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/egg/ - Engineering Games General - Formerly /svgg

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Thread replies: 759
Thread images: 223

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Previous thread: >>121392918

The thread is dedicated to all games about building machines out of blocks, in space or otherwise:
Space Engineers, GMod, Starmade, Robocraft, From the Depths, Machinecraft, Corneroids, Besiege, Medieval Engineers, Infinifactory, GearBlocks, Factorio and anything else welcome. Also, all these games are ded. Only ded games may join, otherwise they must have their own thread.

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

Garry's mod:
>garrysmod.com
>GMod Server Info:
>74.63.243.98:27015 (You may need to favorite it)
>Running:* SpaceBuild 3 + EP (custom build that actually works on GMod 14); * PewPew; * Wiremod; * Wiremod Extras; * SProps; * All this crap: http://steamcommunity.com/sharedfiles/filedetails/?id=407516070
>Yell in thread if someone is being a dick or if you need children removed. (HLDJ works, so micspam to your heart's content.)

Space Engineers:
>spaceengineersgame.com
>SpEngies for retards: i.imgur.com/IZekrGe

StarMade:
>star-made.org

Robocraft:
>robocraftgame.com

From the Depths:
>fromthedepthsgame.com

Machinecraft:
>hrpbk2 wix com/machinecraft
>upload/download designs at filescase.com
>TT Mech template: www.mediafire.com/download/0aalnmvvyvm75sq/TT-Mech-Template.rar
>Helpful starter guide: [YouTube] Machinecraft Basic Intro Tutorial (embed) [Embed]

Besiege:
>store.steampowered.com/app/346010/
>Trailer: [YouTube] Besiege Alpha Trailer

StarMade Steam Trailer
>[YouTube] Official Starmade Trailer

Medieval Engineers:
>medievalengineers.com

Infinifactory:
>zachtronics.com/infinifactory

GearBlocks:
>http://www.moddb.com/games/gearblocks

Factorio:
>http://www.factorio.com/

Robot Arena 2:
>http://gametechmods.com/forums/index.php?action=downloads;sa=view;down=4
>http://gametechmods.com/forums/index.php?action=downloads;sa=view;down=5

KOHCTPYKTOP: Engineer of the People
>http://www.zachtronics.com/kohctpyktop-engineer-of-the-people/
>>
first for robo get out
>>
>functional would be expensive (RP) so users would not to be able to get everything quickly, getting everything would take 1000's of hours
>what took me 120 hours taking 1000's of hours
>our game isn't grindy enough
Rather go grind every champion in fucking LoL, which I don't even play.
Dropped.
>>
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Second for pushing it to 940 kph using only vanilla blocks and physics bugs.

Yes I am still experimenting with this thing
>>
fourth for reposting my shitty ideas in hopes of someone showing it to the schoomer

>jumpdrives for long-range "teleportation"
pros:
instant
pinpoint accuracy
long range that scales with ship mass and jumpdrive size block-wise
cons:
need to be charged before jump
costly
energy-hungry
limited to coordinates grid

>warpdrives for non-instant FTL
pros:
still faster than without it
gotta go fast
adjustable speed
not limited to coordinates grid
not so energy-hungry
cost-efficient - more mass per module unit in scaling
cheaper than jumpdrive modules resource-wise
invisible to real space plebs
at warp factor 3 and higher you stop colliding with anything, including asteroids, stations, ships, stars, black holes and planets
it takes the 1:1 or more inhibitor modules to prevent going FAST

cons:
not instantaneous
no jumps from/into subspace, gates included (duh)
unlike their jumpdrive counterparts, warpdrive inhibitors prevent the usage of warpdrives completely and cannot be negated with charging speed
even jumpdrive inhibitors slow you down
subspace sensors can detect your approach across 2 systems
other ships can chase you in subspace if they're fast enough
suddenly leaving subspace damages your shields/hull
sudden stop at warp 10 can really ruin your day
up to warp factor 2 colliding with anything throws you out of the subspace and damages shields/hull according to speed
>>
If beseige is here why does nobody ever talk about crashtastic

i got it years ago but haven't touched it since
>>
>>121652247
its a nice idea but i doubt even comr4de browses /egg/ anymore
>>
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>nth for dakka
>>
>>121652735
No, I'm still here.
>>
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>>121652115

Although I don't think there's much left to be done with it
>speed using only steam turbines and grip pad wheels: 540 kph
>only steam turbines and armor wheels: 740 kph
>steam turbines, scramjets and armor wheels: 940 kph
>steam turbines and modded wheels: 1300 kph
>steam turbines, modded wheels, scramjets: 1600 kph
>>
>>121652875
fuck you, you're not me
>>
>>121651546
>tfw my good old Z made it to the OP
>tfw just putting on the last touches on the Z24

It has a self-defense gatling now because spiders, a welder/grinder effect box indicator, med station/spawn point, heat sink lights indicating power use, opening/closing cockpit canopy, improved visibility, magnet locking landing gear, redundant power sources, lost/return autopilot and sports full hydrogen thrust with five tanks to supplement the ion thrust.

And the usual features from the previous iterations - welder safety sensors, grind storage, parts storage, dual connector ports, oxygen tank and (multiple) generators, beacon/antenna, 8 welders, 2 grinders, full LCD screens with container readouts for cockpit and rear, grindhold % LCD, all cargo % LCD, alert lights, search lights and jump drives.

All in under 75k kgs of weight.
>>
hosting multi for FTD, room name is /egg/, same save as before
>>
How's gearblocks?
>>
>>121651546
I remember that ship
>>
>>121653172
>when you want to join but have no decent bewt designs yet
>>
Anyone has a good video about walkers?

I'm not looking for any specific game guide, just a general guide on how you build walkers, or more specifically a biped contraption.
>>
>>121653557
its not like we have a fuck ton of resources yet, im just building a light cruiser out of wood and another annon had a OP ship with nucannons on it.
>>
>tfw you will never be as mentally braindead as the Robocraft devs
>>
do AI factions fight with eachother in FtD?
is it possible to build an antenna big and high enough to see most of the world?
>>
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>>121654050
I hope you understand that all the games of this general are about building, and most of them allow walking machines.

If this is not bait leave more clues
>>
How do I make good dakka turrets in Starmade? The recent overhaul made things interesting, but I just want a big, shielded dakka gun on my ship that doesn't collide with the ship itself.
>>
>>121655409
I know? I just want a general guide to build walkers. I'm pretty sure if I get the concept right I can build it in any game(Besiege, SEngie, etc)
>>
>>121655409
METAL GEAR?
>>
>>121655409
>Robokek will die and Machinekek will grow in its wake
NA server soon?
>>
>>121655704
Look up inverse/reverse kinematics. Learn how to take a sum of 3D coordinates (some libraries make this easy in implementation) and use that to find the combined center of mass of a system of variable parts and keep it between the points of contact on the ground. Look up walk cycles.

Go from there.
>>
>>121652805

the only upside to this setup is that you can probably disable anything you can fire on with a single volley.
>>
>>121655704
It's very different for every instance of walkers.

For besiege you first need it to not break under weight
For spengies you need an altar and pray daily to Clang.
Same for Mengies but also pray that it doesn't crash
For machinecraft you know you must not use antigravs, as they are cheating. Maybe programming with LUA can help in the future.
For Robocraft just don't put tank treads above the legs.
For real life I won't tell because I'm trying to make a living out of it, if I finish the career. No general consensus.
>>
>>121656517
>For real life I won't tell because I'm trying to make a living out of it, if I finish the career.
Don't be a faggot. The basics are exactly the same for building a Lua walker in any of the games that support it, IRL just requires you to be stupid creative with terrain mapping. I'm doing this as a self taught hobby.
>>
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What are some fun features I can add to the large version of my cargo cruiser / blockade runner?

Aside from the necessities, the interior is so huge on the big version I'm running out of ideas to fill it up with. The small version was easy because all it needed was an engine room, captain's quarters, cargo, and the "bridge".
>>
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>kinda wanna try FtD for some real proper engineering
>It looks like absolute ass
>I hear its pretty unintuitive

Kinda conflicted.
>>
>>121656517
>need an altar and pray daily to Clang
Fuck, now I really want to play RuneScape but I know that if I start I'll never stop and it will ruin my life.
>>
>>121656940
Large cargo hold. Plenty of storage as well as internal space to tie shit down, and mount more removable large containers.
>>
>>121657063
I just started FtD myself. It is pretty unintuitive at first, but once you get a grasp on how one thing works - engines, for example - you'll have a decent idea of how the other multi-block systems go together before you even start messing with them. Beyond that it's really just learning to optimize your shit through experience and fucking around in the vehicle designer, which is where the fun engineering bit comes in. There are short little tutorials for how shit works that are actually super fucking convenient because you can access them right from the block inventory screens and they take only seconds to page through.

And it doesn't look -that- bad. It's not beautiful, but there are uglier voxel building games.
>>
What the fuck am I doing wrong?
There is no markers that appear.

I'm trying game, but you are not making this easy.
>>
>>121656517
God, that game was a fucking pain in the ass on the later bots.

Just HP sponges, the lot of them
>>
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Been messing with troll physics lately, making steam cars that shoot themselves and move and stuff, and decided to try one with cannons.

It uh...it doesn't work very well. It requires an obscene amount of bracing to hold together under the force of being intentionally shot at hundreds of times per minute, its hard to see while in motion because of the clouds of smoke, and its pretty fucking slow.

The one success here is that I don't have godmode turned on. It really does stand up to this pounding.
>>
>>121659018
Honestly, the wood texture fix made it far easier to look at.

Wood ships aren't a fucking tumor on your screen any more.
>>
>>121659018
>there are uglier voxel building games than FTD

heh, name one
>>
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How does /egg/ build shipfus?
>>
>>121656517
>>121659685
What game is it anyway?
>>
>>121660094
Minetest
And every cashgrab Minecraft clone
>>
>>121660094
Minecraft. It's not /egg/ but it's still a voxel building game. I find the vanilla textures for it pretty terrible, there's a reason it has 22940824814821 texture packs.

I also think Starmade is fucking hideous, but I haven't played it for at least a year so it may have gotten better.
>>
>>121660481
Starmade is hideous.
>>
>>121660265
Pic is from here.
http://www.zachtronics.com/the-bureau-of-steam-engineering/
>>
>>121660239
>lay down length of ship in beams
>slope upwards until hull is formed
>deck and bulkheads, make it float
>put down volatiles in the bulkheads (AI, small ammo groups, adv shell customisers)
>make the main engines and backup engine
>form the turret houses on deck, fit turrets
>buildings, smokestack and bridge, meticulous details, side turrets
>shields, LAMS, missiles, heat decoys, smoke dispensers
>take a look at it
>decide it must fly
>make it fly
>>
>>121660239
I build down from the basic deck shape

It's terrible don't do it
>>
not exactly egg related

madmax is so comfy. wish my rig could run it on ultra

>tfw buzzers come at you in the middle of a storm

when will we have a voxel game this good ;-;
>>
I don't understand the graphics of SE.
Some items look like shit, being solid colours (most functional blocks), but others are fully textured, seemingly at random.
>>
>Built an advanced cannon in FTD
>Even though it fires and turret turns it 360 degrees it only fires when turned forward in a very limited field of view

Any ideas on whats causing this? I can't figure it out.
>>
>>121661523
They said themselves that the plain models are placeholders. That's why newer blocks have better models, and why the small cockpit is fully worked.
They can get with it because alpha state

https://www.youtube.com/watch?v=OJweMz-IXJ8
https://www.youtube.com/watch?v=BHe3hjj_xyY
>>
>>121661575
is your weapon controller connected to the turret spinner itself?

if you control a turret spinner with AI, all weapons mounted to it are also controlled.
>>
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>>121662396
Yeah, even manually it still wont fire when not looking forward, it's wierd.
Pic related, If i turn it any further than this it refuses to fire.
Guess I'll try rebuilding the whole turret.
>>
>>121661474
Driving around GTAV during a heavy rainstorm, especially when it's actually raining outside.
>>
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>>121663231

if you set firing angle restrictions on the firing piece itself, the AI will not fire the turret unless it happens to be pointing at an enemy and you're also looking in an acceptable line of fire. it's a known bug, been around forever with custom cannons and now apparently advanced cannons. something to do with the way barrel movement is coded.

to avoid it, just set the restrictions on the turret itself so it can't rotate to fire on your ship, if there's no firing restrictions on the firing piece it should work fine.

on a mostly unrelated note, i recently made a ship that engages at 2.5km and scores a surprising amount of hits for 0.66 inaccuracy. i'm quite pleased with it.
>>
>>121658550

I'll likely combine that with the bottom hangar so cargo can move in and out.

I uploaded the small version to the workshop if anyone is interested.
>>
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finished the ship i was building in mp; a speedboat armed with 12 inch guns. i'll
retrofit it as soon as i get back on.

it dies crazy fast though, so you guys will need to defend it
>>
>>121659635
Anyone?
I want to play...
>>
>>121659635
you must of deleted the turret when you put down the LWC
>>
>>121667140
There was no turret, what is an lwc? I'm trying to connect the ai mainframe thing. All I have done is put down some 6 way ai connectors.
>>
>find drone
>flyby and hack the reactor
>take control
>disable programs and set waypoint on remote control to my base
>this happens
I feel this isn't my fault.
>>
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man i have to replace the big turret with another iteration of the small turret.

this shit annoys me, the big guns fire both barrels once every 4 seconds, 4 times, then are silent for 16 esconds while the autoloaders are still fucking reloading. the shells do about twice the damage of the small gun's shells, and over a larger aoe, so probably 4x the dps per shell.

the thing is, the small turret fires 4 times a second, nonstop, for 24 seconds, then reloads for 32 seconds, then resumes firing. it's more accurate with a shorter barrel, requires less space, requires a smaller ammo source to supply it and the bullets travel twice as fast.

maybe i'll make the copy of the small turret into a kinetic kill railgun instead, since the smaller rounds also benefit from railguns the most.

why the fuck anyone would use a large gun with the current system is beyond me, it's just always worse in every respect. stupid.
>>
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>>121667669
LWC: Local Weapons Controller, thething you are trying to connect to the AI mainframe.

Find these 2 parts in the AI section: Local Weapons Controller, Wireless transmitter, Wireless Receiver, AI mainframe. Put the AI mainframe down first and then put the transmitter on top of it. Then repeat only with the LWC and receiver.
>>
FtD just crashed and i lost like 2 fucking hours of building no stop, wat do /egg/? im a milimeter away of smashing my desk and throwing my PC from the window to the street
>>
>>121670130

save more often?

it's a fucking pre-alpha what do you expect.
>>
>>121670130
>not saving
Smash your head into the desk dude.
>>
Sever where
>>
Am I able to take over a faction headquarters by blowing it's AI cores?

It says destroy, but I want muh shekels
>>
>>121671164
capturing counts as destroying iirc
>>
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>>121671391
Yeah, I know that tidbit, but can I take over the fucking high command of a faction by shooting the AIs

also, how many AI cores does the DWG HQ have? I found one
>>
>>121671618
I can see 2 in that SS alone
>>
>>121671983
I must be retarded

where are they, and do you know the others
>>
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>>121672130
I marked them, here you go
>>
>>121667947
>one hour ago
teach me how to hack into ships like this senpai. do I need to do someshit with the remote controller or whut?
>>
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>>121672403
WHY DO I NEVER NOTICE THOSE

EVERY TIME ON EVERY SHIP
>>
>>121671618
>>121672403
Wait, is this some sort of 18th/19th century wooden ship version of From the Depths? Because that is my fucking dream game.

In fact, would any of you faggots know of a game besides From the Depths that does sailing, wooden ship making, cannons and shit work well? I find making ships that would be like in Empire Total War or something stupidly fun.

What is your design process anon, for your ships hull? I am fucking awful at making things that work well. http://images.akamai.steamusercontent.com/ugc/23967114429293970/FC9679F0589AB0A5B72E5DDDD8F01D82D337CD5B/
>>
>>121674908
That's just the Deepwater Guard's main fortress, silly head
>>
>>121674990
Fug, I want a fucking got damn sailship building and sailing game, with pirates, procedurally generated port towns, raiding, privateering, forming new nations and shit.
>>
>>121675275
so mount and blade with oceans and procgen maps?
>>
>>121675819
Voxel base ship building, or something that has a very involved customization process. Like ship spine generation, lengthening, shortening, hull warping. Adding various rooms, modules, rows of guns. It would be really cool to design your own ships and have some sort of system auto-calculate what class it would fall under.

But yes, a lot like what you said. Just not like Carribean, Carribean was god awful.
>>
>>121655409
METARU GIA SORIDDO
>>
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Well I finally looked into Spengies coding, and I'm looking forward to seeing what I can get done. I'm a programmer IRL.

First programming test, inspired by what happened to be playing:
https://www.youtube.com/watch?v=Ea9MujOW4tE

In more depressing news, my life has hit rock-bottom and I just made a search so sad that I felt the need to go incognito.
make kraft mac and cheese with no milk
>>
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>>121656940
Why would you make an exact coy of your small ship? Make it a little different at least!
Since it's a blockade runner i think you should add a much bigger engine section, how else are you gonna outrun blockades with out it?
>>
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>>121665221
>12m/s
>"speedboat"
>>
>>121678025

The interior is completely different (for obvious reasons) and I'm retooling parts of it to fit needs.

I redid it as a large because the design on the small seemed like it would be a great large ship design as well.
>>
>>121677856
Yoghurt works instead of milk.
If you know any recent mothers there's that option too.
>>
>>121677856
All you have to do is cook macaroni, dump the cheese mix and you're done dafuq
>>
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>>121678279
duly noted
>>
>>121680705
Your props are sticking out of that water, thats part of the problem, the other part is your bow: it needs to be a 4 long angled block all the way to the bottom this way it creates much less drag against the water.
>>
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>>121680705

bro you made a slow frigate.

angle the front a bit more, and replace those little useless props with the big manly huge variants. they cost the same amount of metal for some reason and produce far more thrust.

speedboats should be moving 35m/s+ at a minimum, 60 if you're using hydrofoils and jets. this light cruiser moves 23.5, despite havinga draught of 8 meters and weighing in at 250k metal.
>>
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>>121677856
I make instant potatoes and other stuff like mac n cheese without milk and just substitute water mane.

Have my first boat sinking all my friends in 'pvp'.
>>
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>>121681015
>>121680878
There's no space to do any of that, its all packed in to be as small and cheap as possible since its a starter ship; it only clocks in 50k metal.

smaller props are stuck in between the larger ones as shown.

As for jets I am open to suggestions
>>
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>hate myself and browsing robojew forums

>find this gem

>Hey FJ just wanted to give you some feedback on the stealth nerf you did to SMGs: it sucks.
>Seems smg has a max range again? Or did you just reduce the accuracy at long range? Either way, you dun broke smg again. Thanks.
>>
>>121681383
I'd remove that keel and use stone as your bottom.
>>
Just woke up, how did FtD MP go? Do you want the old save?
>>
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>>121683439
This is as far as I got before I crashed, we had a core group playing for 1 or 2 hours though, with crashes and restarts every once and a while.

>>121683267
I got it up to 25 m/s and just decided that I don't have the room, it fills it purpose of a fast attack craft with lolzy large caliber guns on a corvette sized craft. Hopefully it'll work well with that only anons ship in MP
>>
>>121654628
Soon
No, there's a limit
>>
>>121684203
that thing on [4,2] is a satellite, isn't it?
>>
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>>121684917
I think, that was one of the other anons doings.

Started the Xylvanian frigate as the next of the Battalion Wars ships. In the meanwhile I'm going to bed.
>>
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MAREK STOP PLAYING AW AND GIB US PLANIDS YOU LAZY FAGGOT
>>
>>121684203
25 is good enough
>>
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>>121685589
FUCK
>>
>>121684203
You cant join a in progress game can you?
>>
>>121685138
that looks like a yacht
>>
>>121686249
No, you can only join before the game starts
>>
>>121668563
Almost totally agree with you, all my ships are outfitted with several small turrets. However they aren't nearly as effective against small ships where you need to hit hard to get through the armor. Therefore I tend to fit "grenade" guns on beltfeeders (1 shot every 2 seconds or so, reload maybe 40 seconds or so if you put enough ammo intakes on), so 0.5x1 (casing+HE) or direct feed (a shot every 90 seconds and uses a lot less space).
>>
>>121668563
Have you tried messing with the max rof setting on the cannon? If you do the math right you can get a consistent stream of fire, not bursts.
>>
>Open besiege
>can't be assed making a weapon
>fancy using the winches
>end up with this
>>
>>121690938
Do the wonders never cease?

Also, didn't explode at the end/10
>>
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>>121690938
>send the webm to someone
>complains it doesn't kill things
>>
>http://steamcommunity.com/sharedfiles/filedetails/?id=548719901

"Mods were a mistake."
- Markel
>>
>>121690938
Dear anon, you are cool as fuck.

Greetings,

Anon.
>>
>>121691405
>you will never blow the shit out of some ponyfags space box
>multiplayer never
>>
>>121691405
>lelcds and sounds
Who cares, I'm just waiting for the pony model mod to actually start working.
>>
>>121691629

We can do it.

Hate finds a a way.
>>
>>121690987
>>121691616
>>
>>121672673
http://steamcommunity.com/sharedfiles/filedetails/?id=543770448
>>
>>121692001
The way knights bop up and down all excited kills me everytime.

kek'd/10
>>
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>Still can't find where to put this
>>
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>>121692864
On this. Hopefully, a few of them.
>>
>wonder what else I can do with cables
>>
>>121693263
>inb4 anon becomes this guy in Besiege

https://www.youtube.com/watch?v=08K_aEajzNA
>>
why no medabutts
>>
>>121692864
>>121692958
Side note, with Adv cannons, an autoloader can have 4 clips attached, which reduces load time by 50%. Two autoloaders with 4 clips reduces it by 75% (but then complexity penalty increases it to 70%) With 4 autoloaders with 4 clips each you can reduce reload time by 90%.
>>
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>>121693560
Then make them.
>>
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>>121693787
I have anon, I want to see other megabutts
>>
>>121672673
step 1. grind below blue line
step 2. weld to full health
>>
Flying around in my atmosphere fighter.
Patroling the planet, feel good.
Just passed the small outpot on the northpol.
Flying towards desert base, almost at the base.
Base looks good in the night.
Getting ready to land, smooth landing time.
SUDDENLY HUGE ROD FROM THE SKY
A rain of warheads.........
Base is oblitirate, in front of me.
FTW XENO engineer are the SCUM of the universe.
Fly towards secret underground base.
Have to pass above enemy territory.
Okay you can do this, 800 meters above the ground and you should be good.
hybrid starfighter intercepts me.
FUCK, fuck FUCK!
Trying to escapde, get hit.
emergency beacon online, stupid script! I'm going to die!!! aaarrrrrrreeeeeeeeeee.
3 enemy antennas infront of me.
I'M SO DEAD!
It's the enemy faction on the planet.
They engage xeno hybrid starfighter.
Air superiority, turn around and help them.
Afterwards we unite to fight the enemy, shoot down enemy mother ship with HUGE ROCKET.
Fall to the ground,
Reverse engineer xeno ship and take the fight to the xeno planet, to conquer it.
enslaved xeno engineer from this red planet.
Say that the bugs made em do it, LIES!
Execute heretics that won't follow clang.

Feels good to be a space engineer, feels bad that there is no planets.
>>
>>121693892
Mechs for planets

YES
>>
>>121694553
I'm posting this from now on in every /egg/ thread.
>>
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>>121693892
others you say?

low quality medabutt here
>>
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It is done.

Thank you, Z3, for being a milestone towards the Z24.
>>
>tfw no serb
>tfw no spiders
>tfw no blaneds
>>
>>121695076
thruster mod name?
>>
>>121695229
Ion:
Azimuth Angled Thruster (part of the Azimuth MegaPak) - http://steamcommunity.com/sharedfiles/filedetails/?id=472832143
Thruster Modular - http://steamcommunity.com/sharedfiles/filedetails/?id=506261505

Hydrogen:
Azimuth Hydrogen Thrusters - http://steamcommunity.com/sharedfiles/filedetails/?id=542634646 (also contained in the megapak, if you want all of that)
>>
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Work in progress light cruiser thing. Might have to scrap it since the CoM is still too high. What kind of guns should I put on it?
>>
>>121696495
Guns on bottom of ship to reduce com
>>
I can't make anything cool.

It all comes out as an uninspired small grey metal brick with guns.

Help me, /egg/. Help me find my inner Bob Ross.
>>
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>>121696551
Only if the ship can transform into airship mode
>>
>>121694737
Fix the typos and formatting first please
>>
>>121696954
>battleship
>transforms into airship

I can't think of a single practice advantage, and yet.... deep down in my heart, the core of my soul tells me to build it.
>>
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>>121694606
>Mechs for planets
You just guessed what I am trying to do for weeks now.
>>
>>121697142
>I can't think of a single practice advantage
Uh, skipping across land?
>>
>>121697142
>I can't think of a single practice advantage,
A naturally low CoM, the ability to no sell torpedoes, and inherent redundancy in case airship mode fails all sound pretty pretty good to me.
>>
>>121674908
You could make a new planet in FtD where every faction has 18th century style ships.
>>
>>121695076
what cockpit is that
>>
>>121697371
>>121697391

If I use Ion thrusters, they'll work in both air and water, right? I mean, I know they will, but they'll work well?
>>
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Do I have enough air defense yet
>>
>>121674908
Funorb was going to do a game of the like before Jagex cut funding to their game development.

Though honestly I doubt it would have been block-by-block and rather some other method of customizability and it'd focus more on PvP combat anyway.

Honestly I can't think of anyone really developing games where you build ships block by block.
>>
>>121696940
>metal brick
they are probably flat, real ships have curves.
>>
I love that robbaz guy someone posted earlier, are there any other similar good ftd youtubers?
>>
>>121697715
>>>/tumblr/
>>
>>121696940
Hey, that's my problem too.
>>
>>
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>>121698093
>Getting triggered
http://4chan.org/pol
>>
I'm new to buildan games except for a bit of gmod what should I get if I wanna just build cool things? Not necessarily anything super specific.
>>
>>121697496
http://steamcommunity.com/sharedfiles/filedetails/?id=549920694

Among other things. It's a compound cockpit.
>>
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>>121698382
>implying /egg/ isn't master race
>>
>>121698351
did you make it fly using recoil?
>>
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>>121698810
>Neo-Nazi
>Nazi

Pick one.
>>
>>121698382
seawhale detected
>>
>>121698351
My dick.
Do you have a bunch of helicopter blades inside or something?
>>
>>121699081
I know one can make recoil-operated speedboats and I'd guess that cannons can be made light enough and with enough recoil to overcome gravity so long as they have ammo, so most likely.
>>
>>121699438
a gorillion, all set to motor drive 10

pitch is stabilized with more spinners
>>
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pol is always right
>>
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Real space suit have curves, pic related.
>>
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>>121698093
Fishing boats in FtD when?
Giant space sharks when?

Someone has to eat.
>>
>>121700172
I'm not sure if it'll still happen, but FTD was planned to have sea monsters and shit at one point.
>>
>>121699834
>No insulation
I know we've already have arguments about surviving in space, but no insulation just means you WILL die after a short while.
>>
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MARKEL FUCKING PLS
>>
>>121701205
https://www.youtube.com/watch?v=DeCmhCs-T7c
>>
>>121701294
>>121701205
as much as the hate for their constant postponement and false hype is valid, it's still pretty cool that we finally have fucking voxel planets

Space engine, Elite, Infinity, No Mans Sky, Star Citizen all simulate planets to different extents but none are voxel planets, they're all heightmaps
>>
>>121702068
>it's still pretty cool that we finally have fucking voxel planets
>we
Marek pls go
>>
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>>121702598
>>
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>>121702068
>we finally have fucking voxel planets
WHAT TIME IS IT
ARE YOU FROM THE FUTURE
I DON'T SEE NO FUGGIN BLANEDS NOWHERE
FUCK
>>
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SOMEONE ASK FOR A MECH
>>
>>121701205
>fully destructible
Didn't they say that mining or damaging planets will crash every computer ever mae?
>>
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>>121704671
Yes. "It would crash your RAM." [sic!]

>>121704231
>>
guys marek is being a fuccboi

https://twitter.com/marek_rosa/status/663371818150006784
>>
>>121704231
I wish you could put spinners on spinners in FtD. I want to make a huge mech that rises from the sea and punches ships in half.
>>
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>>121705954
hes has got to have the smuggest fucking grin right now
>>
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>>121699834
that suit has real time reflections

YOU CAN SEE YOUR SHIPS REFLECT OFF THAT ASS

GOD DAMN
>>
>>121706203
hnnnnnngggg
>>
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>>121706203
>YOU CAN SEE YOUR SHIPS REFLECT OFF THAT ASS
TECHNOLOGICAL PROGRESS
>>
>>121700995
Heating things is trivially easy, though. And if your energy runs out, you do die.
>>
>>121706001
it's nearly impossible to make a mech walk in Spengies though

Even just turning the whole thing using Gyros clangs it apart and rips the legs off.
>>
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>>121706814
mech clanging ground
>>
>>121706814
I made a functional 2-legged walker in Besiege without using invincibility. I know the pain.

I lost it and the webbums I made in a HDD crash. RIP ;_;7
>>
https://www.youtube.com/watch?v=DeCmhCs-T7c

niggers u do not understand!
>>
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>>121706203
>>
>>121707326
dibs on best mountain :3
>>
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>>
>>121708476
no mans sky btfo
>>
How do I place a spin block sideways? I want to make propellers that pull and push forwards.
>>
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Decided to modify my space yamato into a functional sea vessel so I have something reasonably large to fight with as an AI ship.

has a reaction wheel stabiliser and I've added Integral gain to the LUA code, so when the guns are firing to one side, the speed of the wheel increases to keep the ship upright.
>>
Anyone factorio brothers wanna start up a multiplayer game?
>>
>>121701205
>>121701294
>Who has the largest, fully destructible, volumetric and persistent planets in the universe?

Outerra?
>>
>>121690925

i could, but i don't see the merit in doing that with a cannon that just does less dps than a smaller gauge variant.

>>121690837

small ships are irrelevant, as is armor. even the smallest gauge cannons can easily pierce 2-3 metal beams in a single shot, you can use the shaped charges effectively on small gauge cannons too, i don't see the purpose for the big gauges. 500mm/1m shells are almost useless, the explosive damage isn't bad but the cooldown is gross and without belfteds they still take too damn long to do anything. you get a lot more dps by using the same amount of space for a small gauge cannon.

>>121709670

reaction wheel stabilizer? did you make something out of spin blocks and lua?
>>
>>121711805
Empyrion?
>>
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>>121712026
yes, here's a screenshot of an airship I made that did the same. I had to make this for the airship out of necessity as I mounted the helispinners upside-down for survivability, but it meant they couldn't be used as stabilisers.

Can dump some code if anyone is interested in building one.
>>
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excuse me?
>>
>>121712518

would be a nice change of pace from having to manually alter the speed of multiple heliblades all over the ship until you get a good balance. i'm assuming the code just balances their output automatically to maintain level orientation. would like to poke around with it if you don't mind sticking it on pastebin.
>>
>>121712773
there'll be a magma kill field at 100 meter depth :^)

can't have the players crashing too much :^)
>>
>>121712773
so does the gravity lessen as you go deeper or does it increase

or does it stay static until you switch your angle from the center of the planet

>drill hole through planet

>planet is literally a fucking train station from one side to the other
>just jump in the hole
>get head start from gravity freefall
>start thrusters to break gravity
>>
Are we planning on starting up the /egg/ FtD multiplayer serb today?
>>
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blaneds comfirmed
>>
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My first vehicle. The diy tutorials don't seem to cover turrets and the ai tutorial seems to be bugged for me or i'm retarded so no guns or ai.
plz r8
>>
>>121714552
eggenering/10

make the blades longer instead of tandem

>>121668885
this is all you need for AI
>>
>>121715006
but muh redundancy
>>
>>121715117
>base gets shot
>whole pillar falls off
>>
>>121701205
Who has no multiplayer?
>>
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Is it just me or are Advanced Cannons hugely OP? I tested it on a couple of DWG ships and they can't get even get in range with their cannons and missiles.

The simple turret in pic related wrecks the everloving shit out of every DWG craft. Will move on to stronger craft now.
>>
>>121715773
place that on a ship and see how fast you go with recoil
>>
>>121667947
if you pause and unpause the game they stop spinning. it's some bug one of the last few updates caused.
>>
>>121715773
try using it on something that's not a fortress and you'll reach sanik speeds thanks to the recoil
>>
>>121713878
>Drill to magma
>Planet is actually hollow to avoid too much memory use and to prevent you from seeing that, the screen goes completely black until you exit the planet
>>
Besiege 0.20 killed the supersonic steam car ;_;
>>
>>121715272
>two bases needing to be shot instead of one
>double the survivability
>:^)
>>
>>121716187
To be honest the set-up isn't very realistic.
We need paddlers for more surface area for the steam to hit.

Hm, maybe you could try making a large-scale version of that.
>>
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>Finally get some spare cash to get FTD
>The sale is over
Fug
>>
>>121717073
Its worth full price
>>
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>>121717073
just wait until cristmas sales :^)
>>
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>>121717073
>finally buy FTD
>realize i'm a retard
>>
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>>121717224
I don't have enough to pay full price
>>121717316
I probably will
>>121717330
>tfw retarded
>tfw will still get it
Eh, If I can automate my autismcraft base to do basically everything without me moving, then I'm sure I can wrap my head around FTD
>>
>>121716873
>1 pillar blown out
>contraption starts to tip over
>cant retaliate as canon cant aim lower due to tipping
>:^)
>>
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>>121717009

I don't care about realism bro I just want SPEED Half my mods don't work in 0.20 so I'm gonna keep playing based 0.11 anyway
>>
>>121715773

in terms of engaging at range, they're massively OP. you can kill something at 2.5-3km range reliably with an 0.4 or less inaccuracy cannon, and there's nothing it can do to stop you other than moving fast and unpredictably. you can sink most of the enemies in the campaign before they reach engagement range if you set your craft up for low caliber HE railgun rounds with high accuracy.

in a firefight at <400m they're woefully outclassed by missiles, and against unshielded targets regular CC's are absolute rape in terms of straight dps.
>>
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>>121714552

replace all of the long 1 block segments with 4m beams, they've got more health per segment and will reduce your blockcount substantially.

go for less props with less height and longer blades. you should also have ammo, somewhere. if it's a flyer you'll want it along the top with the armor on the bottom so you can, ya know, fire weapons and such.

otherwise engineering/10, better than my first craft which was a wierd trimeran/missileboat/drill craft monstrosity.
>>
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>>121717491
saved
>>
>>121718173
>and against unshielded targets regular CC's are absolute rape in terms of straight dps

Not so sure about that when you can make 6 barrel miniguns firing all kinds of nasty custom projectiles. If it's close range then muzzle velocity isn't a big deal and you can pack the ammunition with all kinds nasty of shit that will BTFO custom cannon rounds.
>>
>>121718623
Also the rate of fire can get fucking ridiculous on these minigun designs.

At close range you can just take control yourself and cut the enemy in half.
>>
>>121718623

yeah but the amount of space required for loaders and shell parts is excessive, the space being used for just a max firerate CC will yield more dps if the rounds aren't bouncing.
>>
>>121718437
>better than my first craft
This was my first one
>>
>>121690938
I wonder if you could combine this with the first person camera mod that lets you walk around. Then maybe you could get on it and ride it up yourself
>>
So, new devtest update next weekend
>>
>>121721896
any notes on what will have?
>>
>>121722458
Not yet.
>>
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>the comments on that planets video
>>
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This is enough guns for a primary armament on a battleship?
>>
>>121723396
>dat recoil
>17m/s
>sideways

11/10
>>
>>121723396
yep, even this little 0,5 HE spam will tear most enemies apart unless they have shields spaced 10 meters away from their hull

what you've done should be able to remove just about anything in one volley
>>
>>121723396
10/10 would use the recoil to strafe again
>>
>>121723715
So enough?
>>
>>121727690
aim them backwards and shoot them in continuous fire to propel forward
>>
>>121723396
show underbelly of ship
>>
>>121726192
note to self: don't worry about making ships too wide
>>
>>121728679
But then they'll be slow as fuck.
Though with hydrofoils and proper design you might actually make a faster bewt.
>>
what exactly is the point to having this weird robot player character in FTD?
>>
>>121728969
hehehehehe

I'll be back with some proof of how wrong you are

In many hours, or maybe tomorrow
>>
>>121729230
one can use it's tail to latch on a vehicle and avoid falling, the other has 2 repair beams
>>
>>121729250
>I'll be back with some proof of how wrong you are
Godspeed.
>hydrofoils and proper design
In the meantime, I'm going to try and build a hydrofoil speedboat just to see how fast such design can go and still be viable.
>>
>>121729827
imo hydrofoils are inferior to downward-pointing propellers.

Propellers allow you to spend a lot of time not even in contact with the water, but you get periodic speed drops as you fall into the water before getting pushed back up again.
>>
>>121729827

about 70m/s is the cap as far as i can tell for bare minimum contact with water, unless you're using a custom jet with millions of thrust, then you're basically making a thrustercraft. i made a few with regular huge jets, they all skip along between 50 and 65m/s. can't do anything except missiles and lasers though, guns can't track fast enough.
>>
>>121705695
IIRC that was the reason given why planets are hollow, there were some people here who qouted it out of context and spread YOU CANT MINE PLANETS
>>
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480p for that authentic guncam feel
>>
>>121729584
interesting, thanks
>>
>>121730064
I would have to check, but I think it was in response to the question of "could you mine an entire planet." Does anybody know where I could watch the stream?
>>
>>121709670
>>121713235

forgot all about this. I've closed FTD but I did have the proportional gain version open in notepad++, so I've put that in a pastebin.

http://pastebin.com/UBYLj778

if you're still interested and can get that working, whine for me to post the integral version and if i'm in ftd i'll post it.
>>
>>121659949
ORKY.
>>
>>121730616
Not even Keen bothered recording it, so it´s probably lost forever.
>>
>>121693430
Hey I know that farm! That's off Bellfountain Rd by Corvallis, OR.
>>
>>121692001
>Transport Tycoon reference in filename
10/10
>>
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>>121732118
my nigger

I didn't think anyone would catch that, you've made me very happy
>>
>>121732118
just for you

https://www.youtube.com/watch?v=wIJx5iJj_9g&list=PLE6778F001608D2C4

man the main theme was catchy
>>
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>>121732421
>tfw no Transport Tycoon
at least I still have simutrans on this PC
>>
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>Release Date: December 31, 2015 11:59:59
>>
>>121732942
You know about OpenTTD, right?

You want version 0.6 or so for the last time it was pretty much true to the original. Since then they've messed with it a bit.
>>
>>121733737
>new year's day and no planets
>"Sorry we had to delay plantes by a year"
>"See you in 2017!"
>>
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>>121733737
>check calender
>31 is actually Thursday
>mfw
>>
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>>121733641
https://www.openttd.org/en/

>play openTTD
>every AI crashes after a few years
>>
>>121733641
You might want to look up Open Transport Tycoon.
>>
>>121731430
>the lost keen recordings: the search for cock
history channel documentary when
>>
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>>121734230
Top fucking kek.
That's ought to be the biggest disappointment of the year.
>>
Are there wheels or land vehicles in FtD? Or is it all sea and sky?
>>
>>121735582

there are wheels planned for implementation, there's a placeholder block for it already, they don't work yet though. you can make 'wheels' with spinblocks covered in rams. you can also make a land vehicle if you're lua-savvy by making a hovercraft with thrusters/props.

functionally speaking, it's all sea and sky for now. i can't really see much benefit to land vehicles to be honest, most of the world is water, i guess if you wanted to make something that acts like a boat but didn't want to have to deal with bouyancy it might be worth a go.
>>
>>121730428
Are those hydrogen torps why
>>
So how would i control wheels from a cockpit if they are connected to pistons/rotors ?
>>
>>121736032
Most of Neter is water.

There's support for other planets, and it's entirely possible there's an official land based map down the pipeline

Land battleships
>>
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>>121736268
>Land battleships
[liberation intensifies]
>>
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>>121736032
Good to know. Maybe if and when land vehicles become a thing they'll add locations with more land?

Question2, is there a cost to building things or is it similar to a "Creative mode" where you can build whatever the hell you want?

>>121736268
mfw
>>
>>121736587
There's a vehicle designer, where everything is free and you can spawn enemies to fight

The campaign is resource based.
>>
>>121736790
Neato, thanks
>>
>>121736790
and don't forget the misions, though they suck pretty much right now...
>>
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I got frustrated with scale on a destroyer I was working on, so I decided to stick a torpedo launcher on my gunboat instead.
>>
>>121738268
put firing constraints so you don't shoot your torpedos into your hull
>>
>>121738456
This ain't my first torp rodeo, m8. That said, I'm still tinkering with the payload. 2frag+1explosive seems to work pretty well, but I'm concerned that the frags are getting stopped by shields below the waterline.
>>
Anyone know how to get Anti-missile missiles to fire in FtD> I tried using an ACB but it didnt seem to detect hostile missiles
>>
>>121739527
You need missile warners connected to your AI to detect the missiles
>>
>>121739527
You need a missile warner connected to a mainframe on the same channel as the interceptor launchers, I think. That's in addition to the ACB of course
>>
>>121717073
Maybe someone will be kind enough to share some more codes
>>
>>121739769
>>121739816
had a missile warning system and it said it was connected
>>
>>121697637
Test it on a flying squirrel and find out.
>>
>>121740716
press the test button on the controlling ACB. If the interceptor doesn't fire then the MCB is outside of your selected range OR the ACB isn't trying to fire weapons.
>>
>>121698382
>literal JIDF edit
>on an unoriginal edited anti-Plebbit pic
>knows about muh triggers

Yep, it's Tumblr again.
>>
>>121740716
the missile warner is basically a "camera"

you need to place them around your ship with free line of sight, in all orientations (they have about 45 degrees of field of view). if the warner isn't physically pointing towards a missile it can't detect it.

the laser warner however can detect laser hits in a big AOE around it, so that can be right next to the AI if you want.

if you're low on resources, put two missile warner on a spinner: one pointing up and one forward. this should cover most angles
>>
>>121736457
Nukes when?
Asswasher recreated when?
>>
BiggusDickus, are you here? Just wanted to tell you, good job on the Imp, Adder and Blackjack.
>>
is there a /egg/ spengies serb?

I want to autism with you guys
>>
>>121744503
As soon as blaneds, I'll open up the server again.
>>
What've you made using harpoons, /ftd/?
>>
>>121744919
nothing because they basically don't work
>>
>>121744672
Will those of us kicked from the group for inactivity be able to rejoin when that day comes?
>>
>>121744919
i once managed to hit one of those crazy chickens
it didn't matter much because i was shooting barrages of over 40 different kinds of misiles, so the chicken exploded
>>
>>121745169
What? They work fine. What's your problem with them?
>>
>>121745243
Yes. No one was kicked for inactivity. I have only kicked people from the group because the old server was given to Clang's hands and the new one was more of a test thing. It has been running for about 3 months now, and the results are ... inconclusive. Performance can drop on a whim, client saving is no longer a thing, Keen finds more ways to fuck with us every update.

Let's hope that when blaneds, MP fixes actually come. Markel is a cheeky cunt.
>>
>>121745505
>fire a harpoon at a ship
>jerk towards it really quickly for a second
>stop
>nothing happens for 5 seconds
>every ship on the map is instantaneously teleported to the exact centre of the square ?,?
>didn't save for a while so I lost a bunch
>reload
>build another ship because I want to board shit really bad
>spend like an hour shaping the hull and putting weapons on
>stick a two axis turret with a harpoon on it
>fire the harpoon
>impact
>ship disappears
>it's still on the map
>can't save ship or campaign
>>
>>121745609
>No one was kicked for inactivity
Oh, I just assumed that to be the case.

It is amazing that every single update breaks more things than it adds or fixes. I remember the week we had no production capabilities, followed immediately by the week we had no lights.

Or the time picking up items crashed everyone to desktop
>>
>>121745998
make a floating war cathedral and go on a crusade in the name of Clang
>>
>>121745998
Never had that happen, and I've had harpoon subs, interceptors, speedboats, destroyers, the whole nine. Post pics?
>>
>>121747683
You want me to post pictures of the save I just described losing twice?
>>
>>121747874
Post pics of the ship that's causing the problems.
>>
>>121745998
what the fuck man

the game is not fond of you

>make tiny wooden ship
>cover in rams
>fill with ammo barrels
>add harpoons
>flies into enemy vehicles and explodes
>does 10x its cost in damage

is gud
>>
>>121741975

they don't require line of sight, you can put them inside and they work fine.

one missile warner on a boat facing upwards covers all angles of approach save the distance of it above the waterline, which is negligible, you never really need more than that. for an aircraft just put one facing forward and one backwards.
>>
>>121748041
you want me to post a picture of the ship I described losing or the moment it caused me to lose a save?
Or do you want me to load up FtD, make another ship and attempt to lose a save again?
>>
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>>121748070
Nice.
>>
>>121748070

ammo barrels only damage the vehicle they're on. you can't use them as a weapon.

you can, like some crazy anon did earlier, make a box in the front of your ship and fire safety fuse'd frag missiles into it, then ram it into the enemy ship. that works. it's retarded, but it does work.
>>
>>121748459
which of the two options involves you sending a bug report to Nick?
>>
>>121748459
Post a pic of the ship.
>>
>>121749096
You want me to load up FtD and rebuild the ship whose relevant details I just described to you, just to show you a screenshot of it firing a harpoon at something?
Why?
>>121748936
already did senpai
>>
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Making a planet to orbit cargo hauler, I love asymmetrical designs, but engines may be where I draw the line.

Not sure if I feel comfortable with this idea, works great, but it's an embarrassment to real world physics.

God, I really want some basic engine physics.
>>
>>121749493
>not saving stuff
you brought this on yourself
>>
>>121749597
that would be fine in my opinion

if the ship was vertical
>>
>>121749597
I'd be okay if they just implemented a speed or power use penalty for asymmetric engines (representing the thrust control system balancing the thrusters out). It would reward balanced systems without totally fucking over artships.
>>
>>121749756
You expect me to have saved a screenshot of the exact moment I fired a harpoon into a random ship to test it, before it disappeared?
I got a screenshot after but it is literally just a picture of nothing
>>
>>121736058
Because you wanna go fast, and there is little space on a torpedo.

The alternative would be a grav drive torpedo, but thats bound to require shitloads of fuckery to work.
>>
>>121750372
anon why have you typed the exact thing fucking four times man we get what you're saying

post a picture :^)
>>
>>121750539
why do you keep asking questions?
I really don't have anything better to do senpai
>>
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>>121749894
That pic is the bottom of the ship when it is on the launch pad, so either way, those engines would not work realistically. at full power.

The hydrogen thrusters are for escaping gravity, and the magic thrusters will be used for maneuvering in space and allowing a gentle descent.

I'm pretty happy with the asymmetrical cockpit though, two chairs in the cockpit, one has the windows and the other has monitors.

>>121750020
That's another solution I'd be happy with.
>>
>>121744919
I once made a big harpoon plane that would fly overhead and scoop entire battleships up out of the sea.

The biggest flaw was that anything too small/light would immediately get reeled all the way in, crash into the plane at very high speed, and destroy half of it.
>>
>>121714448
Red spot?
>>
>>121750372
The game has a "save vehicle" function. If you don't use it you're a retard.

If you don't understand the concept of "post a pic of the ship," then you are without a doubt a prepubescent cockmongloid.

If you don't understand the difference between saving the vehicle and saving screenshots, then you have transcended mere retardation and are probably what happens when CLANG meets neurology.
>>
>>121752770
VOLCANOES CONFIRMED
or a nest of spiders
>>
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>>121753769

>group of spiders is so large its visible from space

https://www.youtube.com/watch?v=XVO6A2anEqI
>>
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markel pls fix
>>
>tfw pirate spengies MP is still out the ass
What's with the devs relying in MP functionality on Steam? Shit's so annoying.
Not that it cannot be bypassed, it's just annoying.
>>
>>121755308
What is your gravity setting, where are your mass blocks, and how many are there? I have a similar setup that functions without issues.
>>
>>121716187
Yea, steam is less powerful in 0.2, i did tell you guys when it came out.
>>
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>>121755308

>tyring to drive a car in zero-G

>WHY ISNT THIS WORKING
>KEEN PLZ FIX
>>
>>121755873
0 mass blocks, because this is "planets" gravity which affects all ships and applies to the "ship" as a whole. The gravity force projected is 0.75G throughout the course. The buggy never leaves the artificial gravity.

A car that'd work in Zero G with massblocks affected by artificial gravity wouldn't be much use on a planet, where you have mass-relative gravity affecting the entire shebang, hence I am doing these tests.

>>121755936
It's not 0G, anon. Otherwise the car wouldn't roll or spazz out the way it does. It keeps going back to the surface. If it was 0G, it would just drift off.
>>
>>121755308
This will probably be fixed when you run it in a natural gravity well, since the wheels will actually have WEIGHT and thus try to stick to the ground.
>>
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>>121756748
>implying
>>
>>121756748
It is inside a natural gravity well. Wheels drop and do their thing. That is the problem.
>>
>>121757294
.37G isn't all that much.

Especially since that car is practically an ultralight.
>>
>>121757294
>>121757451
They really should give wheels a higher effective mass.
>>
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In other news, if anyone has wondered how/if hydrogen thrusters work in relation to "natural" gravwells, I have the Z24 equipped with hydrogen thrusters. She cannot fight against 1G using dampeners and it is a massive strain to fight against the pull when you enter it.

But, if you have a certain speed, you will keep both speed and vector, with the dampeners keeping you afloat. I can only describe it as "gliding" on a cushion of dampening thrust combined with a strong forward force at ~90° angle to the gravity.

Also, as for hydrogen consumption, the Z24 has 4 hydrogen thruster for lift, 3 for brakes, 7 forwards, and 3 each side, supplemented by a strong array of ion thrusters. She also has the equivalent to 840kilolitres of Hydrogen. The front LCD is displaying the fillstate of these 7 hydrogen tanks working in conjunction with the ion thrusters and hydrogen thrusters to keep her "afloat". She weighs 1.4 million kgs fully loaded with parts, ice and fuel, and her own weight.

The fuel stored was sufficient to keep her afloat for about a minute.
>>121757294
I am experiencing what Tumbles has shown here, too, only less floaty, because I am running it at more than twice the gravity.
>>
>>121753769
>VOLCANOES CONFIRMED
Evil lair of doom with lava lake?
>>121754340
If it's visible from space there is only one solution. https://www.youtube.com/watch?v=pyMNIFZTQkg
>>
>>121758349
What mod are you using to produce gravity? I want to test >>121751049 but my planet saves are corrupted and the script no longer works.
>>
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>>121758349
Continuing the tests, it seems that the "gliding" effect also works with ion thrusters. If you forward vector is large enough, gravity becomes a force dampeners can deal with, as your general inertia to go forward is more pressing than gravity's pull.

Webm related shows how the downwards dampeners are creating that "cushion", while the forward thrust propells the ship through the gravity field. In other words, it seems highly likely and probable that we can enter atmosphere with ion thrusters and traverse it. The only issue will be take-off and landing, as we will either come from a very strong vector (as speed is the means to deal with gravity) or have no motion countering the effect of gravity. Overcoming inertia will be what we need hydrogen thrusters for. Next, I will try to lift-off from a landed state using the Z's thrusters.

>>121759128
"Enhanced Gravity", which works by putting @small, @large and other commands into the grav gen's name. It exerts gravity onto all blocks of the specified gridtype (and more). Pretty neat. Also allows for Kessler Bombs. :^)

http://steamcommunity.com/sharedfiles/filedetails/?id=464877997
>>
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>>121758349
>everyone's heaviest ships when
>>
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>>121759424
Well, this was ... sadly, quite boring. First, showing that gravity is active, then hopping into the Z, unlocking landing gear, using ion thrust only. No effect. Ship does not move. Then I turned on the assisting hydrogen thrusters, only to get the same result. Attempts to use the gyroscope to "wiggle" the ship and use the rear thrusters were stumped by the ship not moving.

Balls.

Next test: empty Z.
>>
>>121760120
How much thrust do those ions have in comparison to stock ions taking up the same volume?
>>
>>121759424
Are you factoring in the 70% force penalty that ion thrusters will take inside of a planet's gravity well?
>>
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>>121761394
>70% force penalty that ion thrusters will take inside of a planet's gravity well
W-what?
>>
>>121761602
Don't the files say that ion thrusters will take a massive penalty while inside natural gravity?

Let me look for the lines.
>>
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>>121760120
Empty Z clocks in at roughly 88500 kgs, loaded only with essential uranium. No cargo, no ice, no ammo for the anti-spider gun, no nothing but about 50 ingots of uranium and her structure. The hydrogen tanks were fully filled prior to dropping the ice.

Lifting off with ion thrusters alone was not possible. Using the hydrogen thrusters, she got off the ground. Once the initial inertia was overcome, she could fly on her own, entering "gliding" state. Part 2 (landing) coming right up.

>>121760593
A good question. Here's the answer (from the sbc files):

Vanilla 1x1x2 Small Thruster (2 blocks)
<ForceMagnitude>12000</ForceMagnitude>
<MaxPowerConsumption>0.201</MaxPowerConsumption>
<MinPowerConsumption>0.000002</MinPowerConsumption>
So, 12kN at 200kW consumption.

Modular Thrust (any shape), 1x1x2 (2 blocks)
<ForceMagnitude>100000</ForceMagnitude>
<MaxPowerConsumption>0.501</MaxPowerConsumption>
<MinPowerConsumption>0.0001</MinPowerConsumption>
So, 100kN at 500kW consumption.

In other words, these blocks push as hard ~8.5 vanilla smalls, while eating 2.5 times as much power as a single vanilla thruster of the same size. You'd need roughly 25 vanilla small thrusters to have the effect of 3 modular thrusters of that kind. The Z24 has 6 downwards, so 50 small 1x1x2 vanilla thrusters.

>>121761394
I'm with >>121761602, a source would be neat. I believe it, though. And no, that has not been factored into anything (yet). First time I hear about that. Care to elaborate a little, if you can? That's fucking great.
>>
>>121759424
so we can make https://www.youtube.com/watch?v=Qwt7ClFwVLk

imagine a swarm of these drones
>>
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>>121761394
>>121761732
I fucking hope this is true, magic thrusters are nice to have in place of RCS, but using them as main thrust without any real fuel needs or downsides annoys me. They feel OP and unrealistic.

>>121761764
I'm pretty happy desu that even those thrusters can't get it off the ground. I want things to at least be challenging.
>>
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>>121761764
Part 2, landing. As you can see, the combined force of the ion thrusters and the hydrogen thrusters can slow down and ultimately even overcome gravity once the ship leaves the "glidind" state. Yet, as the downwards pull is constant, it becomes quite hard to control the descent. Since the only thrust strong enough to keep the ship afloat is running on a timer, landings will need to be executed swiftly, expertly and without much room for error.

See a landing without "swiftly" and "expertly" in webm related.

Next test, attempting to cushion the blow and amending the entire "expertly" and "swiftly" thing.

>>121761972
>Accipter
>funnest gadget
>only on maps only DLC people get to play
>not even on all of them
>wasted potential

I hated search for those dogtags.

>>121762110
I don't mind either way, anon. I mostly used them because they look hella sweet. But I'll run some test with those at 30% power. See how that goes.
>>
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>>121762110
>tb͏h turns to desu
It's funny because I learned tb͏h from this thread.

>>121761764
>>121763038
Thanks for finding that info.
Do you have to hold UP in order to fire your downwards thrusters for hovering? I thought that they were just responding to gravity, but my ships main thrusters don't respond to the movement from gravity and the ship slowly falls towards the landing pad.
>>
>>121763038
What about some kind of piston-assisted takeoff/landing?

Like, a platform on shocks to cushion the landing, or something to give a little "kick" to get it into the air?.
>>
>>121763038
Wait a minute.

Can we build ekranoplans? It's almost enough to make me want to play SE again. Almost.
>>
>>121761602
>>121761764
>>121762110

From the sbc files, on the current version of spengies:

<MinPlanetaryInfluence>0</MinPlanetaryInfluence>
<MaxPlanetaryInfluence>1</MaxPlanetaryInfluence>
<EffectivenessAtMinInfluence>1</EffectivenessAtMinInfluence>
<EffectivenessAtMaxInfluence>0.3</EffectivenessAtMaxInfluence>

The atmos thrusters seemed to have this in reverse, terminating at 0 effectiveness at 0 gravity.
>>
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>>121763038
Adding wheels as "cushions" and a more deliberate use of support thrust results in a slow but steady takeoff and a safe and decent landing.

Webm related shows how wheels take the brunt of the weight and resist destruction, while hydrogen + ion thrust (mostly the hydrogen, honestly) slow down the descent after leaving "gliding" state.

Not shown: My attempts to land the ship from higher speed, in an attempt to go from giding to landing with less time spent stopping, hovering, descending. It ended with clang, explosions and me copy/pasting the ship back in after deleting the scrap.

>>121763267
>Do you have to hold UP in order to fire your downwards thrusters for hovering?
Yes, you do. Dampeners alone will fail to retain altitude if you are not in gliding state. During the descent of webm related, I am pulsing thrust to counter the drop.

>>121763481
Sort of, I guess? I am not sure if we are looking at true ground-effect flight here, but it certainly feels like mainting a forward speed X causes gravity to have less effect, as the forward vector overcomes the downward vector.

>>121763590
Neat! Thanks for digging that up.
>>
>>121763967
Different gravity for different planets confirmed right?

Just how many thrusters would be needed for a 2x gravity planet? Would it even be possible to land safely on such a planet?

At what point is gravity too strong to escape using KEEN thrusters? As in, when we meet CLANG
>>
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how big of a hole is this fat motherfucker gonna make in the ground when it combat lands?

14m kg
>>
>>121765356
>Different gravity for different planets confirmed right?
No

1g for blaneds, 0.5g for muns
>>
>>121765616
well, compensating for KEEN code, i calculate that the ship will phase through the planet, stop on the ground on the opposite side, and then explode entirely without scratching the planet's surface
>>
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>>121765356

>get stuck in the gravity well of a planet with really high gravity and cant escape
>astronaut slowly dying under the gravity on the surface
>slowly suffocate as lungs are crushed under the gravity
>>
>>121763967
And to conclude the tests, this time I turned of roughly 70% of my thrusters in every direction, leaving only a base amount running to approximately simulate the efficiency drop.

Initial takeoff using only ion thrusters (obviously) fails. Adding the hydrogen thrusters also fails, but there is enough thrust to use the wheels as an axis of rotation, then adding the forward hydrogen thrusters to have two vectors at 45° to the downwards pull, which allows for a takeoff. The subsequent flight is wobbly and results in clang. A landing was not conducted successfully.

In concludio: We'll need an assload of thrust, loads of hydrogen and very light ships if we want to leave a grav well. I am not even thinking about flying around anymore, we couldn't sustain the fuel consumption. It has to be possible to fuel up a reasonably sized craft and stay airborne for an hour or two, to conduct serious building, before havign to refuel. In my book, we need a more reasonable fuel source and more reasonable sources of lift for planets to be enjoyable. A "hover" thruster would also be nice, that elevates a craft above ground to a distance of X, where X is related to the power it consumes - think repulsor fields. Without such things, building on planets will be quite a chore.

Another way would be using thrusters with atmospheric effect, but without hydrogen consumption. A third way would be using ion thrusters that have less efficiency reduction or atmospheric thrusters with less hydrogen hunger. These are all concerns for modders. None of these can mitigate the death of dampeners, though, requiring the discerning pilot to constantly pulse their thrust or otherwise, well, webm related.

>>121765356
We currently have two states confirmed: 0.5G for moons, 1G for planets proper. But I am sure this can be adjusted. And yes - a 2G planet would ruin anyone's thruster concept.

>>121765616
Big enough to crash your RAM, maybe. :^)
>>
>>121765840
does keen have any plans for aerodynamics?
>>
>>121765840
Why would you need to make all ships capable of surface-to-orbit travel? All you really need are resource and/or personnel transports to and from the surface. Everything else can be dedicated land or space travel.

Aerofoils when. That would make the whole process easier.
>>
>>121765840
>spaceflight to and from planets is woefully impractical

Sounds realistic to me.
>>
>>121766338
Yes, but not in-game. Basically, they will have code so horribly un-optimized that your CPU fan will produce enough thrust to fling your entire computer into the air.

Stage 1 testing is the 500fps main menu, once planets are released we'll have flying computers in every home across the industrialized world.
>>
>>121766338
No idea. Not that I have heard of.

>>121766439
>>121766661
Not the point here.

Imagine building a base without a weldship. The whole transition is already out of the window with how much hydrogen the thrusters guzzle up. At this point, we are just looking at the problem of "hovering in the air" and "moving around at slow speeds". The gliding effect allows you to sweep and make high speed turns and so on, which is not conducive to welding, where you need to move across a large area at a slow pace holding a steady altitude. The alternative is landing, dropping materials and then carrying them in your inventory to build anything.
>>
Nerfing ions kills realism, they obviously aren't the ion drives we currently have in reality, but many times more powerful, so they should have no issue in atmosphere or gravitic influence.
I'm gonna mod it out of my game ASAP.
>>
>>121766887
They are impossibly powerful.

Anything that would allow you to do what you want on a planet requires impossible magic.
>>
>>121766975
>requires impossible magic
Yeah, but so does Marek doing anything but jewing the fuck out of everything and not producing anything worth playing.
>>
>>121766745
If we can get them to overcome gravity, what about welder/grinder arms on cars?

Can we fuck with gravity drives to create space tethers?
>>
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>SE after planets release

>CLANG clangs around as ships fall out of the sky
>>
>>121766975
I for one would love the way ion drives work on planets now if they had actual aerodynamics. Having to use expensive thrusters to generate artificial lift for a planet-bound aircraft is retarded on so many levels. Imagine if modern aircraft had to have a massive array of huge rocket engines pointed downwards at all times to travel anywhere.

I'd be perfectly happy if I could build atmosphere-only craft or hybrids, instead of these pure-space-but-still-in-atmo ships.
>>
>>121767097
>maybe you can't fight battles in space
>but we can bring the space battles to you :^)
>>
wouldn't ions work for ultralight speeders?
>>
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>>121765840
The good news is that dampeners do actually respond in Keens natural gravity, it's a shame that this mod doesn't include that.
>>
>>121767416
I'm curious to see how dynamic the actual worldgen will be.
>>
>>121767204
>I for one would love the way ion drives work on planets now if they had actual aerodynamics. Having to use expensive thrusters to generate artificial lift for a planet-bound aircraft is retarded on so many levels. Imagine if modern aircraft had to have a massive array of huge rocket engines pointed downwards at all times to travel anywhere.

If aerodynamics exists, then you've made it so that landing on a planet takes several hours. You can't just zip through the atmosphere at a decent speed.

You'd also need massive landing strips to be built beforehand. and none of this solves the issues of weldships.

A decent crane can't be constructed?
>>
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>>121766661
>Flying computers
>>
>>121766887
To be fair, the cumulative effect of reducing dampeners to the point where they can no longer fight gravity (be it 0.5G or 1G does not matter - they cannot fight even 0.1G anymore) and making hydrogen thrusters so hungry while ion thrusters get further gutted to 30% in atmosphere makes atmospheric flight, hovering and thusly, transport and construction (ship based) highly improbable.

Planets will see us revert to cavemen (aka MEngies), and have us build shit on foot, using rakkets to deliver new materials from our spaceborne, mining, flying, welding, grinding, partying masterrace.

>>121767070
>arms on cars
That brings us back to >>121755308 - cars need to be stable to work as welder/grinder platforms. You also need actuated arms, as in, pistons and rotors, which brings us back to the (now deleted, kek) comment of Tumbles, where has asks Markel to fix rotors. And Markel, the cheeky dickwaffle, just responded with: "Rotors and pistons have been fixed a month ago." :^)

We have wheels spazzing out, rotors and pistons being non-inert clang machines, and no reliable way to achieve hovering, which is crucial to weldships. We put a rotor on a piston, with the rotor'd end merged back to the piston's base. The entire conglomerate was at 0.0m/s. The rotorbase and pistonhead, which was not merged, was at 0.3m/s. The subsection moved, the mainsection did not. These two states coexisted. Neither object changed position, yet one of them had a vector while the other did not. When being within 5m of that subsection, you were subjected to the same force. It even pushed you. When you left the bubble, you were still in the same place. Rotors and pistons break time/space continuum. We tried making rotating hydrogen thrusterpods for a base ship. RIP that idea.

>>121767553
Zero. Planets are "handmade", according to Keen. Only ore deposits are generated inside the crust. And those will come in various degrees of purity. Source: 2nd anniversary stream.
>>
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>>121767579
>A decent crane can't be constructed?
Only if that crane is stationary. Which makes for a shit crane.

I am looking at it like I will end up making non-fuel consuming atmospheric thrusters or insanely large volumed hydrogen tanks. But even then, it will be a shitshow.
>>
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It's impossible to build without spaceships or jetpacks!!!
>>
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>>121768116
I'll take "CLANG" for $500
>>
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>>121768116
SE doesn't have cables or winches
>>
>>121768116
With KEEN?

Yeah. Hell, even if a crane wouldn't CLANG itself to death, it would still be a huge pain to control and likely less efficient than just using the hand welder.
>>
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>>121768223
Increase the face, decrease the colors
>>
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>>121768482
It would also tip over. You would need to handbuild a crane that can relocate, extend and turn with a decent height that is perfectly balanced at all stages of doing these motions. Hands up, who thinks this is a great idea in Spengies?
>>
Why not just throw up scaffolding
>>
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>>121768116
>>121768110
Maybe we could construct cranes first and then build the actual building around them like this xeno scum?
That would work like a 3D printer, welding stuff layer by layer.
>>
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>there will never be an engineering game thats like Earth Defense force, or RAD, where you have to build shit to save the earth form an alien invasion
>>
>>121769050
>CLANGFIST GO
>>
>>121768942
Why not bang sticks together and dance around a fire praying for the building to create itself?
I want Mengies to leave
>>
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>Tfw there will never be a game in which you and a group of friends try to build a combat machine using a limited number of parts selected semirandomly for you to use

>You get a random (but generally the same amount of big parts/joints/rotors/etc, just different types and maybe a few more/less based on rng) assortment of things to use to build your machine
>Time limit, you have to build a machine to wipe out the other players machines, and when the time limit ends your machine is sent in done or not
>You will never watch people scramble frantically trying to superglue their ion cannon/sawblade with their rotor to make some form of working contraption

Why even live
>>
>>121769262
>tfw orbital bombardment
>tfw aerodynamics causes it to burn up on entry or hit with no significant impact

>tfw lack of aerodynamics causes it to fall so fast it phases through your target and halfway through the planet, and then punches the entire server in the dick
>>
>>121769681
So Junkyard Wars with vehicle/robot combat? That would be sick
>>
>>121767617
I actually have a fantasy project like that.
>>
>>121769681
Literally the life on a high-G world.
>random ships spawning inside the planet's gravity well
>crash onto the planet
>spiders are going to attack at night
>gotta ride to the crash site and salvage what you can before the night falls
>get back to the base and prepare the defenses
>make ammo for the turrets and rifles
>repair the turrets and walls
>build some more defenses
>night falls
>SURVIVE
>>
>>121771429

So minecraft but with spengies shit?

Seems like it would be fun till you realize you should just build a ship and fly the fuck away.

Would be fun if the game had some kind of "campaign mode", where you start out crash landed on an infested alien world and have to escape it by going throught that scenario.
>>
>>121771429
>ruined ships in orbit
>shrapnel from these ships fall out of orbit and hits the surface like a small meteorite storm
>>
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>>121771429
https://www.youtube.com/watch?v=HQDy-5IQvuU
>>
>>121771429
Sounds like a more combat oriented factorio desu.
>>
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>>121771962
Now you've just made me sad anon.
>>
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>>121771926
>ruined ships in orbit
Muh engineering dick, I love stuff like this
>>
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How do I even refill Hydrogen tanks? I have a direct connection here from the hydrogen tanks of the two ships, but nothing happens, and none of the settings make a difference.
>>
>>121773129
that was the only actual fun bit of DeadSpace.
if whole game was little space areas like that it would have been a good game
>>
>>121676276
It's possible to do that in FtD if you deleted/replaced the enemy vehicle blueprints with all sailship designs.
>>
>>121774303
>that dreadful feeling when you go down planetside

i knew for some reason i wasnt going to enjoy the game nearly as much.
>>
>>121771795
>just build a ship and fly the fuck away
>high-G world
Good luck. Have fun building your rocket from what's left of your resources after nightly survival. Oh and don't forget
>high-G world
Gonna need a lot of thrust.
>>
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>>121775027

>not just drilling through the planet to use the super high gravity to catapult yourself through the core and out the other side
>>
>>121775525
Whats it like to have a super computer?
>>
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>>121775839

About as good as it is to have good devs that arent Keen.
>>
>>121775525

if you had a hole through a planet and fell in at one end, you'd come out the other end at exactly the same speed.
>>
>>121709670
>reaction wheel stabilizer
What wizardry is this? I thought spin blocks didn't generate torque?
>>
planets are confirmed for natural gravity cannons that can launch ships

let's just make planets into barrels and a planet-sized ship

we mass effect relay now
>>
>>121776625
I think there's one kind that doesn't, the other kinds do.
>>
>>121776584
>implying keen physics conserve energy
>>
>>121776786
>mass effect relay

I don't think anything ever could be as awesome as a relay

https://www.youtube.com/watch?v=kBpkM-fjMW8

planits would pale in comparison
>>
>>121766887
They're doing it to put a "progression" in

As far as I'm aware, you start on a planet now, and only really have access to whatever they're calling the jet engines at first

I'm probably just gonna ignore flight entirely until I have a SSTO ready to go, and simply use trucks for my stuff
>>
I'm going to crater the first landing craft I make.

I just know it.

I'm gonna load it up with too many supplies, and I'm not gonna be able to slow it down
>>
>>121779448
>you start on a planet now
Or you can just choose not to lol.
>>
>>121779448
>progression being why the game is shit
>not the RNG based mining to get anything done
>not the lack of multiplayer, reasons to fight or trade, things to actually do with your ships
>>
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>make gravity+mass driver missile

>penetrates 8 layers of heavy armor blocks with a fuckhuge hole

blaneds when
>>
>>121780889
Well, speaking technically, we can use data output to LCD screens to communicate between two programming blocks. Combine this with an autopilot, and you can have a drone that goes back and forth between two set points, delivering messages or supplies. Abstracting from this, you would be able to have hubs that these individual routes come back to, where they can transfer resources or data/messages to another drone on another route. Essentially, snailmail with automated carriers. You'd just have a dedicated pair of coordinates that each drone goes back and forth between, unfortunately making it relatively resource intensive but there's no current way to handle traffic with multiple drones approaching a single docking port.

With much difficulty one would be able to devise a system to observe and operate various facilities from a central location based on this principle. The interface software is the hardest part because it's fucking meme# you have to deal with.
>>
>>121770204
https://www.youtube.com/watch?v=r_QF2ASDUx4
It's kinda like that but the server seems to don't give a fuck
>>
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ONE PLANET

NO ASTEROIDS

ONE
>>
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H8 this for me /egg/.

This is my first mostly finished design in FTD. 4 4-barreled .100 flak guns, loaded with 4 belts of a 1-1 mix of flak and flak-tracer rounds on an altitude fuse. Back cannon is a .236 single barrel fed from two clips, resulting in a 15 second refire time of a relatively hefty APHE round set.

Mounted forward is a set of missile interceptors, currently stock, but probably to be replaced with more effective lua designs.

Speed tops out at 23.5 knots, now stable on account of front mounted hydrofoils. Even in the event of failure the vessel tends to self-right under repair.

Clocks in at under 250k RP. Has some difficulty hitting a flying squirrel, but positively trashed things 5x its points in the air if they're not at least that maneuverable.

Suggestions? Should I scale down the gauge on the AA guns or is a heavier flak a good choice for dealing with heavy air?
>>
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>This is the last chapter of big reveals. Chapter 7 will cover the planned timeline for delivery of all these great things.

>- Free garage slots for everyone, surely if you can build more robots and experiment more freely you can be more creative and get more fun out of RC
>- Anyone who has ever paid for a garage slot, or received one as part of a robot purchase with GC will get a GC refund of course
>- CRF 2.0 will allow you to buy robots from the Factory with RP instead of rent, getting the design and cubes and slot forever
>- So all builder skill ranges are now covered, as some can just buy a robot and paint it or tweak it to their own tastes if they don’t feel confident building from scratch
>- All robots outside the users CPU cap (Player Level) or holding cosmetics will be available for GC only
>- With all users now having 100+ bots the garage needs to be improved too, with thumbnails, search and filter tools, and better UX all round
>- The CRF bots can be overwhelming for new users who may choose a T-Stick and have trouble controlling it and then quit, so the CRF will be locked until the player has learnt the basics through a new progression system in early game
>- New users will unlock a whole new robot at each player level from 1-10. They will be taught how to build and drive them with a helper system (which they can skip if they wish)
>- The helper system will be designed to teach in a fun and engaging way – to avoid the feeling that you’re in a school lesson – and will also work with all robots purchased from the CRF too, so users can learn how to build all bot types if they want
>- We want to upgrade TDM to TDM2.0. The goal is to improve it as a mode which provides a great place to learn team PVP in RC whilst adding more depth to it for existing users
>>
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>>121786298
I haven't been playing full attention to Robocraft for the last week, but if I remember correctly, nothing on that list was ever requested by players. Are they actually making any changes that their playerbase has requested?
>>
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>- TDM 2.0 will have respawning, and allow users to leave without punishment and be replaced at any time with others waiting in the queue.
>- Teams will score from kills and base caps but users will earn RP and XP from damage/heal with UI showing how much they we be earning in real time
>- We have the idea of a daily global Meta in TDM 2.0 which will pitch Ground vs. Air one day, Walkers vs Cruisers the next. SMG vs other weapons the next. With each day bringing a new variant. Scores at the end of each day showing who won? With rewards associated.
>- I want to talk about social features. It’s clear it’s a big thing for many of you and has strong potential to increase engagement for early gamers too, so you’ve pushed all these things right up our priority list.
>- Clans, Clan ranks, Clan battles, Clan tags and holoflags, Clan chat, Clan builds, are all things we want to add
>- Improving the chat, making it a better tool and making it easier to chat with friends and clan etc.
>- Notifications making it easy to know who is online right now
>- Party mode so you can invite players to private servers and ideally define some game rules
>- Ways to co-op build and even co-op pilot robots
>- On top of all this we’ve been working hard to localise the game so that it can support all the languages including French, German, Russian, Spanish, Italian, Portuguese, Chinese, Japanese and many more
>>
robokeks get out
>>
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>Today’s chapter is also another huge change we’d like to make to Robocraft, and we believe it will provide the bedrock for many amazing things.

>First a problem. Robocraft has 11 different types of Armor that range in health from tens of health to thousands of health. This massive difference in robot power forces us to separate the audience by ten tiers (otherwise weak robots are killed too easily by powerful ones) so we are forced to lock the game modes as we haven’t got enough players online to support ten tiers AND many game modes. It also makes match-making much harder. Having less game modes available also makes the game less engaging and reduces its chances of attracting more players into our great community. So, we want to do the following.

>1. Have a single Carbon 6 Armor type, all cubes in your existing bots effectively upgraded to Carbon 6
>2. Add many more shapes, any you can think of and would like to have, just ask. If it makes sense, we will add it
>3. Allow you to paint with many colours, with great tools like brush, mirror, fill, using a laser painter
>4. You will also be able to paint all functional parts too, including cosmetics like face masks etc.
>5. We are R&D’ing Decals too, we want to be able to allow you to add huge stickers to your robot, even upload your own stickers and logos
>6. With all Armor being Carbon6 and all functionals balanced to match we can unlock all the game modes again with the next update and we can add many more as well later like Racing, The HUB, Party Mode, Co-op PVE missions, and if this brings in more players we can add more and more and more
>7. We would upgrade all weapons to S-Type and remove the non S-Type weapons, and rather than weapons being simply bigger versions of each other, we’d rework them to make them all viable on all sizes of robot but much more strategically different allowing for much more creativity in combat design
>>
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>8. Small SMG would be like an Uzi, not hitscan but with tiny projectiles, with an insanely fast fire-rate, large spray, and very low accuracy, a close encounter weapon
>9. Large SMG can have large accurate projectiles slowly moving like the huge automatic cannons on the front of a Naval Destroyer, pow pow pow
>10. All weapons can have this kind of treatment, so loads more choice and strategy at all robot sizes
>11. These same rules can apply to all movement types too, with CPU cost playing a much more interesting role in the game
>12. We’d be able to get rid of Robot Ranking and simply match make all robots by CPU (+designer and fighter skill)
>13. This doesn’t just allow more game modes and more strategic choice and depth, it provides Freejam with a quicker and easier way to deliver many more new types of weapon and movement and functional parts to you much faster, why?…
>14. Instead of our little dev team having to make 11 Mech Legs, we can make one type of part for all kinds of robots, this allows us to focus our time on more variety, Protoleach, Camo-module, Antigravity-Flight-Drive, AA-weapon, Aerial cluster bombs, Mines, EMP, we can give you way more of what you want faster I.e. Many more parts.
>15. We would get rid of the Tech Tree, so all parts start off unlocked, new users see all types of Robot in their first battle and can play any kind as long as they have the CPU (via Player Level) and enough RP
>16. Blocks would be cheap, but functionals would be expensive (RP) so users would not to be able to get everything quickly, getting everything would take 1000′s of hours, but new players wouldn’t be grinding for blocks but instead for meaningful functional parts like the ‘Tractor Beam’ or the ‘Magno Clasp’ (just blue sky ideas for the future)
>>
>>121786639
>Upload your own decals

QR codes linking to loli porn is a go.
>>
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>>121786763
>QR codes
Literally why, though? The only people autistic enough to actually bother checking those are basically the target audience already.
That would just be a needlessly retarded in-joke that nobody would get.
>>
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>robocraft allows decals
>meme decals everywhere
>>
>>121787846
Go is God was pretty hot for a while, and barely anybody outside of Japan knew what it meant.
>>
>>121781853

spec for missle?
>>
>>121773621

ice ice baby. oxygen stuff
>>
>>121786514
>be replaced at any time with others waiting in the queue.
This is a really awesome game mechanic for casual deathmatch games.
IDGAF about all the rest of their garbo changes.
>>
>>121786121
I find heavier flak to be better
>>
>custom decals
>playerbase made of 6 year olds and incredibly bitter 20-30 year olds
What could possibly go wrong?
Inb4 it is a premium item that cost like £10
>>
>let's make all these retarded changes!
>no, players! Please come back
>look! Look at all these cool changes that will never be implemented
And the cycle continues again.
>>
>>121791221
What ever happened to paintable cubes last time? Or the hub? Or the new little robot pilots with special abilities?
>>
The chapter 6 says about free garages. What the fuck happens to the people who have spent money on this shit? How can they charge money then keep changing the rules so much?
I hope you didn't give them your sheckles anon
>>
>>121791663
They said that all garage slot purchases will be refunded.
They're usually pretty good about that stuff, I've found myself with the right refund of GC every so often when they removed certain items.
>>
>>121791663

Its says right in the post that any garages bought with GC will have the GC refunded.
>>
>>121786121
>AA guns
I'm partial to HVAP dakka for it's straightforwardness but large flak shells should be pretty terrifying.
>>
>>121791764
>>121791809
Fair enough.
>fully reading anything
>>
>>121759424
>If you forward vector is large enough, gravity becomes a force dampeners can deal with, as your general inertia to go forward is more pressing than gravity's pull
That makes absolutely no sense from a realism perspective. It doesn't make sense in keenworld either unless you're close to speed cap.
Gravity pulls the ship down with a constant force, regardless of how fast it is flying.
If the dampeners can't counteract this force from a standstill, they should not be able to "glide" either.

The only explanation is that thruster output varies with velocity. Or that there's yet another item to add to the list of things that're fucked up in SE
>>
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>fuck around in viscera cleanup detail
>sort of entertaining, would be funner as coop
>wonder what's my autism score
>tfw
>>
>>121793138
>>121793336
>/egg/ has the highest rate of "forgot pic" I've ever encountered in any general
Truly the most autistic of generals
>>
>>121793535
doubt it. it's average
>>
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>>121769262
>>
>>121776584
You're forgetting the speed cap.
The distance needed to reach 120m/s when falling at 1g in vacuum is less than 800m.
If your fall to the core is greater than that distance, you'll not even come out the other side.
>>
>>121782272
Why bother using drones to carry mail when we have antennae?
Long range, low operational costs (energy and server hardware) and instant transmission of data.
You don't even need to bother with programming.
>>
How do you turn off the cel shading/toon shading in From The Depths? I don't see it in settings.
>>
>>121793265
Never claimed that it made sense, anon. It doesn't. Yet, regardless of how much sense it makes, when I achieve ~40m/s, ion dampeners which cannot lift or hold the ship in place when stationary, are sufficient to retain altitude.
>>
Any ftd youtubers who aren't mumbling autists?
>>
>20 roids later
>no nickel
wtf
>>
>>121795801
that's why i make videos without speaking

and because my mike is broken
and because english is not my first language


I only have one video though
>>
>>121795801
robbaz?
>>
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don't think i can refine this design any more, until i figure out anti missile lasers. it's got 12 2k range missiles, 12 2k range torpedos, and 2 cannons, 1 36mm, the other 54mm, both sabot laser beams. add in smoke, 90k energy worth of shields, and the ability to dive, and it can 1v1 every stock ship i've tested it on.

for the low cost of 3k blocks, and 200k metal, one can be yours too.
>>
>>121796342
can't you put that acb block inside the ship?
>>
>>121796443
That was just there to turn off the shields, so you can the ship itself
>>
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>>121765840
Testing continues. Since manual thrust is stronger than dampeners, we're going to test if sensor fired thrusters would allow for hover flight. Preliminary testrigs have give nus new challenges.
>>
>>121796342
>Anti missile lasers
Can't you use timed fuse smoke warheads to stop them from destroying missiles?
>>
>>121786751
And they'll still nerf air into ground, I bet.
>>
>>121797493
>timed fuse smoke warheads
That's brilliant
>>
>>121797637
>>121797493
What about having a smaller proximity detonating missile that deploys smoke at whichever range?

I got no idea if this would even work I have yet to make/encounter anti missile lasers.
>>
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>>121797253
Attempts to make the Z hover resulted in death as soon as the hydrogen ran out.
>>
>>121797823
Missiles can be intercepted, shells can't. Also, I think that inertial fuse would work vs shielded lasers too.
>>
>>121797940
Could you out range the anti missile lasers with the proximity fuse?

I'm thinking of using a smaller smoke missile on prox fuse to cover the large 'fuck you' missiles.
>>
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>>121797868
Another test was ... equally fruitless. It seems like you can make a landing assitant, though.
>>
>>121799754
The issue appears to be that you go up X distance under T-G thrust, then back down at T+G thrust. Meaning you've got the full fall distance worth of gravitational acceleration unchecked, and thus go splat since that's a lot more compared to your floatdrones.

Or are the thrusters off during the descent, and just appearing to be on because keencode?
>>
>>121800214
They are on, firing at full power. It's T-G when going up, inertia when eclipsing the detection range, only G when reaching the zenith, then T-G when sensors detect the surface again.
>>
I haven't touched SE in about half year.
1. So, where are the planets?
2. Did they add anything significant is the game?
3. Is it still optimized piece of shit?
4. Is there still a lot of CLANG?
5. Is netcode still a shit?
>>
>>121801154
No
No
Yes
Yes
Yes
>>
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>>121801154
>netcode
>>
>>121796187
Who aren't robbaz, he only has like 8 episodes and I have seen them all
>>
FALLOUT 4 IS OUT NOW
>>
>>121802616

>sandbox settlement bullshittery

It may or may not have the potential to become /egg/ material eventually maybe
>>
>>121802812
this is the most engineery thing you will see in fo4
>>
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>>121803118
forgot pic....
>>
>>121700375
Fuck that, 2spoopy4me
>>
>>121787846
Yeah, but I can't possibly be banned for it.

Because who checks QR codes :^)
>>
>>121793979
Probably would be better with blast doors.

If it doesn't clang itself to pieces.
>>
>>121802616
Australia pls go
>>
>>121782272
See, that's cool and all, but it doesn't do a single thing to address the complaints in the post you replied to. There's just nothing to really do, and adding more tedious things for autopilot drones to accomplish won't change anything.

Why build a big combat ship, when you will never fight anything more than tiny one-hit-to-kill drones that fly straight at you? Why build a big cargo ship, when there's no real need to move huge quantities of supplies (since you can just get more easily wherever you are save perhaps planets)? Why build an awesome space station, there will never be a need to defend it from players or AI, there will never be meaningful trade, and there will never be a need to have a storage base when it's easier and more effective to strap engines on one and turn it into a ship? Why build your messenger drones when antennae exist?

Sure, it's fun to build things and overcome artificial/arbitrary challenges and all, but once you're done you've accomplished nothing since those things will never be used in any meaningful fashion.
>>
>>121804081
>implying i bought it
>>
which of these has the lowest specs because I'm too lazy to check everything
I just want to hop right into building stuff
>>
>>121804174
all of those questions can be answered by saying multiplayer, and that is where the issue with the game is

single player is boring as shit, and multiplayer is absolutely impossible because LMAO 0,006 SIMULATION SPEED, YOU DIED
>>
>>121805040
>all of those questions can be answered by saying multiplayer
Have you even played multiplayer SE? It's plagued by the same issues as singleplayer and more.
While FPS drops, shitty simspeed and CLANG are all very visible issues in multiplayer, they're also around in solo albeit to a lesser extent.
Even if these issues were poofed away, the core gameplay would still be singleplayer+global chat.

>combat
For the most part you'll never see any ship vs. ship combat.
This is highly related to how fucking difficult it is to find anyone.

>trade & production
Just like in singleplayer, you quickly become fully self-sufficient. There's nothing to accumulate resources for.
There's few reasons to trade, and it's a serious danger to set up, given that you'll have to give away your position for someone else.
>>
>>121805040
Mutliplayer has a ton of problems that aren't even related to the abysmal networking. Even on the most basic levels, you either have to play a weird pve/pvp server hybrid with arbitrary and annoying rules, or you have to play the game 24/7 to protect your shit or else someone will someday find your super secret base and easily overcome the worthless auto defences.

They certainly need to fix multiplayer, but they also need to improve pve such that you can do all this shit with AI on a private server with a few friends.
>>
honestly once the spiders are in some version of "outpost 29, but with engineering" would be a pretty fun scenario to run, so you have an infinite horde of space spiders comming for your shit, and you must defend the outpost by building walls and gatlings, etc all while mining for resources. seems bretty fun desu senpai desu senpai baka. and laggy as hell
>>
>>121805974
I agree. That would be cool. I just hope spiders will be able to walk on walls. Otherwise the large tunnels would make no sense.
>>
>>121806039
The tunnels are so massive because the spider pathfinding breaks in anything smaller.

Calling it now.
>>
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>>121789341
a + shaped 18~ block long stick

mass blocks with gravgens on them, covered in 4 sticks of heavy armor

aiming/moving/reactor crap in the back

3 warheads tipped in the front with 1 heavy armor blocking it from any gunfire

Simple and effective.
It's not a nuke or anything I just hate how shit weapons are vs several layers of heavy armor so I wanted to wreck some.
>>
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All wounds are heavy armor, missile is heavy armor. 8 blocks easy, 5x5 area easily.

I've also propped up 8 missile turrets and gatling turrets, doesn't stop it.

mass drivers OP
>>
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This one just hit the side of the cube.
>>
>>121805694
>combat
The shield mod currently in Beta mitigates some core problems of combat, but does not erase all of them.

>ressources
The self-sufficiency eventually turns "survival" into "inconvenient creative". There is no enemies to deal with from the NPC side and players can always outsmart automated defenses or, even worse, offline raid your shit.
>>
Spengies is depressing, robocripples is depressing, starmade is depressing. Post your fleets instead

Top to bottom:
Ground attack helicopter
Fighter/bomber
Fighter with ADV machinegun
High speed bomber with regular jets
Higher speed bomber with custom jet
>>
Are there any guides on how to make things like guided missiles?
I've never really got into that aspect of the game.
>>
>>121806643
Stealthy
>>
>>121806643
fuck off with your cloaking tech
>>
>>121806643
Great camo.
>>
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>>121806643
>>121806701
>>121806714

god damnit
>>
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>>121806612
>The self-sufficiency eventually turns "survival" into "inconvenient creative". There is no enemies to deal with from the NPC side and players can always outsmart automated defenses or, even worse, offline raid your shit.
Exactly. It quickly becomes "why even play survival" once you've got more resources than you'll ever need, because you're just doing slow creative at that point. And I was on the argie server, where we scouted the strongest base on the server for a few hours, waited for them to all go offline, and then rammed a hulk of metal into it completely breaching the defenses and letting us destroy the biggest power on the server with virtually no investment of our own, all in about an hour. Offline base raiding is the norm, and even if it weren't combat is over so quickly (realistic perhaps, but nowhere near fun) that there's no room for excitement, only distressing loss. Not because you can't replace your ship easily with the resources you have, but because it will take an hour or more of tedious back and forth welding.
>>
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Blaneds soon right
>>
>>121806612
>The shield mod currently in Beta mitigates some core problems of combat, but does not erase all of them
I can only guess at what mod you're referring to, but I'm assuming it's https://steamcommunity.com/sharedfiles/filedetails/?id=484504816

Honestly, I fail to see how the mod does anything else than worsen combat.
As is, combat is more likely to end as a result of ammo depletion than either combatant being eliminated.
In between high mobility, shitty weapons, highly durable armour and perfect decoys it's simply too easy to avoid damage, and adding another layer of defense does not change this.


The real problem with combat in SE multi is that it doesn't happen.
Any mod that attempts to fix combat without addressing this fundamental issue will ultimately fall flat on its face.
Your perfectly engineered vessel with wonderful custom turrets, gravity cannons, guided missiles and various improvised defense mechanisms is completely pointless if you must artificially arrange fights.
Faction warfare is simply impossible without the means to detect the opposition.
>>
>>121807338
Every means of detection can be defeated by means of distance. If the detection range is 20k, you need to be at 30k. If it is 100k, be at 110k.

Or just go to 500k and never, ever communicate. Or use translocation, such as stargates, to get to places. A PvP environment is currently (and probably forever) not feasible in SE. You can always break contact and be hidden until you change your mind.

Hence, we need working AI attacking players for multiplayer. Be it spiders onna blaned or drones inna spees. Meteorite swarms are already an inconvenience at best.
>>
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Work in progress destroyer, but I don't think I'll be able to salvage this one. The balance is pretty screwy, and it's kinda slow.
>>
>>121807814
THIS is the worst thing about ftd, in that unless you are a wizard the only time you'll know if your design is shit is when you've already put a couple hours into laying the hull.

to be fair its the greatest "weakness" a game could have.

in other news I made the mistake of getting back to spengies after playing FTD for a couple 200 hours, and gosh is the building hard to get back into in SE after FTD's glorious keyboard mode. //cool blog bro.
>>
>>121807814
Looks like it's going to tip over when you make a turn/fire a cannon
>>
>>121808126
Unfortunately, yes. It's good for maybe a single broadside before recoil kicks in and starts rolling the ship by roughly 5 degrees per salvo. It can turn just fine though, so at least there's that.
>>121808078
Agreed. For as much as I'm digging FtD's mechanics, there's still a lot of frustration involved with designing ships.
>>
>>121807746
>In order to make multiplayer fun, we need to add AI
Sure, it might make coop with buddies more attractive, but to what extent will it affect PvP?
>>
Is there a way to make the AI go full speed while turning in FTD? My design turns a shitload faster with rear props on full blast but the AI likes to go half throttle and then fuck with the output levels making it turn like a dying manatee
>>
>>121808738
Did you read his post?

There is no PvP. PvP, as it is now, is essentially always artificial. You almost never "stumble across" an enemy to fight, you have to arrange an area or place to fight. Space is massive and there is absolutely no way to detect enemy ships other than visually unless they're running an antennae. Imagine a traditional arena shooter with some 20 people. Now, make the map a 1:1 scale map of Antarctica, and have players scattered randomly throughout it. Good luck meeting someone else, and then better luck trying to fight them.
>>
>>121808738
What >>121809116 said. Essentially, if you don't have a "thing" people want, no one will come and meet someone else. You have nothing binding people to a place. They can just fuck off. This is like the Hunger Games - without the pile of gear and weapons in the middle, everyone would just scatter instantly.

This is what survial PvP is like.
>maek shap
>get the HELL outta dodge
>hide
>silently mine and build up base (ship)
>become self sufficient
>maek combat shap
>find no one to kill
>be found by no one and dont be kill
>or find someone and offline raid them
>or be found and offline raid them

There is no point and balance to anything. With endless resources come endless ships. You madea 20 gatlings gunbed? Okay, here is my 40 gatlings gunbed. Oh, so you added 30 gatlings? Well, I added 70. There is no limit.

PvP is pointless.
>>
in addition there is no purpose of killing the opponent in the first place, infinite space means infinite resources, which means that there is no reward for it (other then the tears of whoever you offline raided)
>>
>>121809871
that's a pretty good reward desu senpai
>>
>>121809871
are we talking about spengies

this could be solved with
>>121785741
>>
>>121809116
>You almost never "stumble across" an enemy to fight, you have to arrange an area or place to fight
Do you think planetary spooders, angry pirates and meteors have any potential to change that? Fucking no. That's the point of the post you're replying to

>no way to detect enemy ships other than visually unless they're running an antennae
There are other ways, but it involves sending fucktons of drones into the void - something that might not work on all servers.
The complete lack of long-ranged detection mechanisms prevents any combat from occurring, even between parties that're actively warring.

>>121809590
>without the pile of gear and weapons in the middle, everyone would just scatter instantly
While asteroids serve as natural gathering sites, they're far too plentiful.
However, if you make them too scarce, the travel time between two asteroids becomes an issue - not to mention even finding one.
Then there's also the issue with ore content of individual asteroids (say your local 'roid is lacking nickel or cobalt).

One issue about reducing the resource availability is new players on a server.
Ideally, someone who's just joined shouldn't have to compete with major factions to stay alive.
>>
>>121810083
>Ideally, someone who's just joined shouldn't have to compete with major factions to stay alive.
Which then adds the question if there should be an arbiter faction, which needs to be both universally powerfull and universally benevolent, to support new players and discourage the bad apples from infrining on installations meant to support new players (such as a Starter Zone with components).

It's a bit of a nightmare.
>>
>>121809871
>not stealing enemy ships and stations for additions to your massive all-in-one fleethulk
>>
>>121809590
Well. you could still just not play an infinite map world.
>>
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step 1

turn planet into wasteland by stripping all of it's resources

step 2

mad max it by converting all resources into physical blocks and locked in storage so people fight for them
>>
>>121793336
Didn't think anyone else had this desu
>>
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>>
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>>121811009
>>
>planets hit
>pick small world with 2 planets and a few asteroids
>players split into two team and get a planet each
>bombing other planets
>landing
>building bases in enemy territory
>mining under the enemy base and steal all ressources

If only multiplayer wasn't a buggy mess :^)
>>
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>>121811216
>implying you could find someone on a 100km++ diameter rock :^)
>>
>>121811345
That's gonna be the fun part

Spy planes, spay drones and spy satellites are your friends.
>>
BLANEDS

https://www.youtube.com/watch?v=jJoRKVbDjj4

3 DAYS
>>
>>121811494
BLANNNNNNNNNNEDS

I just came here to post this with the title blaneds, well played anon
>>
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>>121811494
I just came.
>>
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fug
>>
>>121811494
good lord that is a small planet
>>
>>121811494
>>121811537
>>121811630
read the video description.

now look at the date.

>Published on Nov 9, 2015
>Where will you be when the Planets are released?
>Nov 12, 2015
>>
>>121811494
>dat ass shake on the way down
unf
>>
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>>121811494
Wait, wait wait. How did he survived that fall? I thought jet packs wouldn't work on planets.

Are you telling me you can just jetpack yourself out of planets?

STILL FUCKING PLANETS HYPE
>>
>>121811752
Well, planets on thursday? What's your problem?

>>121811790
It says in the description that he's using a creative mode jetpack. I guess creative mode means you can do that.
>>
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>>121811494
BBBBBBBBBBBBBBLLLLLLLLLLLLLAAAAAAAAAAAAAAAANNNNNNNNNNNNNNEEEEEEEEEEEEEEEEEEEEEEEEEEEEDDDDDDDDDDDDDDDDDDDDDDDDDSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

more like, "on the 12th we will finally announce the release date of planets"
>>
>>121812008
>spoiler
I fucking dare you, Marek.
>>
>>121659635
its bugged, its a glowing circle somewhere underwater probably
>>
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>>
Planets on this thursday. KEEN confirmed it on twitter.
>>
>>121810083
>Do you think planetary spooders, angry pirates and meteors have any potential to change that?
No, you CAN'T change it. That's the point. PvP is and forever will be pointless in Space Engineers in any form except for pre-arranged deathmatches. The only way to change that would be to rebuild the entire game from the ground up in a way conducive to PvP.

Instead, they should focus on PvE, because unlike PvP that is something that is actually possible to implement.
>>
>>121813202
Just wait.

Space Engineers pretty much has everything Star Citizen wants.

There's enough stuff to play like an FPS, there's already a fucking gun.
There's enough material to build ships, people just need to think and scale bigger.

People just need outposts and shit worth fighting endlessly for. Like huge complexes outfitted with everything or some REALLY rare resource like spice.
>>
>>121813202

It seems to me that if you make resources much, much more scarce it would be initially harder to develop anything and would promote raiding and fighting.
>>
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>>121811494
>>
>>121813607
You'd think that, but it's more likely to encourage even more cowardly tactics. Hide from your enemies so you never lose your precious stuff, and when they're offline go steal their stuff.
>>
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>>121808737
Yea i tried making boats long and thin but unless youre just makin it a missle boat cannons will make it cap size like a bitch, unless you add pontoons on the sides, similar to how a plunderer looks

But i went with this kinda design for my ships instead, and its worked wonders for me. the rear end is big enough to place a fuck ton of propellers and a rudder int he center of mass so turning feels safe and not like youre gonna tip. and if i start to fiddle around with how airships work, i can simply make this fly instead, and it has tons of space that has yet to be filled. I use it in my campaign and i can easily fight bulwarks now so now thank christ.

And i made those sails just to test spin blocks and it came out better because it gives me a solid 5 m/s without using any propulsion
>>
>>121813717
>and when they're offline

This is ultimately the thing that sucks the most about anything like this - when someone isn't on you have free reign to just fuck them up repeatedly.
>>
>>121813717
this so much. without arbitrary rules, human nature will forever cause spengies pvp to be shit
>>
I'm still feeding you to the Space Spiders.
>>
>>121814068
>spidercannons soon
>>
>>121813845
this is also yesterdays design's too, i added 2 side cannons near the main turret gun and there is smaller dakka guns on the back side
>>
>keen adds female player models into the game
>can get impregnated by spiders
>>
convert spengies into SS13 but 3D

y/n?
>>
>>121814287
no
>>
>>121814287
ss13 is awful though
>>
>>121814287
ss13 looked nice but seemed too hard to get into
>>
Shields on spin blocks, y/n?
>>
>planets come
>build a huge ass drill machine to destroy every planet
>>
>>121814675
what else would you do with blaneds
>>
>>121814287
yes desu

we have the admin tools now
>>
>>121814731
Live a happy life on it?
>>
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Heres the recent touch ups
>>
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>>121814823
>happy
>>
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>find guy fucking around on planet surface
>begin orbital bombardment
>>
Surely air-breathing engines would help.

Before they even bother with atmospheric simulation, could just have them be ineffective after X altitude from planetary surface.
>>
heres another one with the same hull base, which is everything above where it starts inclining down to the center
>>
>>121815927
you didn't mention how you put a cloaking device on it
>>
>>121815927
noice cammo, m8
>>
>>121815927
Shitty color scheme desu.
>>
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Bote

I think I added too many launch ejectors to the flare system, but oh well
>>
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>>121815927
fuck forgot picture
>>
>>121816086
id like to turn this or the other one into airships maybe but i look at something like the moray and im like im autistic but not this autistic
>>
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>>121816075
Flare system

Gun is nothing special.
>>
>>121814287
Cluwne suit when?
Bike horn when?
Soundblock honking when?
>>
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we must post more botes while we still can

once planets hit, everyone's gonna be making snow angels in heaven after the simultaneous overheating of thousands of computers trying to simulate a voxel planet causes polar caps to melt instantly and flushes all the humans away
>>
>>121816454
Shit now i kinda wanna make like a huge colony boat now but itd pry wreck my comp, i kinda get issues with just having the wood one and a bulwark
>>
>mobile spider hatchery bombardments soon
>>
Does anyone know the hardcap on speed in FtD? I managed to get stable 800m/s but if I go any faster at 100% game speed, Clang intervenes and sends me few hundred meters in a random direction.
>>
>>121815891
But there will be jet engines.
>>
The moment you strike the earth you will unleash hordes of spiders into your space engineers world

You'll die with a game over screen of 'Real planets - Coming soon!'
>>
>>121816454
>only one I recognize is the HMS Bulge
fucking memes how do they work
>>
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>>121816293
I found the answer to squirrel attacks.
>>
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After a few hours on campaign I got 3gb memory usage and 20% cpu while paused

Also my game just freezes quite often in battles larger than ~25k blocks

Is it just me? How is stability for everybody else?
>>
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10/10 would fight assads tanks with
>>
>>121817614
Can you put those lasers on a spinning block?
>>
>>121818236
They work on turrets, yes.

I have three of them on a 2 axis on the back of the bote, and they're dirt cheap
>>
>>121818219
>keen akbar!
>keen akbar keen akbar
>missile starts turning
>KEENAKBAAARKEENAKBAAAAAAR
>>
>>121818219
How?
>>
>>121791663
>sunk cost fallacy
>>
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>>121815107
>orbital bombardment
fucking this

Do you guys even have weapons for orbital bombardment on your ships?
>>
What is the best placement for engines? I always try to suspend them in the middle so it won't get blown up if the sides/bottom is hit
>>
>>121818440
I have my ship.

If I can't take you out, I'll just crash the server by slamming my ship into your base and then into the planet where it clangs the server to death
>>
>>121818287
nono, not in a turret, in a spinning block, like you would place rams to grind ships.

Imagine if you can build it, you could have a laser that can hit in 360 degrees
>>
>>121818219
>dumbfire gravcannon best cannonfu
>>
>someone build a space station high enough so the planet gravity doesn't affect it
>use own ship to push it into the gravity field
>watch it slam into the ground
>>
>3 day until planets

http://strawpoll.me/5964397
>>
w-what if we just worked together on a megacity.....

think caves of steel

a giant block of steel which rests on the planet filled with everything
>>
>>121818391
https://steamcommunity.com/sharedfiles/filedetails/?id=546494746 + my inability to follow instructions
>>
Any autobuilding holo welder gantry designs or do I have to make one myself?
>>
>>121819378
megastructure? we blame now
https://www.youtube.com/watch?v=MDA1bUkotIk
>>
Why can't SE be like EVE?
What would it take?
>>
>>121820458
because keencode
>>
>>121814036
>fleet saving will never be a thing
>>
>>121816994
man that's meta as fuck, my brain is fucking tearing apart
>>
>>121818440
It should be sufficient with a grid of welders making heavy armour squares. Simply turn off a merge block and what the square drop.
Only thing to figure out is how to predict the impact site. Might be worth looking into how various bomber sights work.
>>
>>121818219
https://steamcommunity.com/sharedfiles/filedetails/?id=546494746
you should make them optically guided instead of using sensors or wathever, check this script out
>>
>>121821330
it must be easy with that sick nasty invisibility.
is that modded in or what?
>>
>>121821330
Impressive, i've never seen a fleet this stealthy
>>
>>121818440
>picture
This is why playing the humans is always the most fun.
>>
>>121819597
>>121821350
>https://steamcommunity.com/sharedfiles/filedetails/?id=546494746
kek i suggested the same script you managed to not make it work
>>
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r8 my fleet lads

Murdered dwg and onyx with these, slowly pushing back white flayers now
>>
>>121821916
you should turn the cloaking back on, way better looking
>>
>>121821916
8/10, they don't look good, but if they get the job done...
>>
>>121821916
0/10
Practicality a shit
Aesthetic a best
>>
>>121821574
>>121821634
>>121822001
God damn it why is there a timer for deleting posts
>>
>>121821916
i like the combined arms aspect of them, and the radar plane is clever, but
>no color
>one prop on torpedoes
>>
>>121822079
so we can honor those who make invisible fleets
>>
>>121818670
imagine if you could put the laser behind a radar and because the radar is round the laser goes everywhere oand hits everything
>>
Planets confirmed coming 12 Nov.
>OFFICIALLY CONFIRMED
>This is NOT a rickroll/troll.

Apologies if its been posted already. I'm really glad. I'm sure we're all happy that they are coming, I just wanted steam to know. For those of us who 'gasp' aren't playing fo4, we will be playing this!

Final teaser:
https://www.youtube.com/watch?v=jJoRKVbDjj4
>>
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>>121822831

FUG :DDDDDDD
BLANEDS DIS WEEG :DDDDDD
>>
>>121822391
>two invisble fleets in the same thread
>planets coming to spengis
>robojew getting a good update
man this thread is the best in the history of /egg/
>>
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painted it some, im not sure what other stuff i could add to my ship
>>
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>>121822831
>last update thursday after update
>made a post here saying planets next time
>noone believed me
>mfw

You are assholes.
But maybe it has something to do with me saying this every week.
>>
so no voice chat this week?
>>
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>>121823915
>>
>>121823076
>two

>>121821330
>>121815927
>>121806643
>>
>>121823915
>>121824198
did you know that if you put the sails on spinners and fit a sailing AI and naval AI, the AI actually fucking sails? shits fucking cool
>>
>>121824428
its neat, but the sails are kinda just for aesthetics really, but it give me a solid 5 m/s without power so its neat
>>
>>121824198
How the fuck do you get the sails to connect? It won't let me put attachments on
>>
I know >robokeks pls go
and all, but did freejew nerf the piss out of wheels or something? because now when I put loadsathrusters on a wheelie bot I just kind of spin in circles.
>>
>>121825214
Did you check the sail guide when you open up the block picker pressing b? most of those guides, pry all of them are legit really helpful
>>
>>121825214
Disregard that, I suck cocks

Forgot the mast
>>
>>121824242
What if there are more cloaked ships than just those?
If they're stealthy we'd be none the wiser.
>>
>>121824543
Sails are excellent.

They're dirt cheap, and on mostly wooden ships can get you moving pretty good.

Good way to save on metal if you're playing the campaign the "proper" way.

No abusing the resource scaling at resource zones, for instance
>>
>>121825610
I dont even know how to abuse it honestly, but i get all my reasources from fights or stealing ships
>>
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>>121825598
>2016
>post planet spengies
>stealth bases on stealth moons and stealth planets in stealth caves have become the norm
>people post stealth constructions and stealth webms
>the entire thread is just people talking about invisible content
>this is our future
>this is what we will become
>only we can stop this
>>
>>121825819
Just put a fuck ton of collectors on a fortress.

Bam, abusing the scaling.

Resource zones scale up to the amount of collectors using them
>>
>>121825598
post stealth ships
>>
Quick, post schematics for walking bots in spengies.

If they use thrusters, commit suicide immediately.
>>
>>121826038
here, have my stealthy bot
>>
>>121767204
>atmosphere-only craft

you mean like

craft using the atmospheric thrusters they showed on stream weeks ago?
>>
>>121826038
https://steamcommunity.com/sharedfiles/filedetails/?id=394028114
https://steamcommunity.com/sharedfiles/filedetails/?id=394028450
https://steamcommunity.com/sharedfiles/filedetails/?id=394028337
https://steamcommunity.com/sharedfiles/filedetails/?id=394028009
https://steamcommunity.com/sharedfiles/filedetails/?id=394028224
https://steamcommunity.com/sharedfiles/filedetails/?id=395787492
https://steamcommunity.com/sharedfiles/filedetails/?id=395809216
https://steamcommunity.com/sharedfiles/filedetails/?id=395810066
https://steamcommunity.com/sharedfiles/filedetails/?id=395813343
>>
>>121826178
what the heck, how did you make it blend in like that?

the best i could do is this
>>
>>121826038
Check this out. It actually can walk on two legs and has a rotating head, allowing to shoot in any direction even in the sky for air defense.
Basically like the AT-STs from Star Wars. Just a bit smoother design and stronger legs with the life support module in the body of it.
I even went one step further and equipped it with a stealth field generator.
>>
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>>121826256
>ALL of them use thrusters
Why not make a normal ship then?
>>
>>121826401
>>121826178
>tfw my joke was already posted
Just kill me now.
>>
>>121826405
Why not make a mech that can fly?

Also i think the guy putted them on only to stabilize the thing
>>
>>121826207
>watching the shitfest that was the stream
>trying to go back and watch it later when it's over and hopefully more watchable
>no one saved it
But yeah, if that works then great.
>>
>>121826525
I was about to make it too when the first anon did it desu.

It's already happening.
>>
invisible ships is my new favorite meme
>>
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>>121826914
>Also i think the guy putted them on only to stabilize the thing
Why not make a normal ship then?
>>
>>121827314
>he doesn't use thrusters as jump jets
what do you walk everywhere or something?
>>
>>121827481
Those are not jumpjets, those are shitty thrusters meant to prevent the mech from tumbling over because you couldn't be arsed to make a better design.
I want something planet ready so I can stomp the shit out of the bugs.
>>
>>121827481
>not cutting off both your legs and arms and burrowing through the sand
fucking scrub
>>
>>121826525
>>121827048
I guess it just slipped under your radars.
>>
>>121820648
O-Game!
>>
>>121827621
then make your own design if you know better and get triggered by 2 small trusthers
>>
>>121793336
>>121811009
>>121811187

>the better you do, the deeper the autism report gets in the next clean up to shell casing number, hole numbers, how each individual died and so on
>was not aware of this
>out of photographic memory punch in all the data
>tfw score even higher


it's disturbing how much it comforts my autism
>>
>>121828473
>then make your own design
You bet I am going to right now.
But I'd like for people to post their own so I can monkey what works and what doesn't.
>>
>>121827249
I am kind of stuck with my ship design, though. I am tryign to find the middleground between practical and cool looking, and they don't want to play along. If I make something practical, it becomes bricky fast, if I make it cool looking, I either sacrifice space that I need or the thing grows out of all proportion.

For example, a hangar bay, accessible from both sides, with enough space to have 4 small ships inside. I was thinking about making the hangar opening 5 blocks high and 20 wide, with individual segments of 5x6 seperated by a 5x1 stripe, but that was way too big. When I tried 4x6 twice with a single 4x1 stripe seperating it, it seemed way too cramped.

So I was debating on doing two 5x8 sections with a single 5x1, but that's still 17 blocks width in total. Not much space saved from 20.

I guess I'll try 5x12 without a seperator next. But that looks so ... uninspired. See pic related.
>>
>>121828938
I see...
>>
>>121828197
>O-Game!
oh fuck, i just realized time actually passes
>>
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>>121828938
Not great but here's one of my really old designs post-revision. The ship is way too fucking big though, and 90% of it is that retarded hangar. Anything smaller ended up feeling cramped as you were saying, and having more than one ship taking off at once was a recipe for disaster.
>>
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>>121830245
What bothers me most though is having to build hangars out of heavy armor. It's fucking retarded that small ships will obliterate light armor with their thrusters. Heavy armor weighs the ship down a ton and drastically increases the costs, just so that I can land ships without spending ages checking every inch of the hangar for thruster damage.
>>
>want to start new spengies game
>would be a waste so close to blaneds release
>but its going to take like a year before its playable again anyway
>>
spengies voice chat when?
>>
http://steamcommunity.com/app/244850/discussions/0/496880503079165929/

https://www.youtube.com/watch?v=jJoRKVbDjj4

PLANETS IN 3 DAYS THIS IS NOT A DRILL
I REPEAT THIS IS NOT A DRILL
>>
>>121828938
this stealth ship meme is starting to take over /egg/ a little to fast
>>
>>121830630
Yeah, we already know.

I still hate how the jetpack slows him down at the end. You shouldn't be able to do that. No even in creative mode. In creative you have spectate and ctrl + space for that.
>>
>>121830630
See >>121811494, >>121813051 and >>121822831.
>>
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>>121830630
but anon this is a drill
>>
>>121830940
shit drill though man. Now this, this here is a drill.
>>
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>>121830940
No, this is a drill.
>>
>>121831004
that's no drill, taht's a stealth ship anon
>>
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>>121831004
This "shit missed image" meme is going too far
>>
>>121831067
i want to FUCK that drill
>>
>>121831092
I know taht's ship is a stealth ship, but you're right, that's no drill. It's a stealth drill.
>>
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>>121831163
>>
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>>121831067
>floaty surf tables
>>
>>121831092
It is a drill, it's just underground
>>
>>121831252
I don't fucking know. It's part of the FTL module merged to the Mole.
>>
ftd serb where?
>>
>>121831067
Is that in the new server?
Does the hardon still exist?
>>
I just fucking can't wait for planets.
>>
>>121831004
>This post is only a drill. If this were an actual post, an image would be attached.
>>
>>121832037
holy shit the meme just keeps giving
>>
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>>121831678
Nah, the new server has the Pike and that is pretty much it. After Keen hrew sticks into our balls so many times, we kinda stopped building things for fun and just testbedded or prototyped for blaneds. You can see what's on the serbia in the webms above, where I am smashing a Z into the ground multiple times.

The Hadron is RIP. She served well. She was eventually replaced by this much sleeker vessel.
>>
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Here's what I've been working on.
>blue - primary
>yellow original primary, might remove
>green - side turrets
>purple - AA
>Red - Missiles/torpedos
Might make the hull a bit deeper and make it a bit more buoyant.
>>
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>>121831240
Now that i see that drill i have to ask, is it possible with projectors and welders to build a gurren lagann capable of doing a giga drill breaker in spengis?
>>
>>121830630
>no more teasing
So teasing stops Nov 12, doesn't mean planets are released then. :^)
>>
Given that planets have a date now, we need to work on walker construction hangar designs.

As projectors can only make one joint at a time, we will have to construct them bit-by-bit and assemble them. Which might be hard in gravity.

Or we could just build them in space and transform them into jets for landing
>>
>>121832507
You might be able to hijack the projector preview script and invert the scale from 1:10 to 10:1 and do that, yes.
>>
>>121832507
earthbreaker drills are quite heavy.

won't be able to swing them around the way giga drill breaker does

could with a lot of mods I guess
>>
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>planets
>PLANTIS
>PLANITS
>MULTI
>PERFORMANCE
>FUN
>REEEEE
>>
>>121832363
I was too tickled by the opportunity to misinterpret "drill" to not respond.
>>
>>121832368
>khaki
>khaki fucking everywhere
plz stop
>>
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>marek himself confirms planets on 12th
>still can't bring myself to believe him/care
>>
>>121833710
marek cried wolf way too many fucking times, this is the exact thought i'm going through
>>
Everyone is worried about SE atmospheric flight, why not just do what the imperium does with their fighters in 40k? Never touch the planet and just use a ship in orbit as a carrier and just slap a hydrogen thruster on the back to break away from the atmosphere when done flying? Then just work on a drop ship that can land and take off with no problems.
>>
>>121833963
Why would you want to go on a planet at all?
>>
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>>121834108
>implying they'll give you the option of not going
>>
>>121832775
Considering that ions lose power in natural gravity and atmos gets gain power, a ship with a specific combination of both should be able to go from atmospheric to space flight with little difficulty. This is all dependent on the specific performance of the atmospheric engines and it might end up only working for small crew transports.
>>
>>121833963
That's exactly how I've always approached it, I'll definitely have a carrier/mothership in orbit (i.e. sitting stationary above the planet since there are no orbital mechanics) with a small shuttle to go between atmosphere and carrier.

What I was upset about was the inability to have any aircraft in atmosphere, not spaceships in atmosphere, due to hydrogen costs. But I've just been informed that there might be special thrusters for planets only, so that might be a non-issue.
>>
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>>121833963
>blaneds is coming
>u guise y not dont into blaneds
>no blaned
>no problam

ò_Ó
>>
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>>121833963
>imperial fighters in SE
Holy shit thanks anon now I know what to build
>>
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>>121834657
What I'd like to make a carrier that can actually stay in the atmosphere like pic related and then use a thunderbolt like fighter to go about killing stuff in the atmosphere
>>
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>>121834731
It was always for the emperor
>>
>>121835230
Power suits when?
>>
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>>121835359
Working on something like this since a walking robot would be a pain in the ass and susceptible to clang
>>
>>121833963
when blaneds come, I plan to go full X-COM, with maybe some 40k sprinkled in

they need thrusters to stay in the air, remove thruster, capture and scrap ship, remove players who took up the role of ayylmao

If only there were antennas that only broadcasted to the owner/faction, it'd make spy networks and stealth logistics possible
>>
>>121835734
That would be sick to have on a fuckhueg capital ship.

>Boarders in the ship bay
>Roll that fucking thing out
>SMG's cant do anything against it
>rip people
>>
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>/egg/ will never set up a server dedicated to spengies minigames
>no boarding action
>no UT2004 esque convoy mission
>no two massive multi crew mech fights
>only clang and bed netcode
>>
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What am I doing wrong? This is an airship type thing, thrusters on the back and two on either front side. It will only follow my map orders if it is in front. I also seem to be setting waypoints or something? Am I moving it properly? These fucking controls are horrendous.
>>
>spend 2 hours making a ship for the FtD campaign
>it gets its shit pushed in within 20 seconds

I think this has something to do with me not understanding nucannon ammo because my shells never seem to do much damage, I'm generally using AP head with an HE body, sometimes a penetration depth fuse. What's a good basic shell design against DWG ships?
>>
>>121836687
There's a setting in the aerial AI card labeled something like "angle deviation before roll to turn," set that to 180
>>
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>>121836024
personally I would just use these for fucking over boarding parties
>>
>>121836687
It's responding just fine in that footage, you just keep spazzing out and having it switch directions five times a second and it ends up doing nothing but drifting.
>>
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>>121836024
Why go in an enemy ship/base with just clunky armor?

>Finally locate another player after searching for 3 weeks
>His base is hidden in a massive asteroid guarded by multiple rows of gatling turrets
>break the lines after slugging it out with robot
>player attempts to block the robot out
>send in the rape machines from pic related
>>
>>121804174
Because it turns the game into factorio.

You even have really shitty units. Armed can drones are already a thing. Just make the 'away' coordinate the area they patrol and make racks of twenty. You can even have the little blighters record their altitude every ten feet and dump said array into the base station when they get back, instant terrain map.

Its just another way to play the game. Have your little mines, solar farms, whatever, and use the resources to build more bases using drones and robots. Then send like forty cans at some other guys base.
>>
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Any tips on maximizing rof on this guy? The cooldown is 2.59s right now, so the limiting factor is reloading. Messed with small-caliber stuff a lot, this is my first time really working with bigger stuff. I just copied the shell from this vid:
https://www.youtube.com/watch?v=WPnaG_Tlbos
>>
>>121836770
change penetration fuse for inertial fuse

and for DWG ships, a high caliber flak will tear them apart in no time
>>
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>>121836873
Thanks, it works fine now
>>
>>121840579
>2008+7
>still using visible vessels
>>
>>121840825
>2016-1
>Not using only a single visible vessel so you can flank the enemy with your stealthy vehicles like pic related
>>
R8 my stealth cruiser /egg/
>>
>>121841147
stop it
>>
>>121841147
>4030/2
>having no knowledge about baiting
Now thats a newfaggotry.
>>
File: 1431987239430.jpg (194KB, 720x960px) Image search: [Google]
1431987239430.jpg
194KB, 720x960px
>>121841224
The only thing that could make it more visible is a second 'I suck cocks' sign
>>
File: starmade-screenshot-0073.png (283KB, 1280x960px) Image search: [Google]
starmade-screenshot-0073.png
283KB, 1280x960px
>people won't play starmade anymore

sigh
>>
File: uz5iCxm.jpg (202KB, 1768x992px) Image search: [Google]
uz5iCxm.jpg
202KB, 1768x992px
>>121841224
seen less visible ones.
This one for example.
>>
File: starmade-screenshot-0080.png (1MB, 1280x960px) Image search: [Google]
starmade-screenshot-0080.png
1MB, 1280x960px
Here, have another.
>>
File: rymdresa.jpg (81KB, 792x514px) Image search: [Google]
rymdresa.jpg
81KB, 792x514px
>>121842126
game killed my gpu. Now I can't be happy about blanids
>>
>>121842126
Those ships look neat
>>
has anybody figured out the math behind reload times of nucannons? I can't seem to get the numbers I'm producing to match what's happening in the game
>>
>>121830781
>"Video speed: 4x"
>"Recorded with creative mode jetpack"
>>
File: ss+(2015-11-09+at+06.09.10).jpg (372KB, 1440x900px) Image search: [Google]
ss+(2015-11-09+at+06.09.10).jpg
372KB, 1440x900px
Why the fuck is this happening? Every time it spawns in the drive fraction/output is set to random low numbers and it overrides the ACB I set up that sets drive fractions to 1.00 on spawning
>>
File: 2015-11-09_00001.jpg (302KB, 1920x1080px) Image search: [Google]
2015-11-09_00001.jpg
302KB, 1920x1080px
Just made a pilotable mech based that doesnt suffer from the clang. Based it off the mobiel workers from the new gundam series
>>
>>121845251
You have a propulsion balancing AI card? try take it out
>>
new thread when?
>>
File: PUNCH.webm (2MB, 800x450px) Image search: [Google]
PUNCH.webm
2MB, 800x450px
Decided to try messing around with using the firing mechanism on my idiotically powerful balista to just punch things. It doesn't disappoint. In recording for this webm I had several attempts where the ballista just blew the entire freighter to pieces. I decided to save this one were it only breaks a bit of the front because it looks neat to watch it slowly fall back and explode.
>>
>>121831678
Is that dx9 or 11? Cause I can't for the life of me find a dx11 version of that deck plating on the bottom left.
>>
>>121765616
Vertical Landing
>>
>>121842126
that's because >java
Thread posts: 759
Thread images: 223


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