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/egg/ - Engineering Games General - Formerly /svgg/

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 762
Thread images: 251

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screaming edition
previous ded: >>169793759

The thread is dedicated to all games about building machines and systems out of blocks, in space or otherwise. Also, all these games are ded. Only ded games may join, otherwise they must have their own thread.
Whether or not a game belongs in /egg/ is a case by case matter, however games that would belong in /svgg/, space voxel games general, are automatically considered /egg/

WebM for retards:
>gitgud.io/nixx/WebMConverter.git

List of currently known and vaguely not dead /egg/ games (this list is not fully inclusive and if you think a game might belong here, feel free to ask):
>Algodoo
>Avorion
>Besiege
>Chode - Children of a Dead Earth
>Empyrion - Galactic Survival
>Factorio
>From the Depths
>GearBlocks
>Homebrew - Vehicle Sandbox
>Infinifactory
>Intersteller Rift
>KOHCTPYKTOP: Engineer of the People
>Machinecraft
>REM
>Robocraft
>Robot Arena 2
>Scrap Mechanic
>SHENZEN I/O
>Space Engineers
>SpaceChem
>StarMade

Games that are definitely not /egg/:
>Minecraft
>The general that quite literally cannot be named. The Mexican scam artist one. With the shitposters. Fuck off.
>Hearthstone, found in the hearthstone general, /hsg/, not in this general.

Information about these games, such as where to get them if they're not on steam, trailers, /egg/ conquered/hosted servers, and other shit can be found in this pad:
https://public.etherpad-mozilla.org/p/eggames

OP pad for future /ded/s
https://public.etherpad-mozilla.org/p/eggop

Warbros Spengies Server Pasta (never forget)
http://pastebin.com/uPudaAyJ
>>
First for Dichronautism
>>
>>170043249
Why do they look like that?
>>
>>170008806
A VR engine would probably be standard for long-hauls too.
>>
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>>170043645
Fifth for that thing you like.
>>
>>170044181
https://www.youtube.com/watch?v=WsX_i4XGhkM
Should also note the REMcast is finally up after some technical issues.
>>
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>fps in mid 40s
>>
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>>170044181
>that ground colour and texture

AHH
>>
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>>170043645
Dichronauts man deserves all of the bullying he gets for designing a universe where trying to turn a rock 45 degrees transforms it into an infinitely long relativistic augur.
>>
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>>170044318
>>170044310
Should have turned post processing off, still working on that. That was also in the editor, so the fps counter is way off. It was actually at about 60-ish, based on frametime rather than graphics tick.
>>
>>170044181
that is not hektic or eurobeat
>>
>>170045029
Seriously, why do people not read at least some of the thread before posting?
>>
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>>170045216
Some days there's enough anime girls here that I have to do a double take.
>>
>>170045216
>>170045398
Yesterday I miss-posted because I was half asleep.
>>
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hey guys i fixed it
>>
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>>170044286
>8:10
>>
>>170045727
>factorio
>supcom
This bait.
>>
>>170045727
Is that a frame of the 2k logo intro?
>>
>>170045903
it's some AI from the campaign
>>
>>170044286
>joining us today is rem!
Best tastes, though I prefer Ram.
>>
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[muffled space piracy in the distance]

Redesigned railguns again, rof has increased about 30%. Ship roll stability increased. Detection improved. Torpedo defense increased. Reworking your vehicles is a never ending task in this game there's too much shit to learn.
>>
>>170045783
Don't overload your suspension. You'll have a bad day.
>>
>>170045727
>CHoDE
Can i get a run down on this??
>>
>>170046219
You have patrician taste.
>>
A non-stop moon warfare.
>>
>>170047478
Soon.
>>
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>>170046370
>Torpedo defense increased.
>>
>>170047632
Sensei was best girl in that show along with Mii.
>>
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Is Spengies fixed yet?
>>
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>>170047632
Can't torpedo you if you're not in the water. Ergo, defense has increased.
>>
>>170047632
Well it doesn't fly all the time, it's also submersible. Flying is bad for gas mileage and puts the radar+ seat signatures way up. Harvesting resources zones is much easier in the water too.
>>
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curves in abortion
>>
>>170047367
Children Of A Dead Earth.
It's a sliders simulator with an amazing amount of options and posibilities. Here's the creator talking about it:

Children of a Dead Earth was developed primarily to answer the question: What would space warfare actually be like? Various hard science fiction novels and other media have attempted to answer that question in the past, but these works have always come up short, at best relying on rampant speculation, and at worst, inventing fictitious technologies to support their conclusions.

Children of a Dead Earth solves these issues by first being a complete and utter simulation of space warfare, and second by relying only on technology that has been explicitly demonstrated to work. This is critically important: there is absolutely minimal guesswork in this game, instead everything is necessarily derived from equations, and the mathematical results of these equations.
>>
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>>170044286
>talking microtransactions
>nice little gimmick that's completely useless
spinners for wheels pls

just steal the whole catalog from nfsu
>>
>>170046370
game?
>>
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>>170049446
Gotta say, that looks sexy.
>>
>>170049446
hi elon
>>
>>170049446
hol up, can u edit fighters so they look like the ship pods?
>>
>>170049446
>tyrell corp building on top
>feminie pen nose
>curved delta wings
11/10 almost makes me want to play abortion
>>
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>>170050887
From the depths

>>170051228
It does. I bet there's not enough cargo space to hold all the writers butthurt though.
>>
>>170051717
thanks
>>
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>>170045026
damn REM looking sexy now

is the demo for wheels out yet? I'll download it if it is.
>>
>>170051717
What's the output on that LMD?
>>
so REM is aiming to be able to recreate tanks, armored cars and also whatever you can make right?

seems like a big change from floaty spaceships with guns :^)
>>
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>>170052281
After seeing that webm for the first time in ages I was curious about the lams myself. The laser and engine power are actually pretty low I don't know why it's so effective.
>>
>>170052939
Actually, I think I can answer that. You don't use destabilizers, correct?
>>
>>170053348
Never have. Not sure what their purpose is, maybe for a sniping laser
>>
>>170051717
>When your shells are in the sky
>Taking down a big guy
>That's a moray
>>
>>170051717
Those birds annoy the hell out of me, especially when I jump up mountains to build retarded illogical 1500m tall radar towers
>>
>>170053504
So what's going on is that sheer volume of fire is massively multiplying your raw damage on the first tic.
See, without destabs each emitter only uses 20% of the total power, which is what that 5k damage figure represents. And you've got a boatload of LMDs.
So if you have, say, 16 LMDs lighting up with base power 5k, you've got about 24.9k damage output there.

And destabs are for when you only have a few laser outputs. They're useless once you get past five outputs.
Though back in the day, one tactic that saw use was to make a laser with barely any pumps that recharged in 20 seconds, enough destabs to get almost all that energy in a single pulse, and a 1q emitter set to fire every 20 seconds. That way the enemy's smoke would wear off between shots.
>>
>>170052009
that's a tasty looking melt
>>
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>>170053665
solid goa'uld post

>>170053753
It's more effective than ships with far more emitters and engine power though. Investigation is needed.
>>
>tfw can't understand train signals on factorio
I just want to build ore haulers without having to build a separate track for each train ;_;
>>
>>170053930
>It's more effective than ships with far more emitters and engine power though. Investigation is needed.
Do you have the LMDs set to closer engagement ranges on that ship than on the theoretically better ships? That could easily do it. LMDs are trash at long range work.
>>
>>170052081
Nope. When we release a new version, it will have tracks, better lighting, unfucked this and that, and also functioning damage.
>>
>>170054058
Nope. Maybe less emitters is actually better? Notice the steel striders thyr has a low number of emitters but it will stop almost any shell.
>>
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So REM has a 'core'/cockpit thing at the moment. I assume it will have modules you can damage and surround with plates and struts like an engine block and others? You can blow off wheels right?
>>
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>>170054530
Of course. This has all been well established. You also need to build a functioning drivetrain with physically connected modules. Right now the damage is eh, but with some more tweaking we'll get it to where you properly break in half instead of just dissolving.

Current ETA is soon(tm).
>>
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>>170054058
There's definitely something freakishly good about the laser system on the smaller ship. Compare how good this is to the next webm. a ship with triple the engines, double the laser power and 3x the emitters.
>>
>>170055795
Intercept performance against the first shell or two in the volley seems to be identical to what was displayed against the moray's one or two shell salvos.
>>
>>170055795
Also, the time between salvos is pretty different. The laser system in that webm is under a LOT more pressure.
>>
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>>170056015
That's the same ship. this is the one with theoretically better stats but it's hopeless by comparison. It's got 3x the armor pierce value too.
>>
>>170056151
Bingo, there's the issue. Blueship's LMDs are positioned away from where the shells are aimed it, whiteship's LMDs are right on top of the aim point. That makes a huge difference in LMD effectiveness.
>>
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>>170056276
The incoming shells look like they're headed directly into the laser fire though?
>>
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aesthetics???
>>
>>170056610
Yeah, but there's a bunch of other LMDs at bad angles that could very well be higher in the laser priority chain and thus wasting all the energy on misses. I'd say try disconnecting the forewards LMDs and retrying, see if that improves performance.
>>
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New .webm of card reader start

Feeds a magazine of data cards one at a time into the reading area
>>
>>170056919
That didn't make a difference thanks anyway. The white ship is just a freak or something
>>
>>170056808
Hot damn. Got any more?
>>
>>170050378
I was actually memeing about bogs again, you got me interested on this.

Thanks anon
>>
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>>170058804
Np m8, it's a hell of a lot of fun if you have the right type of autism.
>>
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>>170056808
Nice.

>decide to build a new ship
>end up with an angular, low-poly Dominix
I really need to get my shit together.
>>
>>170059027
how do I get extreme velocities from my rail/coil-guns?
>>
>>170059121
How extreme are we talking here?
>>
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>>170059209
Enough to punch a perfectly clean hole with litterally no debris, like in the Expanse, episode 3.
>>
>>170059209
I can't seem to breach 10km/s without breaking something
>>
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>>170059248
The closest I've seen to Expanse style combat was with ships armed with these.

>>170059424
Use railguns, Zirconium Copper and a VCS projectile. Otherwise you're trying to make coilguns that are just WAY too innefficient to be practical.
>>
>>170059491
>58mm 1 gram tungsten round
Are you firing fucking tungsten foil disks at people?
>>
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>>170059698
Presumably its a rod, so its more like short little tungsten pencils. Either way, its pretty funny.
>>
>>170059491
why a tungsten projectile? why not use osmium?
>>
>>170059775
If it's tungsten, a cylinder, 1 gram, and 2.9cm in radius? That means it's about 20 micrometers thick.
>>
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>>170057280
spliced into input segment
>>
>>170059698
Yes, around 45 per second.

>>170059831
No real reason, projectile composition doesn't seem to matter much when they weigh so little.

https://a.uguu.se/x8jvTsnuZ0vu_demtracersalsofuku4chin.webm
Webm of a bunch firing at an escort carrier, the guns have basically no spread at their "effective" range so they'll pretty easily put holes clean through any of the stock armors.
>>
>>170052939
Damage / emitters / shot rate = average damage per shot.
Compare to the shell HP of a given round. LAMs on the same turret seem to fire together at the same target.
>>
>>170062301
Your formula's off.
Damage / %energy used per shot * shots per second gives you net LMD damage per second assuming pumps and engines are able to handle the demand and you have enough emitters. Adding more emitters that fire accurately just increases net damage, though with extremely severe diminishing returns.
You can't accurately predict how it'll be split if there's LMD nodes firing at different targets, since each one gets a different damage value. You can guestimate the net damage on a target if you know the accuracy though.
>>
https://phys.org/news/2017-03-math-lego-like3-d-picture-language-far-reaching.html
>>
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>>170062301
>>170062439
I don't think it's about damage there's some other mystery factor at work. Damage-wise the blue ship beats the white ship hands down. 10k pulsed damage and 110AP 180k storage vs 5k pulsed, 31AP, 100k storage.

I've been experimenting but the blue ship lams just sucks balls I don't know wtf is going on.
>>
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So, Skylife VR /egg/men, what time are you usually playing

and is there a solitary soul on that server ever (eggmen have no souls)
>>
https://www.youtube.com/watch?v=vrPiVT23MhA
>>
>>170062991
That's quite interesting. It'll be interesting if anything gets discovered purely because there's a different representation of the problem.
>>
>>170059248
What would this even do?
>>
>tfw toaster so can't fulfill autistic needs
>>
>>170063180
I started myself with ship LAMS yesterday, but i'm currently having engine exhaust issues which I need to resolve before I can do some tests :|

You're saying the 10k/110AP is better than the 5k/31AP though?
>>
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*autism intensifies*
>>
>>170063698
>Use a children's learning tool
>Call it autism
>>
>>170063686
The opposite. The ship with the more powerful laser is far worse at shooting down shells.
>>
>>170063295
That's not the ISS therefore not space legos general
>>
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>>170063698
Godspeed you glorious bastard.
>>
>>170063295
How do i live here
>>
>>170063754
Right, well that is weird.
Are emitters, munitions, warning detectors all the same and up to task, no other contributing factors?

I havent found any good guides/formulae for LAM numbers
>>
>>170062301
>>170062439
>>170064104

I think I've found the problem. All the munition detectors were hooked up to the same mainframe that handles all the sensors and rangefinders for all the ships guns.

Apparently, even though it had enough processing to handle 100% of the sensors, hooking too much shit up to one mainframe gives bad results. Assigning the munition warners to a dedicated mainframe has drastically improved the defense.
>>
https://www.youtube.com/watch?v=7bsEN8mwUB8
>>
>>170064257
Oooh interesting!
How many munition warners are we talking about?
>>
>>170064313
When it was getting shit intercept results it had about 20 warners and 20 other thermal cameras, laser trackers, radars, rangerfinders etc hooked up to one mainframe with a lot of processing cards.

With only 6 munition warners split between two dedicated mainframes it's much better.
>>
>>170063295
Fuck man that's comfy.
The fact that it's a reverse hell outside makes it even comfier.
>>
>>
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>>170064579
webbum related
>>
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IT WORKS

IT FUCKING WORKS

mostly

At least, it can add 11111111 to 00000000
>>
>>170065493
The onion is one step *below* south park in the satire power level

rule of thumb: if your satire can't be taken as a genuine thing by a "moron in a hurry" (actual legal and scentific term), it's not good satire
>>
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>go to test weapons systems on a small commercial freighter over europa
>get shot
>game crashes so hard my ship disappears
>>
>>170065712
Then what is top satire level?
I'd say DNews on Youtube.
>>
>>170065983
Limmy
>>
>>170066093
https://www.youtube.com/watch?v=uH0hikcwjIA
>>
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RIP camera
>>
What's your favourite genre of music, /egg/?
>>
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>the camera rematerialized without a scratch
>>
>>170068373
https://www.youtube.com/watch?v=oYWTcGmTQl0
>>
>>170068373
https://www.youtube.com/watch?v=X9BGW61_zOA
>>
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I fucked up boys. It tries to reset the carry latch to 0, but if the previous operation had a carry then it gets stuck on 1 and fills up the register.

I'm hoping it's as simple a solution as changing a cam position

Aside from that adding works pretty smooth, and I've tweaked everything to make it fairly fast as well.
>>
>>170065664
Damn! that's mega nice, utterly shuts down those cannons.
>>
>>170065705
Carry Bit, when?
>>
>>170069167
>mechanical propagation delay
Timing issues are a bitch.
>>
>>170063481
run an LED
>>
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>>170054057
>tfw can't understand train signals on factorio
Train signals split rails into blocks. Only one train may be in a block at a time (the signal turns red when a train enters the block and green when it leaves).

Chain signals also split rails into blocks, but their colour mirrors that of the next signal down the line. You use them so that a train doesn't enter a junction until its exit is clear.

Whenever you have multiple rails touching (whether splitting, merging, or crossing), you have a junction. You need to add signals to separate the junction from the tracks leading into and out of it (otherwise, a train on any connected track will prevent other trains from entering any connected track).

As a general rule, place (normal) signals at the exits and chain signals at the entrances.

And don't use bi-directional tracks (unless it's disconnected from the rest of your network and only has a single train); they're more trouble than they're worth.
>>
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>>170068373
>>
>>170072023
Yes, but what's the difference between the two sides of a track?
>>
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>>170072096
Rail signals are always on the right of a track. The first time you place a signal, it makes the track uni-directional; a train cannot pass in the direction which would have the signal on its left.

To have signals on bi-directional tracks, every signal needs another signal exactly opposite it (the correct position is shown in white). But just avoid bi-directional tracks altogether.

Pic related: a siding (one split, one merge). Direction of travel is downward.
>>
Jousting ships when
>>
>>170071916
>shattered horizon, goofy edition
>>
>>170068373
I don't really have one. My music is all in one folder labeled 'Shuffle'.

As for CLANG music though, it's annoyingly hard to find industrial like this:
https://www.youtube.com/watch?v=V70aqXNy0MY
>>
>>170044286
>talking about grinding
>talking about hard tiers with big jumps
>talking about first victory bonuses

nobody learned anything. it's all just the same.
>>
>>170070643
Hopefully tomorrow.

I was thinking it over as I (tried) to go to sleep and figured out a solution. I need two memory latches. One to determine whether the current operation uses a carry bit as an input, and one to store the generated carry bit from the current operation. Then at the end of the cycle I trigger a cheeky little auxiliary cam that transfers the bit from latch 1 to latch 2. That should stop things from locking up.

>>170070856
>timing issues are a bitch
Yeah. I'd say it's the 2nd most fiddly part of making it, next to tuning spring and motor strengths.

Anyway, fuck. Back to trying to get to sleep. I drank too much pepsi max
>>
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Fabled eggman hulk
>>
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>miner's docked on a landing platform
>it phases through the bottom and explodes
>platform is left unharmed other than a few dents
>>
>>170076547
clang
>>
>>170068373
Heres a hidden gem of GBA music thats good to build to.
https://youtu.be/Xo8ykwFxVL0
>>
>>170068373
maybe not my fav genre but I have a soft spot for c64 SID chip tunes

https://www.youtube.com/watch?v=QWnk8CRd1Fg
>>
>>170068373
https://files.catbox.moe/iyh7ta.mp3
>>
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bistable latch v3
>>
>>170071916
what movie? and is that fucking mark wahlberg at the beginning? totally looks like him
>>
>>170065705
congrats on doing a contraption that literally does nothing
>>
>>170079967
thanks man
>>
>>170079549
Lunar day of leaf
>>
>>169515710
I stopped browsing /egg/ for a while, you guys still sperging out on that spengies server?
>>
>>170080882
Whoops accidental reply
>>
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>just finished listening to entire last REMcast
>that discussion on track components
Keep it up you glorious fucking tools. I can't wait to fuck with this stuff.
>>
>>170065664
If you're still about- how well does your LAMs handle an Onyx Godlike Trebaucher?
I'm finding that thing to be an absolute mosnter in terms of death raining shelling.
>>
>>170080882
>when the chinese recipe calls for a teaspoon of dog
>>
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>>
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>>170084190
>>
>>170075250
You're shaping that into his face, right?
>>
>>170085039
We had the perfect face+moustache on the stolen argie cruiser BEFORE YOU FUCKS LET IT SMASH INTO THE ASTEROID.
>>
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>>170072653
>>170072023

You mean a track shouldn't be used to go both ways? I have two stations close together to the north of my base sharing a track. I had trouble at first but I put a lot of regular signals and both trains have two locomotives and each has its station. Should I just make one individual track path for each train?
>>
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:thinking:
>>
>>170086101
>You mean a track shouldn't be used to go both ways?
What happens if the "Oil Field" train is outbound while the "Minas Gerais" train is inbound, and they meet at the bi-directional track?
HINT: It causes a deadlock which requires manual intervention to fix. This problem only becomes more likely as number of trains increases.
>>
>>170046370
Bro why are you using Ion engines over conventional HUEG jets?

Also how do I afford powerful laser systems without relying on steam engines? Engine bits are cheap af, but I find that I need massive ones to power decent LAMS, whereas with steam I legitimately need to turn down the difficulty of my campaign strictly so I can keep my 140k material flying laser rapists afloat, as they burn so much materials that I actually have trouble fielding them.
>>
>>170087739
>Bro why are you using Ion engines over conventional HUEG jets?

Not that guy, but i'd say that it's because that thing can reach space
>>
>>170068373
I don't listen to music
>>
>>170057943
How many Q switches do you have on the white ship? They both look like 4Q systems, but that white one is like wohh better.
>>
no ded
>>
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Skywanderers public access when?
>>
>>170091696
early 2019
>>
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Good morningcycle /egg/.

The design committee, following the smashing, nuclear, success that was the last project, is here for your help once again.

This time around we've been tasked with creating a hovercraft and provided a chassis that already hovers and crafts. More details to follow.
>>
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>>170092664
Here's the chassis we have to work with. Basic power, fuel, and ammo are already installed. Though, any energy weapons will need their own engines to function, it's already redlining the ones it has. Likewise, adding really big guns or missile arrays may require adding more ammo.

But enough boring shit, it's time for ENGINEERING. The first order of business is the SIDE PODS. You see where that robot is?
They're 5x5x5 if anybody cares, and we absolutely can stick a gun straight out the side.
However, the Naval Design Board has required that whatever we put in these pods have VERTICAL SYMMETRY.

What shall we install? We are sadly out of nukes, lead, and light blocks.
>>
>>170092664
neat
>>
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>>170093057
Pardon, that appears to not be the image with the robot in it.
>>
>>170093057
1 barrel part long guns with low velocity rounds and decoys
>>
>>170093179
Put AA guns on the side pods so that we can add more dakka to the main pods.
>>
>>170093375
>>170093376
Cannons it is!
But we can't very well make a low-velocity cannon, or at least the design committee has no clue how to.
Could we have a tiebreaker, or inspiration?
>>
>>170094014
to make low velocity you just have 1 casing and then a ton of solid body pieces in front of that
>>
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>>170059027
Use the capacitor meme.
Your guns will inevitably get heavier, but it's the only way to get ranges in excess of 50km that I've seen after the update. Use water or halfnia, nothing else seems to produce very good results.
>>
>>170094508
Wonderful! We're sure that putting a time fuse on the shells will work or do something vaguely similar to working.
>>
Somebody mentioned Landkreuzers in the REMcast. It got me thinking. I think ultra-superheavies could work in REM. It would have to be a very late addition, after even clan wars. It'd take an entire clan to build, or even design one, and especially to pay for one. Then, upper bounds would be removed from all components. After that, it might be feasible to actually do. Here's why;

Massive vehicles do still exist, but they are stuck in oversized WWI mechanical design out of a lack of necessity. While possible, dealing with such weight in a combat vehicle will still be complicated. The input of multiple people, as well as multiple operators once completed, would be requited. Articulated suspension segments, such as on a four-track large vehicle, could be implemented by allowing turret rings to be mounted on the underside of a vehicle and allow drive components to be mounted to them. This should allow a certain degree of rotation to be achieved thus allowing a massive 1,000 ton vehicle to actually turn. I'm sure we have at least one person here who would froth at the mouth at the chance to design such a complicated drivetrain.

(cont'd)
>>
>>170095006
Landkreuzers should represent a clan's combined technical and material strength. To this end, no upper bounds should be set on materials or components. However, they'd still be limited by the largest existing technical components. It's up to clan engineers to figure out how to power the beasts, without exhausting the clan's coffers. Ammunition, fuel, and materials for repair also cost money. These should all come directly from the clan's stocks. It should go without saying that as the clan's 'totem vehicle' as it were, there should be no mechanism to distribute the design and only one Landkreuzer should be allowed to each clan, requiring them to completely disassemble or delete it to build another.

Landkreuzer combat could exist as simple extension of clan wars fights. Instead of drawing from personal vehicle stocks or clan motor pools, each clan's Landkreuzer would face off 1v1. With their sheer size and complexity, almost an entire clan 6v6 team could still be present even in a 1v1, as, let's face it, even the driver is going to have a rough go of it, especially if he has to manage all the engines too. He'll probably need several peripherals to effectively map all of his gearboxes and clutches. In addition to an operator for each turret, a Landkreuzer Captain would have the responsibility of directing the vehicle as well as its weapon systems.
>>
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>>170093375
>>170093376
>>170094508
>>170094620
Low velocity AA guns, and a small flare system, installed!
Next is the forwards compartment. It's 5x5x9, and the Naval Design Board has fucked off with their demands for symmetry. Poking a gun through the front armor is, of course, possible. Poking guns through the side is also doable. Turrets work, missiles would be fine, sky's the limit here.
>>
>>170096496
Large caliber high velocity doomsday guns on both sides poking out the front, want to wreck the shit out of anything that gets in front of us.
>>
>>170094567
Look at the efficiency, can't get that out of a capacitor.
>>
>>170096875
Woops, wrong reply but since you ask, how is such a gun going to compete against admittedly less efficient guns with five times the range? Especially now that AI's are more willing to use the ignore range functions and start flinging rounds at 50km+?
>>
>>170096714
Big, nasty shellchuckers it is.

Decision time! A CRAM cannon would hit harder but the shells would be slower.
An APC cannon would fire faster, the shells would have higher velocity, but each shell wouldn't hit as hard.

Also, one cannon per side or two?
>>
>>170097464
CRAM that shit up, fampai. One per side
>>
>>170097216
Well they're accurate enough at 70km to still be dangerous and the rate of fire makes them do horrible things to armor, especially with multiple guns. The ROF will also lag the game out though if you've got too many projectiles fired at once.
>>
>>170098396
So high efficiency can also produce high accuracy? Shit m8, I've been focused on the ranging numbers, am I retarded?
>>
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>>170096610
>>170096714
>>170097797
A pair of two meter doomguns has been added!

Next will be the AFT compartment! However, those bastards at the Naval Design Board have mandated that whatever we put in here MUST NOT PROTRUDE UPWARDS. Sticking a gun out the back is impossible since that's where the main jets are, but we could certainly put a underslung turret in, giant jets, boring engine or ammo stuff, or even do something crazy.

In related news, the design committee is breaking for lunch. We expect them to return within an hour and a half, please feel free to call them lazy assholes while you plan.
>>
>>170098759
Ranging numbers are something like accuracy * velocity, a lot of low(er) velocity guns can be just as accurate as range. Realistically though there aren't many guns that can effectively fight gigawatt lasers or micro missile/drone swarms.
>>
>>170099116
A big dediblade setup for max sanics
>>
>>170100605
Dediblades it is! Do you want them to be unpowered, or should we use some of the internal space on engines to make it a powered blade array?
>>
>>170102596
Try unpowered first. They do it for free
See if there's a noticeable increase in speed
>>
>>170102883
With current drag and load, speed without dediblades is 56m/s, and with unpowered dediblades is 57m/s. By bolting in some temporary engines, the motor drive 10 dediblade test achieved a speed of 58m/s.
>>
>>170103427
How big are the blades? The Cheese Committee is requesting a visual
>>
>>170099116
What about decoy spawners?
>>
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>>170103563
Each blade array is 3x3x9, there are five blade arrays per side.

>>170103630
Entirely possible! We have access to flares, radar decoys that would would lure in radar guided missiles, and if we really felt the need for it sonar decoys.
>>
>>170104141
Pardon, 3x3x7.
>>
>>170104141
then add dropdown decoy chute, maybe with tiny teeny lasers on each drone, set to target enemy sensors.
>>
>>170104141
Try and widen the center array, extend the blades up and to the sides as far as they'll fit
>>
https://www.youtube.com/watch?time_continue=47&v=e7S4A2qf79c

[testing the joints]
>>
>>170044286
I'm surprised how much you guys can talk between the two of you guys. But I'm a beta introvert so what do I know.

unless I'm shitposting
>>
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>>170104407
58.1m/s. The Naval Aeronautics intern reports it would be possible to turn this into a differential steering array, but it seems unlikely the craft will get much more raw speed since there's already a lot of thrust.
>>
>>170105007
Fuck the dediblades then, go with the decoy idea
>>
>>170104353
>>170105214
Decoys it is!

There's two main options. We can have dedicated anti-missile decoys.
Or we can have a manufacturing system for small craft that are intended to spoof the default target prioritization logic.

Or uh, we could totally split the difference and do both at once. Yeah, both at once is happening. This might take a while, since I need to rig up a NOR gate and a slow clock so we don't oversaturate the spawners or waste materials fabricating decoys when there's no enemies.
>>
I haven't messed wth the land vehicles on FtD, but I think I remember someone saying there's basically no ground friction...

Does this mean it's perfect for making go-fast drift machines???
>>
>>170106382
Oh boy is it. If you've got a flat area, you can trivially hit 100+ meters per second and skid all over the place.
>>
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>>170107104
It's fuckin on, then
>>
>>170063743
Anon, that is a 10x multiplyer on his autism.
>>
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>>170104353
>>170105214
>>170105967
Decoy systems installed (though the actual decoy craft hasn't yet been built yet)! As long as an enemy is within 5km they'll spam flares and radar decoys, and will spawn a pair of decoy craft every 60 seconds too!
There's still leftover space, too! What should we fill it with? Engines? Ammo? Something else? Remember, the Naval Design Board is being bastards and saying we can't have anything protruding upwards.
>>
>>170108431
how much energy consuming would be warp engine?
would it be feasible to keep it loaded/almost loaded and proceed to jerk forward should the need for rapid skedaddling arise?
>>
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why did he put airevents on the outside?
>>
>>170108431
a singular chair
>>
>>170095137
>>170095006
See, funny thing is we were talking about how you'd probably should never see one, but 1v1 fights with large crews would be pretty neat. Actually possible as well, once we optimize the physics a bit better.
>>
>>170108692
To depressurize the planet
>>
>>170108626
A warp engine would have to run the entire length of the ship to do more than eat all the power and shove the ship forwards a few meters every other minute.

>>170108734
A chair will be added, no matter what else goes in!

It also might be worth noting that right now ammo expenditure outweighs ammo input. Adding more guns without more ammo will make this thing severely worse in long combats.
>>
>>170108908
All you would need to do is remove caps on things like turret rings, spans, plates, and spring/wheel size and travel. Regardless of that you'll probably see exclusively electric drive on landships.
>>
>>170109005
ammo makers it is then
with chair
and a flower in pot
>>
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>>170109115
Ammo! A chair! Something we think is a flower!

Now, the large forward compartment! We can add anything we want!
>>
>>170109098
The suspension and LP cost would be the hard cap for that, not any sort of size restraint, which doesn't really exist. We'd need to make a custom Land kreuser class of locomotion to support the huge weight and stress. Which isn't hard, BTW, but it will certainly not be for a while.
>>
>>170108692
It looks like an atmospheric and space ship so probably to pressurise and top off the oxygen tanks while in atmosphere before going out into space without using up ice.
>>
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>>170109889
Question: (Save this for next REMcast if you like) Will you add steam engines to the ground vehicles engines? I imagine a bunch of tanks and then there's a fucking train.
>>
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>>170109868
Still taking input for the big forward compartment.

Also, I think this should work fairly well as a decoy, what do you think?
>>
>>170109868
Add a faster-firing advanced cannon, focusing on AP
>>
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>>170068987
Damn, that's pretty nice
>>
>>170112321
Rapid fire APS gun!
How many firing pieces?
Turreted, I assume? Turret on top, on bottom, or both?
Medium shells or big shells?
Rail-assisted? Would require using some space for power.
>>
>>170109889
>The suspension and LP cost would be the hard cap for that
You make it limitless. As I said, it's meant to be a representation of the extent of the financial and design power of an entire clan. LP is pointless for that. Anything they afford, they can add to the design. Which means they can actually build those gigantic springs made of high quality material for that roadwheel the size of a New Beetle they slavishly ground gold for as a collective effort.
>>
>>170112932
One firing piece, turret on top, medium shells. No rail assist, just a lot of gun powder
>>
>>170113190
Roger that!
>>
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>>170112947
You're being very optimistic, as people could just as easily spam down hundreds of the cheapest thing, but we'll see.

>>170111292
REMcasts are far and few between. More of a collection of what we say/think than the end-all-be-all only platform.

We could add any sort of engine your little head could think of, as its just numbers. Correct pricing, placement and balance is the hard part. I imagine a steam engine would need to be a hell of a lot heavier/larger with a much beefier transmission and gearbox setup than a standard diesel powerpack. Would also explode rather readily. Ergo, if its more fragile, much heavier, requires better trannies and gearboxes and is a larger target, it should itself be cheaper and put out more horsepower.

No idea why one would use it unless you were taking the piss or decided you wanted to make a battletrain on uneven terrain.
>>
>>170111292
That's tankette you doofus
it ever reads so on pic
>>
>>170113592
>You're being very optimistic, as people could just as easily spam down hundreds of the cheapest thing, but we'll see.
That's the point of them only being used for 1V1's. LITERALLY Objects, now that I think about it. Megabot v. Megabot mode.
>>
>>170059094
Post pics
>>
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>>170114186
>1v1 deathmatches with a fucking train on either side
>>
>>170114186
>>170113592
Also you look me in the damn face and tell me /egg/ wouldn't want to build the most massive, powerful symbol possible of just how fucking #1 Warbros is.
>>
>>170068461
Why does your camera have gyros?
>>
>>170114936
Is this in Space Engineers or Empyrion?
>>
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>>170113190
>>170113296
These 125mm gattling guns will liberally spray our foes with ten shells a second!

Next would be the second rear compartment, but are people getting sorta sick of this? I notice I'm getting fewer replies, though that may just be because FTD doesn't interest most /egg/men.
>>
>>170115128
Sounds like PoE. And people who can't read
>>
>>170115251
spurdo
>>
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REM needs tankclang now.
>>
>>170115251
An explosive advanced cannon, higher up so it can shoot over the one in front of it
>>
>>170116416
>Tfw the enemy tank roundhouse kicks yours
>>
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>>170116416
>when streetfighter crosses over with tanks
>>
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>>170116416
>>170117412
>>170117540
What kind of suspension and armor types are you excited to try? I can't wait to fuck with transmissions, clutches, brakes and differentials.

Also
>saw declassified details of Chobham armor panel internal layout for the 'undedable' Abrahams
>can't fucking wait to use it and rekt scrubs
>>
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>>170116416
>>
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>>170116458
SUPERfiring turrets!

One last spot to fill!
>>
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>>170117887
Team Locust blasting off agaaaiiin!
>>
>>170117887
I forgot how bad it looked before I built a new computer.

That was ages ago though. Never again.
>>
>>170117841
>>saw declassified details of Chobham armor panel internal layout for the 'undedable' Abrahams

Can you post this? Composition of materials, thickness, and hardness of layers would be most useful.

I want to see if it works in REM right now, and tweak settings until it does if it doesn't. The damage code should theoretically support anything If setup correctly. There is some fuckery that needs to be done to iron out a few remaining bugs though, so this'll be a good test.
>>
>>170118070
finnish flag
>>
>>170118070
SAMS
>>
>>170118070
minelayers
>>
>>170118759
SAMs it is!

Giant telephone pole SAMs, or something else in the lower half of the compartment?
>>
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>>170119053
>>170119076
Nevermind, an answer has appeared!
SAMs on top, mines underneath.

Also, uh.
The prototype appears to have run out of fuel hovering.
Could somebody send a tanker by?
>>
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>>170119076
>Giant telephone pole SAMs, or something else in the lower half of the compartment?

SAMS on the top, minelayers out the bottom.
>>
>>170119174
>Could somebody send a tanker by?

sent ;)
>>
>>170118634
http://below-the-turret-ring.blogspot.com/2017/01/early-m1-abrams-composite-armor.html
We'll need rubber and spring mounts for spacers.
>>
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reminder machinecraft is best /egg/
>>
>>170120006
This is loony-toons tier shit right here. I love it.
>>
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reminder besiege is best /egg/
>>
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>>170120946
post yfw machinecuckposter used a besiege gif to bitch about the lack of machinecuck posting.


>>170037820
>>
>>170120050
m a g i c h o v e r
>>
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>>170119194
Mines added!
Missiles added!
Fuel resupplied!

Time to finish the hull and give this bitch some combat testing!
>>
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>>170120006
>Mostly placed special armour on entire sections rather than spacing it out
>Leaving back sides with only 'normal' armour
I know decisions like this are usually based on statistics of where vehicles are hit, but it still aggravates me

>>170121292
hue, forgot he did that
>>
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>>
>>170121623
It does mean you can direct where the enemy shoots you, which means you can form battle tactics and doctrines around that.

Especially since people know these things aren't invincible.

>>170121495
>magically kept upright at all times

>>170121654
>tiny fov, can't see shit
>>
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>>170121826
>magic

yeah like how spengies has magic thrusters which move you in whatever direction regardless of your center of mass

>tiny FOV

then change it, wow it's like you can build stuff
>>
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>>170121938
>yeah like how spengies has magic thrusters which move you in whatever direction regardless of your center of mass


Not talking about that shitstorm, anon, why are you behaving so defensively? Is it because machinecuck is shit?
>>
>>170121589
Make sure to add AI to both halves, therefore if it gets split in half it becomes 2 ships, don't know ho w well they'll work though.
>>
>>170081364
Not very well. "get them before they get you" works pretty well on the trebuchet though, it's basically a huge bomb.

>>170087739
The only solution is large fuel efficient engines or maybe rtgs I haven't tried those.

>>170087956
Yep.

>>170088136
4. but I hear a continuous zero switch lasers works better for lams, though less power efficient

>>170121589
shieeet I missed it again
>>
>>170115251
I'd love to contribute but I just started sinking my teeth into FtD and only managed to put together a functional (as in can kill the spawned "boss" in reasonable time) CRAM cannon and fiddle with the mainframe during the story missions as of yet.
>>
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>>170116416
>>170117887
Tank physics in games are fun.
>>
>>170123064
H-he's fast!
>>
>>170086101
> You mean a track shouldn't be used to go both ways?
Yup. As soon as you have more than one train on that track, making it so they don't crash and don't deadlock will be an issue. The difficulty increases exponentially (or at least it seems like it) with the number of trains.

If you look at the pic in >>170072023, none of those rails are bi-directional. Rails which are parallel and close together are running the same way.

There's three large loops there, all counter-clockwise: one to the north, one around the lake and power station, one to the south. In the southern loop, almost every vertical line runs north-to-south except for that cluster in the lower-right and one line near iron mine 5 (which is basically a short-cut so that trains don't have to go all the way back around the lake loop if they want to visit another station).
>>
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She's a beast! She's murderous!
A couple issues though:
Her turning speed is comet-like. By which I mean she needs an entire solar system to turn around.
Because she can't corner worth shit, her fore CRAM guns and her mines are never ever going to get a chance to fire.

How should we try to fix this? We don't have much engine power! We do have some space on the aft deck and underneath we could use, and we could remove some forwards thrust if really needed.

>>170122161
Alas, that doesn't work. THANKS NICK.

>>170122660
>shieeet I missed it again
Not to fear, there's still some ENGINEERING to do on this bitch!

>>170122664
Even just "ADD STEAM ENGINES!" or "LAAAAASER!" is good. I'm the guy who has to figure out how to implement it, you can just throw ideas at me.
>>
>>170124324
Maybe a lot of aircraft tailfins in the empty space between the two hulls would turn it. Somehwere they won't cause too much drag.
>>
Is there any reason to sperg over engine efficiency in FTD or is it one of those game mechanics that just werk no matter how badly you try to fuck up
>>
>roommates decide to start playing robocraft
>start playing with them
>start to have fun
the new gamemode changes make it decent again, crates are still unforgivable though
>>
>>170123064
>2tank2furious
>>
>>170121623
>it aggravates me that designers aren't inflating the production costs by armouring areas that typically take fewer hits
Am I reading you right?
>>
>>170125790
Only if you play campaign mode, adventure mode, or any kind of competitive play with arbitrary limits on resources.

For just messing around in the vehicle designer there's no reason to care about efficiency, if the craft runs out of fuel just delete it and spawn in another one.
>>
>>170125790
its pretty easy to make one that puts out the power you need and doesnt guzzle all your fuel. and you dont really need to care about great fuel efficiency unless you're playing that adventure mode or you plan on sticking energy weapons on everything.
>>
>>170126310
From my perspective I'm seeing entire sides not covered, I wouldn't expect only the front to be the most likely to be hit (i.e. most people would at least try to get behind a target).
Are people really usually stupid enough to target the front of a tank?
>>
https://youtu.be/WD_76OL1laE
>>
>"Its like Minecraft but with X"
>>
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Managed to squeeze in some more engine power. Between the new turning jets and the tail, it's turning adequately now.

PAINT TIME.
Name a part, name a color or pattern.
>>
>>170128536
Yellow and red checkerboard. Hull.
>>
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>>170126894
please tell me he got rid of this minecraft steve face
>>
>>170128723
Nope
>>
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>>170128723
>implying his end game isn't to sap off of minecraft
>>
>>170128806
this desu
he wants the game extremely simple. Simpler than Minecraft and Starcraft. We need to find another game to support instead of his.
>>
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>>170128912
I don't know if this is true, but its scary enough to hop off the hype train and just watch warily.
>>
Anyone played LogicBots? Worth getting?
>>
>>170128986
It's true. He wants everything as uncomplicated as possible. Ship flying will be boring too.
>>
>>170129131
There's no point in making baseless assumptions based on fear. Just wait and see. If you're right, whoopdedoo, if you're wrong, pleasantly surprised.
>>
>>170129207
>Dev says wants simple
>Baseless assumptions
>>>/leddit/
>>
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I was chocking up the rattle to the terrain, but now that I'm in Flat idk. I just built this really basic buggy, but it's rattling a ton and pulling the left. It's mostly symmetrical, so I have no idea.
>>
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>>170129449
Drive seat is a bit heavier than passenger seat.
Drop a couple of heavy blocks near the passenger seat to help balance it.
>>
Fuck. I was excited for skywanderers too.

SPACE ENGINEERS
BUT
NOT SHIT

Why is this so hard to understand? Why do they all have to chase the tard audience?
>>
>>170129364
>Ship flying will be boring too.
You don't know this. You have no evidence to support this and I have none to refute this, there is no method to prove either case yet and is therefore not worth discussing. Simple doesn't mean boring in any case.

>He wants everything as uncomplicated as possible.
Spengies is pretty complicated, doesn't mean anything about it is good. Hell, if its only marginally more complex than starmade it will still be really simple, dispite having functional moving shit.

>>>/leddit/
>le fake corsspost xxxDDD
C'mon man, you're smarter than that. Shouldn't you be shrieking I'm a shill?
>>
>>170129738
>Shouldn't you be shrieking I'm a shill?
Nah I'm saving that for after they put up the kickstarter
>>
>>170129879
Fair enough.

>>170129672
Good. Don't be excited, just maintain interest and follow along. Hype is cancer.
>>
>>170129364
Simple by what metric? More simple than CHODE or similar games is still more complex than Spengo.
>>
>>170129981
More simple than ChoDE is more simple than everything except maybe Dorf Fort and Aurora 4x.
>>
>>170126530
>From my perspective I'm seeing entire sides not covered
Remember that armour costs money and tonnage, both of which are serious restrictions.
This isn't FtD where everything is free.

>Are people really usually stupid enough to target the front of a tank?
Perhaps the tank drivers are just smart enough to not get hit from the sides or rear.
Do you also believe that infantry should forgo the chest plate carrier, and instead adopt full-body ceramic suits?
>>
>>170129981
Abortion does and will have more complex flight
>>
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>>170130040
>df
>not simple
>>
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>>170128651
HULL PAINTED
>>
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>>170130096
>Blood cannon
Hey hang on, I didn't know moving objects (that aren't entities) have physics in DF
>>
>>170130262
This doesn't work because blood isn't considered a liquid in df.

You could do it with water or blood-infused water though no problem
>>
>>170130239
It now goes faster and flies better, your welcome. Now the center structure needs to be painted black, to avoid detection and fool the enemy into thinking there are two smaller ships instead of one larger one.
>>
>>170130325
Piss.
Could the machines be used to pump water (or other readily-available liquid) to a cannon?
>>
>>170130096
>>170130262
>blood cannons
someone tell /pol/

you could win all the wars in the middle east and solve the immigration problem with the help of pig farmers
>>
>>170130096
Does anybody have that df greentext where the guy made a giant pit and zoned all the dwarves who worship a god of gold and wealth to live there, then a monster that emits toxic gas came along and fell into a pit, and he dug another tunnel to bring the gas into the gold dwarf place to gas the jews?
>>
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>>170130370
BLACKFACE APPLIED
>>
>>170130736
To prevent the enemy from getting too scared and running off, we should paint the guns family friendly bright pink and blue.
>>
>>170130736
Where's the bridge?
>>
>>170130958
It's a tiny compartment in the aft with barely enough room to stand, no way in or out, and a "flower".
>>
>>170131252
You need a bomb inside it too. Retrofit please.
>>
>>170130325
You gotta be fucking kidding me.

You can actually build generators and shit in df.

how fucking deep does this game go and where the fuck do I learn to play it
>>
>>170131448
There exists a 4-bit computer made using fluid logic. Or was it 8 bit?
>>
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>>170131448
>and where the fuck do I learn to play it
Hop over to /dfg/ and check the OP. Or youtube it if reading is for faggots.
>>
>>170131518
I've seen both.
>>
Oops!
>>
>>170131448
It's the deepest and best game but you need some kind of MAGI supercomputer to run it at more than 5 fps with a couple hundred dorfs last time I checked
>>
>>170131847
>yfw economy kicks in and the entire mountainhome goes to shit
>>
>>170131945
Is there any way to put up a trump wall or something to stop all the fucking immigrants? If the population stayed around 100-150 I could play the fucking game but they never stop coming
>>
>>170129449
all the terrain is bumpy, u can test this by making a road out of blocks, and you will notice 0(zero) rattling, i guess the devs made ithe terrain like that to simulate real terrain, also pulling to sides is a result of rear wheel drive in this game, front wheel drive is better because you also avoid front wheels having low traction when turning because of the front raising to torque
>>
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>>170131847
its a part of autism cycle
>>
>>170131847
Not quite so bad any more. You still want to optimize your FPS, though.

>>170132049
You can set a population cap in the config. Default is 200.

Check /dfg/ or the wiki for further info.
>>
>>170132049
There's mods to hardcap the population, to even limit births. Dfhack is a good place to start.
>>
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>>170130819
The weaponry has been painted in bright cheerful shades of blue and pink!

>>170131305
It's part of the ammo stores already!
>>
>>170132259
A fine slavmarine
>>
>>170132049
>Is there any way to put up a trump wall or something to stop all the fucking immigrants? If the population stayed around 100-150 I could play the fucking game but they never stop coming
Are you some kind of fucking physician? WHy do you not ALREADY have a border wall and border patrol?
>>
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>>170132259
It's beautiful
>>
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>>170132259
Good! Now paint the remainder a shade of teal on the top, and a shade of light sky blue on the bottom to really blend in with the sea and sky.
>>
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>>170132651
The poor fools will never know what hit them
>>
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So I've been putzing around with Factorio for a while now, and I'm slowly gitting gud. What I've been doing is making a new world, building up in that one and then starting over once I start figuring out more efficient ways of doing thigs. For instance, my first world had no long inserters, my second one had this horrible blob of a factory complex that couldn't be easily expanded, and this one is... less horribly blob-like.

>Pic related is the main factory complex plus the research campus
>>
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>>170133328
And this is my power generator complex. Rather simple, but it's easy to expand.
>>
>>170133487
water is limited my man
>>
>>170133747
I can't drain that whole lake, right?
...Right?
>>
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>>170132651
Upper and lower surfaces blued!
Now we need to decide what colors to paint:
The tail and frameworks!
The side pods and upper deck weapon armor!
And the hover pods!
>>
>>170133942
To increase lift, the hover pods should be painted a brighter yellow than the hull.
>>
>>170133942
>>
>>170133861
No, but there's a limit to how many pumps will fit (if that's your only body of water).
>>
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>>170134035
Done!

>>170134657
The struts have been colored as per your specifications!

Now, we've just got the side pods and a bit of the upper armor! What color shall we make those bits?
>>
>>170135321
>"I'm already light headed" - someone I showed this to
Perfect. To combat testing!
>>
>>170135556
TO THE QUALIFICATION TESTING!
>>
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>>170135321
It's beautiful
>>
>>170135556
>>170135679
Score of 9.7!

And she took out a Plunderer 1v1! Now trying her against the other DWG Godlys.
>>
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Dear REM devs.

I hate to break it to you, but Im looking forward to your ground stuff alot, and have little to no interest in the space part.
>>
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>>170136509
Laserwave... plz.
>>
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>>170136509
>I hate to break it to you, but Im looking forward to your ground stuff alot, and have little to no interest in the space part.


Its been disappointing to see so little interest, but I fully understand. To quote myself; space is hard. Completely reasonable to not be interested in overtly realistic space combat with so few support systems.
>>
>>170136761
Gibe fun tonks
>>
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>>170136761
Are there any plans for flight stuff? I have a strange fixation on aircraft in pretty much anything I play, so I'm curious. It's cool if you don't have any interest, or don't think it'd work for whatever reason, I just figured I'd ask.
>>
>>170136761
The lack of interest probably has more to do with people only caring about your construction method with breakable joints etc. This is largely wasted and pointless in zero G with no atmo.

You'll probably find that interest increases as the size and bulk of the vehicles (and the stresses upon them) increases.
>>
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Well folks, the results are in.
Our little monster beats every single Godly difficulty Deepwater Guard design.

Here's the blueprint
http://pastebin.com/fZ45utQU
Save it as a .blueprint file.
>>
>>170137065
There are, and I think we go over them in the two previous REMcasts. To recap;

We think plens and botes are neat. We want plens and botes. Plens and botes are not the focus, and will not be as finely simulated in terms of how they function. Both will be seriously looked at after we get tonks working.

Idea is simplified atmospheric/drag/buoyancy physics.

>>170137171
>This is largely wasted and pointless in zero G with no atmo.

>wasted and pointless
>in an environment where fine engineering/structural integrity and weight distribution is critical

Well okay, but yes, I agree, there is far and above more interest in ground stuff.
>>
>>170137171
>This is largely wasted and pointless in zero G with no atmo
What is it about gravity and atmosphere respectively that makes the construction method more interesting?
Remember that REM is a game, and you can effectively handwave reasons to have gravity without atmosphere or vice versa.
>>
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>>170137279
someone should post this on the forums and laugh at the nerds who made those cheese machines
>>
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>>170137440
>There are, and I think we go over them in the two previous REMcasts.
I actually haven't been keeping up with those, but I'll go check those two out at the very least.

>We think plens and botes are neat. We want plens and botes.
>Idea is simplified atmospheric/drag/buoyancy physics.
Alright sweet. That's pretty much all I needed to hear. Keep on keepin' on you glorious bastards.
>>
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>>170136761

>To quote myself; space is hard. Completely reasonable to not be interested in overtly realistic space combat with so few support systems.

Nah. Im just not an outerspace kind of guy.

If you give me the a choice between building space ships/stations, and building cars/tanks/planes I'll almost always go for cars/tanks/planes. Your space stuff looks cool, but its just not my thing.
>>
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>>170137171
>This is largely wasted and pointless in zero G with no atmo.
guys
GUYS
what if
guys
what if pseudo-orbit for the arena that force you to sometimes perform high-g burns so you wouldn't crash into the arena walls
or even just landing on said walls, letting the arena accelerate you, still having to withstand the high-g acceleration
>>
>>170137580
Building structures that only have to survive their own inertia when accelerating is comparatively boring.

Space is great when it's not all about the pewpew but rem is so it needs something extra.
>>
>>170137581
Wait, so it's technically a cheese_grater?
>>
crap mechanic serb when
>>
>>170123064
NANI???
>>
>>170135959
Won't you come?
And wash away the rain?
>>
>>170137279
This thing is shockingly brutal for something that was quickly bodged together when it gets the upper hand but it has a glass jaw.
>>
>>170139657
Well yeah, it's full of APSes and has no shields. It's gonna fucking explode at the drop of a hat.

But man, those 400mm derp guns. I love those things.
>>
>>170133328
Read KatherineOfSky's "how to build a main bus" tutorial on the Steam forum.

Yes, you really do want 4 belts of iron and copper, and at least 2 of steel, plastic, and green circuits. You should be making belts, underground belts and splitters in assemblers and stocking them in chests (so you pull 50 undergrounds or splitters from a chest, the assembler makes another 50 to fill the slot). Same for pipes.

Make sure that you have room for that bus. Leave 4 tiles space either side. Leave 2-4 tiles space between each branch. Figure out where your roboports are going to go so that the logistic zones connect, and leave space for them.

Make sure that you can expand furnaces. A decent-size base needs ~200; a large base 400. Make sure that you can expand around the refinery area. Expect to make 12 refineries and a similar number of chemical plants for each of heavy->light and light->gas cracking and light->solid fuel.
>>
>>170139871
Also: the endgame is about having to expand ever further for new ore/coal patches and oil wells. Your outposts will be getting further away while enemies get tougher and smarter.

Distant outposts won't survive raids unscathed, and you can't be rushing all over the map fixing shit all the time. You'll need to add roboports with construction robots to repair shit and logistic robots to reload turrets (or you can use belts), and you'll need automated resupply of bullets, repair packs, walls, turrets, and robots (they don't have any self-preservation instinct).
>>
Fortress mode Factorio hellworld server when?
>>
>>170139781
Has anyone ever successfully designed a below-deck swiveling turret with shell ejectors? I mean, it's inside the fucking vehicle where are the shells supposed to eject to?
>>
>>170140584
>Fortress mode
>hellworld
Explain?
>>
>>170140652
outside the vehicle
>>
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>>170140705
>>
>>170140782
Neat. Is it possible to run out of resources before the enemies kill you?
>>
>>170140885
Yes.
Which is why the starting single tile miners and oil deposits are nearly infinite. But they soon get inadequate.
>>
>>170140990
I imagine it's great fun for someone good at the game.
>>
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>>170141061
Great fun for the whole family.
>>
>>170141154
Looks like you need guns that fire aylium science.
>>
>>170140652
Nope. Shell ejectors are classic Nick "Smart" problem solving.
>>
>>170141764
I really hate that almost every /egg/ame has shit developers
>>
>>170141154
how can I make my ayys so intense like that? Pump up pollution and blow up the trees?
>>
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thoughts?
>>
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>>170143260
>robocuck
>>
https://www.youtube.com/watch?v=xktwDfasPGQ
>>
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>>170143352
>>
>>170143260

Ill list all the reasons why it sucks dick.

>almost 2000CPU meaning youll have hardly any energy and move slower than a smaller vehicle
>max tier SMGs use a stupid amount of energy, and with you being near 2000CPU they will drain your tiny dick energy bar in seconds
>tiny micropenis energy bar also means your missile can only fire around 6 times
>SMGs on skinny sticks will be obliterated by flak easily
>you are a flying vehicle in Robocraft, so you are at a disadvantage at almost all times because every weapon in the game is an anti-air weapon
>those "wings" that come off the sides of your copter and hold 3 SMGs and 2 rotors are massive weakpoints because a single good hit from a railgun at the base of the "wing" could sheer the whole thing off, and instantly gimp you by taking away 2 rotors and half your guns

And the worst offending thing

>still playing robocraft in 2017
>>
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>>170143612
>that music
>that narration
>>
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Twin-hull anon gave me an idea
>double the width means double the guns
Hmmnnnnaaaah fuck it way too much work
>>
>>170144601
Excuse me, our godawful abortion of fuck clearly had THREE hulls.
And hovered. None of that water shit for it.
And was pleasingly rounded. And pleasingly painted.
And I bet it had nicer seating too. WITH A "FLOWER".
>>
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>>170144898
>Pleasingly rounded
Speak for yourself, I prefer nice solid angles
>>
>>170143612
https://youtu.be/DQ5Elbvvr1M?t=121
>>
>>170145149
that's a sexy looking panther cresting a hill
I want to punt it in it's LFP :3
>>
>>170121938
That's magically kept upright
>>
>>170145149
>mobile battle couch
The madmen
>>
>>170144898
hes not talking about your hover garbage, dumb fuck, hes talking about warship gunner 2's twinhull bb
>>
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>skylife is down
>their discord is silent
>>
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>tfw unity's lighting is shaking around so much you say fuck it and add in a day/night cycle simulating what it would be like to be spinning at a horrifying velocity
>then you killyourself and roll down a hill
>>
>>170147120
https://space-engineers.com/server/70773/
>>
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Adding seems to work perfectly now. A bit slow, but that's to be expected when only accessing one bit position at a time.

The pause in movement in the .webm after every movement is the resetting and incrementing the registers off-screen.

It runs at 95-100% on my comp but FRAPS drags the sim speed down a ton.
>>
>>170148143
>local eggman builds a mechanical computer using a solid state semiconductor computer
>>
>>170148143
get OBS.
>>
>>170149016
Cheers, I'll check it out.
>>
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https://scrumbleship.com/
http://archive.blockaderunnergame.com/
Always remember those that died before ded.
Corneroids wasn't the only one of its kind.
>>
>>170148143
If you're worried about speed of adding, you could convert from a ripple carry adder to a prefix or carry look-ahead adder. Of course, that'd be more mechanisms.
>>
>>170150434
This was designed to reduce components as much as possible. 8 adder-subtractors in sequence would grind my computer to a halt, ripple carry or no.

There's only 1 adder in that webm, but it cycles through the 8 bits one at a time for a huge net saving in CPU costs at the expense of speed.

Not sure how to do a carry look-ahead adder yet. Can't quite get my head around it.

>>170148715
Just wait until I go even further down the rabbit hole
>>
>>170147483
>night
FLAAAAAARES
I NEED FUCKING
FLAAAAAAAARES
PLEASE
ILL SUCK YOUR DICK
>>
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>>170151793
>tfw godrays are coming from everywhere because they're not set to one source
>tfw you're actually considering charging cash money for requested features
>tfw you're not nearly jewish enough

Deployable? Color? How long should they last? How brightly should they burn? Should you be able to fire flares into the air to illuminate a large area for a given amount of time?


Slightly off topic;

I've been bickering with REMdev for a few hours about night/day cycles mid-match. Matches should last for about 15 mins, the first quarter/half is night, which then transitions into day. He thinks it would be an annoying gimmick, I think it would be D Y N A M I C as you would position and do stealthy shit during the night, your headlights off and engine kept as quiet as possible, then day would break over the horizon and you'd realize you managed to park right next to an enemy scout and you're both camping in the same bush.

His solution is a randomized rotation of night/day versions of maps, leaving the night/day cycle to the lobby, but I think that'd be annoying, encouraging players to build specifically for day or night maps and hope they get the long end of the stick at least 50% of the time. It would be entirely possible to never see night or day for a hundred matches straight, depending on how truly random the setup is. Maybe have it linked to a real world time, and have it change time zones randomly every day.

Granted, you might also never see daytime if the matches don't last long enough, provided there is no respawn function. I also have no idea if match-rejoining is possible, but theoretically it should maybe work. Probably.
>>
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>>170151793
>24FPS
>>
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>>170152572
>unity editor
It hurts me more than it hurts you. Runs 60-80 when built out.
>>
>>170152538
Dat baja
>>
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>>170152628
I may or may not be tuning the wheel behavior to be exactly like that. Baja trophy trucks may or may not also be one of my many machine-related fetishes.

Also, settle an internal debate for me, does this look better or worse with post processing on? Pic related is on, previous post is off.
>>
>>170152538
>His solution is a randomized rotation of night/day versions of maps, leaving the night/day cycle to the lobby, but I think that'd be annoying
I'm with him, starting at night and transitioning into day every damn match would grow old quick.
>>
>>170152760
on
>>
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>>170152760
If the suspension leaves you enough clearance to make both a baja setup or a more rally like one im totally ok with it, but be aware that wheelbeds will be a thing.
Is the map considered done?
because you could slap a flat circuit or some roads to encourage people doing more slamed stuff.

>>170152973
This, at least in those pics it dosent look too bright when its on asides from the more vivid colors.
>>
>>170152538
What not use random starting time? sometimes start at morning, sometimes start at noon, sometimes start at middle of night and etc.
>>
>>170150935
>Not sure how to do a carry look-ahead adder yet. Can't quite get my head around it.
Carry look-ahead is less difficult and more just complicated.
The core concept is that the carry at bit N is determined by the values of the carry in and bits N-1 though 1. So you can calculate it in advance if you want.
And on top of that, the value is dependent on the inputs in a very simple way. So you take pairss of inputs and calculate the carry for them, then then pair off those pairs, etc etc. By starting at the low end and working your way up, you get the carries for every bit you'll be adding, and a lot faster than getting them through addition.

A prefix adder is just a block of ripple carry adders where each also has carry look ahead for its carry out. For example, you might be adding 16 bit numbers and separate them into four groups of 4 bits. Each group would add inside itself like a ripple carry adder, but use the carry look-ahead logic to quickly determine the carry out for the entire block.

Prefix adders are faster than ripple carry adders but use more hardware.
Carry look-ahead adders are lightning fast, but use lots of hardware. As a matter of fact, the additional hardware overhead for a carry look-ahead adder is based on the square of the log base 2 of the number of bits you're adding.
>>
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>>170153197
>wheelbeds will be a thing.
Seriously good fucking luck mounting a drivetrain to that. Gunbeds have the same issue, but with ammo feeding.

>Is the map considered done?
I just managed to get shadows look like pic related without flickering like crazy. Had to drop the resolution of the sand. But the maps will have varied terrain. At least one town, one field, one rough area and one gimmick is what I'm shooting for.

>>170153314
Because a random sequence of numbers can be:

1111111111111111111111211111111111111111112111113

There would need to be some smarts in how it did it. Like apple's shuffle, it wouldn't be actually random. It would also mean any sort of nightfighting equipment you mounted would be useless anywhere up to 90% of the time. If they're not prohibitively expensive, it might not matter regardless.
>>
>>170153648
>Because a random sequence of numbers can be:
>
>1111111111111111111111211111111111111111112111113
Which is still more variation than none.
If you're that afraid of some potential builds being useless on a map then allow 2-3 loadout/whateveryouwantocallit presets you can choose from once the map loaded and you know what the conditions are.
>>
>>170154153
Suppose you're right. This isn't really something that is especially difficult to change, so we can just try everything.
>>
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>>170153648
>Seriously good fucking luck mounting a drivetrain to that
Thats what engineering is all about

>maps
Thought they will be only 1, noice.

Not him but.
>any sort of nightfighting equipment
Suddently had RBR PTDS of montecarlo rally at night.
https://www.youtube.com/watch?v=R-_0axfhjPE
Scarry shit because you trust 666% on the notes if you didnt race it at least 10 times.
>>
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>>170154248
>Thought they will be only 1, noice.
What gave you that impression?
>>
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>>170154357
>But the maps will have varied terrain
>maps
If its varied enough, im still ok with 1, you can pull down the gun...
>>
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>>170154506
So I just found the bug I've been chasing for two weeks that's been preventing me from actually making any more maps than this one. The shadows have been randomly flickering/jumping around like mad for no damn reason. The solution?

Reduce the near clipping plane from 0.1 to .9.

That's it, I'm going to bed. G'night egg. More maps and towns and roads and shit tomorrow.
>>
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>>170154945
Had to google the term, but i remember that shit when i did cars for gta3 and other games in Zmodeler.
Used to scale it up just to work with them in the render, and then reduce it to export the model.
Never understood and still dont understand how is that a thing.
>>
>>170114374
Multi track drifting confirmed?
>>
Thanks, now I need to play world of tanks.

Is there an /egg/ group?
>>
>>170156208
>Thanks, now I need to play world of tanks.
you poor soul
>>
>>170156208
You will be sorry for every second.
>>
>>170156270
>>170156814
but it's fun to play the low tiers
>>
>>170157219
Tildy is love, Tildy is life
>>
>>170157219
>low tiers
all is forgiven then
tfw armored warfare is becoming wot 2.0 with modern tank skins right now
tfw at least artillery is banned to PvE only
>>
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>>170153648
>Gunbeds have the same issue, but with ammo feeding.
YOU HAVE NO IDEA HOW LUCKY YOU ARE BOY
BACK IN THE USSR!
>>
>>170156208
>WoT
>Healthbars
>Not War Thunder with module based systems allowing for no damage overpen and the possibility to survive
>>
>>170157642
>playing Jew Blunder
>>
>>170157314
Didn't they ruin even low tier fights?>>170157642
Yeah, being shreded by savage flak without armor and already spotted by fags with lowest settings. Pure fun.
>>
>>170157781
>>170157947
Guess I have shit taste then, because I get more fun out of this than WoT
>>
>>170157642
>shoot slav tank
>modules tinted yellow
>get shot
>meme gun instantly kills all crew with perfect fragmentation after pulling some chaos theory bullshit
>your crew are completely fucking useless until you pay to skip the twenty year grind

Why.
>>
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>All I wanted was to be able to make my own spaceship and explore a galaxy with factions, pirates, trading, wars and quests
>Only one game has done all this well

Why can't more companies make this idea work? It's not fucking hard, this one game was made my some autist from Germany in a few months.
>>
>>170158770
I agree, 85DT is bullshit, but I prefer chance at the situation where you can miraculously survive instead of health bars of "I shot your track enough times to death"
>>
>>170158867
And play it while it's good, before it suffers the same fate every EA game does of listening to the most retarded parts of the community.
>>
>>170158908
>drive forward
>plane drops a bomb in your face
>oh shi-
>instantly die

>turn corner
>literally anyone shoots you once with a snapshot
>explode

>hull down
>shot hits gun, bounces straight down into hull
>kills driver and gunner
>you can't do anything for 20 seconds
>they keep shooting and kill your whole crew

>angle armor
>high explosive round to the side
>fuel tanks instantly detonate
>kills crew

Honestly prefer having the guarantee of taking one lucky shot than instantly exploding.
>>
>>170159476
I;m dl'ing WoT now, I guess I'll try it now that you've convinced me WT isn't as good as I thought it was.
>>
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>>
>>170158867
>in a few months, dude has been working on it for 4-5 years
>>
>>170160028
Sent you a promo code
;)
>>
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Putting the finishing touches on this edgy bitch. Still needs lams warners and smoke. Smoke system is going to be a cunt they never fucking work for some reason.
>>
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>>170160932
>>
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>>170161451
>>
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>>170160932
>>
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>>170162662
>propeller feet
>>
>>170158513
war thunder is only fun in air sim mode, and even then you're better off playing other flight sims
but it's deader than /egg/ and bombers are broken as fuck
>>
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i was suddenly inspired by the sparrowhawk and decided to make an attack vtol featuring 6 missiles, a 3 barrel 80mm gun firing at 368 rpm and 2 6 barreled 54 mm guns firing at 590 rpm
>>
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>>170160028
>tfw hop in 38t, my favorite tank in WoT and get 5 kills in my first game in years
>>
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Apart from the official wiki that is linked in the pastebin, are there any other resources you guys recommend for learning Factorio?

Also, I'm in Level 4 of the New Hope campaign. Is this the last one, or are there more?

Level 3 was so bullshit that I ended up rushing it to get the computer, but I had fun with 1 and 2.


I took ~3 hours to complete Level 1 and ~10 to complete Level 2. Is this normal for a newbie or am I particularly challenged at optimizing?
>>
>>170164843
>doing the factorio campaign
What are you, some faggot?
>>
>>170165104
I was told I might as well do it if I was a newbie and already enjoying myself, as I probably wouldn't come back to it after starting freeplay - besides I guess it acts as an extended tutorial of sorts
>>
>>170164772
>not elc
>not t29
>NOT A TANK THAT IS NOT SHIT
reconsider your values my man
>>
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>>170164843
http://guide.factorio.com/
>>
>>170166632
>Apart from the official wiki that is linked in the pastebin
But thank you
>>
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>>170166704
Official wiki would be https://wiki.factorio.com/
>>
>>170167325
Yeah I guess you're right I should've been more broad and said "apart from the linnks in the pastebin and the wiki"
>>
>>170164072
webm when
>>
>>170152538
All you have to do is randomize the time of day so shit like night optics matter in later tiers and flares matter in earlier tiers and we can get our AESTHETIC AS FUCK night fights from Chromehounds back.
>>
>>170166346
>not remembering when captured French light tanks on Ger tree were the bane of low tiers and frequently scored >50% of a teams kills in a given game
Pepperridge Farm remembers.
>>
>>170164843
trial and error
or running around unprotected serbs and investigating things that look smart.

That's how i got idea for digit display

if you could find places the devs frequently play on you'd struck a goldmine
they really know how to get shit done with their game
>>
>>170169735
>now U252 rules the t8 battles

E25 a fun
>>
>>170138286
>i liek blaneds, spess is dum
Great argument. Totally didn't dodge the question(s).
Unless you're building something absurd like a landkreuzer or a skyscraper, gravity isn't going to be something you're particularly worried about.
That is of course unless ground deformation is included, in which case heavier ground vehicles may raise concerns. But that's not going to fucking happen
As for atmosphere, that's only relevant if wind resistance is simulated to any extent, which in itself is a massive challenge.
>>
>>170142852
Have you tried the map editor?
>>
>>170157642
>>Not War Thunder with module based systems allowing for no damage overpen and the possibility to survive
And yet here is a HP pool in WT, pound an armour plate enough and the tank will become "combat ineffective".
>>
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On my way to Mars
>>
>>170166346
>elc
Literally press X to win.
Too small, too fast, hitpoints as medium, mystic shellsponge armor.
>>
>>170176490
t. IS3 driver mad he got popped in the ass where his gun couldn't depress.
>>
>>170176089
nice ship?
>>
>>170176594
>IS3
Heavies are useless in general, my man, IS3 is especially disappointing. Maybe exept murrica. But still, doesn't negate broken balance with elc, all chinese shit back then or czech shit now.
>>
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>>170176697
Thanks, it started out as a coffin.
>>
>>170176972
>czech line
WHAT YEAR IS IT
>>
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>>170177020
THE YEAR OF SLAV
>>
>>170177020
2015, the year when i'm dropped this misery forever. I bet team balancer is still on Dante's inferno level.
>>
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>>170176976
Landing predictions?
>>
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>>170177765
These are getting closer than I'm comfortable with.
>>
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>>170178448
Just about there.
>>
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>>170179729
Parachute successfully deployed
>>
https://youtu.be/2i7GID7Ze8c?t=33
>>
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>>170179905
FUCK
>>
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>>170180149
I technically landed.
>>
>>170180482
Rip... Make your ship bigger and more aerodynamic next time.
>>
I havent visited /vg/ in months and just saw this in the description:
>The general that quite literally cannot be named. The Mexican scam artist one. With the shitposters. Fuck off.

I suppose we are talking about Kerbal Space Program, can anyone tell me why it was banned from the general?
>>
>>170180758
Because its babbie's first engineering.
...and it has its own general
>>
>>170180841
Maybe you could stop responding?
>>
>>170180758
It's too alive.
If they came here they'd just constantly shitpost and drown out everything.
One of the /vg/ mods or /j/ has a vendetta against it, probably because they got tired of moderating bestiality spam, so it's not allowed on /vg/.
>>
>>170180758
It's banned from the site. The entire userbase has been permabanned.
>>
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>>170180758
They had their own general. They shitposted so much they collapsed into a shit singularity and became a 'kill on sight' thing for the mods whenever it pops back up. It was that awful
Now they think they're /egg/ and want to come here instead of /trash/ where they belong, but we don't want any of their bestiality or EBIN CONSBIRACY :DDD shit
Report and hide Cuckold Shitposting Program
>>
Not again.
It's a
>I pretend to be clueless and ask about haram again
post.
>>
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Check these quads
>>
>>170182426
That's gonna be a special missile rack.
>>
>>170179980
>Those turrets
>Those LAMS

L-lewd
>>
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>>170180482
Round two after i refit it to throw me even faster.
>>
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>>170183634
You're a madman.
Go on.
>>
>>170176976
>space engineers
It still is.
>>
>>170183634
>people are still making FAGs
Beautiful
>>
>>170186020
Its more fun to just throw your self at a planet from another planet.
>>
>>170181426
>The entire userbase has been permabanned.
If only.
I'd go for rangebans hitting the entire continent the IP originated from.
>>
>>170045727
>CHoDE
Literally my favourite game... Qswitched still needs to fix some shit though.
>>
>>170153607
That was a good summary, thanks.
From what it sounds like any solution would be very geom heavy, so it would be more of a technical challenge than a practical use.
>>
>>170058804
I'll post some stuff when I get home in 6 hours.
>>
>>170188925
I'm hoping that when ChoDE is done, he'll make something with the same depth as ChoDE for naval warfare all the way from WWI to modern times. Basically Rule the Waves on hacker steroids.
>>
>>170188985
>That was a good summary, thanks.
No problem. I'm taking a class on computer architecture right now, so I damn well better be able to spread the love.

>From what it sounds like any solution would be very geom heavy, so it would be more of a technical challenge than a practical use.
Basically, yeah. You're also in a very interesting situation where adding hardware anywhere decreases speed because the simulation has to account for it. A ripple carry adder may very well be the fastest implementation realtime-wise.
>>
>>170188215
Just ban Mexico
>>
>>170188215
But america is 4chan's homeland!
>>
>>170191738
Then buy a pass.
Once the k*rbniggers are bled dry of cash they won't be able to buy passes anymore and thus we will be rid them forever.
I suggest doing the same with /pol/cucks too! With a additional 90$ damage fee for those IP ranges
>>
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gas kerbs

machinecraft best /egg/
>>
>>170192061
>Giving Hiro your CC info
Retard.
>>
>>170192061
I wonder, who could be behind this post ...
>>
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>>170193649
We need proper countermeasures.
>>
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you goys just can't stop talking about us can you
>>
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>>170197421
>>
>>170164843
> are there any other resources you guys recommend for learning Factorio?
Some of the guides on Steam are okay.

> Also, I'm in Level 4 of the New Hope campaign. Is this the last one, or are there more?
Can't remember the numbers, but the one where you have to research oil processing and build a plane is the last one.

> Level 3 was so bullshit that I ended up rushing it to get the computer
Yeah, combat sucks until you can make power armor. One energy shield has about 100x the player's HP, so you can attack bases without dying in half a second. For the campaign, easiest solution is to just walk turrets (place turret, place another a few tiles in front, move back turret to front, repeat).

> I took ~3 hours to complete Level 1 and ~10 to complete Level 2. Is this normal for a newbie or am I particularly challenged at optimizing?
It's normal if you're taking it slow. If you want to do it faster, it's not so much about "optimising" but just massively-parallelising your production. Build more labs, build more assemblers to supply the labs with science packs, more assemblers to keep the science-pack assemblers working, more furnaces, more mining drills. Identify the bottleneck and add more of whatever you don't have enough of.

And if you find yourself in-hand crafting the same thing repeatedly, you probably want to set up an assembler for it. For freeplay, you'll be using assemblers to build assemblers. I recommend doing the "lazy bastard" achievement sooner rather than later to try to get into the habit of mass-producing and stockpiling everything.
>>
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>>170183634
This should be enough to get me there.
>>
>>170199379
You madman
>>
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>>170199379
>>
>>170198595
>assemblers to build assemblers
The only reason you'd want to do this is to ensure there's a stockpile of assemblers ready, for when you start laying down blueprints.
Considering how little time it takes to actually craft an assembler (compared to how many you need), automated production isn't saving you a lot of time.
>>
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>>170199379
Lined up and ready to go.
>>
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>>170200685
Blue means go.
>>
>>170201146
>.gif
>>
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>>170201146
I have absolutely no idea how long this will take.
>>
>>170200685
>lined up
You don't do that from the cockpit, do you?
If so, you might find that you're missing distant targets.
>>
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>>170201996
The cockpit on the launcher is only one block above the center, but the thing is so long i could just get between the rails and look at the planet to see if it was lined up enough.
>>
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>>170202948
>only one block above center
Which still means it isn't centered.
If you want to autism properly, at least calculate the angular offset relative to the target.
If you're lazy, just use a camera that is only offset left/right, then line up left/right from the cockpit. and up/down from the camera.
I personally went for the latter, when I fiddled with gravguns.
>>
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>>170201527
I left the room for a little bit and came back to just me stuck in an asteroid with no sign of my ship half way between planets.
>>
>>170205205
I still like this. You could even modify the fields to give the projectile a slight spin, producing a less penetrating but more wide-spread flak, making for fantastic area denial against small craft
>>
>>170207182
We developed such things before. Their biggest limitation is still the fact you can't fire during maneuvers. They're main weapons suited only to firing outside or at the range of heavy ship turrets and at stationary targets. Shotgun spread is the only way to hit moving targets at range, and we had mechanisms for varying the spread dynamically, but even one or two iron stacks hitting is still enough to cleave a decent hole through a ship. You'd need both the shield mod AND a directed gravity field projector to defend against it.
>>
>>170207848
For primary weapons, you're exactly right. You're better off building smart bombs with gravitic armaments.

That said, if you have the supply for it, you could go stationary and create clouds of shrapnel, perhaps around sensitive areas, to prevent such weapons or fighters from reaching you.

Though this is all hampered by multiplayer having to be strict about floating object counts and connectivity issues.
>>
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>poprock technology will never take off
>>
>>170208915
Any sort of interception could utterly ruin that design, and could do so back then.
>>
>>170208915
https://www.youtube.com/watch?v=nUfwM-Mufb8
>>
>>170208620
Not really. Chaff of that sort was never truly useful. But a .25km diameter spread of iron plates fired at nearly 700m/s at a ship 3km away? Yeah, that'll do it.
>>
>>170208915
>>170209174
Poprock missiles never worked sheerly due to their own very nature, but the most potent mundane weapon remains anti-ship and anti-air missiles. The most dangerous ship is a CV carrying missile-armed drones or fighters. With the new raycast cameras, combined with cross-grid communication and the Fleet Command script, this is more true than ever. You could easily launch fighters at a ship or station 25km away, lock missiles at 6km, fire them at 2, and be out without loosing a single spacecraft while the target either puts up a ridiculous interception effort or gets swiss cheezed.
>>
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>>170209437
This is pretty much the states of the game.
All the youtube channels with good shit died or they turned into lets play...
And now there are no more engineering youtube channels to watch.
And most people install 400 mods with OP turrets and have gunbed styled fights, wich are the most boring shit ever and go into full autist mode when told about vanilla self made weapons.
>>
https://www.youtube.com/watch?v=u7kQ5lNfUfg
>>
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>>170207848
>Shotgun spread is the only way to hit moving targets at range
At the time where I developed >>170205205 a shotgun-like spread was just the most convenient method of compensating for various inaccuracies.
If I could find distance to target, then I could find its velocity and then compute a firing solution. Then it's just rotating the cannon and pressing a button.
At least on paper. In practice, rangefinding was impossible, and rotating the cannon to correct angle was problematic.
These days, the entire process could probably be scripted and executed reliably.

>even one or two iron stacks hitting
My experience is that singular objects behave significantly less damage than a cluster of objects.
Instead of carving armour and guts, it simply phases through the target, leaving it unscathed.
Upper right corner of pic related shows what I'm talking about. Note that the layer facing the target has taken no damage at all.
Mind you, the picture is from an ancient test using stones, but I'd suspect things are the same with modern iron plates/ingots.

>You'd need both the shield mod AND a directed gravity field projector to defend against it.
Bollocks.
Spherical shield generators would do fine on their own, if not for the immense power costs.
To stop an object moving at 200 m/s (what I estimated them to be travelling at) with 100m, you'd need an average acceleration of -200 m/s^2, equivalent to 20.38 gravgens.
Practically speaking, a directed gravity field is pointless, because you might not know the direction of an incoming attack (if there is one at all).
>>
>>170191212
>adding hardware anywhere decreases speed because the simulation has to account for it.
It only decreases speed past a certain threshhold. So 0-1000 geoms might run at 100%, but every 100 past that decreases by speed 1%. So I could very well make a lookahead adder as long as it was in a small overall system.

>A ripple carry adder may very well be the fastest implementation realtime-wise.
I think that's true with the small bit lengths I'm using. If I had the hardware to run 32 or 64 bit adders then carry look-ahead would be the way to go, but with just a 4 bit adder the ripple carry propagates fast enough that it's almost instantaneous.
>>
Why don't we play Starmade?
>>
>>
>>170214163
>we
Skubmade is dedder than ded and can get very boring very quick.
Though I haven't played since around the time there was drama around their artist.

Also no crew update yet
>>
>>170214567
Artist drama?
>>
>>170210972
At any rate, the current reality of long range detection means that such weapons are again relevant, the worst thing one could encounter being a salvo of anti-ship missiles followed by a blast from a gravity cannon aimed with an according 'gravity choke' spread and muzzle velocity appropriate to the simspeed, a hit from either weapon guaranteeing a significant loss of structure and function between the salvoes of heavy turret fire damaging the outer hull.
>>
>>170214690
Their artist got pissy and quit or something and then they had to retexture everything.
It was a long while ago, I think.
I'm never really sure how much time passes.
>>
>>170214929
Why would people stop playing due to that?
>>
>>170215042
It had nothing to do with the reason why I stopped playing, I just got bored.
Skubmade is just an empty game, there's not too much to do.
>>
>>170215203
Someone cursed the /egg/men to forever be without a game
>>
>>170215294
>Rem

>The devs can't ruin the game for you if you ARE the devs
>>
>>170214508
>starts rimworld.exe
>>
>>170215630
Gibe tonks
>>170216130
Fug :--DDDDD
>>
>>170129364
The best games all start simple.
>>
>>170168375
when i figure out how to make em
>>
>>170219182
OBS + webm for retards
>>
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>>170179980
>laser defense strong enough for the trebuchet
>>
page 10 /ded/
>>
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>>170214567
>Though I haven't played since around the time there was drama around their artist.

Beetlebear wanted a 50% cut for a texture pack, dispite Schema giving him all the money from merchandise and a 20-sum percent cut.

So he fucked off to go to "Ambushed Gamer", which I think has died since.
>>
>>170223786
Wew what
>>
>>170223786
>artist wants tons of money for doing fuck all
how jewish and how typical
>>
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>>
>>170224832
That's a big plug
>>
>>170224989
For you

>>170224832
>trump is making evangelion real
>>
>>170224007
Artists are disgusting. It's pixel art...
>>
ded
>>
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>when you add one dimension of time too many
this is entirely clientside
>>
>>170229312
What's the inside of your base look like? Do you randomly fall through the world?
>>
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>>170229585
>Do you randomly fall through the world?
Only if there's rubberbanding
>>
>>170229760
Comfy
>>
aw yee
>>
Any hints on how to build a proper first salvage ship in Starmade? I am stuck mining planets manually right now.
>>
>>170231863
>Separate left and right plates
>They don't come in pairs
E B I N L O O D
>>
>>170231863
>>170232065
Oy vey game is this?
>>
>>170232187
get out
>>
>>170232187
Robocuck
>>
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https://en.wikipedia.org/wiki/Mesklin
>Clement decided, since its mass was 16 times that of Jupiter, Mesklin would have an extremely large angular frequency to partly counter its gravity in order to allow humans to visit part of it. He wanted the equatorial gravity to be 3 g, so he determined the period necessary to make this occur: each Mesklin day is 17.75 minutes long given that the planet rotates approximately 20 degrees a minute.
>each Mesklin day is 17.75 minutes long
>20 degrees a minute
>>
>>170232436
Wot
>>
>>170232436
>275g at the poles
holy fuck
>>
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Fuck yes. Subtraction working perfectly on first attempt.

No .webm since it's visually almost identical to addition.
>>
>>170233401
>665 g on the planet's poles
>>
>>170233401
>275
Make that 665, anon.
>>
>>170233807
275 was the corrected figure based on better calculations.
>>
>>170233905
Ah, you're right. Only gave the short summary a quick glance and didn't read far enough to see the "retcon".
>>
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r8
>>
>>170234690
Bote/10
>>
>>170234690
Light AA armament but very fucking aesthetic.
>>
>>170234690
New meets old. ww2 turrets with 1800's broadside guns
>>
>>170235656
Most battleships in WWII had secondaries like that, with only newer designs having turreted secondaries.
>>
>>170234690
I like the superstructure gremlins
>>
>>170235791
Which ones? HMS hood was built wayy before ww2 and it doesn't have them
>>
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>nanite factory occasionally breaks and turns white
>only way to fix it is to remove it and make a new one
I am of genius
>>
>>170232065
movement parts still don't either

>get one wheel
>have to fight rng to get the other one
>need at least four
>need at least two steering types that are different from regular wheels
>>
>>170235962
For example the one that I took the most inspiration from, the Nagato class, the Kongo class also had them, mostly ships form the 1910s and 1920s
>>
>>170236013
Why does the text on the modules look like they used an embossing label maker?
>>
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>>170234690
TALLER

And add a huge brick of lead to the top for accurate tip physics
>>
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http://expanse.wikia.com/wiki/Belter_Creole
>"Owkwa"
>Noun
>Water
>Finnish
>>
>>170235962
I'm not sure about most but quite a few did have broadsides like that, mostly the older designs (1910-20's) that were obviously kept around with upgrades. Even the brits used them, see the ones they designed for the japs or their own like HMS Resolution, HMS Queen Elizabeth or good old HMS Warspite.

HMS Hood's design might've lost those guns because it was already so bloody heavy.
>>
>>170236658
The fuck? Are you me? I'm viewing that pic with that filename in that same res in another tab
>>
>>170237032
'ello it'sa mea your brotha gimme your credit card numba
>>
>>170236675
Stay away from it.
>>
>>170235962
The British were autistic and shouldn't be looked upon as the model for anything related to military design.
>>
>>170237197
Momma mia, wherea did you go? Father didn'ta mean it he drink too mucha you know?
>>
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>try to load spongos backup save
>try to sort it by save time since they're all out of order
>game immediately crashes
>>
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>>170238456
>playing spongos
>>
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>>170238789
I know its the fate I choose, but I had been playing starwars battlefront II then wanted to build some space ships
>>
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p e r f e c t
>>
https://www.youtube.com/watch?v=zc8b2Jo7mno
>euler rotations
Is this why rotating in zero G in spengies is so weird?
>>
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Jesus Christ these 31m barrels are a shitter to keep together.
>>
>>170130096
I hate seeing this picture. Blood isn't even a liquid in DF, this wouldn't work
>>
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test
video is cut short, i'm going to need to mess around with the settings of obs..
>>
>>170131847
>>170132096
>>170132120
people are just retarded and make the world too large, with a small world and small embark you can easily reach a few hundred dwarves and animals with solid FPS
>>170132336
>>170132181
>>170132120
>>170132049
pop capping is for gays. real niggas set up an arena and weed out the weak by pitting migrants against monsters you've caught
>>
>>170243110
Potato quality webm aside, that craft looks dank.
>>
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>>170118634
This can also help
>>
>>170244314
I doubt that is real... But it could be I guess. I have no idea, but I still doubt it.
>>
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>>170242537
Damage after soloing 3 trebuchets from standing start, fore gun is totally intact. Huge success. Level up!
>>
>>170245612
Try the scarlet dawn meteor it's a tough customer
>>
I was was looking a little more closely at the turrets on the beautiful creation /egg/ made earlier and you can stack ammo clips together to make longer ammo clips?? Fuck I have to go back and redesign shit again
>>
>>170245808
Wow, lasers.
Shields to absrob + naval movement disabled, nailed it in 2 salvos from the railguns :D
That was good though.

First attempt I didn't know what to expect, it killed the front turret pretty quick and then a long protracted circle fight ensued, ending when naval ai decided head on charge was best option, despite the LAMS being knocked out.
>>
>>170232436
>Each Mesklin day is 17.75 minutes long
>The MIT group also concluded that the planet would have had a sharp edge at the equator

>Try landing on planet
>Slapped into deep space by space elevator travelling at Ludicrous Speed
>>
>>170246794
Steel striders Thyr is a real pain in the balls too
>>
>>170247095
Cool, will test.
>>
>>170232010
Make core, add salvage computer, stick salvage beams on up down left right corners, like 10-15 long, add power capacitors and reactors behind them, add a storage and cargo space behind that, repeat as needed.
>>
>>170247168
>>
>>170247431
and the 2nd salvo ~ 20 seconds later
>>
What are some good entry level games? I already play Shenzhen I/O and TIS-1000.
>>
>>170247661
Entry level for what?
Also;
>Already played Shenzen I/O and TIS-1000.
If you can get over those learning curves, you'll be fine picking anything.

This general is honestly one of the more vague generals on /vg/.
It's space voxel games, engineering games, pseudo-engineering games, programming-like games, Factorio, and a whole other slew of mis-fits all wrapped into one general.

I can personally say that Factorio is fun though, so maybe try that.
>>
>>170247095
Mnnn Thyr is tough, if he drops one of my turrets he wins, if I get a full burst from both guns off into his rear I win.
>>
>>170244934
Matches everything I've seen about combloc tank armor to a T. The actual physical arrangement is what matters anyway. Look at cutaway photos. All that shows you is material thickness and composition.
>>
We ded?
>>
what was the ip for spengos server?

>>170256045
not yet, just sleepy
>>
>>170256752
https://space-engineers.com/server/70773/
>>
>>170063295
>tfw no south pole gf
>>
>>170123064
>*teleports behind you*
>>
>>170140584
Dwarf Fortress + Factorio when?
>>
>>170160703
That said he's also back to home from US so we can probably expect beta branch update in 2 weeks or so.
>>
>>170045903
Q A I
>>
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>>170059248
what the fuck is this abomination
>a capacitor in parallel with two resistors and a led
>>
>>170261405
The funny part is that it does what it says on the tin.
It's way too small to do it to any mathematically relevant degree whatsoever, but it does it. We've discussed it before. Interesting little bit of snake oil, that thing.
>>
>>170261795
how the fuck does it save fuel expenses
the only thing it does is increase the energy usage from the battery with 20ish mA, which would actually decrease the fuel efficency and that's not even considering the extra weight
>>
>>170261972
I forget the specifics. Something to do specifically with the capacitor. At any rate, it would have to be about a hundred times bigger to have any measurable effect.
>>
>>170159476
got 300 hours on WT, high tier all around, gave up on the game because it's just about who shoots first.
>>
>>170159208
>play it while it's good
there's nothing to do in the game besides building a ship and holding the fire button

>>170173896
I did but there are no tools for regenerating the map or randomizing stuff, so I either play with a balanced infinite map or I make one entirely by hand and that would take days. I tried looking for maps to edit and customize but it's a fucking pain. I just wish factorio would have steam workshop
>>
>>170266385
>there's nothing to do in the game besides building a ship and holding the fire button
and still it's ten times as fun as any other "YOU CAN DO ANYTHING" early access sham

really makes you think
>>
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>>170214508
My pespective was more interesting

https://my.mixtape.moe/slpean.webm
>>
ded general
>>
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r8 my space game list /egg/
>>
>>170267808
Noice
>>170267808
>I bet the abbos did this
Kek
>>170270861
Wrong thread
>>
Guys, redpill me on building flying machines in Besiege.
i'm on the level where you're supposed to take out 4 airplanes, "take out frighter convoy" is the mission.
There are those suicide-oxen running around so I'll need something that flies but fuck me I can't build anything that flies properly, or levitates, or goes the direction I want it to.

I read tips on the wiki and watched a few videos but that didn't help.
>inb4 git gud
>>
>>170271028
you can make gyros
I forget how
>>
>>170271135
thank you anyway
>>
>>170272378
I think it involves sticking propellers on gears kept vertical by balloons but I can't be sure.
>>
>>170232436
>As a result of this extremely large rate of spin, Mesklin is not even slightly spherical; it has a large equatorial bulge.
l-lewd
>>
>>170272491
It does. Some anon used that and some other things to make a clockwork V1 missile.
>>
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https://www.youtube.com/watch?v=jxFjl2OsudY
I try the first part of this tutorial and it doesn't rotate. What am I doing wrong or is this thing bugged?
>>
>>170271028
1. git gud scrub, flying wonkly isn't hard, flying gracefully and landing is, but you don't need it for this lvl
2. you don't need a flier, first time i've passed this lvl was through 6 cannons with decouplers and 2 axis aim (separate on each). had wheels, but they were not used in the end
>>
Factorio question:

When to use pipes for crude oil, when to use barrels for crude oil, and when to use electric pumps in conjunction with pipes?
>>
>>170261795
literally how
does it tamper with igniters?
>>
>>170275740
Whenever you feel like, and whenever common sense dictates.
>>
>>170275740

basically this >>170275953

if you do not have common sense, then
>When to use pipes for crude oil
Near distances

>when to use barrels for crude oil
distances greater than ~1500 tiles

>and when to use electric pumps in conjunction with pipes?
always

also you can load Tankers mod
or wait for 0.15 to happen
>>
>>170275953
So common sense tells me this:
Just pipes for short range transport, for things either in or near the starting area.
Pumps+pipes for medium range transport?
Trains + barrels for long range transport.
And I figure that you could use pumps and pipes for long range and trains for medium range, depending on your transport networks and how convenient the two options are against each other.
Right?

>>170276196
>>and when to use electric pumps in conjunction with pipes?
>always

Oh. So, I'm also not fully grasping the whole pumping station information posted on the forums. I should make pumping stations every 14 pipes (ideally using underground pipes to increases this distance by a factor of 5.5, so every ~77 pipe distance) to keep the pressure up to 120 fluid/sec? Or should I just make one pumping station, for the 90 fluid/sec goal, and call it a day?
I need more autism for this shit, can someone hit me up with a fix?
>>
>>170271028
I made a quadcopter that's a bit crazy to fly, but is very fun once you can keep it stable long enough to knock out the enemies.
Actually no, the failed attempts are probably the fun part since it's useless for other missions.

And now I've checked, it turns out I deleted it after a minor update changed the physics.
All I have left is a strange step-brother version that attempts to keep the same height with auto-rotating blades but in reality is just too heavy to work.
>>
>>170276676
fluid works in miraculous ways, just use pumps like you said
>>
Dr eggman general is a thing.

We must annex them
>>
>>170278553
Anon no that's the sonic general they've not got the autism /egg/ needs
>>
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>>170278434
I have replaced it with this flimsy thing.
It handles like a drunk Finnish person driving a hatchback and is just as entertaining.
>>
>>170278521
Alright, thanks for the counseling, friends.
>>
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>>170279598
usually whenever I need to fly in any sort of controlled manner I just use this thing
it can control just how it flies between "escape the material realm" and "hover a little"
no bully
>>
>>170280480
When is FTD and Bestsiege having a baby?
>>
>>170280480
Ooh, adjustable blades. That's some nice engineering.
I really do like how much effort the devs seem to have put into making sure everything physically acts as it should (blades changing speed according to angle, materials surviving different stress levels, wheels/cogs having very slight give when turning etc.)
It actually takes quite a lot to cause CLANG, considering chaos engines are one of the few reliable ways to do it

>>170280561
When my CPU finally wants to die
>>
>>170276676
>should I just make one pumping station, for the 90 fluid/sec goal, and call it a day?
Do you realistically expect any segment of pipe to transport 90 crude oil per second?
Consider that it's enough to keep 45 oil refineries running non-stop.

I swear, that "throughput of pipes" post on the forum just causes more retarded questions.
People read it, then completely stop thinking about what the numbers mean.
>>
>>170242865
>>170130325
>>
>>170276676
Use pipes for moving oil around within a facility. Use trains for everything else.

About the only thing that pumps are useful for is if your steam boilers are a long way from the lake. Nothing else is used in sufficient quantities or over sufficient distance to warrant pumps.

The only time I use pumps is to forcibly empty tanks before moving them.
>>
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How are you supposed to counter wind?

I was going to go with a super griper that crawled slowly to the end but when I tested it, the moment the wind hit it, it just tipped over and fell apart.

Am I missing some secret?
>>
>>170286446
try with grabber feet

i did it using a super heavy vehicle
>>
>>170286658
grabbers stick into the ground? Neat, honestly never tried that before.
>>
>>170286789
i think it does, now that you ask

im gona feel stupid if they dont
>>
>>170286983
maybe I'm not doing it right, but I can't get them to stick.
>>
>>170286446
Maybe make it heavier? Add some mass to it and as low to the ground as you can.
>>
>>170287091
I'm pretty sure there's an option on it to attach to static objects.

also what I did was make a small moving vehicle with jets on the side and moved from cover to cover until I could make a final push.
>>
>>170281892
I'm still sad that chaos engines have never been completely harnessed for super high power drivetrains. You could run an entire airship with a central powerplant of twin quad-rotor CEs, given you use an efficient containment design. You could even stabilize the entire thing with buoyancy gyros.
>>
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>>170279216
>sonic
>they've not got the autism /egg/ needs
>>
>>170288000
There are different varieties of autism, some good, some not.
/egg/ must be kept pure
>>
>>170286446
I just put wheels on a quad copter and made the blades spin backwards.
I call it the spider car, it can drive straight up the underside of a ramp, up a wall, even sideways along a wall.
>>
>>170287238
https://my.mixtape.moe/qfokfv.webm

welp

has trouble walking into the wind, the moment it hits the wind it just gets swept away
>>
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>>170288000
Sonic autism is not constructive, not even to themselves
>>
>>170288546
Make it entirely out of weights set to max
>>
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>>170288654
I don't care what it takes, I will make this work
>>
/egg/ autism is fundamentally different to other autisms. All autisms consist of an over obsessive behavior, but /egg/ Brandâ„¢ autism manifests itself in a nearly unrivaled ability to put oneself through great suffering and pain, suffering CLANG's ire, in the hopes constructing great and intricate monstrosities of engineering to please out mechanoeldritch deity.

Similar behavior can arguably be seen in other groups centered around games with, if not for developers being bad at progression or just greedy shits, good mechanics or highly promising features. Warframe, Elite Dangerous, or other games with a retardedly heavy grind, foster autsims that help produce the most effective ways to lessen said grind, exploiting certain functions until the devs force them to find another option.

Autisms centered around television, movies, or games lacking in deeper progression seem to foster autisms centered around the media's fictions, and almost always devolves into pure, undistilled cancer. If the media in question has a particularly well established or DEEPEST lore, this can produce some fantastic theorycrafting, but more often than not leads to degeneracy.
>>
>>170289986
>>
>want to build spaceships
>want to build spaceships with friends
>can't take the suffering
I guess I should hand in my /egg/ card
>>
File: ship.jpg (895KB, 1920x1620px) Image search: [Google]
ship.jpg
895KB, 1920x1620px
Name my ship.
>>
Red Rocket
>>
>>170294078
Huge Piece of Shit
>>
>>170294078
Wait, what exactly is happening here? Are those gravity generators?
>>
>>170294078
One in Peace, Two in Conflict
>>
>>170294078
cock that pierces the heavens, in latin
>>
>>170294078
Bitches Love Cannons
>>
>>170294078
Name it the THIS MACHINE KILLS SIMSPEED
>>
Is spengoes viable in 1x inventory mode?
>>
File: 2017-03-06-17-40-47-214.png (3MB, 1920x1080px) Image search: [Google]
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>>170295060
Its an engine that uses artificial mass blocks and gravity generators, i gain about 200 m/s a second.
>>
>>170295919
Actually about 500 m/s a second but after 2000 m/s or so my simspeed drops.
>>
>>170275492
>>170278434


In the end I made small craft with a bunch of archimedes screws and balloons to stabilize it.
I attached 2 pistons on the bottom and at the end a grabber. I grabbed onto the crafts from above and managed to crash them into each other.
It was something along these lines>>170279598
pretty cool
>>
>>170295778
For a smallship large cargo container full of platinum on 1x inventory, you need at least one large and one small atmospheric thruster to even lift off in 1g

Seems like anything bigger than 2x inventory isn't vanilla viable at all for planetary work.
>>
>>170294078
SS Tapeworm.
>>
>>170289986

Dwarf Fortress and its general comes to mind. That game attracts serious amounts of autism. The good kind, mind you.
>>
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>>170279598
For that particular level I used this bad boy. Handles like shit, but when the pistons are extended the machine's fall speed drops to such degree that it can survive any fall still intact. Putting the steering in the back was kind of a mistake, but I was lazy to rebuild it.
>>
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>>170295194
Done

Also time to alien planet from earth, about 40 minutes.
>>
>>170299079
why don't you just jump?
>>
>>170294078
The "Thank CLANG SE doesn't have realistic physics".
>>
>>170299354
Because that's boring.
>>
What the fuck is The Space Engineer? He/it can carry thousands of kilograms under hundreds of Gs and is hard enough to break through meter thick steel walls if launched at sufficient speed. I'm starting to think he doesn't need the suit to survive in space, it just suppresses his god-like power and turns him into a near-mortal.
>>
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>>170295919
>>
>>170300174
Does NASA know you've stolen their EM drive?
>>
>>170300174
Troll physics never fails to make me giggle
>>
>>170300153
The suit is to keep the vodka in, anon.
>>
>>170297801
A largeship large cargo full of platinum in 1x inventory is barely even viable in atmo: it needs two large and three small thrusters to lift off.
>>
>>170300153
>What the fuck is The Space Engineer?
An avatar of Clang.
>>
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>>170300153
>no need for food
>only needs oxygen
>it sees lens flares like a camera and not like a human eye
>spawn out of nowhere in a medbay
>cure itself out of nowhere
>plastic look static face
>carry weight
Confirmed robot.
>>
>>170301962
cybernetic organism
>>
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>>170303202
Of course.
>>
>>170244934
Nah that's 100% accurate. The image originally sources from a tank autism chat group. It's pretty easy to get pieces of old soviet armor, they sold that shit to EVERYONE after the Cold War ended.

Hey REM dude how are you modeling Long Rod Penetrators?
>>
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Spin me out of page ten...
>>
What are some non-/egg/ games that still have enough /egg/-like properties (intense autism like the type you find in EVE Online, building, etc.) that we might enjoy them?
>>
>>170307138
Factorio.
>>
>>170307138
Should've added this onto the end of my first post, this is my list.

>X3:Terran Conflict
>EVE Online
>Rimworld
>Prison Architect
>>
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Remember, it's not a real aircraft unless it flies itself.

>>170307138
It's a long shot, but I'm enjoying Atelier Sophie recently. There's a kind of sick pleasure in killing ugly JRPG bosses with nothing but crafted bombs made of Tetris autism.
>>
https://www.youtube.com/watch?v=rY_D1nFJEL8

Greenlight boys.
http://steamcommunity.com/sharedfiles/filedetails/?id=875717459
>>
>>170309521
>that solar sail
mugh dic
>That's no moon.obi
MUH
D I C C
>>
>>170309521
the penis in the heart of my autism is fully erect
>>
File: space-engineers.gif (3MB, 450x450px) Image search: [Google]
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>>
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>>170309521
>dat moving asteroids into your ship for mining
>dat fleet warping in and launching fighters
>dat vertical launch missiles
>dat muhfuggin death star style beam of fuck you
I can only get so erect. I'm definitely gonna have to build an Ishimura.
>>
>>170309521
>still using minecraft steve face

Why wouldn't he have went with a fucking astronaut helmet and space suit look instead those cube hands.
>>
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>>170309521
I still think that the interior graphics and the characters' looks clash horrendously with the gorgeous space, but eh. I can live with that.
>>
>tfw besieged is only /egg/ which supports individual track links
>>
>>170311850
does l/egg/o count?
>>
>>170311850
>Tfw someone removed gmod from the OP
>>
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>>
>>170311634
>Why wouldn't he have went with a fucking astronaut helmet and space suit look instead those cube hands.

Well, it does fit with the early-80's lego theme. Why are you so anally devastated about that, and not, say, the fact missiles will just annihilate everything hands down?
>>
>>170312725
honestly gmod is the ultimate /egg/.
it is only limited by the physics engine and the physgun
>>
>>170313431

> the fact missiles will just annihilate everything hands down?

>not having anti-missile turrets pointing in every direction around your ship
>>
>>170313743
>more missiles
>MORE MISSILES
>M O R E
>>
>>170313790
It's circus time!
>>
>>170313790

With all the moving parts in the game theres probably some ridiculous missile defense you could build to protect yourself if they dont have things like flares or ECM.

>deployable unfolding armor plates on retractable arms that will tank multiple volleys while you either escape or take on the enemy ship
>giant rotating drum of thick armor around your ship so that enemy weapon strikes never hit the same spot and cant penetrate deep into your ship
>>
>>170309521
>>170311634
That face literally comes from an ebin hd minecraft texture pack
>>
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>>170314357
>>170314371

>moving parts mattering

https://www.youtube.com/watch?v=RFUKuWoMWzo
>>
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>>170313431
>the fact missiles will just annihilate everything hands down?
DID
YOU
NOT
SEE
THE
GIANT
FUCK
BEAM
>>
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>>170314841
>giant beam
>takes ages to charge
>requires fragile frame
>large target
M I S S I L E S
>>
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>>170314954
S U P E R W E A P O N S
>>
>>170315147
S U P E R M I S S I L E S
>>
>>170315147
>>170315274
>missiles ON superweapons

New ded when?
>>
>>170314841
>>170314954
>>170315147
>>170315274
Swarm missiles VS death star laser battle when?
>>
>>170315340
MISSILE-MOUNTED DEATHSTAR LASERS

W H E N
>>
>>170315417
Swarm missile cruisers supported by gun destroyers supported by fleet carriers all defending a planet-buster weapon.
>>
>>170315496
Giant deathstar that builds death star lasers, then fires them like missiles at the enemy in the hundreds when?
>>
>>170315942
planet sized death star that makes giant death stars that builds regular sized death stars that make mini death stars that are fired in the hundreds
>>
>>170316312

J

>>170316312

E

>>170316312

J

>>170316312
>>
>>170315942
Three words.
Nicoll Dyson Beam.
Because fuck planets and everything else also.
https://www.youtube.com/watch?v=RjtFnWh53z0
>>
>>170313635
>>170312725
I miss spessbuild
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