Space Engineers

Discussion in 'MMO and Open World' started by MagnusEffect, May 2, 2014.

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What is your level of interest for this game? (vote can be changed)

  1. I'm definitely wanting to play this.

    56.3%
  2. I want to play this, but can't justify spending the money/time.

    18.8%
  3. I'm on the fence about playing this.

    6.3%
  4. This game does not interest me.

    18.8%
  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    OH MY GOD THIS IS AMAZING!

    The collision avoidance is no joke. It really does work! :D
    2015-07-08_00007.jpg 2015-07-08_00008.jpg
     
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    I like Oki's weapons more than most, but I've been gravitating towards "less is more" in recent months. Also, the rounds of his guns have pretty mediocre velocities. Personally, by far my favorite big gun is still the old Railgun:
    http://steamcommunity.com/sharedfiles/filedetails/?id=344199068
    It is really all a capship needs that vanilla weapons can't already provide. The damage is not explosive, but it has very fast travel speeds and has excellent range (which are the two things capships need most of all).

    A couple of other nice small modpacks to consider (especially for heavier AAA alternatives to the vanilla gatling guns)
    http://steamcommunity.com/sharedfiles/filedetails/?id=434749358
    http://steamcommunity.com/sharedfiles/filedetails/?id=441223817 (might be OP, need to test it)

    When we get the dedicated server going, I'm going to want to slash the mod list as much as possible. That being said, the two Sektan mods you pointed out are pretty damn good ones. I'm definitely open to suggestions.
     
    Last edited: Jul 8, 2015
  3. GnatTheGnome

    GnatTheGnome New Guy Thrall

    Messages:
    81
    the Azimuth mega mod pack is amazeballs. Also check out DT's conveyors mod. They're a blend of the default interior walls with conveyors inside them.
     
  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    links?

    Fair warning: massive megamods will have the smallest chance of making the cut. Not saying, it is impossible, but every mod we add needs to be something important. I don't want to overload people's G-menu with a bunch of crap that only a few people use. I'm also not enthusiastic about mods that significantly change from the vanilla aesthetic. Again, less is more.

    Keep in mind I'm looking at this from an optimization perspective. Those high rez mods will be worthless if the server is too unstable for anyone to get a decent framerate.

    If you want an idea of what I'm looking at so far, check this out:
    http://steamcommunity.com/sharedfiles/filedetails/?id=297744815
     
  5. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    The railgun isn't updated to DX 11 yet but I checked the page and he's planning to do that soon (and I guess add a charge time to it?)

    as the UESA armored conveyors don't seem like they will be updated to dx11 I did see another mod that armored conveyors (and I think slightly more expensive) and also far easier to place and get correct.

    Prosimian Productions Armored Conveyors
    http://steamcommunity.com/sharedfiles/filedetails/?id=475501625

    [​IMG]

    so far they only have the tube, curve, T, and x/cross now. And I know the manuevering thrusters are not dx11 (or if they ever will be. I don't think that guy is in modding anymore. At least not currently he had a career move. Shaostul has control of some of his mods and is struggling to even update his own stuff). Darth Biomechs RCS thrusters are nice in concept but I feel like they are to weak. I shouldn't need 14 of them just to get my ship moving. I don't mean get it moving fast I mean moving from 0m/s to .1 m/s

    and I know magnus has it but the armor gates is great. simply because it allows whatever hanger door size you may need.

    http://steamcommunity.com/sharedfiles/filedetails/?id=415051704

    I mean anywhere from 2-8 blocks for the hanger door is pretty damn good.

    only reason I never use the missile turrets is because they still tend to take themselves out. and do alot of damage to my own ship. sometimes more then enemy ships. unless there is a fix for that?
     
    Last edited: Jul 8, 2015
  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    That may be so, but I'm running the Railgun in DX11 right now and I see no graphical issues. Not sure what is going on there, but suffice to say the weapon works fine as is. Same goes for the UESA conveyors, but I like that new one you pointed out for ease of block orientation. The lack of blocks is no big deal. Honestly, those three are all you need.

    In regards to the maneuvering thrusters, are you talking about the EM thrusters? They still look ugly, but they are the best way to make long n' skinny engines without resorting to turning off thruster damage. I always cover up the EM thrusters anyway so the poor textures aren't really an issue (they make great "padding" between bulkheads).

    The RCS thrusters are for one specific purpose: landing thrusters. It is the only way to reliably land large ships on manmade surfaces without causing damage. That being said, since we already have the EM thrusters, I could be convinced the RCS' are unnecessary... one less thing to scroll past on the G-menu, right?

    I used to have that same armored gate mod until I realized the vanilla gate does just fine for most situations (single row or double-door depending on what you need to fit). If you need a bigger gate, chances are good it's for a large ship. In that case, you are parking it inside something big enough to handle a standard piston gate. Using only the vanilla gate also has the nice side effect of setting "soft" limits to the size of small ships; which is very important for server stability.

    Besides, if we must have a door mod pack, Sekten's Airtight Door mod seems like it will get a lot more use; one of them even allows for a 5x6 door (double-door).
    http://steamcommunity.com/sharedfiles/filedetails/?id=416810412
    If you need anything bigger than that, just use a normal piston door.
     
    Last edited: Jul 8, 2015
  7. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Okay I was wrong. Been playing in DX9 mode this whole time..lol. Will give an update here after I tested it again.

    UPDATE: yeah. they look matte black. still, I think I will keep using them anyway... they are just so damn useful on big ships that can't maneuver for shit :)
     
    Last edited: Jul 8, 2015
  8. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    I mean these thrusters.

    [​IMG]

    and actually for most small ships sektans larger airtight doors are big enough. My supply shuttle is something like 14 blocks wide by 10 high (I think) and it fits through those. so yeah we could do without the armor gates. and actually with the vanilla you can go a little larger if you are smart about it. make the centralish doors vertical and then the doors on the ends horizontal. and I thought the RCS thrusters were small ship only.

    and I think I know what I'm doing wrong with the RCS thrusters. I'm using them for moving from stock still not course corrections/minor adjustments.

     
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  9. Aegis Fate

    Aegis Fate New Guy Thrall

    Messages:
    68
    On the weapons front, the whole MWI collection is a good choice, as its a few AAA/AMS turrets that are a little more integrated with the hull compared to SE's. Plus it has the MK1-3 Battleship cannons as well.
     
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  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    So I'm having a ton of fun with the AI scripting. I've already sent my first "hoard" of minions after some poor NPC transports. We took no prisoners. AI is currently about as intelligent as your average doberman, but that is still better than what we've had before.

    I'm already starting to fabricate ships that can be easily generated for PvE content. I've confirmed that scripts can be saved to ship blueprints so the second they spawn, they are immediately ready to go. This can be done either through copy/pasting or through automated manufacturing.

    I'm hoping to help standardize sizes for the purpose of balanced gameplay. If you are interested in building ships, save this list for future reference:

     
    Last edited: Jul 9, 2015
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  11. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    seems good. If I ever go back to creative I'll keep that in mind. I've noticed when it comes to COMBAT ships I'm better at concept/prototype then I am at a 'production' ship. all of the ones I've made so far are for testing ideas but not really ones you'd mass produce or put in a fleet. I'm far better at making utility and support ships.
     
  12. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    Jump drives added in todays patch. Cant paste notes since im away from desktop for 2 weeks. But distance you can jump is determined by number of drives. Drives have to charge and i think mass of ship determines how much power is needed. Blind and gps jump. Blind are in direction of cockpit facing and distance set. Jump drives are only availabe on large (though there were already jump drive mod blocks and some were small ship) but i dont see a point of jump drives on small ships. Just dock with a large ship. If connected with a connector it should jump. No idea about just landed landing gear.
     
  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655


     
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  14. Aegis Fate

    Aegis Fate New Guy Thrall

    Messages:
    68
    Looks like we're getting close to planets, considering now we can travel significant distances at the press of a button, albeit with a semi hefty fuel consumption.

    Now I'm going to go and build a cruiser with a dual Jump Drive system along with various other features........
     
  15. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    I do like the limitations they state they have on the jump drives
     
  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Bad news for me: the game has become almost unplayable after 30 mins or so. It starts off totally fine, but by 30 mins or so it turns into a slide show... in singleplayer. FPS hovers around 100-60, but Simulation Speed keeps dropping as low as 10% as what it should be. :sad:

    65%
    2015-07-09_00001.jpg

    48%
    2015-07-09_00004.jpg

    15%
    2015-07-09_00005.jpg

    at 20-10%, the game chugs so hard it eventually freezes. I hope they get this fixed soon.
     
  17. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    Wonder if it has to do with the jump drive?
     
  18. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    was definitely happening before that. even Sage posted a video on it:


     
  19. Lardaltef

    Lardaltef Well Liked Berserker

    Messages:
    16,958
    Odd. I haven't noticed it. But then i've been playing in offline mode.
     
  20. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    I am too. :crying:

    I have an Intel Core I5 @ 3.4 GHz, Geforce GTX 660 and 16 GB RAM; it should NOT be running this slow for me at minimum settings.