. And the things you build are that much more impressive for having been done in survival (there were guys commenting on my monument's youtube video that said "that looks like a 20 minute build," clearly they were thinking in creative mode terms).

You might feel differently than I, but I can tell you from having built a capital ship in creative mode, even getting to use it vs another player's creation in multiplayer creative... just felt kind of hollow compared to the struggle and scrabble of multiplayer survival.


#382

GasBandit

GasBandit

Speaking of things people post on Reddit, get a load (pun intended) of this would-be comedian who has "made" a washer and dryer. In space.






#383

PatrThom

PatrThom

I believe I've proven why Gas works radio and I do not.
I'm sure if you want one of us to clean up the audio for you, we can do that.
Or you could just add in a cough button.[DOUBLEPOST=1408400112,1408400051][/DOUBLEPOST]
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 :p
Creative is for experiments. Survival is for fun.

--Patrick


#384

GasBandit

GasBandit

Creative is for experiments. Survival is for fun.

--Patrick
That's what I use it for, anyway. I want to know something is going to work before I invest major resources in it.


#385

AshburnerX

AshburnerX

That's what I use it for, anyway. I want to know something is going to work before I invest major resources in it.
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.


#386

AshburnerX

AshburnerX



Short update this week.
- Globe style gravity generators are now in the game. This can be used for things like making realistic world gravity if you choose.
- Increased multiplayer stability for landing gear, rotors, and pistons. I haven't tried them out yet, but this sounds like a much needed improvement.
- New armor textures
- New respawn ships
- Enhanced mod support


#387

GasBandit

GasBandit

Interesting that the fix for refineries deleting ore apparently isn't in the patch.[DOUBLEPOST=1408659714,1408659579][/DOUBLEPOST]Also, people are apparently getting "corrupt world" errors both on existing worlds and trying to start a new world.


#388

AshburnerX

AshburnerX

I think I know how they busted refineries... they did it while trying to get the new Blast Furnace done!



Not too many changes this time, but the big two are Camera Blocks and the Blast Furnace.

Camera Blocks let you change your view to that of the camera, which is going to make piloting ships just a ton easier. It's apparently their first step to wireless ship operation.

The Blast Furnace is a high speed, highly efficient iron smelting machine. It's supposed to be an early game thing for survival mode, but I could definitely see wanting to have one around in other situations.


#389

GasBandit

GasBandit

Does that mean they actually fixed the refineries, though?


#390

AshburnerX

AshburnerX

Does that mean they actually fixed the refineries, though?
I have NO idea. Lemme check the forums.

I'm not seeing anyone talk about it anymore.


#391

AshburnerX

AshburnerX

It's Patch Day!



New features are blinking lights, the ability to set detonation times on warheads, and sensor blocks that can trigger other blocks whenever something match it's parameters enters it's range. This seems to me to be a great way to set up interior gun turrets and the like.


#392

GasBandit

GasBandit

Wish they'd fix some freakin bugs.

Wait...

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)
WHAT.

Gotta check this.

Still no word on if the stupid refinery bugs are fixed yet, though.


#393

GasBandit

GasBandit

Ok, so the lag compensation "fix" helps with the rubberbanding some, but it's still pretty bad.

Also, performance has taken a huge hit. Everything feels slow motion/mired in molasses.


#394

AshburnerX

AshburnerX



Lots of new stuff today. Biggest is remote control for ships, which means you don't have to build small ships around a big ass cockpit anymore.


#395

GasBandit

GasBandit

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.


#396

AshburnerX

AshburnerX

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.
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.


#397

GasBandit

GasBandit

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.
Well, there is. Remote control is limited to your broadcast range.

The last thing you want to do is have the other sharks in the bay pick up your broadcast signal.

Also, I'd like to test how resilient to damage remote control modules are compared to cockpits (cockpits are actually pretty tough - not heavy armor tough but surprisingly tough).

But what this definitely would do is give you an emergency system to let you stop a drifting ship in a laggy environment.

But, as you say, it'd be nice to have a heavily armed cruiser be able to drop a remote controlled mining drone, and still have me be safely ensconced in a heavily armed and armed battleship while the drone does the mining, all with a short broadcast range that wouldn't attract too much attention.

Now if only you could mergeblock large to small crafts. Landing gears are somewhat better now, but it's still not perfect enough to really have a "hangar bay" with small ships in it.


#398

PatrThom

PatrThom

Doesn't this make missles (or "nukebikes") easier now?

--Patrick


#399

AshburnerX

AshburnerX

Doesn't this make missles (or "nukebikes") easier now?

--Patrick
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.


#400

PatrThom

PatrThom

I thought it made space torpedoes a reality, if you wanted to engage in sub-style warfare.

--Patrick


#401

AshburnerX

AshburnerX

I thought it made space torpedoes a reality, if you wanted to engage in sub-style warfare.

--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.


#402

GasBandit

GasBandit

Doesn't this make missles (or "nukebikes") easier now?

--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.

I thought it made space torpedoes a reality, if you wanted to engage in sub-style warfare.

--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.

The real advantage here is that remote control makes recapturing a drone possible - it wasn't even feasible before, due to latency issues causing deadly rubberbanding. Before, it was pretty much guaranteed that whatever you launched was a write-off... but now you can have vessels that fly out and return. So a grinder torpedo becomes a grinder drone. Mining drones, combat drones, so on and so forth. Much more safe and much lower investment risk than physically leaving your mothership to pilot another vessel.


#403

GasBandit

GasBandit

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.


#404

AshburnerX

AshburnerX

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.
Meh... civilizations die. Time to build a new one!


#405

GasBandit

GasBandit

Drills are a lot more fragile now than they used to be, I'm finding. They're blowing on me left and right, in twos and threes.


#406

CrimsonSoul

CrimsonSoul

They're blowing me left and right, in twos and threes.
Ftfy


#407

PatrThom

PatrThom

THIS IS NOT A DRILL.

--Patrick


#408

GasBandit

GasBandit

That's a compleeeeetely different game.


#409

Officer_Charon

Officer_Charon

That's a compleeeeetely different game.
With AA2 out, aren't we due for a new Halforums Academy? :D


#410

GasBandit

GasBandit

With AA2 out, aren't we due for a new Halforums Academy? :D
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.


#411

Officer_Charon

Officer_Charon

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.
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...


#412

GasBandit

GasBandit

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...
Ah, that's good. Now if we can just get a good save editor that displays relationship strength, we'll be in business.


#413

GasBandit

GasBandit

Thursday is patch day.

Summary
The Modding API has been implemented into Space Engineers. It brings a lot of new possibilities to our modders and it allows them to alter the game by writing C# scripts which have access to in-game objects! Reloadable missile launcher for small ships is also added - with the option to use the conveyor system.

Additionally in this update, we have included the Fighter Cockpit model that was created by the modder “Darth Biomech”. This is the first modded model that makes it into the official version of the game. By doing this, we want to reward and encourage all modders for their good work and efforts. It’s not possible to add all mods which are created, because we need to keep the game simple and organized, but we can ensure that more mods will be added in the future.

ModAPI Guide: http://steamcommunity.com/sharedfiles/filedetails/?id=315625486
Tomorrow we'll post video showing how to configure free version of Visual Studio and create simple mod using ModAPI.



Features
- Modding API (WIP - more features will be added in the future)
- Reloadable missile launcher for small ships
- Respawn ship cool down time
- Ship dampeners configurable in terminal
- Moddable door open distance
- Search in inventory by item name
- Fighter cockpit mod – special thanks to modder “Darth Biomech”!

Fixes
- Fixed infinite refinery production issue
- Fixed armor models
- fixed scrolling while copy-pasting was not in F1 help screen
- fixed buttons for New Platform and ships visible when setting actions in sensor
- fixed cannot stack items in production queue
- fixed issue when player was able to remote control anything even outside of the antenna’s range
- fixed incorrect texture of small rotors
- fixed sensor/timer block triggering actions on grids joined by connectors even after disconnection
- fixed loosing ability to remote control ships after previous interaction with remote control block
- fixed assembler inventory output filling up input inventory
- fixed issue when merge blocks on pistons were not disconnected
- fixed ore mining ratio
- fixed issue when refineries were still working even when the power was cut off
- fixed sensor lags on Dedicated Server and normal Multi-player
- fixed crash while being kicked out of faction
- fixed freeze without creating the log after a map was loaded
- fixed changing field and loading the game activates the sensor
- fixed the amount of required blocks for creating sensor blocks
- fixed issue with faction members’ names when they are remote controlling a ship[DOUBLEPOST=1411075708,1411075430][/DOUBLEPOST]Sounds like some good bug fixes and some excellent feature additions. ModAPI is huge of course, conveyor-fed missile launcher for small ships is a good logical thing (never really made sense for them not to be), respawn ship cooldown time will be a godsend in multiplayer, Antennas coupled with control-panel toggleable inertial dampeners would have saved me 3 BIG ships, and OH MY GOD have I been waiting for "search inventory for item name."

I feel like the game is getting back on track. Of course, I haven't checked to see what new bugs THIS patch introduces yet...

IMO the next big bug needing to get squashed is the ammo overuseage bug. I went through 100 boxes of ammo in less than 4 seconds of firing a single gatling gun earlier this week.


#414

GasBandit

GasBandit

Guess who's back in the saddle -



#415

PatrThom

PatrThom

Guess who's back in the saddle
Hmm...Gene Autry? Or Aerosmith?

--Patrick


#416

GasBandit

GasBandit



#417

GasBandit

GasBandit

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.


#418

AshburnerX

AshburnerX

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.
The obvious solution is do a Space Marine faction and claim jurisdiction.


#419

GasBandit

GasBandit

The obvious solution is do a Space Marine faction and claim jurisdiction.
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.

He, of course, counters with the assertion that the Anti-Pirate Coalition is not, in fact, anti-pirate at all but rather just pirates, which makes everybody who's played on the server for more than a month or so chuckle because it's pretty well understood what's going on. (IE, to the APC, all factions not APC are deemed pirate, or at the very least, illegal mining/salvage, and are thus subject to be shot on sight and have their resources confiscated and put toward further "anti-piracy" efforts).


#420

AshburnerX

AshburnerX

Makes me wonder if I should show up as a Repo man and "repossess" things for the APC for a percentage...


#421

GasBandit

GasBandit

Makes me wonder if I should show up as a Repo man and "repossess" things for the APC for a percentage...
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.


#422

AshburnerX

AshburnerX

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.
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.


#423

E

EduardoRahmsr

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.
Very exciting read indeed.. There is plenty to gain from you..I really want to understand deep rules so can you help me out?


#424

GasBandit

GasBandit

So I've finished the frigate, which I've rechristened the Paddy Wagon. It's 2400 tons, has turrets, grinders, a direct fire missile launcher, medbay, all the stuff the Bizarre Adventure II had, with one more addition - an internally mounted antenna (which is a trick in a large scale ship you're trying to keep small) and Remote Control module. This means if it gets away from me again, I can at least re-engage the inertial dampeners so it stops, or even fly it home from one of the passenger seats if the cockpit is destroyed. It's got 50 small cargo bays to store... impounded materials. Yeah.

But, no raiding for me last night, the APC's founder was nervous about our base location, so spent last night loading up the Paddy Wagon with supplies and heading deeper into space to set up a larger, more permanent base. It's now about 70km from anything (which will make for a nice freakin 15 minute commute each direction to the asteroid clusters), so it should be far less likely to be stumbled upon than where were were working previous, which was only out about 25km. As today's patch day, I don't anticipate doing anything of consequence tonight, and tomorrow night I'll either be playing something else with my whipped buddy or playing CAH with halforumites, so looks like this weekend is when the Paddy Wagon will get put through its paces.

Also, for the last few days there's been a player on named "Mothman" who says nothing other than "sssssssSSSSSSSSSSSssssssssss" every few minutes. I'd taken to responding with "pondering what I'm pondering" Pinky quotes (sssssSSSSsssss "I think so, Mothman, but where are we going to find a duck and a hose at this time of night?" ssssssSSSSSSSSssssss "No, Mothman, I don't think Edith Keeler is in the union." ssssssssssSSSSSSSSSSssssss "Well, that's nice, Mothman, but isn't Regis Philbin already married?")

But the crowning moment is when he joined the server's Teamspeak.
One guess what he said when he got there.

Very exciting read indeed.. There is plenty to gain from you..I really want to understand deep rules so can you help me out?
Ok, giving the benefit of the doubt here...

I don't know what you mean by "deep rules," but if you want to learn to play Space Engineers a good place to start is with the video tutorials on my youtube channel, http://www.youtube.com/gasbandit


#425

GasBandit

GasBandit

I feel like I need the ability to link this video in game whenever somebody joins the server saying "I'm pretty new to this game, how do I get steel plates?"



I mean, seriously, you didn't even learn survival mode in single player yet and you jumped into a faction PvP piracy nightmare maelstrom server? Did your parents teach you to swim by chaining you to an anchor and throwing you in a shark tank?


#426

AshburnerX

AshburnerX



Features:
- recreated G-screen layout - it provides easier and faster access to what you need
- moddable categories for G-screen blocks and tools (can be edited in the new BlockCategories.sbc file)
- search textbox in the G-screen to make it easier to find that one block
- added antenna range visualization (under info tab)
- added object creation for player-made scenarios (creative mode only, Shift + F10)
- sensor is now able to detect voxels (asteroids)

Fixes:
- fixed crash in missile launcher shooting
- fixed issue with multiple ships in one spawn group shooting at each other
- fixed crash in modding API caused by ConfigDedicated.Administrators
- fixed sync issues with damage application to blocks
- fixed shifted jetpack animation on characters in multiplayer
- fixed missing welding/grinding/drilling sounds
- fixed player spawning twice in the world after remotely controlling a ship
- fixed custom palette resetting after spawn
- fixed issue when asteroids are not properly update when a lot of explosives go off near them
- fixed ModAPI is no longer working for some namespaces
- fixed cockpit inertia displayed wrong in 1st person
- fixed timers execute one tab only
- fixed collector not collecting 0 speed items
- fixed G-Menu search-box reaction on shortcuts
- fixed ModAPI ConfigDedicated.Administrators causes exception
- fixed crash while starting remote control by sensor

So the two big features this update are being able to see your broadcast radius (which is vital when you are using a drone) and the ability for sensors to detect asteroids. Remember that dark map mod and how we were throwing around ideas for mineral hunting probes? This is a non-issue now. We can probably just make a probe that detects asteroids within a certain radius and then make it slow down and stop when it does now. We could even make it turn on a broadcast beacon to let us know it found something. Hell, we could make it MINE THE ASTEROID now.


#427

GasBandit

GasBandit

I was just saying last night how much I wished the G screen had a search field.


#428

AshburnerX

AshburnerX

Yep, just built an asteroid searching probe.

Probe 7 (1).jpg


Probe 7 (2).jpg


Real simple design.

- 3 thrusters. 1 forward, two reverse
- A charged battery or a small reactor
- a beacon
- 3 sensors

Set the reverse thrusters to off. Set the forward sensor to turn on these thrusters when it detects the asteroid within the desired ranged . Set another sensor to turn off the forward engine at the same distance. Set the final sensor to turn the beacon on when you hit that range. After all of that, set the forward thruster to override at it's lowest setting and let it fly. It'll stop pretty quick.


#429

GasBandit

GasBandit

And you tested this? Seems to me it'd need a gyro at least for stabilization.


#430

PatrThom

PatrThom

Seems to me it'd need a gyro at least for stabilization.
Seems to me you would want it to have the potential to meander a bit.

--Patrick


#431

AshburnerX

AshburnerX

And you tested this? Seems to me it'd need a gyro at least for stabilization.
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.


#432

GasBandit

GasBandit

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.
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]
Seems to me you would want it to have the potential to meander a bit.

--Patrick
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.

Most guys I know who manufacture torpedoes still put gyros on them.


#433

AshburnerX

AshburnerX

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.
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.


#434

GasBandit

GasBandit

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.
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.


#435

AshburnerX

AshburnerX

After extensive testing, I have my final results on mineral finding probes. There are only two ways to be 100% sure that your probe will stop within appropriate range of a discovered asteroid as long as you depend on override rockets.

- Build a crumple claw to cushion impact and catch on the asteroid while the engine is still going full blast. This is primitive and requires you hit the asteroid, which is difficult enough, and there is always a small chance it won't catch and will instead fly off.

- Use sensors to shut off engines. You also need to add enough engines to stabilize the entire thing after impact and one extra to power it. This is fine if you have enough parts lying around to build them, but it just feels like it violates the spirit of probe design.

But then I realized something VERY important: there WAS a way to launch this thing AND have it go at a steady, manageable rate... Remote Control. Here is the final probe design.

Probe Final (2).jpg


All you need to build this:

- x2 thrusters
- x1 small reactor (Though you could modify it for battery use) + Uranium
- x2 sensors
- x1 camera
- x1 beacon
- x1 gyroscope
- x1 antenna
- x1 remote control
- x2 angled light armor
- x1 light armor block

Program order:

- Turn off the beacon.
- Set both sensors to 50m in all directions except backward and to only detect asteroids.
- The front sensor should be set to turn on the beacon (first block) and turn it off (second block)
- The rear sensor should be set to Remote Control - Inertial Dampener (On/Off) (First Block)
- Access the probe remotely
- Switch to Camera
- Add Remote Control - Inertial Dampener (On/Off) to your toolbar
- Aim your probe
- Switch off Remote Control - Inertial Dampener (On/Off)
- Accelerate to a manageable speed before releasing control

Because the inertial dampeners are off, it will keep going at that speed until it ether hits something that isn't an asteroid or it detects one... and as long as you keep it at a manageable speed, it will have plenty of time to slow down and stop. This works 100% of the time as long as you don't gun it during the acceleration phase. It's still only a 50m tube of detection but that's all we get right now.


#436

GasBandit

GasBandit

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.


#437

PatrThom

PatrThom

Huh? What's this about sensors?
What is it, just too many server CPU cycles stolen by the sensor while it's sensing?

--Patrick


#438

GasBandit

GasBandit

Huh? What's this about sensors?
What is it, just too many server CPU cycles stolen by the sensor while it's sensing?

--Patrick
General bugs. Using a sensor on a dedicated server causes the server to crash.


#439

AshburnerX

AshburnerX

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.
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.


#440

GasBandit

GasBandit

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.
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.


#441

AshburnerX

AshburnerX

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.
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.


#442

PatrThom

PatrThom

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.
If you would tether your probe, set it free.
If it finds something, hunt it down and kill it.

--Patrick


#443

GasBandit

GasBandit



#444

PatrThom

PatrThom

Well at least you answered something I was wondering, which was whether or not you could successfully fire missiles out your ass while at speed and in lag.

--Patrick


#445

AshburnerX

AshburnerX

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.
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.

They need to make it so that having an antenna on the same grid as a sensor can boost it's range or something. 50m is only good for base trickery.


#446

AshburnerX

AshburnerX

So yeah... drill probes? Not worth it.

drill probe.jpg


#447

GasBandit

GasBandit

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.


#448

PatrThom

PatrThom

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.
5260008381_f25b48550d_z.jpg


:(NOBODY WILL PLAY WITH ME

--Patrick


#449

GasBandit

GasBandit

I'm not THAT heavily armed. I've only got... 7 turrets... and a rocket launcher... and double-thick hull... and..

Ok, I guess I see the point.


#450

GasBandit

GasBandit

Got an idea, an itch, and built me a new heavy fighter - I present, the Ghetto Bird.



Weighing in at 130 tons, she sports twin gatling turrets and an 8g gravity drive. Suitable for high speed combat where acceleration is key.


#451

AshburnerX

AshburnerX

I quite literally built something close to that in survival to practice taking down ships. It's perfect if you are okay with losing a ship to get a bigger one.


#452

AshburnerX

AshburnerX

So I finally tried stealing a ship.

stolen.jpg


Worked pretty well. Business ships don't have a ton of ammo and only carry guns on the top, making them easy to steal. Just flew my armored ship up, flew into the breech, and ground the controls down until I could turn on the inertial. Once it stopped, I turned off the power and that was that. Hacked the rest.


#453

GasBandit

GasBandit

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.


#454

AshburnerX

AshburnerX

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.
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.


#455

GasBandit

GasBandit

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.
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 :p[DOUBLEPOST=1412227206,1412227121][/DOUBLEPOST]wait, no, that was a private sail. Ah well. Similar thing.


#456

GasBandit

GasBandit



#457

PatrThom

PatrThom

That guy sure had a lot of thrusters, didn't he?

--Patrick


#458

GasBandit

GasBandit

That guy sure had a lot of thrusters, didn't he?

--Patrick
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.

Compare his thruster setup to my frigate's setup... each large thruster is worth 10-12 small thrusters. So if I'd gone the way he did (small thrusters instead of large), I'd be studded in blue flame, too.


#459

AshburnerX

AshburnerX

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 :p[DOUBLEPOST=1412227206,1412227121][/DOUBLEPOST]wait, no, that was a private sail. Ah well. Similar thing.
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.

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.

You definitely need a wingman for that kind of thing. If you'd had someone boxing him in, he'd have never gotten away.


#460

GasBandit

GasBandit

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.
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.


You definitely need a wingman for that kind of thing. If you'd had someone boxing him in, he'd have never gotten away.
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.


#461

Frank

Frank

So, I just learned that I will watch an entire Space Engineers video as long as there's Star Control 2 music involved.


#462

GasBandit

GasBandit

So, I just learned that I will watch an entire Space Engineers video as long as there's Star Control 2 music involved.
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.

But that was my shortest Space Engineers video ever, a mere 6 minutes!


#463

GasBandit

GasBandit

Patch Day!

http://forums.keenswh.com/post/update-01-050-blueprints-7115815

Summary
Blueprints have been added in Space Engineers. Players can now save their ship or station on a blueprint and paste it into their game. This was one of the most demanded features by the community, so we feel happy that it is finally in the game. We hope that players will enjoy this as well.

Blueprints can also be uploaded and shared on Steam Workshop. They work only when copy/paste is enabled. At the moment, blueprints can be used only in creative mode, but later in the future they will be added for survival as well. Welders (both ship and character) will be able to 'place' blocks according to blueprints.



Features
- Blueprints (F10, Ctrl+B)

Fixes
- fixed reduced distance for placing objects in survival mode
- fixed issue when a dead player could still remotely control ships
- fixed ore detector showing ore when owned by someone else
- fixed mod api enums not allowed
- fixed crash when changing ownership
- fixed mod api - 147 script error due to 'the process cannot access the file because it is being used by another process'
- fixed cockpit lockout after RCing a ship
- fixed hand tools not working after RCing a ship
- fixed colour palette resetting

-------------------------------------------------------------------------------------------------------------------------------------

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.


#464

AshburnerX

AshburnerX

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.
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.


#465

GasBandit

GasBandit

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.
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.


#466

GasBandit

GasBandit



#467

AshburnerX

AshburnerX

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."


#468

GasBandit

GasBandit

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."
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.


#469

AshburnerX

AshburnerX

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.
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.


#470

GasBandit

GasBandit

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.
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.


#471

GasBandit

GasBandit

This second video is doing a lot better than my previous video on reddit.


#472

PatrThom

PatrThom

It's the pulse-pounding narration that does it.

--Patrick


#473

GasBandit

GasBandit

I'd have thought the first one's soundtrack would have accomplished something similar, but ah well.


#474

PatrThom

PatrThom

The second one is more ... entertaining. It had a very Red v. Blue feel.

--Patrick


#475

GasBandit

GasBandit

Shit, man, got enough engines?

gotengines.jpg


#476

GasBandit

GasBandit

And who knows what this is gonna be.

whatisit.jpg


#477

PatrThom

PatrThom

And who knows what this is gonna be.

View attachment 16225
I hope that's all scaffolding, and not gatling turrets.
Actually, scratch that. I hope it is all gatling turrets. That would be spectacular. Also hard on ammo.

--Patrick


#478

GasBandit

GasBandit

Hah, 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...


#479

AshburnerX

AshburnerX

Hah, 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...
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.


#480

PatrThom

PatrThom

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


#481

AshburnerX

AshburnerX

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
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.


#482

PatrThom

PatrThom

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.
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.
When I can afford the game/time, I'll jump in. Until then, I'm that guy who just goes from game to game in the arcade, looking over everyone else's shoulder to watch them play.

--Patrick


#483

AshburnerX

AshburnerX

Well... I was busy tonight. Not only am I working a ship design inspired by @GasBandit 's thug ship...

2014-10-04_00001.jpg



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.

2014-10-04_00002.jpg


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.


#484

GasBandit

GasBandit

Well... I was busy tonight. Not only am I working a ship design inspired by @GasBandit 's thug ship...

View attachment 16233


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.

View attachment 16234

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.
Players also maneuver, and they stock more ammo than the NPC cargo ships, generally.

Also, there's no getting out of a ship at speed. You do that, you ain't getting back in. Even with the improved netcode... you get out of a ship going 104 with its dampeners off, it's gone.[DOUBLEPOST=1412477335,1412477165][/DOUBLEPOST]
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
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.

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.
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.


#485

AshburnerX

AshburnerX

So I finally got my ship off the dock...

2014-10-05_00002.jpg


I call it the SPD Emergency. It's not terrible but t has a few problems.

- Acceleration sucks unless the gravity drive is on. This means maneuvering is difficult. I may switch out the side/up/down thrusters with large ones.
- The gravity drive has a slight lifting drift. I don't think it's the artificial mass... it's dead center in the center of mass and I've tried moving it already. Is this normal with gravity drive? I'm only using 4 grav gens.
- I MUST move that cockpit. It draws fire like crazy.

Still, it netted me a mining transport.


#486

GasBandit

GasBandit

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.


#487

AshburnerX

AshburnerX

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.
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.

As for more gravity drives... this already hits 104.4 in like 4 seconds. More would just make it harder to maneuver under thrusters.


#488

AshburnerX

AshburnerX

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...

2014-10-05_00003.jpg


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?


#489

GasBandit

GasBandit

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...

View attachment 16238

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?
Well, a decoy encased in heavy armor.

Or, a refinery.[DOUBLEPOST=1412550429,1412550385][/DOUBLEPOST]I received the footage from the pirate's perspective of the fight that sealed the fate of the Paddy Wagon...



#490

AshburnerX

AshburnerX

Well, a decoy encased in heavy armor.
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...

Hmm... I'm gonna try and throw something together like this later.
I received the footage from the pirate's perspective of the fight that sealed the fate of the Paddy Wagon...

These terrorists must be stopped at ALL COST.


#491

GasBandit

GasBandit

The Damocles, in progress...

thatanswersthat.png


Interior of Untitled Capital Ship's torpedo bay




View from the bow



From the side



#492

GasBandit

GasBandit

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?
Yep.

The artificial mass is for the gravity drive. The center of gravity is right in the open cavity.

The gravity drive takes it from 0 to 100m/s in less than 2 seconds, despite it weighing over 7000 tons.

It gets a little... tempermental.. though.


#493

AshburnerX

AshburnerX

Well... here's the SPD SWAT on it's Maiden voyage. It's over-sized and over engineered.

2014-10-06_00001.jpg


Went up against a Military Transport. The devs are sneaky as hell... they have it set to fire missiles at a range your turrets ether can't or won't lock onto them at. This means I got shot down 6 times before I threw in the towel.


#494

GasBandit

GasBandit

I really need more footage for my next video... but the lag is getting so bad on the server I play on, it's practically unplayable again. I'm worried we may be in store for another total wipe :/


#495

PatrThom

PatrThom

You just might have to do something in a single-player game...

--Patrick


#496

GasBandit

GasBandit

You just might have to do something in a single-player game...

--Patrick
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.


#497

PatrThom

PatrThom

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


#498

GasBandit

GasBandit

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
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.

I hope they follow through and implement what they were talking about for blueprints in survival mode. It'd be really handy to be able to feed a schematic into a welder that you designed in creative mode.


#499

GasBandit

GasBandit

I've improved on the ghetto bird's design... Meet Ghetto Bird Mk II



Only 5 tons more weight, double the thrust from the second mass block, and now with a missile turret. This is now a full on gunship capable of taking on capital ships with super maneuverability and enough firepower to whittle them down.


#500

AshburnerX

AshburnerX

At the same time, your best weapon is going to be the first thing that gets destroyed.


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