huh haven't noticed the lighting thing. I have seen stuff on the forums about how people with lower spec machines have nowhere near as many problems as those with better machines. yeah I need to post more pics of my "escort frigate". that's what I'm calling it. 3 hanger bays total though the 2 rear bays are 1 shuttle bay (carries 5 people total in the cockpit and 4 passenger seats) and a decent amount of cargo since that is how the ship would refuel, rearm and get materials for repairs. the bay right above that has 2 repair drones in it. the forward bay has 4 fighters in it. decent amount of armor and weapons but nothing crazy. also I love the waypoint system. did notice that once the ship reaches max speed it just keeps thrusting instead of turning dampeners off. so for a patrol ship you would need to somehow figure out a solar panel system to produce most of the power with reactors as secondary. but in a way that it's not crazy sticking out thing and blocking line of fire. also so there is less chance of clipping patrol ship. of course I mean a ship you build and set to patrol as a drone. no one in it.
My little battleship is over 22,000,000 kg and all it has is hull, engines, and about half the weapons. Working on the forward Mass Drivers next. Interior will have a small refinery/assembler setup, for supply replenishment, tons of cargo, and redundant systems for everything. The smallish hangars are more designed for a couple utility drones and 3-4 drone fighters. The real point of this thing is the broadside salvo... I havent finished the main guns, but a test fire of what I do have was able to rip a sizeable hole in heavy armor in seconds, though if I can make it work, the forward mass driver should be pretty potent as well. Might end up with a torpedo system there though.
Just a reminder to everyone: I still want to get another server going, but I'm waiting on some multiplayer stability issues to get fixed and AI to be fully implemented. As far as ship sizes go, my guess is we probably won't want ships any larger than 300 x 200 x 100 meters (or 120 x 80 x 40 large blocks). Feel free to build massive ships, I just don't think they will work in multiplayer .
oh shit. they updated ship navigation (autopilot). you can now set up automatic docking. could probably set up a sequence for a ship to go mine an asteroid come back and unload ores at a station. Update 01.085 - Improved Ship Navigation, Docking
Eikester created a completely new block type (what he submitted are doors) and they have been accepted and merged by keen. but these arn't just sliding doors they have rotating parts as well. http://steamcommunity.com/sharedfiles/filedetails/?id=453603250 iris door gif/video safe door gif/video
Update 01.088 - UI Transparency, Rotating Sun, Voxel Support looks like preparations for planets is coming in.
the jet pack disabled option could be a fun survival option as long as you make sure people spawn with a ship or on a station with ships.
newest ship I'm working on (did most of it in creative and brought over to a survival with a few other ships). 1 large hanger bay, 4 each refineries, arc furnaces, and assemblers. Has a bank of 54 grinders on the back. also testing some mods on it. it's designed to support mining and salvaging operations. small ship is my "worker" 2 grinders 2 welders (with landing gear on the grinding side so it can tow stuff or just lock onto a ship and start grinding). need to rework it so oxygen will work with the cockpits. yeah till i put it in survival and first time i took a small ship out (without oxygen generator or bottles) I died from loss of oxygen. so now I need to rework it so it can either refill from either bottles or somehow put an oxygen generator on board and connect both cockpits. wouldn't be hard to. but the operations support vessel has no weapons at the moment and any I put it will be lightly armed.
The AI... They are learning... With recent additions to the script editor and scenario editor options, it is very reasonable to assume we will soon find a lot more to do (and get shot by) in Space Engineers. You can now assign "mission goals" in scenarios which will give us the ability to create defend/destroy missions against not just other players, but also AI opponents. Currently I'm testing advanced script features. If there is enough capability there, I'm tempted to restart the dedicated server.
I wonder if it would be possible to do the basic survival setup (with the now infinite world) but have "random" AI pirate/militia/outlaw/trading stations around. Not a crazy number of course. where some just have patrols around the station but others will send ships out for "raids" (really kind just circuitous routes back to the base). and we either start individually and have to find or build a base for us to use (because it'd probably be better to have a base for all of us) or we start with a base with minimal resources. probably be more fun if we have to build a base.
+1 for StarMade. I Still need to sit down and 'learn' that game... not as pretty as Space Engineers but seems like it has huge potential. Already has a lot of features to make it game-ey.
Only reason I prefer Space Engineers over StarMade is because of the much better physics engine and deformation. SE is still lacking in fully developed AI features, but that is coming. That, and true planets with gravitational forces. For these reasons, I'm sticking with SE. This is entirely now possible with the new scenarios feature. You could even do it in a persistent server, but to spawn more enemies a GM would have to briefly close the server to spawn blueprinted ships For those that don't know, you can save "blueprints" (ie. ship designs) and copy/paste them in creative mode. Doing this, you can spawn massive fleets in a matter of a few minutes. Once you get the hang of them, there is an amazing amount you can do with the scenario editior and scripting tools. Just a snapshot of what you can already do... Planetside Deathmatch (with spawns and objectives) : http://steamcommunity.com/sharedfiles/filedetails/?id=469744604 http://steamcommunity.com/sharedfiles/filedetails/?id=418631494 Advanced engineering using in-game physics: http://steamcommunity.com/sharedfiles/filedetails/?id=384548559 AI Enemy Scripting: http://steamcommunity.com/sharedfiles/filedetails/?id=436731105 Working Sundial (I made this today) : (you can now set the sun to a 24 hour rotational period... this is important for solar sail placement and determining direction of meteor showers) I like StarMade for what it is, but from an "engineering" perspective, there is just WAY more you can do in SE.
saw that mining deathmatch mod. also I think you can "paste" blueprinted ships in survival through a projector. they just have to be built. and the oxygen thing is annoying till you get used to it. forget your helmet is on in a pressurized oxygen space? you could die from lack of oxygen. it does make sense since you are in a sealed spacesuit. also make sure your ships have oxygen; even the small ones and there is a conveyor system. whether it's a oxygen generator or bottles. And also always carry at least one bottle on you. wonder if they could do something like the bottles but with batteries? have a "battery pack" that can recharge your suit but make it heavy.
more info on AI settings: http://steamcommunity.com/workshop/filedetails/discussion/436731105/620713633853552469/ apparently, it is more robust than I thought. not only can you customize what ships are spawned, but you can also set their spawning location and spawning rate
GOOD NEWS EVERYONE! I figured out how to get true AI controlled ships in the game. This is more than simply vanilla autopilot. With these scripts, you can not only program patrol waypoints, but you can also set ships on "search and destroy", order them to fly in formations, defend areas, etc. Best of all, the scripts have built in collision avoidance pathfinding! No more stupid AI suicide runs! It is hard to spot me, but here is a picture of me "surfing" on a AI corvette while it flies it's patrol route. Best of all, these scripts are 'fire and forget' and can be saved with their blueprints. A swarm of angry pirates is only a copy/paste away now. More info on scripts can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=363880940 SPECIAL NOTE! If you want to try these scripts, pay close attention to the following: the directions on the main page are old and inaccurate (i recently notified the modders). You need to equip both a Remote Control block (vanilla) and the Autopilot block that comes with the mod (the radar block is totally optional). Commands are added to the Autopilot block, NOT the Remote Control block (again, the videos are wrong about this at the time of this writing) As far as I can tell, you don't need to actually touch the Remote Control block once it has been placed (might not be needed at all, but I haven't tested that) Here is a simple example I used to get it working: "Autopilot Block [ C 2000, 2000, 2000 : C 1500, 1500, 1500 ]" - that's a continuous patrol between those two x,y,z coordinates. There are of course many, many other commands available, but more on that later. Finally, make sure you set full ownership of the ship (I recommend setting it to yourself if you don't want your creation to suddenly turn on you).
I like the harvest resources one the most. my "escort frigate" uses oki's weapons (along with some gatlings and lasers from darth biomech) http://steamcommunity.com/sharedfiles/filedetails/?id=429053416 has from 23mm guns up to 230 mm (some are broadside guns meaning small footprint but they have a small cone field of fire) Sektans interiors are also nice and just found out some of them are conveyor blocks that look like interior walls which would save on space in a ship (though I need to test that they actually work) also one is an interior wall looking medical room with conveyors. it's only one block so it also is a space saver. His airtight doors are also nice. http://steamcommunity.com/sharedfiles/filedetails/?id=473306528 http://steamcommunity.com/sharedfiles/filedetails/?id=416810412