Extra Clanged Edition
Previous jej: >>127392703
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
>Warbros Server Information: pastebin.com/uPudaAyJ
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
So the custom ammunition thingy, its not necessarily 1 block custom ammunition for 1 block autoloader isnt it?
i accidentally attached a 2-block long custom ammo setup to a 1-block gun and the 4 segments of the custom ammo showed up in the gun's magazines
so how does this shiznit even work
Freejam. When do we get stationary weapons that sit in place and fire straight ahead with very minimalmouse aiming?
I want a stationary mega railgun to cram in this bitch.
This is Rex on Robocraft.
Please end his suffering.
No, because mega guns suck fucking dick.
Hey Jews on the Spengie server. I know it's hard to keep your schekel machine fed and operating, but if you could not core the fucking asteroid we're building a station on that'd be great.
I know it was you because the only ship within 100 kilos with a drill the exact size is the Shekel Saver.
Also, dope ass operation you guys got.
Seems like the first resource point in FtD is really bad.
It's taking a thousand years to even build my wooden ship.
How does this work?
I might just be really bad at making efficient ships, anyone have a good starter one they could chuck on workshop so I know what to aim for?
Here's something I uploaded for someone yesterday. iirc I fucked up the mainframe connection so you'll have to switch the channel first before using it.
Also uses AP rounds so just switch them with HE if you want.
It is time.
We must begin the cleansing.
You're going to need a lot more autoloaders than that to have a reasonable fire rate my friend.
I have quite a few on, four I think, it's definitely reloading that it says. Maybe I just have too high hopes.
Well I did say early game, like as opposed to custom cannons at the start.
Awesome gun though.
Is there any point in firing only HE/Gunpowder?
I have no idea what constitutes a shell worth actually firing.
Also for some reason if I swap it to have one barrel instead of six it goes down to one shot per five seconds.
I meant upwards man. 1m clips stacked high to hold more shots. And four autoloaders holding them. I'm purely trying to see how firerate works, not build an actual effective gun.
>spend 5min searching for match
>finally find one
>guy is hacking and shooting through walls with mega SMGs killing everyone, but can see his name
Their anti-cheat system is top notch.
There, it seems like reloading is the issue, not the fullness of clips, so I still have no idea how this works.
Alright will do, wasn't sure how diving barrels worked.
Figured there just some basic thing I was missing, as is usually the case with FtD.
If you're gonna do it like this, just use belt feds. And solid clips, don't use normal clips, they lag the fuck out of the game.
If you cannot use every open side around the normal autoloader, just use a belt fed.
And don't forget to fit as many input feeders on the clips and autoloaders are possible. Every open side, except for the two 'open air' spaces on clips are viable.
Also, autoloaders do not need to be connected to the gauge. They can be connected to other autoloaders (not clips) or directly to the firing piece. Also to six way connectors, but those are in almost all cases just a waste of space, only really useful for debugging and planning.
And don't forget to put the clip on the right side of the belt feeder. Only one side accepts clips; the indented part.
So I put most of that together and this thing went into full gattling mode.
Thanks a ton.
I'm not going to say "I wish FtD presented this more obviously", because it might and I might just be retarded, but it certainly is easier all laid out.
It never worked, it will never work. No one ever build one that work for me.
For small calibre guns, don't bother with autloades. Just put them ammo inputs directly on the firing piece. 5 of them is the most you can do, and it'll put a damn decent firerate.
Got the hang of game mechanics after 2 days. Too bad I can't build for shit.
>freejam puts out small patch to try andnerf drone builds a little bit
>they reduce the health of lightweight armor pieces
>it literally does nothing to drones, but makes normal regular flyers even more piss weak and outclassed
What are you, some hippie faggot? True men get a role to fulfill in mind, think what that role entails, then make the fucking vehicle to fulfill it. Once it's made, they maybe even make it look cool.
It is way too fun going
Ap head/Flak Warhead/Flak warhead/Armour penetration fuse/Gunpowder/Gunpowder.
You shoot them and they just stop, because everything inside is just gone.
I know that it's not as good as the same thing with HE/A more armour penetration shell.
But against the DWG at the start of the campaign it's hilarious.
DWG just pop because all their shit is protected mostly with wood and with metal reinforcement. Metal armored stuff is pretty resilient to flak. The new explosion model makes things less internally vulnerable too.
Give me some cool ideas for what ship I should build in FTD.
I-400 submarine aircraft carrier.
I tried to use missiles with ejectors and no engines as a mine/depth charge launcher. Unfortunately the missile AI doesn't understand it needs to fire them in a ballistic trajectory, instead pointing them straight at the enemy ship.
Anyone had any luck making something like this work?
Yeah, it's still pretty fun though.
It plays havoc with Coffin nails, but this is the first time I've done the campaign and I'm terrified to see them turn up outside the vehicle designer.
Seems like you just need to win the first fight and have a scrap ship, because you get so much more resources that way.
Whats the black wireframe box that appears in FtD when a ship dies in campaign?
I'm guessing its to remind me this fleet is missing this ship or something but I don't know what to do with it, doesn't seem interactable.
Witness the birth of the Dauntless.
Hulling this fat bitch is going to be a fucking pig of a job, but it will all be worth it
no it won'tin the end.
It's meant to be a battleship aircraft carrier combo, but we'll see what happens.
Good luck. I had to do the same shit with pic related and even then it's not as big as what you're planning to do.
Make a cross-section and save it as a prefab, then just copy the crosssection in the places where it's the same. You can do like 5 for all different section of the ship and most of your work will go into the ship's front and back.
Witness the glory of the emperor,
AHK user here, can confirm it will make your life easier in every game that doesn't have drag-building like spengies or tools like the ones starmade has (and even then it will save time when you're just doing long lines of shit, IE always)
It's wasteful in terms of material, but saves time in terms of me designing and building the more complex shape of a concave V hull.
>Also if you put air pumps in that shit it'll hurt the engine.
I mean using remote controls just to get the natural gravity vector, since I don't know any other way to do so. You can use that vector with the gyroscope to stabilize the body of the "segway." For navigation, yeah, RCs are broken (at least on planets) and you'd need to do a custom autopilot.
Or do you mean getting the natural gravity vector from remote controls is broken, now, too?
Well, you'll probably need a high rpm engine then.
So, for a simple set up, engine block cylinder carburator four turbochargers on sides, supercharger. Put about twenty of these.
I'm doubting you are going to complete that. I have a ship consisting of 85k blocks. With a i5-4670k @4.4 and a 980 I get under 30fps.
But I hope you do. It will be one hell of a ship.
>I mean using remote controls just to get the natural gravity vector, since I don't know any other way to do so.
[coords of center of planet] - [coords of the current position of ship] = [vector from ship to center of planet]
Normalize if necessary. You can query any block for current position.
They deplete as they're harvested and replenish over time. The more that's available, the faster it's harvested. You've hit a stable equilibrium where your harvesting rate equals the replenishment rate.
It's a mechanic intended to discourage camping on resource income. It makes it so that ten resource zones with one gatherer each outperform one zone with ten gatherers and thus you want to expand.
Resource zones are unlimited in output.
I basically meant to say how you put it, no bully
>replace rider atmos with M thrusters
the price of beauty
Yes. Since there's a penalty for spin up time and length of crankshaft, having each laser spin up ten engines, for example, for a shot and keeping them high with high decay time is more efficient than a big engine that changes RPM all the time,
Giving them high spin up time is good too, but requires a big battery as a buffer
They're good for braking or squeezing in more thrusters where you got slopes, don't use too much power and they work everywhere. Absolutely no sanics though, that's the only thing. Takes a second or two to hit 20 m/s in the most recent picture, and this is with rider atmos
Shit, I haven't played SE in a while, but that looks like a significant amount of sanics to go planet-surfing on. Sure, it might not be all that fast, but that looks FUN.
I just might have to get back into SE so I can make a desert base now...
I meant to say that M-thrusters like on >>127676573 have no sanics, it's much slower than the webm version which is using Rider's atmospheric thrusters (most of the webm is at 400m/s). Rider thrusters trigger /egg/'s autism though
Wipeout had some nicely designed ships. Maybe we can make some replicas once there's a track to put them on
>Meanwhile, 4 months ago, in Machinecraft
Started a game of factorio. And map Gen Didnt like me. Already reset sadly
>tunnels going through mountains
why not, sounds really comfy
If I were to place multiple grids on a planet to act as racing arches, with powered beacons to act as the next 'checkpoint', would that slow down the serb at all? I'm thinking about making a course that goes across the entire planet starting and ending at Red Base
Oh boy, this retarded motherfucker just has to fuck shit up for everyone else and get it fixed.
More updates because I'm actually proud of this rustbucket.
I've got the general shape basically completely down, just need to add some more internals (motherfucker is gonna need a LOT of power and gyroscopes that's for damn sure), and then when I'm done I can go about making it look sleek as fuck.
Opted for 2 shield gens in case I smack into anything
And seen from behind. Those Azimuth hydrogen engines pack a punch.
Durr overlay, wish I could rebind that fucking thing to something that isn''t F12.
>just realized my huge hangar door was removed from serb
Is there any good alternative? Are blast doors not shit in multi?
There was a big gate I was using but it got removed
I just connected, waiting for respawn screen.
>go terran because why the fuck not?
>going full 40k with ships
>laser turrets broadside
>anti-matter spinal cannon
>with skeleton out of hull blocks for swift repairs
>armored with more hull blocks on the outside that fully regrow in a second after I stop recieving damage
>realize even that it's not the best game, there is no 3D version of it
>even as simplistic as this game
And so my saga of suffering continues.
what about a 3 leged sentinel?
>you still can't project things on rotors
have keen just given up on projectors now?
>not using 4 legs
Is it too cheesy to just spawn in another Sparky for materials when I run out of something rare?
Mining hasn't found any cobalt in the nearest asteroid field and I used all mine building something that ended up CLANGing.
Make them bigger and put some big ass cannons on them
>try to make robots
>rely on timers
>too fucking slow
>make fuck ass giant robo-ant.
>timers are set on 1 second and still are not fast enough
>i need to find how to control shit
>remember those webms of shaking robots walking somehow towards the player following him
>learn about fast timers using piston and detectors
>dont know how to conect it to the walking system so i need to find something else
>learn about programable blocks
>dont know how to code
>learn about a simple script to control all aspects inna simple way. (automation)
>tutorials are all about pistons and not rotors
>install the script and make it work with 1 rotor
>try to control more rotors doing something less complicated
>control the position of rotors and landing gears in pic related to later go with the guns control
>goes to position 1 to position 2 (there are 3).
>try to go back to position 1
>the script shits itself and i had to disable and re-enable the programable block to make it works only once to tilt again
>give up and keep using the num pad to control em.
i dont know man, adding the fact that im pirating the game so i cant ask for help on steam or in his forums its pretty dissapointing for me.
To use the piston timer you have the sensor trigger a timer block when it detects the ship, make a group for the timer and make it trigger it again when it loses the ship. Have the timer reverse the piston and do whatever you want it to do, for example reverse some rotors.
I can't find it, so I don't know if I even remembered it correctly - last I heard about it was around half a year ago, and it had no name, just "big things, maybe the next GMod". Don't quote me on that.
Inefficient or not, it works, and that's enough for many devs. I don't think many teams will want to make their own physics engine from scratch.
For some reason this piston sensor setup makes me think this is some kind of clockwork machinery.
I. Fucking. Love. Clockwork. Stuff.
Why there are so little games that let you build this shit? Especially in full 3D.
I too really enjoy the clockwork aesthetic thing. Spengies needs more pumping and spinning.
so far so good, but from now, in example.
i had... this
lost it in a hdd failurebut im gonna make it again, and better this time.
every piston was grouped and separated in wich axis it worked, yaw, pitch and roll, and the pitch had separated groups for the joints.
so to move it i reduced everything to the actions they were going to do, but nothing more.
so to walk, it rised legs 1 3 5 move the yaws to make it advance, lower legs 1 3 5 then raise 2 4 6 and yaw again, then lower 2 4 6 and se the timer back the the rise of 1 3 5
with that i can only control 1 action, so to make multiple actions fast and combined i need more of this in perfect synch????
Has nobody thought of making things like rippling panels on ships or something? I might make stuff like that if I get back into SE. Seems like it would be neat.
>that mass of clang and pistons
I'm sorry friend, you are way beyond my help.
My shit just works by reversing the rotors.
Do you mean aperture science style wall/floor panels?
That would be pretty cool, would be a pain in the ass either dealing with all that mass on separate grids of fuck about with merge blocks.
Sort of, yes? I'm still not quite sure what this is about the "grids" thing; is it that stuff attached to pistons/rotors needs to have its own grid?
I haven't played SE in a long time.
that giant was a bigger copy of the T800 roach from the workshop, here it its, but still its how robotics based on pistons work, even industrial machines use this concept.
this is the best solution for muscular based piston robotics, with the ability to move precisely.
i remember seing a "chain" drive car, with chain instead of wheels, and fucking worked...
the problem is that there is not something like a ring or a ball bearing, or something for rotating shit, if they create something like that, free of clang if you can dream, it will save robotics in this game, despite other issues.
if you aim to make a full working base with legs to go anywhere on the land, you cant make it that simple, wheels are not enoug, and rigid structures are not the best solution for mounains or rough terrain.
for interplanetary flying fortress, it will consume lots of resources, lots of ion and atmo trusthers or suck ice like cocaine with hydrogen.
this idea is to make is to stay on the planet, for mining or war purposes, and with the ability to move from place to plate. its faster using thrusters, but i will need to see how power are drain by using this compared to atmospheric thrusters, for a non uranium run, power target is a must.
How well does the game play now on singleplayer? I haven't booted it up in a year or so and just remember it running like complete ass before. I have midtier rig which runs most games just fine.
Half tempted to boot up SE again, but not sure if worth wasting a day to download it and a few more to dick around since I like things like npcs, critters, and the like.
Might want to double check this one, unless there's a funky way to power it
attention to all robocucs
it has been well established that robocraft and freejam are beyond hope and salvation and that the game is dead to the older eggmen
feel free to post keks n builds, however fuck off with complaints, you all have been warned repeatedly of freejam.
In my defense that's the first block I've ever had to turn off and on again
>still no battery item in spengies
>no high throughput - low capacity batteries/capacitors
>no (semi-)energy weapons
railguns and coilguns may actually be viable, especially with those superconducting wires introduced recently
>mfw looking at the lua block in FtD and all the shit behind it
golly boys, i got banned from starmade forums for posting the moon guy from old mcdonalds commercials and a WWII artistic image.
who runs that place? aren't their admins a little uptight?
Don't know what you missed anon.
They have a fixed rate at which they output resources, but they give an unlimited amount.
Say 5 Natural, it's replenishing at 5 natural a tick, but you can wait and get infinite.
They really shouldn't exist at all. The things they're used for are things that blocks in the game should do already. Essentially it's a crutch that lets the community compensate for parts of the game that don't do their job.
Missile guidance is one example. Non-LUA missiles have horrible guidance, LUA missiles have incredible guidance. Vehicle control is another, the default AI, even with PIDs can't keep a vehicle level and at a specified altitude worth a shit, but with LUA it can.
Nick overall is a great dev, but having LUA support in the game like that means there's little rush to fix the horribly inadequate AI.
He does pull stuff from the community on occasion, the new jet model for example and I'm sure when he gets around to redoing missiles he'll draw from what the community has produced for missile guidance.
But in the mean time missile guidance sucks shit, but lots of people insist it's totally fine because "just use LUA lol".
>no space farms to space combine harvester
Sorry I'm late to the party, but you guys are forgetting that I haven't shut the fuck up about this ships stabilizing capabilities for weeks. I'm in the process of creating a motorbike that uses the same code for balance.
I cannot into budgeting my building
i need to make early game ships and i'm making things that cost 17k wood and 15k metal
Subs can pretty much only use missiles, right?
Has the missile system been overhauled as well or only the cannons? My missile-building skills always seemed to be retarded.
They also work with ACCs with supercavitation bases. However they generally don't deal with the recoil very well.
The missile system is dated as shit and the armor changes really hurt them, particularly small ones. Fortunately for submarines torpedoes can afford to have a shitload of warheads and still tend to cause horrible things to happen when they hit something.
You kind of can't build a wooden submarine, it would need to be made of wood and stone in order for it to actually stay submerged.
However you can build a super effective submarine with about 20k metal and they take a lot less damage and subsequently need less repairs than surface craft of the same size. You can wipe out the DWG entirely using unshielded submarines pretty easily. They're extremely cost-effective.
Pic related is the first functioning ship I made in FTD and they did fine against the DWG and OW. I did end up building a bigger one with VLS to shoot down aircraft though.
The boat I built specifically to take down a Moray(?) had, I shit you not, 5*2*8 (80) missile launchers.
It didn't work as well as I expected but I still loved the missile spam.
Metal armor is over all much more effective, single warhead missiles don't do shit to metal anymore. They're perfectly viable against things made of wood and alloy, but against metal you better be packing at least 3 warheads if you expect a single missile hit to actually take off a block.
So I decided to start playing FtD again, and I was never really good in the first place.
So, uh, I have no idea what the fuck I'm doing. Help?
I crash often, it feels like only when using our modset. I don't get the "Server is not responding shit" but by visuals will freeze. I can still hear ( and probably interact) with everything, but my visuals never unfreeze and I have to end the process. Thoughts?
oh shit nigger what are you doing
Start tinkering with everything in vehicle designer first and don't let anyone discourage you from touching FtD.
Well your hull's a nice streamlined shape. Ditch the alloy, rebuild the keel, swap out the engine and you have a neat little speedboat. You could probably put missiles on it and demolish the DWG.
First and foremost your gonna need more boat, secondly your gonna need to learn to build engines apropriate for the vessel you dont need 2400 power if you are going to spend 60 and lastly learn the drag in this game if your going to put a keel on something cover the front and back with 4m slopes or it slows you to a crawl and a keel is not necessary for most ships if you build them right.Now its a good idea to watch a couple of youtube videos on this shit i believe Irelan gaming has some good ones, also your probably going to find a lot of good guides/tutorials/advice on the games forums if you are willing to dig around a bit.
Is Nick planning on adding more intermediate block shapes when the game is more stable?
aaaaand of course I only relearned this after replacing all the wood in my boat with alloy.
>which isn't exactly important for a boat.
Its usefull for keeping the CoM low when building the bridge moreso on smaller vessels and is more buoyant than wood while having bigger stats still expensive as shit though and useless as armor
I MAED SOOBMAREEN
what color should i paint it
Does this count as an egg game?
does it have voxel engineering like space engineers, medieval engineers, corneroids, starmade, from the depths or robocuc? or exceptionally autistic like KOHCTPYKTOP: Engineer of the People?
is it a dead general game?
if it fulfills the above requirements then yes.
N-no, so you dig tunnels and route water and use steam and avoid contaminated water so the lil cartoon crocodile can shower. It's pretty neat. Sometimes you even use water pressure, lol.
Things in SE seem to move a lot smoother when already in motion.
If you try to use a script to upright a smaller grid with a wheel attached it will just slide around like a retard because keen.
So, today is the day we're gonna get another update. The first update of 2016. Will this be good?
That aside, I have an idea.
1.) I'll find us a decent mod planet.
2.) I'll add these: http://steamcommunity.com/sharedfiles/filedetails/?id=487972453
3.) We make racers - max size, 15 blocks in any direction (I'll be cool with 16 or 17 long if it's a really slim one.), no guns.
4.) Everyone wanting to participate, messages me with the gridname of their racer.
5.) I'll inspect the grid whether it complies.
6.) I'll set that specific grid, so, the racer, to be indestructible.
7.) We race.
9.) The winner gets to decide step 8.
>trying to run around in my megabot
>played 3 matches
>literally every match my team is all ground units made of tiny little carts that shouldnt even be in this tier
>enemy team is entirely tesseract drones, and SMG copters with 12+ guns and 8 rotors
>enemy megabots are all that retarded fucking ugly SMG gunbed setup with 9 SMGs lined up in rows of 3
>lose all 3 matches and want to send my fist through my screen over how shitty this game is when it could be so good
i do that
but theres this shit about attaching motor function to it
how do i make AI know spinblock propellers = ship propellers and how do i interface them into a complex control?
so i got it in complex controller and using these custom props is very awesome
able to get good speeds without plastering my hull with 16 large ship propellers
but how do i get AI to use it?
Anyone know why when you sink a ship in From the Depths it'll show the X with the amount you can scavenge from it (In this case 68k natural, 30k metal) but when you actually sail over there with storage you get MAYBE 10% of what it says?
I don't know where I'm supposed to get literally any resources for the 15-20 guys that have come for me.
I like to think that the White Flayers faction is full of BDSM loving dominatrices.
I mean, if that's your thing, sure.
Update soon, what do we think it will be this time?
I would like to see birds introduced.
They would have infinite mass and fly around player buildings, making any flight on planets impossible without a bird flying through your ship and completely destroying it.
They would also probably explode at some point.
The future, maybe
No, they'd probably fly through them too
>there is still not one nazi moon base
What the fuck, /egg/
I should specify: WipeOut Racers. So, thruster stabilised, nimble atmospheric jets.
You CAN build cars, too. We might just make two groups. But, as cars are a lot harder to make in Spengies, we're gonna start with WipeOuts.
Extra points for glaring company paintjobs.
I'd say, we go with size classes, rather.
Regular Class is 14x. From there, I am sure we can go Micro Class (7x) and Large Class (21x).
Could also name the ships as such.
For example, I'd name my first racer "RC-DualZorens". Gotta go fast.
Which was then again followed up with StarSector.
I'm sorry, I cannot help but shill that game. So much fun.Did you know that Okim, the guy who did many of the weapons we are using, is an active StarSector modder for over 4 years? http://okim.nickersonm.com/okim-studios/modding-sf.html
My first sub. Trying to just build something little, no depth control on it yet (no really sure whats the best way to do that with hydrofoils or air pumps?).
Apparently plunderers come equipped with anti submarine cannons.
How exactly does refueling in FtD work? I have global resource sharing, but as I understand, it only shares raw resources. However, even when I park my fleet near an oil refinery, my ships don't refuel.
I'll get a solid 60FPS for 5 or 6 seconds, then it will hang for a quarter of a second, and then repeat.
Only when building though, strangely.
In other news, I'm not happy with this bridge. Anyone have any ideas?
So after building a ship with a shield from blueprints on the server, I can't seem to grind parts and the shield isn't even complete.
How do I turn this off so I can remove the panel blocking it and finish the thing?
Did you try turning the shield gen off? takes a while to grind down but that should do it.
>tfw medbay disappeared from serb respawn list
would it be possible to see if there's still an oblomovschina around?
In theory, yes.
In practice, I am wat work and cannot remote into the serbian because restricted internet access.
You either need to ask Keo, who might be werkin', too, or wait until I get home in about ... 3h, ish.
Hey guys. I play on the Sperg server and I noticed a tiny little drone with a camera lens pointing, floating nearby my asteroid base. It had some pretty valuable ores and minerals in it. Just wondering what that was about.
I hope I didn't break any rules. My base is pretty small.
marek gassed when
cool, I'm workan soon so there's no rush, thanks
that is quite unfortunate, blaneds are fun despite keenfuckery
built a 7x
You know, we should just name the class by the block dimensions.
7x class, 14x class, 21x class.
And I highly suggest you add some of the wing blocks, or you might end up unhappy in tight turns.
is that for both length and width? might end up with some 7x100s otherwise
Yeah, all dimensions. Though, like I said above, I'd be fine with a bit of margin whitewashing. A 7 blocks +1 2 blocks nose antenna that's only 3 blocks wide would still fall under the 7x class, whereas a 23 wide, 10 long would still be 21x class. Greebles or singular things like an antenna, and thin panels aren't counted here. It's more about the general size. No one likes fun nazis.
Funny nazis, on the other hand...
>I hope those are t4s
2 big T4 are a bit too much for 26 reactors.
however ~ 4s from 0 to 400m/s
well, it is alread 17 blocks long. would be 19 with a big reactor. one azimuth batterie is on the bottom.
Update 01.116 - Medical room modding support
- medical room modding support
- example mod for medical room
- example mod for character suits (different attributes)
- KEEN SWH Alternative Suits Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=593363544
- fixed crash with rotors
- fixed crash when detonating warheads
- fixed sensor range visibility is bad in Dx11
- fixed random crash when launching the game
- fixed mods not working for planets
Quickly slapped something together. Reaches max speed in about half a second, comes to full stop about as fast. The single big reactor is actually oversized for it since hydrogens take no power. The tanks should last long enough, assuming the race isn't very long.
More a concept than an actual racer. I don't think I have the energy to actually participate.
Is a cargo bay full of stone and a connector or ejector constantly pushing out rocks forbidden?
There was already mod for it, if I'm not mistaken. With different models even.
I am legit not gay, but I love the aesthetic of pic related. Not in real life, just in this comic. Wish I could pull it off.
Anon pls do.
I just watched REDLINE yesterday.
IIRC some guy messed with gravity generators on the track and mass points on the ships to simulate a hover. I tested some of his stuff, and while it was kind of floaty, it worked.
It's worse than nothing. See you guys next week. We're fucked. Again.
Here we go again. Sorry guys. Racing is called off.
here we go again with the salt dispensery
>keen internet defence force in 3 2 1
Server is going down for extended maintenance.
- Update map with one new planets, medium size (about 60km diameter), relatively central, for racing purposes.
- Adding modular roads mod for racing circuit.
- Adjusting damage values for weapons pack, first iteration.
- Adding beam turrets, precursor for a potential replacement of the current fixed beams, too.
- General cleanup and maintenance.
Yes, Keen broke MP. But if there is a hotfix tomorrow, as has slipped through, now is the best time for me to do maintenance without taking something away from the players.
can't wait for the racing tracks.
this works better, 17x11x5 blocks.
guess we will need different leagues?
like atmo thruster class, hydro thruster class, limited by reactor power, limited by forward thrust...
>tfw dell has some retarded ethernet slot in my vostro that is flimsy as shit
>trip over the wire
>now I can't play anything online because wireless lag my shit up until I get a usb/ethernet adapter
Hold me /egg/
It's funny you mention this, because at work an employee raised her moving table upwards, and whoever cabled that shit up used a short 2m patch cable. Needless to say, that's not long enough to raise her table-mounted computer to a standing height.
She ripped out her ethernet port.
The cable was fine.
And since that port is on the motherboard, it's a write-off/replacement case.
The port is fine, but dell used some retard aproved flimsy unreplaceable plastic thing to keep the head in the port, it broke in 2 parts and went to limbo. Taping it is out of question because It doesn't get contact without the damn thing.
I CAN'T EVEN.
BECAUSE SETOOLBOX IS BROKE AGAIN.
I give up. I'll stay away from SE for tonight. Let's hope the sun shines brighter tomorrow. Sorry guys.