whenever i want to use a piston for something it ends up being bulkier then what i wanted. the piston itself is to bulky. I also noticed that the fighter cockpit has an option to show altitude and horizon indicator where the utility cockpit (the square one) doesn't have that option.
what happens when the antennas and tags for the argentavis pirate ship line up in a certain way ends in something unfortunate. and unintended i think. found this on the SE forums. though going further down the thread it looks like its a mod.
Update 01.105 - Hydrogen thrusters, MP improvements, New battery behavior, Slide doors Summary The 2nd anniversary of Space Engineers release is upon us, so for this week we prepared a meaty update. It features new improvements, fixes and requested features such as the new slide doors that allows players to walk (fly) through the door at any angle. We also adjusted the behavior of small and large ship batteries. Batteries can be charged and provide energy at the same time, so players can always have stand-by batteries that are charged if energy is available, but also give energy automatically when needed. Another important change to mention is switching off the thruster override 10x power for inertial dampeners, so all ships will behave differently now. Additionally, we implemented the superconductor, a new component needed in the most valuable blocks such as the jumpdrive, artificial mass, laser antennas or large reactors. Moreover, the small ship cockpit has a conveyor in front of it. In this week’s update we are also introducing hydrogen along with hydrogen thrusters, hydrogen tanks and hydrogen bottles as another feature preparing the game world for the upcoming release of Planets. Please bear in mind that this is the first iteration but we decided to implement it to the game now as a small gift to you for the game’s second anniversary. We also implemented new improvements to the multiplayer and preparing the game for the roll-out of new features and updates to the multiplayer in coming weeks. And if the new improvements are not your cup of tea you can return to the previous version of multiplayer without the new additions on the Beta Tab in the Space Engineers properties in Steam client. There might be some problems here and there, so please report them back at our bug report section: http://forum.keenswh.com/forums/bug-reports.326950 Features - new slide doors - superconductor component - updated battery behavior - updated small ship cockpit - hydrogen thrusters, tanks, bottles - survival jetpack changes - inertial dampeners changes Battery guide From now on all newly built batteries will start at 30% of maximum charge and the power cell components will turn to scrap metal when grinding down a battery block to balance this change. Also, batteries have four states (none, recharge only, discharge only, semi-auto): - when battery is not set to either recharge or discharge, it will allow both input and output, meaning it will recharge if there is surplus power on the grid, and discharge if there is not enough power otherwise - when set to recharge, it will only allow input - when set to discharge, it will only allow output - when set to semi-auto, it will alternate between recharge and discharge like before Hydrogen guide Hydrogen thrusters are stronger than the current ion ones but they require hydrogen fuel pumped by conveyor system in order to function. Oxygen generator is now generating hydrogen along oxygen from ice. Hydrogen thrusters will be the most efficient way to leave the planet’s atmosphere, or to quickly accelerate in a fight, but need a large tank, fuel, and a conveyor connection. You also need to use hydrogen to power the jetpack now by hydrogen stored in bottles in player’s inventory. The jetpack will consume more hydrogen in high-gravity environments. We have also added the ability for modders to create custom fuels and custom thrusters that require the fuel. Inertial dampeners change explanation Previous state of things would make flight in natural gravity and leaving the atmosphere too easy. Inertial dampeners now have the same strength as player inputs and ships will always behave depending on their thrusters -so if you build only one small thruster facing forward, you will be stopping the ship longer. Small ships have still 5x power for dampeners to make them more agile compared to large ships. We also opened a possibility to mod thrust override, so community can experiment with their own settings or put old settings back if they liked it more. Please tell us what you think about this large change in our feedback forum section: http://forum.keenswh.com/forums/feedback.423142/ Steam beta branch switching guide To access the Beta branch, go into game properties, Beta tab, and select the old build named "old_multiplayer" to opt in. There is no password needed. Fixes - multiplayer improvements - rotor performance improvements - fixed issue with particle effect when not using jump drive - fixed performance issues in Havok - fixed oxygen refill not working sometimes - fixed issues with air vents
Absolutely fantastic. Looking forward to starting up that server for the holidays. I hope everyone with a copy of the game will join me. Epic project highlight:
I have the castle mostly the way I want it so it could land on planets. and I'm trying to use as few mods as possible. The only one I have on there that would break it is the armored conveyor one. any other that we don't use (though i think we use all the ones on there) won't break it. they are just doors mostly. I am trying to figure out what I want to do for the vehicle bay on the bottom since there is no real ramp system without mods (and i don't really want to throw a mod in just so we can have extending ramps for vehicles) and you can't really make a lift. I suppose I could put the landing gear on pistons have those down for when I land and then lower the ship on the pistons so the bottom of the ship is on the ground. I think I will do that since it's the least complicated thing and least likely to blow up.
The new thrusters are powerful as hell, that's for sure. Doing a heavy cruiser design with a six pack in the back, and at 1m kg its still damn speedy on the acceleration
on the forums it seems like most are happy about the inertial dampener change (still turning them on is the easiest way to stop). On the ship i was building all the thrusters randomly turned off and i don't know why. the hydrogen thrusters stayed on but the normal ones turned off. still have power and menu says they are on but i'm not getting thrust. also even in creative the hydrogen thrusters need to be connected to a conveyor system (i think).
supposedly onfirmed during livestream today (i'm not watching it but this is on the forums). Firstly: No liquid water at the moment. Looks like we're saddled with ice seas for a while longer. Implications it might be coming eventually? Intended progression is to start on planets and then have to build your way into space. Your jetpack will not be enough to break atmosphere; specifically, because you will run out of hydrogen before reaching space. (This handily explains the new requirement for jetpacks running on fuel.) Expanding on the "start on planets, work to space" bit, you'll be starting off with access to stuff like batteries and solar panels, and then working your way up to nuclear reactors and such. Planets are about 50/50 pregenerated/proceedural. Hightmap is done manually, but the way stuff like materials and mountains are generated based on the world seed? We also have "planet-bound" thrusters, as we'd garnered from the code. Different thrusters work best in different environments. Ore Tiers confirmed. Jumpdrives wont work on planets, there's a distance cap that disables jumps. distance cap is probably tied to planets gravitational field (i'm guessing). for the ore tiers. It's still in testing, but the idea is maybe you'd be able to do some sort of "science" to get an idea that a given region would have certain types of resource, and then you could use your ore detector to home in on them. also no liquid water yet on planets so we will see seas of ice in the first iteration. I think one of the planets is a atmosphereless world.
Also it sounds like planets is the last major thing before they go beta. I haven't seen anything saying that but that's what it sounds like.
i keep seeing stuff on the SE forums about there supposed to be a third thruster that is atmorsphere only. I think the normal ion ones (what are used currently and yes they said they were ion) are going to be just as powerful in atmosphere as they are in space but my guess is they are only for normal flight not for getting to space. that's what the hydrogen are for. the ion may be fuel hogs in atmosphere (even more so then normal) that's if there is going to be an atmosphere only thruster. also some people are bitching about not being able to use gravity weapons/drives near planets or jumping while near a planet. in what sci fi thing has jumping near a planet ever been possible? almost none. and the gravity of a planet would pull a ship using a gravity drive towards the planet. i don't care how many gravity generators you have on your ship.
castle is mostly the way i want it for upcoming planets. with a vehicle bay now. and only way i can think of for the vehicle bay to actually work without mods (which most of the mods you'd use for a vehicle lift or ramp suck) and without using some crazy piston/rotor contraption which has the main fault of being bulky. I went with the solution of the bottom of the ship itself would be on the ground. yes the ramp blocks there are on the 'ground'. thats from the back. ended up extending the hanger 1 or 2 blocks to the left and i think 2 blocks forward and back because of the doors and the extra layers of armor. I think I need to figure out how to put a hydrogen tank and thrusters on there because those ions won't cut it. as it is i had to upgrade the number or gyros. i'm only thinking 1 small hydrogen thruster in each direction. that with the 2 small ions in each direction should be enough. magnus i had a thought about your ship. you mentioned you were replacing the rear thrusters with hydrogen. my thought was you might want to keep some ions as backups in case you run out of fuel. just leave them off till you need them.
some more stuff about planets Planets will have separate Biomes on them. there is a file in the data of SE that's called PlanetGeneratorDefinitions now this file has all kinda of cool stuff and by the looks of it Biomes will generate depending on there distance from the equator. Ion thusters will loss thust on planets. Yup...just go ahead and toss every Vtol Design you got in the crapper because according to the cube block files in atmo Ions are only going to produce 30% of there normal thrust.....lets hope thos hydrogen thrusters get a bit more efficient. so probably hydrogen or something else (a third thruster) will be your atmosphere thrusters. though you'll probably be driving on planets mostly.
Update 01.106 - Pistons performance improvements, Bugfixes Summary This week’s update is focusing on bugfixes and improving multiplayer, pistons and rag doll performance. We have fixed the pistons performance issue - pistons and rotor parts are now automatically locked in speeds above 100 m/s making them unable to move, turn and/or explode in high speeds. We also fixed various issues and improved the performance related to ragdolls. From now on, after a character dies, a body remains there for limited time and after that only a backpack with inventory stays behind. Additionally, hydrogen tank capacity has been increased 2.5 times for large grid and 4 times for small grid version. And finally we solved the issue with the incredibly heavy client in MP/DS (a.k.a. “hulk mode”) so the client is no longer pushing small ships around. And since it is that period of year when you go trick or treating, we have prepared something for you. Do not miss the Halloween inspired teaser in the video below: Features - backpack with inventory spawned after death Balancing & Performance - increased hydrogen tank capacity - piston locking and performance improvements - no windows on conveyors (increasing performance) Fixes - fixed invisible voxels - fixed UPS drops with character on large ships - fixed character clipping inside cryo chamber - fixed ship name change on DS crash - fixed all door opened in tutorials and older saves - fixed crash with physics - fixed crash when changing suit in medical room - fixed hand tools stay in the hand when stored in container - fixed incredibly heavy client in MP/DS (hulk mode) - fixed battery can be set to recharge and discharge at once - fixed air vent missing in assembler - fixed connectors exploding in MP
So as s general question - when Planets do arrive, and we start running a dedicated server again, how dependent on Mods do we want to be? I ask because I've yet to master the shit in the Vanilla release, much less a slew of new bits I haven't a clue how to work with. Also, Fet, your Flying Castle is an awesome concept.
We dont want a huge number of mods. We probably need to go through the list again. I'm trying to build my ships using as few mods as possible. the castle is awesome and works exactly as intended (hopefully will work as intended on planets as well. and I've had to do almost no modification from the original (from a year ago) to implement new stuff whether it's vanilla or mods mostly vanilla stuff. now has a small hydrogen thruster and 3 small ion thrusters in the forward, back, left and right directions. 2 small hydrongen and 4 small ion on top for downward thrust and 4 small ion and 2 large hydrogen for upward thrust (without knowing exactly how landing on planets will work i'd rather have more thrust then i actually need for braking/landing and takeoff/leaving a planet. I'm hoping for a once I land the castle on a planet I don't really need to move it till i take off. magnus helped alot on the original design. and now i need to design a cargo truck that can also drill on a planet.
Here is the official mod list we've been keeping: http://steamcommunity.com/sharedfiles/filedetails/?id=297744815 Please note that about half of the mods on that list are not actually mods. Many are actually just in-game scripts or blueprints to ships that we found extremely useful. http://steamcommunity.com/sharedfiles/filedetails/?id=350835098 http://steamcommunity.com/sharedfiles/filedetails/?id=380164384 There are also quite a few "worlds" on that list that are intended for short-term multiplayer PvP (just for fun). http://steamcommunity.com/sharedfiles/filedetails/?id=432334154 The end result we are aiming for is to "augment" the vanilla experience, not replace it. We also wanted to be very careful about not overloading the G-menu with a bunch of superfluous stuff.
Fuck you guys I finally bought this. Now I just need to stop the blood coming out of my eyes and make it through all the tutorials. So much shit to learn. :btears:
when most of us started the tutorials didn't even exist. i keep meaning to do them just for the hell of it but then i go "but i pretty much know everything they are going to tell me."