Previous clonk: >>127110945
The thread is dedicated to all games about building machines out of blocks, in space or otherwise:
Space Engineers, GMod, Starmade, Robocraft, From the Depths, Machinecraft, Corneroids, Besiege, Medieval Engineers, Infinifactory, GearBlocks, Factorio and anything else welcome. Also, all these games are ded. Only ded games may join, otherwise they must have their own thread.
WebM for retards:
>SpEngies for retards: i.imgur.com/IZekrGe
From the Depths:
>hrpbk2 wix com/machinecraft
>upload/download designs at filescase.com
>TT Mech template: www.mediafire.com/download/0aalnmvvyvm75sq/TT-Mech-Template.rar
>Helpful starter guide: https://www.youtube.com/watch?v=iLVnW5exF3Q
StarMade Steam Trailer
Robot Arena 2:
KOHCTPYKTOP: Engineer of the People
first for new line of jew-produced ships ready to sell soon
Reposting from last thread.
Creative but poorly thought out. Mostly a clusterfuck of !!DEATHTRAPS!! and !!DANGERDISCOLIGHTS!!. Very creative variety but they're kind of just chucked in with only intent to look cool and they don't really think about how they should be in the arena. Having a giant, spinning thruster array in the middle of the arena just means everyone will want to camp at the corners, for example.
I've only just got into their little minigame and I've already decided spear-bots are absolute fucking cancer. Especially when they're practically flying by propelling themself with pistons. Some of the bots don't look so cheap but the designs don't look very pretty at all. They're just flimsy frames with wheels on, mostly. Some are nicer.
Thing is, spike-bots will always be the best because they abuse the unholy power of clang.
With a bit of refinement this could be a great thing. I remember some people on /egg/ doing something similar before.
isn't that a reference to robot wars, though? in my opinion the disco lights during introductions that then suddenly cut off as the game starts were a really nice touch
i think they pulled it off pretty nicely overall, even with awkward introductions and blatant cancer bots
Yeah, I guess the lights were fine.
Whoever made the arenas deserves a gold star. Whoever made the bots should be thrown and
locked into the arenas.
Oh, wait, that already happened.
Tomorrow, the first work week of 2016 begins. When you're done - or NEET - we'll be there for you.
To join us in Spengies: http://pastebin.com/uPudaAyJ
Let's give our best today!
Nah, only got Starmade recently, and I refunded it so I can hopefully get Cities Skylines... if Steam ever gives me my goddamn money.
No Anon, I shall bring the feels and we shall lament the loss of Mikko ;_;7
>tfw I was in /cg/ since the very first thread, wrote a bunch of the guides and the majority of the OPs for most of the year
I still miss working on the Monolith pack, it was fun probing around the engine to see what cool shit could be done.
The BSF community got pretty creative by the end.
What that guy said. The Starmade "demo" is the full fucking game, and will stay that way until they release the game, or get far enough that they feel the game is actually worth paying for.
The games fun now if you like autistic building shit, but theres literally nothing to do and no incentive to do anything. You can make factions and fight over turf, but why bother when theres a near unlimited amount of space you can go inhabit?
The faction system and player economy and a load of other things need a complete overhaul.
Anyone know the formula to get the amount of fuel processing/second to cover a given growth rate of oil?
Yeah, pretty massively. The best keel I've found for everything but interior space is a simple 45-degree V-line with no flat bottom. It gives good handling in all directions with a freeboard that isn't too high or too low. Plus it's an aggressive slope, so if you build the hull out of metal you're more likely to deflect shells.
It's generally completely unnecessary. Just use lead beams as fixed ballast. A lot of the old OW sailing ships had had poo like that, but they've mostly been redesigned not to, with a few exceptions.
Here's a shitty diagram.
The top image is a typical hull design for a beginner. You build a boat-shaped platform and then extend walls directly upward to form the hull. This design tends to be very narrow and very buoyant, which lends itself to becoming top-heavy without too much trouble. On the bright side, there's a shitload of interior space to be exploited. You can fit big fucking guns into a very small ship if you build it like this. On the other hand, it'll capsize in a stiff breeze and steers like a cow.
The bottom design is more of a "boat-shaped" hull. It's generally faster and steers better. It's less buoyant, which is actually a good thing as it maintains a lower center of gravity. On the downside you lose a lot of interior space with these, so less space for guns. If you size up the hull to fit the same amount of firepower as the top design, you end up with a larger and wider hull, which helps with stability a shitload.
For a gunship, I usually recommend building the bottom design, but flatten the very bottom of the hull to give you slightly more interior space. Sort of a hybrid between the two designs.
Generally a low freeboard is better. It minimises your target above the waterline, and maximises the amount of ship below the waterline. This is good, because water is basically free armour.
Welp, Crossout closed it's CBT server for the time being, I guess it's time to play Robocraft again.
Gaijin probably either A)Don't give a shit about other games because War Thunder prints money or B)Doesn't want to spend money on another shit product like Star Conflict that fails to print money
i'm so baffled by the implication that somebody has actually been playing crossout that i made a strawpoll for further investigation.
get in here eggs
Well, currently it's in alpha stage, I assume that there will be some period of closed beta before open beta, but I hope open beta will come out soon, playerbase is kinda small. Like 3 - 4 players per match small.
Otherwise the game has enough content to go into open beta already, in my opinion, it's not bare-bones like other alphas and is on par with beta of other games.
I like it, the grind is real and having only two pick-up fenders for instance is pretty terrible, but the visuals and guns are far superior to Robocraft.
thanks to shitposters, strawpoll is on my filter list
regarding crossout, it sounds like saving grace and I want it inside me
it's the last thing I can cling to before giving up gaming and becoming a casual
Given the two major complaints I have with robotcraft are that there are basically only 3 guns in the entire game and that the game looks like it came out originally on the N64 and recently got updated to support modern shaders, I'll probably give it a shot if it ever comes out.
>Tribes counts as casual now I just wanted to git gud anon
"They require no long-term time commitment or special skills to play, and there are comparatively low production and distribution costs for the producer."
does any of that sound like a grinding game?
the grind is specifically designed to keep players returning to a game, simplify rationalizing microtransactions, and create an illusion of content in a content-less game. if you're playing the game FOR the grind there is something wrong with you. then again this is autism central
>if you're playing the game FOR the grind there is something wrong with you.
it took me some time, but I've finally accepted that I WANT the grind. I think that that korean mmo in early teens ruined me
The fact that you can combine weapons on your vehicle instead of having to stick to single one is great. There guns with turrets, cannons with firing arcs, all sorts of rocket launchers for higher tiers, drills, buzzsaws, dynamites-on-a-stick and other shit to ram enemy with. It's great.
There is also stuff like tank-sights, turrets, thrusters, drones, stealth modules, stuff that slows down overheating of weapons, ammo crates, barrels to gather fuel, etc.
You can paint each part of the vehicle with only one color like in Robocraft. So if you have race stripes in mind, then unless you'll get creative with some metal sheets or something, I'm affraid you'll have problem painting those.
But as I said, the grind is awful, once you hit level 10 with first faction it just slows down into snail pace.
The fact that you can't just buy some construction/cosmetic parts, but gain them by leveling kinda blows.
For instance, at level 5 with XY faction you get 4x Van window, 4x Metal sheets 8x Pipe.
To make clear that by reaching level you don't unlock certain part to buy however many you need, but instead you get limited amount of set pieces.
Also at the moment there is no gold premium currency, just the regular one, perhaps because you can buy vehicle parts from other players on marketplace instead of just buying them from premium store and hopefully it will stay that way.
But I doubt that. Surely, they will fuck it up in some way.
>remove grind from vidya
>find out the game is shallow trash because the grind was what was keeping you playing
Finally got the Spruce repaired, time to get back into orbit, hopefully
>finish outline of Red Base
>no idea how to fill any of it in
>no idea what to do at all
Deep draft vessels with low freeboard and shallow draft vessels with low freeboard have different properties.
Vessels like sailboats that are very shallow draft, low freeboard and have a tall mast will generally need some kind of sailing keel to counterbalance them.
Vessels with deep drafts and low freeboard like ironclads, Victorian era battleships and certain deep draft merchant ships don't need them, because the mass of their cargo, internal machinery and fixed and/or variable ballast keeps them upright.
Warships with deep drafts and low freeboard have often proven very susceptible to flooding, but have the advantage of having water between the enemy guns and their hull, whereas ships with high freeboard expose more of their naked hull to the enemy.
let me explain
after a long hard day in advertising/publicity job, you are mentally tired, braindead, all you want is to "reset" so to say, you want to relax, even "be sorta cool" while playing a game
games that require twitch or strategy/plenty of thought is out of the question since you are after all tired, however doing repetitive tasks such as grinding against enemies you know well.
enemies need to be competent however not too good otherwise you can't mindlessly grind them.
there's a certain beauty blazing (or not, depending on class/build) through entire hordes with not much effort or getting hit much/at all.
what I say touches some aspects of casual, however not the most important one, you can't get that good w/o knowing the game very well beforehand, whereas casual games you're decent to actual good within 2 hours of playing.
The real question is, is the grind:
1. Providing a challenge?
2. Turning your players into robots that click a mouse all day?
If there wasn't any sense of progress at all I wouldn't enjoy games as much.
I don't enjoy playing creative mode.
I enjoy playing survival type modes because then I have a REASON to make a house, a REASON to make shelters, rooms for storage, processing...
The grind creates a REASON to do something and to refine that technique.
Need 1,000,000,000 units of iron ore? Time to make plans for that server-killing drill minebot of death and a refinery that equals the sun in power.
On the other hand, if you can call it 'grind' then chances are it's already too grindey. If you're just doing the same thing over and over and you could probably write a bot script to do it...
I just realized.
Botters on MMORPGers aren't bad people.
They're the only intelligent ones.
This is the USS Monadnock, an oceangoing monitor that had like 2 feet of freeboard.
That`s why I always build internals first, if you have an idea of how it looks in your head and you build your armour shell first, then you will have plenty of empty space.
I find that if you build something with a specific purpose, then you end up with a good looking result. the two in >>127412257 both had very specific purposes, nothing besides the paintwork was an aesthetic decision.
this very much
Factorio, Spengies, Minecraft/mods
World of tanks, War thunder, subscription MMOs
Korean MMOs, Runescape, Facebook/mobile timer games
Turns out, it can`t.
This thing was able to make it into orbit with the single large hydrogen thruster on the back, maybe the sim speed on MP fucks with it too much.
But now it`s turtled, so I`ll have to give up and use atmos thrusters.
>bazcorp will never be a subsidiary of space israel
For contrast this is HMS Mars, which has over 25 feet of freeboard.
Having a low freeboard is also a surefire way to get your deck riddled with holes but hey, it's pretty nice to be able to attach unnecessarily huge weaponry on small ships.
I just have trouble actually focusing and coming up with a single vision of what I want to build. Even if I do think of something I want, I'm dumb as a rock and can't actually build anything
I know that feeling.
Right now I'm just repeatedly trying to get a single railgun working in FtD, but for the life of me I can't figure out how to get it working.
And even then, I'm sure my 'cylinders and carborators everywhere' engine design is basically just wasting more fuel than it's burning into energy.
Water passing over the deck of a ship doesn't cause flooding. However ships with low freeboard generally don't handle waves well at all, which was a really big problem for earlier ironclads (especially the ocean going hybrid steam/sail ones).
>make another playthrough because I finished my last one
>never change any of the settings because it feels like cheating
>hoping for a lot of oil near my spawn because my last world barely had oil
>my mother fucking face when I see that mini map.
Maybe one day, friend.
Maybe one day.
Most ships take a long time to design until I'm happy with them.
Maybe the point at which you say "This ship is awful, and I'm awful at making ships" is the point where most of us say "That part isn't right, let me start that over" or "I'm going about this the wrong way, let me try a different train of thought"
What I do is describe a ship in a paragraph without using any aesthetic thoughts at all, and then build around that description with internals first. My ships were very boring, flat and coated in armour blocks until I managed to get out of that way of thinking, and to me, making the ships compact, and making internals the only important design element is what made me improve.
Pic is another such example.
You know I am about that life hombre
Do you mean in real life or in FTD?
Because that is literally what happened during the American civil war. Putting as much boat underwater as possible, keeping only the gun deck or turret and smoke stacks above water was the order of the day.
Why it has the same name as the Warframe general clan?
I remember then saying Warframe would die but they would move on but i can't imagine people migrating from a TPS to an engineering game.
Here you go. Only added one of them because the wooden one has a pretty embarrassing keel.
The engines on this one get extremely taxed when the anti-missile lasers kick in though.
>if you've heard about them in warfarm
The clan still exists, but looks like most of the leading or founding members left a long time ago.
They say it will never be first again.
When i saw Warbros was the name of the SpEngies server i assumed this was where Wiawyr went after he left EVE then Warframe after that
i still assume that, because i dont play SpEngies
Ced KEEN'd up the weight on smallship armor slabs, so work on the Doc's Home Visitor is presently paused.
I am tempting CLANG with this, aren't I?
Take 6. Added a second engine to the back. Didn't have enough ice to fill the hydrogen tanks, I only had 35k hydrogen to get by with.
The ship made it to about 0.7 gravity before hydrogen ran out, luckily I had enough momentum to make it high enough for the Ions to take effect.
2 months after crash landing, the Spruce is safe and back at base.
>Who even is this man
This is the question that has plagued many a spacemen, in many different space games.
perhaps we're not meant to know
Got Spengies a few days ago. First thing I built that wasn't just mindless screwing around.
>Finally get ship safely to base
>Decide to go to the pole to refill hydrogen
>Touch down gently at less than 1m/s
IT WAS GOING SO WELL
Last thread i read someone claim Nu-Cannons in FtD sucked compared to the old custom cannons
how true is that argument? are old cannons actually more potent than the new ones
seems like both major updates meant nerfs to their specific areas i.e. engines and guns..
>warbros in spengies
Warbros plays many games, sometimes for a week, sometimes for longer. We still haven't found our home again after the exodus from warfarm. We tried Firefall, ArcheAge, Skyforge, had hopes for Eternal Crusade. All poopy. Some of us have their eggs in the basket of Shill Shitizen. But we also play Spengies - some of us do, at least. We had a server a year before and we do again now.
Wia used to lead us in Warfarm, and he took over in Syforge, despite many of us dropping that game. Wia does as Wia pleases, and that's his prerogative. He's always welcome on the Spengies server, even though he isn't playing because Keen ruined the one thing he enjoys the most: eating asteroids. And eating planets is plain up impossible.
>but who are you
Ced. Of questionable Warfarm and Firefall fame. Not a founding member, but a pretty known name during the rise and eclipse of Warbros - without stroking my dick too hard here. There is also other Warbros' playing on the serbian, of various stages and renown, if such a thing exists.
>how handle namedropping
Just link the pasta, gents. All instructions are in there, including a link to profiles of those who can put people on the access list. My name's neither a secret, nor is it something I want plastered all over threads. We got that pasta to answers most questions, my name's one of those.
So where is Wia now?
I assumed people stuck with him because of the sheer gravitational pull caused by his autismal field and perseverance in coralling a bunch of shitbags from 4chan into a clan structure
TOTALLY NOT DEAD OR DYING YOU GUYS
We rolled with NTA, No Thumping Allowed, by invading it by the hundreds and overtaking control.
Wia is currently either playing factorio or Skyforge., I think. I used to run the clan and a massive pasta with game infos there, but I burned out hard and he took over from me.
And now I put together an interceptor to go with that anticap.
>Get ship fixed up enough to function again
>Tap ground again
>Spontaneously explode again
FUCK FUCK FUCK
Every time I spend a few hours on this game trying to make some progress, things get fucked up even worse than before.
I kek'd at the massive support they got. :^)
>slavrunes in filename
This is the anon who wanted to make a rocket out of a sharpie
Did a test today, and the results were astonishing: the alcohol burned for maybe 1/10th of a second but gave the pen a massive push and it travelled the whole hallways in my apartment in like half a second
no it didn't, it just made a high pitched sound and a tiny blue flame and didn't move at all Guess it's too tiny to contain any significant amount of fuel and the nozzle is too big in relation to the body of the rocket to build up any pressure and thrust at all, trying with a soda bottle next
>Fuck off, nobody gives a single shit about you here.
You are misintepreting the situation. I am not interested in pointing out how important I am, at all.
If you check the thread, people have been talking about the server, who to contact and whether it was kosher to refer to me by name. You will find that I only slap a name (and it's the name of the server, not "mine") on posts if they are related to the server, and otherwise, post as anon.
Please be mad at any and all self-important tripfags you encounter, to whatever extent you desire. But don't be mad at me for responding to questions.
Also, it's okay to give a shit about people. Even if you don't know them or only know them by some internet handle. Why would people run /egg/torio or other games as servers if they didn't give a shit?
It seems really hard to make effective economical ships in this game.
embrace the cube
Tried to create the most cancerous fleet I could, in the literal sense of the word.
It completely murders my sim speed with both plants and ships whenever I enter a farmer sector.
Each ship can be colonized by plants for resources and each also produces resources independently.
any reason why you used wooden blocks instead of pillars? I swear those things have the strength of wet tissue paper.
What, the sharpie? It was a whole lot of absolutely nothing
If you mean the soda bottle then have these
I can't be arsed to build a launch pad like in the first video though
It was my first campaign ship and I still had no idea what the hell to do. Here's my actual first ship for reference.
Spoilered for visual terrorism.
It marks a massive turning point in the history of shipbuilding.
The battle of hampton roads, which saw the first ever use of ironclads simultaneously established that they were utterly devastating against conventional sailing ships, that those ships basically couldn't do a damned thing to them, that steam power trumphs sail power in a fight and that the only way to do deal with iron clad ships was other iron clad ships.
There's a bazillion documentaries about it. Just google USS Monitor (or CSS Virginia if you like that sort of thing)
Too bad that in FTD, putting most of your boat underwater will slow it down to a crawl, nagating whatever advantage you could've had.
Its either hydrofoil fast ships, huge battleships that are slow anyway, or subs.
How much of a dick move would it be to embed tons and tons of beacons in your hull and activate them in combat?
It would light up your position like a christmas tree but the names of the beacons would make it impossible to see the ship.
That's retarded because you can disable hud, but what you CAN do against AI and maybe players is make beacon countermeasures. Ive dropped some once during combat with AI and had them totally ignore my ship.
imagine one day when sensors are usable in multiplayer
I made a test the other day, where I had a 3x3x9 missile detach four subsections, a battery and a grav gen each. The grav gen burned through the battery as fast as it could, and then those grids got picked up by trash removal and got baleeted.
So, in other words, if you drop your decoys where no one is, you should be fine.
pls post yellow retards dance
I also just realised these should work in multiplayer, the only sensor controls the grinder. It uses the code form a pirate drone brain to track the player. Could just leave the grinder on and spread them out.
Only issue is it just tracks the nearest player.
Could set a timer to activate them, kill yourself and let the drones activate,
>have great confidence in my fleet
>spawn ONE (1) Steel Strider Kitakami
>it sinks my 4 ships within a minute
Welp, back to the fucking drawing boards.
Someone please post the screencap of the time when /egg/men discovered the fucking mess that is the spicneggineers coding
>mundane shit done the most complicated way possible
>occasional czech word instead of english
I think this can work.
>that one guy ramming the dildo
>that other guy literally allahu ackbaring the top
I finished the sbcs for the pestool.
Will test later.
And I cannot find a decent model for a rakket lawnchair.
We might have to use yours. :^)
... without the sight. And with a larger tube container. Like, almost the same size.
Why would you send grinders after players? Just use some gimballed gun with a short tracking range.
Alternatively you could niggerrig some rangefinder script to turn the grinder on.
Yeah, I'll do that. If that werks out, how much work do you think would it be to make static versions? If it isn't too much work on your end, it'd be nice to have control over some of these models, especially since phaser guy is a bit of a princess if I recall correctly.
Can we nigger existing parts and replace them with new subparts that have the links to new subparts? We have the textures, we have the base parts. It would be fucking NOICE if we could turn the MexPex guns and the Eikester turrent into LargeGatlingTurrent definitions for RoF control and no reload.
I don't know if we can do the mexpex shit, it needs to call for subpart barrel in the head I think. Find some promodder who can figure out how to inject dummies. :^ ) Or a way to reverse engineer MWMs.
Making a static version of the laser wouldn't be too hard, would just need to merge the barrel and tip model and rename some dummies.
This the Paddleguns,Plunderer and its sister ships,the new catapult and that new DWG zeppelin are all overturned for when you encounter them.The catapult in particular can likely one shot your ship if it connects with all its shells.
>barracuda with nucannons
Flying rape train.
>tfw made a promise to myself that I would not waste my whole vacation in FTD until he adds nuclear reactors, shafts and rpm management.
>tfw even left home for some hours
Tell me more about it, I'm always interested in games where I can build planes.
You build planes
you get a number of parts you can modify, eg add blades to engine, add/remove hp, edit shapes of wings/fuesalages/control surfaces and then you try out the plane/do challenges.
It's pretty OK
2 hours to refund.
Steam really should allow us to download and use any game license for 2 or 3 hours for us to try it out and not have to deal with demo-less games
i mean come on its 2016 this shit should be a thing by now
Sounds like something I'd enjoy.
Besiege is basically strap wings to anything and watch it fly, I'd like something a bit more complex.
>IT'S CURRENT YEAR
But really, Steam wouldn't have to deal with refunds as much if people just released proper demos for their games, developers should be encouraged to do that more often.
all parts unlocked in the begginning.
It's not like you can unlock a better wing since all you do is modify 1 template wing in every way imaginable. It's pretty flexible, you can change all dimensions, angle, control surfaces, amount of them, their properties etc.
So i'm trying to play on the warbros server but my game keeps crashing due to not enough memory? I have 8gbs of ram and a 280x. It's using a shitload of ram when i looked in task manager.
Do i really need more than 8gb to play on the server? Disappointing i really wanted to play on it, i'm not buying more ram to just play this one game that needs it. Literally no other game i have played uses more than 4-5gb max.
Yes, a lot.
You also choose wing modes and such to balance the plane.
There's allready jet engines in game but with regular prop engines, width of blades, blade shapes, HP, blade lenght and prop pitch options.
Yeah it's playing great now. Another question, started in the mining sparky ship but when i am drilling nothing is coming into my ships inventory and even going out and manually mining it shows up in my inventory but the second i try to put it in my refinery it disappears and isn't refined.
>blocks, blocks everywhere.
pls anon at least pretend physics exist.
slopes makes it go faster.
beams have 30% more hp than the same ammount of blocks, and wooden beam doesnt look like shit
>you gotta allow those wheelchairs access to the bottom when it capsizes
I guess the question becomes, when did they start adding more freeboard again, and why? Just to make these things more sea-worthy?
Are you sure it just disappeared? Everything is defaulted to on and uses conveyor. It might be that the ore are instantly being refined as you obtained them, try checking the storage, see if the ingot number are going up, or try turning off the refinery.
>not devoting yourself completely to the pirate's life
>not capturing one of every ship and every single structure/fortress as you conquer the DWG using their own shit
Give em a taste of their own medicine, m80.
Yeah i relogged and it was fine. So i have a pretty good amount of resources (except magnesium can't find that so far) refined and components built, is my next move to find a place to build a nice comfy base? Should i build a jump drive.
Jump drive is if you wanna go huge distances.
If you're comfy where you are and have a lot of asteroids in range, you dont so much need one yet.
Comfy base is always nice though.
Anyone know why the sideguns aren't elevating? They blow up if I try to fire them as well
Well i also want to meet some people, and yeah maybe i will just cruise around in my comfy ship for a bit. It's getting pretty heavy though might need to add some more thrusters. Could maybe scrap the starter ship and build my own comfy mobile palace.
The answer (unsurprisingly) is that the British did it. Specifically with Majestic class battleships.
Largely the benefit is much better handing in heavy seas than a lower freeboard vessel and more internal space (sometimes).
The black shape in the center is your ship, green cone is a frontal turret and red cone is a rear turret.
How does the rear turret angles relate to the front turret angles? Picture is valid for both elevation and azimuth.
When you switch to local resources in the FtD campaign, do your resources get transferred to raw materials containers, or do they bleed away forever and essentially vanish? I cant seem to find any metal now that I've switched.
By using smart inserters and some circuit logic, it's possible to use both belts for ore and plates.
What do you think, familia?
Uh oh what have i stumbled into?
Well, if you set front turret 10 less than maximum and minimum azimuth, it'll create a 20 degree deadzone behind it.
But if you do the same for back turret, it'll create a 20 degree deadzone in front of it. And I'm not sure if swap azimuth option works here.
Is there any widely-accepted docking mechanism layout?
And now I have to unfuck the reverse thrust and make it un-terrible
Hi, can somebody help me? In spengie created a map with lone survivor start, unlimited world, and medium asteroid generation or wat. Loaded it up in creative so i can insert a few modified planets just for extra fun.The problem is when i reload the game with survival options, the asteroids all disappeared, except the one with my platform on it.Why? Also where are the ai ships? i stand alone here like an hour, without even a military ship spawn....cmon My game is original if that matters..
Look at the arms when they come off (Make them huge like 10), the arrows that come off the arms as you close them together dictate within what area you can fire, so when you reverse it those arrows turn around so you can visualize it that way.
In short yes but so you can better plan in the future just look at the arm things and their arrows.
I thought so, that's why I put four around the connector so I could dock at any rotation no matter where the station's merge block is in relation to its connector.
I might remove the landing gear for clang-prevention reasons, they're only there for locking onto salvage
The game occasionally has inventory issues where everything will be working, but items will look like they're disappearing and/or the inventory will not appear to update. If you hear the refinery going (lots of clanging, like a bunch of metallic rocks banging around in a muffled ventilation duct) then it's working and the ore is being transferred to the refinery, but you probably need to relog to fix the display issue.
You reminded me that I needed to make a cheap airplane for the start of the game so I rustled one up quickly. Blows up in 1 shot, but at least it's cheap.
Also, does anyone else find it weird that shields are actually sort of more usable on smaller vehicles than larger ones due to engines being changed to deliver a lot more power when smaller?
>week 117 of Spengies' existence
>christmasblunder and dogepocalypse came and went
>another year has begun
>anon is still posts the same ship he never finishes or changes
I need some ideas for red base. What should I add?
>1.89 [development and dev test only]
>[Improvement] Missile laser retains aim direction more effectively
>[Improvement] Shield projector has complex controller input for excess drive factor
>[Improvement] Turrets are now back to being smoothly rotating like they used to be
>[Improvement] Firing constraints for turrets have a bug fixed that was affecting azimuth when using elevation only constraints
>[Improvement] turret traverse speed is now based on turret mass
>[Improvement] Explosions now limited in their ability to turn corners and get past armour
>[Improvement] APS barrel traverse speed is slower for larger barrels
>[Fix] Loading a shell directly into the firing piece now works as intended
>[Fix] battery power will not be used to run generators to charge batteries- in the absense of any fuel
>[Fix] Aerial AI less likely to lose altitude whilst moving to waypoint
>[Change] Jet model replaced with a new one- and jet engine drag factor set to 0.05
>A little diagram of how the explosions now work in this branch.
>They won't spread from one node to the next if the angle between the direction to the next node and the line from root of the explosion is greater than 90 degrees.
>The diagram shows the four "safe nodes" that would have been hit in all prior branches by the explosion but won't in this branch.
>should help with turret pop which is usually caused by explosion leaking around the back of a turret
>Ivan, Vladivostock called and there was a shipping mixup
Not sure why you wouldn't just have one belt loaded with ore and one accept plates.
Might make sense if your recipes are fast enough that they would be throttled by long inserters but not throttled by belt capacity.
The filename is appropriate.
tfw putting a shit ton of casketbolts around my resource points
It'll be done soon,
probably Channeling sadness/depression into autism is a great motivator
>there are people on /egg/ who play on anything less than 90
I like your colour scheme and design. Looks like some kind of cargo hauler?
Also, is it just me, or do lights have to be fucking everywhere? Last time I played, I had to put one about every 3-4 blocks to see anything. You'd think that in a vacuum, with lights the size of your face, they'd illuminate farther.
I'm not sure we're talking the same language here.
With any extendable design, one will inevitably hit a point where extending it further doesn't improve production.
This happens when the input belt(s) aren't able to keep up with demand.
By having two mixed belts, the proposed smelter design will be able to achieve nearly double the throughput of conventional designs reliant on dedicated input and output belts - simply by virtue of more input.
The risk of clogging is a far more valid point of critique, as an excess of iron ore can shut down the factory, requiring manual intervention to fix. I'm still working on how to sort that out.
There are far simpler methods of accomplishing the same thing. Assuming you have enough ore to need to extend it, simply redirect half the ore mines and make a parallel smelter, which would double output with no circuitry and with max throughput.
Not that you'll easily hit the max throughput of blue belts. If you do, doing this is a simple fix.
It started as a stock mining hauler, but since then I've torn out and replaced almost all of the original components to make it more comfortable/interesting to live in. This included making it oxygen compliant and additional manufacturing ability
I gave up playing survival because it's too slow and I just want to finish this thing.
I've also never done SE MP, I'll give it a try soon enough though
>Not that you'll easily hit the max throughput of blue belts. If you do, doing this is a simple fix.
Blue belt throughput is estimated to 2410 items/minute. /egg/torio usually hits that by the middle of day two.
>There are far simpler methods of accomplishing the same thing.
Sure, but I figure it could be worthwhile to experiment.
Gotta look for improvement if we want any.
Make a really big radar dish and stick it to something that can get a very high altitude if you want to get bigger radar coverage. You'll be able to see much more of the map that way.
We've had blue belts for ore production a couple of times, still ended up around 1500. Normally we have more of a smelter problem than an ore problem, except for a couple of times.
I played FtD for a while instead, which was pretty fun
>dogs don't even pathfind and will get stuck on walls and explode
>rave lights, with rotors or not.
>tighter defense force
>start going underground to make a factory or a refinery below, and mark a place as the elevator hangar for later
>build secret shit and no one knows what untill
>everyone shit bricks
This image makes me want to build an entire base that's secretly a t̶r̶a̶n̶s̶f̶o̶r̶m̶e̶r̶ giant ship that can suddenly lurch to life and start moving to the shock off the occupants.
welcome aboard, there are a few choises.
sdf1 is something you somehow easy.
the issue is with rotating parts, had the same frustration with a fortress maximus build.
now there is a mod for a 3x3 big blocks rotor, maybe it could solve this, but i still wanna wait for that to happen, i still have the old pics.
i was thinking with something less complicated with wheels, but i needed to make a complete suspension system, like pic related.
ended up never finding an actual geometry to keep the wheel in the same place while the suspension moved. it allways twisted it and fuck up the convergence in all wheels making it jump or dacing like...
i fucked up because the webm has sound.
i hope this portal works.
A wide belt design can deal with all of that though, no long inserters, two input and output belts....
Its pretty cool but any space saved it lost with all the chests and the outside belt
>put ores on the side with the furnaces
>use underground belt to filter out the plates (other side)
>put smart inserters to only accept ore
Fixed, thats called overengineering anon
never quoted over boards.
if i didnt fucked up this time, its.
Post the pride/soon-to-be pride of your fleet.
I too have an affinity for making all of my vehicles into something vaguely box shaped.
I know what you're thinking, but the turrets are fairly good at not shooting into the back of each other usually
Actually had a lot of cannons.
They passed into the realm of the deadest death
im getting more and more hooked with that warship designer, and trying to make weird boats.
The second "form" reminds me of technician factory from Perimeter.
Sure, what are you having trouble with?
As far as general learning for FTD, what >>127500008 said as well as loading things from the Neter folder and just poking around in them should get your feet under you.
The first thing you're going to try and do in From the Depths is build a massive cannon. Don't. It'll take a billion years to load.
The second thing you'll try to do in From the Depths is build a small-gauge cannon. Don't. It'll never hurt anything.
The third thing you'll try to do is build a six-barrelled cannon with the maximum gauge possible and a minimum of six belt-fed autoloaders.
This is the right thing to do.
how's this for an emp missile to use against the White Flayers?
The oneturn can safely be removed as long as the guide laser will be on target during launch.
I'd also recommend cutting the arming delay because you're at no risk once the missile leaves the tube.
I'm personally not a fan of fins behind thrusters, but it is optimal for the moment.
Overall, seems damn solid against EMP susceptible targets and useless against anything EMP proofed.
That's fair enough. Just something I'd been wondering. I don't actually play on WarBros, though I should get around to it. I miss enjoying spengies MP.
>tfw just want to be fighter/miner pilot on a comfy carrier warping through the system
Until someone is shitty enough to try and impersonate him, he doesn't /need/ a trip, and so far, I don't think anyone here has been THAT shitty.
That said, I don't think anybody except those slightly less shitty than said impersonator would care if he picked one up because it would be the proper usage of a trip.
Haven't played Spengies in around a year, but
>Several lounge areas
>Fuckhueg bay windows in front of 2-story lounge
>Built on an asteroid
>at least 3 large ship and 5+ small ship docks
I should really get on Warbros at some point. I got into the group, but then subsequently removed (I assume because I never joined).
looks like a doable base.
will measure what i can fit in it.
I tripfag'd back when NEETFleet was around.
If you want back in the group, add me. I'll be on Steam for a little bit longer.
Bonus points if you can figure out who I am :^)
If you know C#, have a look for yourself: https://github.com/KeenSoftwareHouse/SpaceEngineers
It's retardation though. It has been for a long time.
I still think it's mostly due to Keen's inane decision to have every client run its own, separate physics simulation. After all, clang is significantly less common in single-player.
I'll have to learn how2code next semester in my Cientific Computation class (retarded free hand translation there, it's a "programming" class)I'm still retards and don't know anything.
New engines, daily or never patches, probably rpm management, shafts and nuclear reactors Soon ™
I'll have to learn how2code next semester in my Cientific Computation class (retarded free hand translation there, it's a "programming" class)I'm still retards and don't know anything.
I hope you're going straight into some OOP course off the bat, because I grew up on BASIC and still can't figure that shit out. To this day I can't write spengies scripts, just because I have no idea how to interact with objects.
>mine asteroid in single player
>tiem to take drill off the mining shaft
>back away at 0.00002 m/s
>drillhead explodes, have no more material to build another, die
Electric engineering. I'll have to learn or at least pass some classes which are essentially programming.
>micro processor raep
>sci comp 1,2
>some other shit
I'll see if I can join a lab (the signal procesing one has a corner for noobs to learn 2code) because I'm not sure I can get "C the programming language" and learn something.
>drive a tank like a bike
I'm a faget and will go into either Tele-Communications or Energy systems (hidro dams, solars etc) area. We have to choose a branch of EE here, Electronics is a diferent course but I like it anyway and study things anyway.
I'll be here studying Calculus l,ll,lll,lV,Vl,Vll,Vlll,lX,X... and all other things I'll never see again in my life unless I do research (which I won't) before I actually see something sligthly related to EE
4 new JewHopper ships are ready to sell
all for the low,low price of 5,000 Uranium each!
Ah, yeah. I know what you mean there. My OOP classes went on and on about shit I neither understood the relevance of nor needed to apply for my programs.
The way I've found helps is to think of a structure as a box that's got a bunch of variables inside. It keeps them all together and shows they're related. Objects just take it a step further and put a bunch of the related functions in the box too.
maybe i should design my hulls to have extra space so i can redo the engines and turrets in anticipation for the update
also extra hullspace for eventual nuclear reactor and make sure the stern can accomodate holes large enough for the eventual screw propellers
You should be doing exactly this. I can't wait for the day we see battleships driven by four large separate engines driving huge screws directly, with purpose-built generators powering the shields and shit. And then nuclear battleships instead. And then nuclear space laser battleships.
well the thing is when i designed the old battleship turrets they had to be built in a way that i could design a hull around sets of three or four of them
but then if the turrets change then the dimensions of its structure very well ought to be changed as well.
or maybe i design an engine and place it in a certain spot of the hull
but maybe the engine dimensions change in requirements to the drive shaft propellers. maybe they have to be wider or taller than what used to be
so i got to redo hulls each time that shit adjusts?
Really? OOP is the simplest shit from my perspective, to the point that all these intro programming classes are pissing me off with how slow they take it. But I taught myself, so I have no credit or certification to skip the babby-tier stuff.
Here's a way to think about it as someone who learned from C# to C++ to C:
The compiler just turns the former into the latter.
Not the anon building it, but the hub station should have:
>Bridge-style docking ports for largeships, which are really just a pressurized tube and a connector
>Pressurizable, individual hangars for smallships, with immediate access to a main area
>Comfy view of nearest planet
>If near Arrakis: Launch tubes to send prefabs on their way
>Large open area with a few stands, usable for faction recruitment centers and smallship dealerships
>Some kind of script-moderated trade machinery
>Rave dancefloor lounge
>Spess Garden w/ windows
>Comfy lighting on all decks
>Public-use weld/grind bays
>Free space for entertainment
>Crew Quarters or someshit
No matter what, it'd have to be a multi-faction effort to get built, and it'd likely go above block count maximum.
It's simple, yeah, but the classes I took presented it assbackwards and spent too damn much time in the abstract. I guess that's just what happens in a community college. I can't wait to hit proper university this fall.
Just plan ahead and leave plenty of room. It helps if you keep different saves of the ship at various stages of completion, and model an entire interior, that way, it can be remodeled as required.
Or, just make huge fucking compartments and put the engine room near where the screws will go. it's that or don't play until all the updates hit.
Huh, funny. I took an "102" CC class on C++ just to see how my skills compared to an actual academic expectation; trivial, but compared to the garbage Python class I'm currently taking from a real University, I think it would have actually given a meaningful education in basic OOP had I needed it.
Python a shit
> mfw just found out that Fuel Barrels stack in Crossout
You can take like dozen of them and swim in fuel that you then sell to the goyah in the marketplace afterwards.
Just remember to cover them or slap them on long pipes to avoid situations where enemy just shoots them and engulfs your vehicle in fireball.
I also suggest using long range cannons to stay out of harm's way until you'll get some points.
It seems that each fuel barrel gives you 1 fuel per 200 points.
I'm just thankful for Easy Automation. It feels like my old 84+, but even simpler. It'll make banging out simple control scripts in minutes easier than cake, once I get back on warbros and buy a couple ships from the jews. There's a few intergrid communication techniques I wanna try out that could finally enable drone fleets as well as one curious long range detection technique based on a jump drive API call I would like to experiment with as a 'super sensor' for guiding weapons and collision avoidance and such. I may not be able to write C#, but I wrote a clone of the wolfenstein engine in BASIC once, so I should manage at least a rudimentary system. Developing algorithms is my strong suit, not code implementation. I've written IPO charts before, I hate them so much.
Like you, I've taken two sets of OOP classes. I started with C++ and then took java. I have no complaints at all about the C++ class, but the java class just bogged everything down in layers of shit nobody cared about. I'm guessing it's more a trait of C++ than it is of the class level, but fuck if I know.
To be fair, Spengies programming adds another level of headache, because the API is done pretty horribly.
For example, it would have been trivial to let in-game programming access assembler production queues. Instead, the only way to automate production is to have one assembler per component type.
Then you've got the lack of convenience shit. It would be really easy for Keen to have the fetch method for multiple blocks of the same type return a List<T> where T: IMyTerminalBlock, such as a List<IMyLargeTurretBase> instead of a List<IMyTerminalBlock>. They don't seem to care all that much about the modding community, despite mods being the only thing keeping the game alive.
I mean, jesus, they literally claimed the engine would not support spinning atmospheric turbine, then went and implemented them after a modder showed that, yes, you can in fucking fact have spinning jet turbines.
It's okay, I bet there will be wipe anyway, I just enjoy jewing people.
The player driven marketplace is a great thing, I love buying out certain part for cheap and reselling it for the profit.
>Taking my originalshipnosteal blueprint and selling it for personal gain
GOYIM NO GOYING!
Also, I don't know what this webm is, time to roll the dice.
I'm not going to say shit, because my significant other is focused in Java. But Java can be clumsy, unnecessarily bulky and frustrating to use. It tries to distance itself from C++ with keyword changes and minor syntactical adjustments, but at the end of the day I can't help feel like it's mostly arbitrary. If I understand it right, Java's generics use type erasure and therefore actually offer less versatility than C++'s templates - they can't be subtyped or freely access information about their type at runtime.
Design a generic hull. Produce variants.
Make sure to have an airship tender.
The land speeder isn't mine, but it intruiged me enough to save the wemb. I tried to combine it with my recently jewed auto-hover ship to make a motorbike, but so far it isn't functional.
Yeah, that's FTD. The textures have gotten unfucked over time, and a good coat of paint fixes most of the full retard textures anyways.
It also doesn't help that the introductory enemy faction is mainly junker designs.
This. Basically people don't paint their ships and subsequently they look like shit. People also often build ugly crap.
For example you get enemy ships that look like this because they were community submissions built by people with no sense of aesthetics whatsoever.
>People also often build ugly crap
This. It shouldn't be hard to build something that looks half decent.