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

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Thread replies: 409
Thread images: 91

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Where is that fucking spengines server? edition

>>137208405
Previous Bread.

The thread is dedicated to all games about building machines and systems out of blocks, in space or otherwise:
Corneroids, Space Engineers, Starmade, From the Depths, Robocraft, Machinecraft, Garry's Mod, Homebrew, Besiege, Medieval Engineers, Infinifactory, Scrap Mechanic, GearBlocks, 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

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

StarMade:
>star-made.org
https://www.youtube.com/watch?v=7YyxsW_2xmo
>Starmade Server
starmade.badlose.com:4242
No shields, no homebases, and reversed faction config (claim planets to generate FP)

From the Depths:
>fromthedepthsgame.com

Robocraft:
>robocraftgame.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: https://www.youtube.com/watch?v=iLVnW5exF3Q

Garry's mod:
>garrysmod.com

Homebrew - Vehicle Sandbox
>http://store.steampowered.com/app/325420/
>http://www.homebrewgame.com/

Besiege:
>store.steampowered.com/app/346010/
>https://www.youtube.com/watch?v=n-aG7E9gTNI

Medieval Engineers:
>medievalengineers.com

Infinifactory:
>zachtronics.com/infinifactory

Scrap Mechanic:
>http://store.steampowered.com/app/387990/

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

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/
>>
1st for robocukc
>>
2nd for zf serb when
>>
>>137665145
Robots are just superior to us humans in every way, there's no shame in being cucked by a robot
>>
>>137665218

http://zfclan.org/forum/viewtopic.php?f=19&t=2011&sid=6ab3f64953204669d87a7fb5a6371136

SOON
>>
>>137665284
NOT SOON ENOUGH
>>
>>137664847
0,0
>>
is protoseeker worth it?
>>
>>137664847
>this robot is trained to fuck your door.gif
>>
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>>137667248

Its an auto aim weapon that can plink people to death from 1000000miles away.

Take 1 or 2 on your bot to fuck anything and everything up with your regular weapons you want.

You dont even have to be facing in the right direction for your shots to hit.
>>
Is there a legit reason why you still play robocuck /egg/ ?
>>
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So /egg/, what fun things you did today on Space Engineers?
>>
>>137669163
it's fun
>>
>>137669537
I started a new game with one planet. It took my ship about 30 minutes to get to the planet and once I landed it only rendered the actual high quality floor texture within a halo of about 3 feet around me. So I got annoyed and quit.

Planets run like shit and I can't turn DX11 off.
>>
ENGINEERING
>>
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>>137669868
But anon, why not go to your Nvidia/AMD graphics control panel and disable the DirectX 11 features?

Starting with Tessellation.
>>
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I've made a horrible spreadsheet.

The 500mm insta-reload turdgun could be an amusing battleship weapon.
>>
If there's nanomachines Ill play spergies again

I couldn't take how long it took to make something even with a welding ship, especially if you wanted to make a base.
>>
>>137671104
Theres elite tools now for sanic speed. You could also increase the welding speed in settings as well to 10x + use elite tools.
>>
>>137672085
too bad the elite tools broke in this update :^)
>>
>>137671104
The nanites are the nanomachines of building.
https://www.youtube.com/watch?v=CCQnIa_u_Ng
>>
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>>137673638
[stabilizes geometrically]
>>
>>137673435
>nanites
Is this a mod or a new feature?
>>
>>137674339
>Keen will create something like that
Nah, its a mod.
>>
>>137674501
I mean that's what they said about warp drives.
>>
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>Freejam expects me to grind from lvl100 up to lvl150

>winning 3 matches barely moved me up a tiny sliver of the bar to the next level
>>
>>137675128
literally just wait a week for them to fuck up again. last time someone complained it didnt take three days.
>>
>>137674587
Its an easy and cheap solution to the speed cap.
>>
>>137675128
Just gotta deal damage for levels, mainly. Play railshit spam or gunbed.
>>
>unable to process this cube depot purchase
>unable to process this cube depot purchase
>unable to process this cube depot purchase
>Gets stuck on loading roboshield after the 6th relogging
>>
robocucks pls go
>>
10
>>
>>137682362
>>137683038
>>137683119
>>137683120

279923
>>
>>137683725
32445765
>>
>>137684545

https://www.youtube.com/watch?v=nWSFlqBOgl8
>>
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>remembered the normies copying the /rcg/ format clang tag
NORMIES REEEEEEEEEEEEEEEEEEEEE
>>
>>137683725
>>137684545
Those had better be ml codes
>>
>>137687212
Neither of those are 7 characters long faggot
>>
>>137687212
>>137688757

the fuck is a ml code?
>>
So, I'm new to all this , If I were to make a spider robot like this, what what I put into the joints?
>>
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>>137689349
first off you are going to need another up/down joint on the body for each leg, unless you plan for it to walk like a spastic who shit himself
>>
>>137690697

The sleds could make up for the leg lifting because he could just slide when his foot moves forward across the ground,
just to keep it easy.
>>
>try to build a ciws cannon
>its lwc has to be on the same channel as missile warners
>changing settings makes it either not even track, or just watch as missiles hit
At least on default settings it can intercept a sledge salvo, while being 9k rp
>>
>>137691137
Then he may aswell have both joints on the body, moving the whole leg. Would get more movement that way.
>>
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>ded
>>
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>think that a selection of parts in Ring Runner are shitty
>mfw a player uses them to make a virtually unbeatable ship
It's almost a good thing that the multiplayer fizzled and died, it would have been the most broken PvP balance of any game despite everyone having the same selection of parts and hulls.
An amazing ship designer would be unbeatable by a good ship designer, who would be unbeatable by a moderate ship designer, who would be unbeatable by a bad ship designer.
Prebuilt hulls were about the equivalent of what a moderate ship designer could make.
Any skill difference in ship designing therefore led to ragequits, because you simply can't win against a ship that moves too fast to hit and is effectively instakill, or a ship that just floods the area with almost indestructible shields.
>>
https://www.youtube.com/watch?v=kM6gCqhtxyQ
Engineering(?)
>>
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>>137695989

>tfw my current life is such thait I might end up like this instead of leading a regular life with a real wife desu and children desu
>>
>>137699091
was for
>>137696241
>>
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How do I make spider legs in this machine craft game
Help I just want to build Robot from Nucular throne.
How do I get good?
>>
>>137700728
>go through the tutorials
>reverse engineer you can engineer, right?
>download tt mech template in the op
>git gudder
>>
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so ded
>>
>>137704328
is that real
that cant be real
i refuse to believe this is real
>>
So I just saw something about a game called ECO by the same guys that made Vessel. Seems pretty neat atleast.

Thoughts?
>>
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Crates soon :^)
>>
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>>137705806
FTFY
>>
>>137705981
Ty bbe
>boko no robocraft at the bottom
>>
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>>137705498
I don't know how much those trailers can carry, but that's a gvosdika command variant, so its around 15 tonnes.

I mean, you just tip trailer over and drive out. Or at least that's the idea.
>>
>>137706435
its still really , really fucking stupid.
>>
>>137706530
no? cheap as fuck to transport. How would you do it? drive it there? air-lift it?

Unrleated: How do I early game FTD? Shit is hard.

Also all of the late game faction designs that aren't boats/subs guzzle gas like no tomorrow. This is not good because I need to actually get my vehicle to the enemy and resource zones have been hugely nerfed.
>>
>>137707024
Early ftd is spamming missiles. Laser targeted. because nobody has lasers, or smoke.

Also, if you are low on fuel, build boat carriers for your other crafts.
>>
>>137707024
i wouldnt put a 15 ton chasis on its side in a moving container that can get crashed and deformed like paper. but thats me famalam.


>all these new robocraft chasis to make the game prettier
>remember i have 0 artistic ability

welp.
>>
SPENGIES SERB FUCKING WHEN
>>
>>137707721
I am 100% sure that it was specifically engineered to fit there.

>>137707384
>missile spam
Any suggested missiles? I didn't think about aircraft carrier. Thanks.

I was thinking of just using a squirrel as my early-game aircraft. Those fuckers are annoying. Not very lethal though...any tips on making it more deadly?
>>
>>137689242
www dot motherless dot com slash "code"
>>
>>137709775
I think that docked crafts limit carrier's max speed, but that could be wrong.

Also, frag missiles are usually the best.
>>
>>137710225
I keep seeing people say that, it's absolutely not true. I had a cheesebewt with internal repair pills that hit 70m/s with no problems.
>>
I love the April Fools player model ship in ftd, the way it is a bunch of small ships docked together to create a articulated body. I want to do that but don't want to waste years.

Plz help
>>
>>137709775
>more deadly
Put more missiles on it. When you get a lot of resources and can afford losing ships, then you can play around with nucannons and crams.
>>
>ftd

>New Kobold

>no longer depends on repair-pill cheese
That is nice

>now comes with a "fuck you" 1mm railgun AI core sniper
I think this is worse....Nothing can survive that thing. If you remove the bullshit railcannon sniper it isn't too bad.
>>
>>137713827
What are the specs on it?
>>
remove LCB from the OP next time PLEASE god damn we don't need to be reminded
>>
http://zfclan.org/forum/viewtopic.php?f=19&t=2011&sid=fc88254906bc9efba68d939ee30f46ec


HAPPENING
>>
>>137667529
Why does this keep getting posted?
Seekers are so goddamn weak they're worthless.
>>
>>137725649
They're getting buffed
>>
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>>137726098
I'm sure they'll bring more balance to the gaem :^)
>>
>>137726098
It won't matter they're still 100cpu guns that get 1shot.
>>
>>137717835
like 60,000 m/s. Its bullshit.
>>
>>137727871
RPM, damage and AP?
>>
>>137727964
>now comes with a "fuck you" 1mm railgun AI core sniper
and don't forget caliber, 1mm isn't something that we have ingame, the smallest caliber is 18mm
>>
https://www.youtube.com/watch?v=JEoqrjFX1yI
I love this guy.
>>
>>137728461
I assumed he had either left off the 8 or just saw the azndick-size barrels and assumed they were 1mm
>>
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>>137728602
>removing socks with a rocket launcher
Genius!
>>
>>137730087
Did you see the Jetcart?
https://www.youtube.com/watch?v=zsXWspo5hrc
>>
Ded
>>
https://www.youtube.com/watch?v=rp8hvyjZWHs
>>
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>>137672167
You better be fucking lying
>>
>update to newest robocuck
>login screen sticks on "Enabling the roboshield"
>imblying you can defend against serverCLANG
>>
>>137722406
>LCB
?
>>
>>137741298
The skubmade serb. It lasted for less than a week, now it's beyond ded.
>>
'sup /egg/, got a FtD question here.

Am I the only one to whom missile defense APS seem utterly worthless, or do I simply suck at gun design?
Trying a six-barreled belt-fed with calibers from 18 to 50mm in the vehicle designer against a spawned-in Sledge, firing 8-module shells capped with a timer, flak warhead and tracer, and not hitting a damn fucking thing.
>>
>>137742630
Small APS guns suck for CIWS. You want at least 80mm, and I'm getting better results with 100-150mm. ROF is important, but each shot has to be able to reliably kill.
>>
>>137743168
TIL: 30mm autocannon is best against aircraft, and 8.8cm flak is best against missiles.

I must be getting my guns wrong.
>>
>>137742012
fug
>>
>>137742630
I have 120mm dual barrel autoloaderless guns. They are kinda okay. Also, I think that speed is less important than radius.
>>
>>137744084
Wait, loaderless? How?
>>
>>137744505
Direct loading. Put the ammo inputs onto the firing piece or on 6-way connectors.
>>
>>137744505
Just put inputs on the firing piece. They load longer, but no explosions and smaller.
>>
The problem I have with ciws is that they try to aim at all missiles. Instead of longer than 3, or missiles that don't float.
>>
>>137743168
>>137744084
>>137745124
Seems like lasers are still the better overall choice.
>>
>>137746049
Lasers can only kill one missile at a time, unless they're badly spaced HE missiles. As such, they're great against constant streams of missiles and of little use against giant blobs.
A CIWS can clean out a whole pack of missiles at once if they're clustered together, but is barely useful against a steady stream due to the much lower ROF.

Basically, each defeats one launch strategy and loses to the opposite launch strategy.
>>
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Hey guys, have you seen how reddit got crazy about the so-called LSG debunk lately ?

>https://www.reddit.com/r/spaceengineers/comments/4dc8sn/uncovering_the_truth_about_last_stand_gamers/
>>
>2 proto bee launchers + power module
I am become cancer, destroyer of fun
>>
>>137746690
Where do interceptors fall into this?
I understand an anti-missile loaded with a flare pack and target prediction guidance can be frighteningly effective at longer ranges, but that's all I know.
>>
>>137748236
Interceptors are pretty shit right now, honestly. They're at best 1-1 kill ratio, and unless they're lua guided they all clump up way too much to get anywhere near that. Lua requires a length 3 missile or a point blank ejector launch.

Lua driven ejector interceptor turrets are viable because you can make them use length 1 missiles, but other than that an interceptor system just uses too much space and ammo to be good.

The only real benefit interceptors had as a kill vehicle was range, but now CIWS can trump that.


Flares on an interceptor are really good though, because it ensures that the flare goes towards the missile and spoofs the fuck out of it. But that's less interceptors being good and more flares being good.
>>
>>137748941
Tell me about it.
Two flare modules can burn for 40 seconds; with a fuel tank, a variable thruster cranked up all the way and some ejectors you can tell enemy missiles to fuck off into the exosphere.

Assuming they're far enough away, because it seems to me up close flares set up like that move too fast for the missile to switch lock.
>>
>try robocraft
>about to get kill
> last rocket takes 90 deg turn instead of hitting bot with >5% cpu at point blank range
Game is shit
>>
>>137749667
Up close, flare missiles just leave the IR seeker's vision cone too fast. The refresh rate on missile tracking is pretty slow, only around once or twice per second, so your flares have to linger in front of the missile to be noticed. The "ideal" setup I've found for flares is to cover long range with rocket assisted flares set for "right away" launch with half of them being interceptor guided and the other half whateverthefuck guided while close in is covered by normal ejected flaresticks. You can get a lot more flaresticks out, but they don't divert quite as well.
>>
>>137750141
Experiments have shown the ideal interceptor/flare setup for assured kills is to ripple fire two interceptors, one with a flare first and the another with a warhead half a second after. The flare missile will usually miss, but has drawn the incoming missile into the path of the second.
>>
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OH SHIT NIGGERS THE ZF SERVER IS UP!

...

...

>CRAMP'S DIDN'T ADD THE FUCKING NANOMACHINES

FUUUUUUUUUUUUUUUUUUUUCCCKKKKKKKK
>>
>>137751547
Looks like we're manually welding destroyers for a while
>>
>>137746049
except the only counter to lasers is smoke, which also fucks your own lasers.
>>
>all these poor fuckers not just covering their ships in flares, IR decoys and smoke
>>
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so ded
>>
>>137736657
Reminds me of making grav drives.

>project propels itself into the next big ship/station
>It werks!
>>
>>137751398
It's hard to get excited about a 50% kill rate.

>>137759335
Laser shields, anon. Laser shields work real gud.
>>
>>137765135
at reducing damage by about 30% and costing twice as much power as the fucking laser.
>>
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>>137736657
>that digger on the boat rowing
all forms of transport should involve a big mechanical arm in some way
>>
>>137765991
Spam low strength shields instead of high strength shields. The only reason to ever use high strength shields is if you don't have the room or resources for more shield projectors.
>>
>>137766291
the optima strength for efficency is somewhere arround 1.5 strength shields. You are still spending more power than they are and you aren't even blocking all the damage.
>>
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>>
post solar panel arrays in factorio
>>
>>137774282
solar panel arrays in factorio
>>
>>137775710
thanks
>>
>>137725649

You haven't been watching the videos more.
>>
>>137748236

Well interceptors target one missile at a time. but you can have multiple missile controls with intercept and AI to target multiple missiles. However lasers are less costly but the actual AI for them has to be linked to a mainframe, which also means multiple lasers hitting one thing not being effective as just a singe laser. A maneuverable missile is successful for interception, but lately just making flares just do the same job or are even better at containing infrared.
>>
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>try robocucking a bit to fuck around with new changes and things

>try arena mode since they are trying to force people to play it to level up past 100

>2 people on my team are fucking bots, just sitting there with their guns twitching up, and then down, up, down, up, down
>>
>>137754046
>destroyers

HA HA

Go bigger son.
>>
>>137780372
>manual welding anything bigger
I like massive ships, but there comes a point where it just becomes masochism to build them
>>
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One of you faggots want to go work for the Freejew?

https://s3-eu-west-1.amazonaws.com/robocraftjobs/Freejam_Jobs_2015_PhysicsProgrammer_FullSpec.pdf

DESU their game is so bad I wouldn't even want it on my resume.
>>
>>137781870
>Physics programmer
>an /egg/man could bright the full wrath of CLANG to robocuck
oh yes
>>
>>137781870
>they only hire locals
Guess we should be expecting improved explosions :^)
>>
>>137764916
this triggers me, please delete it
>>
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>>137747569
That is one scary thought

I think it might work to build an abomination like that and to just name it "Rebalance Proto Seekers!" or something like that.

Since they removed pilot seats this game has started to lose its charm
>>
>>137785783
They removed pilot seats? When? I haven't played robocuck in so long.
>>
>>137786046

Pilot seats are gone, and robots now die when they go lower than 25% health.

Theres also autohealing that kicks in after 10 seconds of taking no damage.

Theres also Flak, lockon missiles, and lockon Protseekers, 3 fucking weapons all made to specifically counter air. And then they reduced the agiltiy of flight parts as well so that flyers get fucked in every way possible forever all the time.
>>
I haven't played Machinecraft for a year

How do I import my old machines? I forgot what folder I shove them in.
>>
>>137789078
User data
>>
>>137725649
nice meeemeeee
>>
>robocuck LVL to 150

Why the fuck?
I'm glad i got that birthday bundle for free :^)
>>
I made a giant fortress in FtD but in campaign I can't get repair tentacles to help me build it unless I spawn it in at the starting fortress which isn't where I want it anyway. How the fuck do I get other repair tentacles to help me build shit?
>>
>>137793451
Make bote with resources
Drive bote to where you want fort
Build fort there
???
Science
>>
>>137789912
Thanks
Any tips for the new mover and tracker blocks for EZ movement? Back in my day all we had for antigrav movement was... antigravs
>>
>>137793805
How do I move resources between forces? Like I know I have 2 forts with their own resources stored in containers but how do I drag and drop the resources from fort to bote to building site?
>>
>>137795447
You don't.

Best thing you can do is play the tutorial, it also gets you - hold on - 17000 EXP IIRC if you do all the questions.
You'll also learn how to set up resources.
>>
Can robocuck stop being gay and stop copying over my bays??
>>
>>137796694
The game is perfect you shitter.
>>
What button do I press in Machinecraft to flatten blocks in sculpt mode?
>>
>>137799045
In sculpt mode, press Q.
>>
>>137800152
It ain't workin' senpai
all I get is the one mode that changes the corners
>>
>>137782580
bloody well done. 10/10.
>>
>>137802113
Alt + click?
>>
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>>137802113
Have you unlocked expert mode or whatever it was called? the last two sculping tools are locked behind that for some odd fucking reason.
>>
>>137803568
I have not
how do I into?
>>
>>137803801
Complete a few of the challenge missions and it should tell you when expert mode has been unlocked.
>>
>>137803801
I love you!!
that other bitch just lies and talks behind your back.

Just come with me and be happy
>>
>>137803905
Any way to just slap it in via the files?
>>
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second attempt at a thrust vector plane
keeps up with a fury with no problems and is pretty much impossible for missiles to hit... until it sends itself 1000m+ into space
>>
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>>137764916
I always pronounced it as 'jif' since it flowed off the tongue better, so when I found out there was an eternal debate I just kept doing it because it made people mad
>>
>>137781870
Even if I lived close enough, I'd only join if the job entailed scrapping their stupid obsession with client-side calculations.
The security side of it doesn't work obviously, since we regularly see bots anyway (>>137779908), and it causes basically all the problems with unexpected hits/misses from weapons.
Wouldn't fix the rest of the bad game design, but it would be a good start.
>>
>>137809476
They claim the client-side calcs are to "save money". I wish I were kidding.

Night
>>
>>137809641
And before anyone whines, the trip is because I directly asked them about it.
>>
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>>137809641
>Night
Hue, I just woke up
You've reminded me I get to be on Brit Morning Ded Hour duty now
>>
>>137754046
>>137780372
>>137781394

>he doesn't build from front to back
>>
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>>137809764
i'm going to whine about your trip anyways
>>
>>137814387
fucku?
>>
>>137814897
FUCK U
>>
>>137814974
i don't think i'll ever understand how japanese people think
>>
>tfw bathroom sink has finally blocked after years of cum
>>
>>137815218
i'm sorry for your learning disabilities
>>
All right, another FTD question.

Is there any equation for maximising APS kinetic damage?
Balancing the number of casing modules versus the number of solid warheads is something I'd prefer not to leave to guesswork.
Example given, I wanted to pull a Freud and built a 500mm railgun with 8m shells, slapped as much shit on it as I could without making it look like an electrified toothpick-cock, as of now it delivers kinetics only.

Speaking of which, at which point are base bleeders preferrable to another casing?
>>
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>zf serb

>Had no idea, nobody told me and I keep forgetting to wade through the forums. Input via TS or steam is best for problems, ideas / suggestions / penis fondling is best here.

I don't understand how you could not know about thursday updates at this point
>>
>>
>>137822629
Oh, God, I need to start that thing up again.
>>
>>137820719
No idea, i usually check module by module until i get the maximum kinetic energy
>>
>>137823019
I guess I'll go trial-and-error, then.
>>
>>137822850
:^)
>>
>>137820829
From watching other groups/communities, I'm really very certain that /egg/, as a community, is much closer to the far end of the intelligence bell curve than the center.

Note that I'm not saying we're smart, but holy shit why is everyone else so dumb?
>>
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>>137823594

We must show them the way.
>>
>>137823594
welcome to the rest of the internet.
Engineers are copypasta fags.
>>
>Tfw banned for spamming anime
Never in my life
>>
>>137823594
lol
he literally just forgot about it
>>
>>137826367
I don't even mean 'the internet' in general, I mean other groups for the same topics, ESPECIALLY Space Engineers.

We used to he pioneers in mining, drones, weapons, nearly everything in spengies before it all stagnated and slowly became more and more broken and we gave up.

Other groups are content with getting shafted by devs all day long, or have a hard time grasping even basic concepts of game mechanics. The only explanation I can think of is 4chans 18+ rule thinning out the literal 12-year-olds and /vg/'s natural concentration of autism.
>>
>>137828913
>/vg/'s natural concentration of autism
I was thinking more about this one, some people dont learn from experiences, so they dont have any background when they play this, and they get lost pretty easy, in everything.
I also say that we are not masterminds, but the good shit is more concentrated here than other places when maybe 1 or 2 take the time to think, design and create something usefull.
>>
>>137829194
Anons are simply predisposed to intellectual cooperation. Forumcrawlers are out for recognition and ego. We do that as a collective.
#1
>>
Are we really fawning over our anonymity? Get back to work slaves.
>>
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>>137830727
>mfw im on my job and i have nothing to do
>>
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>>137830093

It's going to be fun to see what happens if we end up on one of the streams
>>
>>137830727
>>137830093
>>137831010
Still truth, the most funny exmaple is.
"who is the 4chan.... guy..."

I think it wont happen because
>its an anon board, and most people dont like tripfags
>its not a hugbox compared to other places, but there are things that bring us together
>>
>>137831010
>if
>IF
nigga once the hardware is built we are GOING TO streamcrash. I'm just sad gyros got nerfed again so we can't cannibalize the striders to make battlemechs, but attacking in speeders and bombers is fine.
>>
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>>137832603
someone tell me
why is it so hard to turn a massive ship that has 200 gyros with the mouse, but using manual override you can get it to spin at 15 RPM?
>>
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>>137832603
>streamcrash

pls no

We need to be more witty than just flattening him.

We're going to set up a governmental body and run him through registration then regulate him and anyone else who joins. This is the primary focus of our mission on the moon.

If they don't comply THEN we turn them in to dust.
>>
We are the borg you will be autismd
>>
>>137832603
FUCKING KEEN
I JUST GOT THOSE COOL WALKERS STANDING UPRIGHT THE. THEY FUCK GYROS


REEEEEEEEEEEEEEEEEEEEE
>>
>>137832891
It also happens with the keyboard and a regular ship.

It happened to me when i used a key to joystick(ps2 controller) mapper and set the left analog for "plane" movements, up and down with mouse up and down, but for the sides i put the roll movement, like any regular plane does.
1st the mouse part was slow as fuck, and the roll was even more slow
In the mapper managed to make the mouse speed faster, but didnt help me with the roll, so, what i did first

>fill the shit with gyros untill you hear nothing but the gyro noise

>download the 1000% gyro mod and put just one

>make a system wich uses the numeric pad to switch on and off extra gyros with override in every single direction to help you

its the only thing i can think of now. I used to fill my ship with gyros in every single space i had, regular ships ends up with like 25+
>>
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>>137833631
cool so it's not just me being retarded
I guess ill have to make a train car that is nothing but a box filled with gyroscopes
>>
>>137833631

>use one gyro as mouse sensor
>use programming block on a gyro array to match mouse movement

Could it work?
>>
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>>137834067
Like those old school trains.
1 car for the machine
1 car for the logs
1 car for the water

Its not a bad idea actually, keep it near the "main" car
>>
>>137834230
i saw something like that, but a little more complicated to make it work.

It was a mecha who had the upper torse sitting on rotor with little to no break force, and there was also gyros in there, so, when you push the torso in any direction like up and down, it will also move those rotors, and with programs you can set a rule like

>when "base waist rotor" is more than 45°
When you move up for example
>switch on-off "Looking up gyros"
Gyros turned of with override to go up
>delay 500ms
>switch on-off "Looking up gyros"

and you need to make 1 for each position, so it keeps following your movement.

but this also adds a problem because this needs to sit on rotors to let the program take data from somewhere to go with.
>>
>>137834296
are you saying keep it away from the center of mass or more towards the center of it
the main car is always on the front, but i'm not 100% on how gyros are coded to spin ships. As it stands now each car has about 10-15 gyroscopes loaded into it.
>>
>>137834230
Many systems have already used thruster packs to do the same, including the old high-mobility gravdrive.
>>
>>137834717
>tried to find a video or a pic to make it clear
>couldnt find anything and text is not harder to understand

What i ment was, that his arms follow where you look because of that system i explained.

https://www.youtube.com/watch?v=0RgnuWQGNas

At 2:40 it starts to show this.
>>
>>137835054
Oh yeah, the old 'when something the mouse or movement keys trigger is on, do X' trick. We get it.
>>
>>137834773
If the cars are not fixed (locked rotors or merged with blocks), its complicated.

Gyros must be in the same grid as the cockpit because if you dont they will fuck up everyting, because separate grids (something on rotors or pistons) will have its own inertia dampness with thrusters and gyros.

>>137835328
What i dont know is how to mix ingame commands with external keys.

Like when i press this key (no matter if the key is or isnt in the game for something) do this or that. same with the mouse.
It will be a gorillion times easier if that was the case, because i could set every single tool group


>when i press the up arrow in the joystick
Press ctrl+1 then wait 1ms or 2ms and then press 1 again, it will be an argument for a programmable block, wich can make things more complex, for the better.
>>
>>137835328
Another solution is to reverse engineer that position corrector wich center your ship based on gravty of something.

That could give you a reference to work with the gyros.
>>
>>137835980
nah they're fixed with merge blocks locked in some armor and connected cargo-wise by connectors
>>
>>137838113
Then you better expand the main car to add a box of gyros at the end before the connection part, and find a way to put as much as you can.
Or a separated and smaller car filled with gyros, so with that modular design, you can have a regular gyro force, and when you need more, you just add one more car of gyros to the train
And if you want a little more detail or control over the cars, you will have to put at least 4 gyros, 1 thruster in each direction, an antenna and a remote control in each one, renamed to know wich one is the correct, so when you disconnect the cars, you can control then by the cockpít, if you dont gonna make something like a crane to manipulate them, similar to pic related, but with cars instead of containers.

If you want to go further, you can reshape the cars to be able to stack and organize it with colors or other soluions to know that is carrying ammo or something specific, i had the idea for my space truck, for now i have only a few.
>>
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>>137839007
>similar to pic not posted
>>
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>>137839007
Don't worry i've already planned ahead for when I need to move shit around
every car is standard equipped with everything it needs to move and be remote controlled, including batteries and backup reactors on them. This will be a simple matter of just turning off the connection between the command and cargo modules upfront, moving the command module out of the way, and then inserting a gyro module between them, reconnecting the entire thing.
Everything on it is painstakingly named different barring thrusters.
>>
>>137835980
Not possible ingame, which is why 3D vectored grav drives need a thruster cluster and gyros are used elsewhere. There's a new mod that just came out that can be used to map keystrokes to groups and prompts but I haven't looked too into it. Mod required though and zedeff still doesn't have the nanites.
>>
>>137824910
WARBROS #1
>>
>>137832603
>>137833008
>streamcrash
What stream are you referring to?
>>
>>137839480
It would be better to have that because you have 9 groups of 9 keys each to set very complex commands, even to make simple shit as rolling the ship, but it will an instant quick roll, not press the key and wait like seconds, a very powerfull tool in a dogfight, or for more complex robits.

>Have a 360° no scope button
KEK
>>
>>137840159

https://www.youtube.com/user/SovietWomble/videos

This dude. Outright blasting him would be an unhumorous waste. It would be better if he with #1
>>
So among the more "holy shit" designs LUA guided thump missiles seem to be popular. Why? They don't seem to do any damage to me.
>>
>>137840526
think of them like a guided bullets.
>>
>>137840817
But they suck? The 80km/s railguns always hit, and they dot a lot more than some thumpers.
>>
>>137841093
>80km/s
Wait wait wait what?
>>
>>137841439
18mm railgun shooting sabot head, sabot body at 80km/s. The Kobold has one.
>>
>>137841664
the good thing is that if it's railgun based, it can be improved to shoot even faster bullets
>>
>>137841664
>>137841878
Kinetic damage must be plain awful unless the thing firing it has millions of battery charge, though.

Also, mathematically the highest I'm getting with only a sabot head and body is 12 km/s.
>>
>>137842645
Railguns increase the exit velocity by a lot dude. For not much charge ether. you only need one or two every second because they core though multiple metal blocks.
>>
>>137842645
>unless the thing firing it has millions of battery charge

You know what kind of engines these things use. You'll need three Iraq invasions per second to keep using them for extended periods of time
>>
>>137843026
>>137843043
Hell, I know that. Thing is, the shell designer itself tells me this ought not be possible, even when cranking power up all the way, and yes, making sure the caliber's just 18mm.

I'll go see for myself.
>>
Thumper were nerfed a while ago guys.
>>
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[WARBROS NOISES IN THE DISTANCE]
>>
>>137844000
What's that gate on the right?
>>
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>>137844000
>dubs followed by trips

WARBROS #1
>>
>>137843246
>thinking that 2000000 is actually all the way.
>>
>>137843246
I just fought the SS cezar. Holy fuck.

What do you do against that thing?
>>
>>137845004
nuke it from orbit with a 2000mm CRAM shower


No idea, i haven't tried it yet
>>
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meet Takao the Motherfucker
>>
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>>137844170
>>
>>137845129
Try it dude. that thing is such a rapist.
>>
Should I get Besiege?
>>
>>137845743
no
>>
>>137845857
is it bad?
>>
>>137846101
not really.
it just isn't that much fun.
>>
>>137845743
buy it if you like puzzle games and le wackiness

don't buy it if you're expecting anything more complex than 2 inputs per block
>>
>>137845630
Once I finish my new combat heli i'll try it, but i know i'll get one-shotted
>>
>>137845743
try to find a torrent and try it first, you will lost interest after a few days at much, and win the game in hours
>>
bumping for
>>
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Did inline turbos get nerfed somehow? They seem to be raising low RPM efficiency more than high RPM. The pictured engine collects all the exhaust first before piping it through all the ILTs.
>>
>>137849230
Nothing in patch notes
>>
>>137849230
Are you using an old engine or is this a new design that's performing as expected?
>>
>>137849813
New design. I was thinking if I put in mostly superchargers with three turbos for each cylinder, then piped aaaaall of the exhaust for a fuckhuge engine into the turbos, it would start off with good low RPM efficiency and then the high RPM would get better as I extended the engine.

If I disconnect the turbos, it gives 400+ PPF at 10% RPM, with is consistent with a mostly-supercharged engine I think.
>>
>>137839272
Lay the foundation pupper
>>
>>137844000
Server ip? I want to join you folk
>>
>>137850809
keen implements earthquakes and sinkholes on blaned
how does it go
>ship crushed underground by moving tectonic plates
>>
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>>137851108
No, the game would just automatically crash when it tries to update every square inch of the planet simultaneously
>>
>>137850962
in join world just type ZF and it will appear.
ZF lemmonparty
>>
>>137850962
>>137851547
also add me for invite

steamcommunity.com/id/iheartgmocrops

steam://connect/148.251.140.202:27020
>>
>>137851274
>inch
>>
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>enemy flipping
>m1 dual protoseekers
>dead before they touch the ground
>>
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>protoseekers are too weak
>>
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>>137853046
>clang
>>
>>137854584
when do we get to gas mark
>>
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>>137854584
I can't wait until I can have 3 protoseekers + the power module.
>>
>>137851274
Nah, they would just make it like meteors. Sinkholes appear wherever your supports touch the ground with incredible precision and don't affect anywhere else.
>>
>>137845317
he sounds like a cool dude
>>
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What should the WARBROS laws be?
>>
>>137861281
1. The possession of Pistons, Rotors and Landing Gears on any moving grid is prohibited and punishable by death.
>>
>>137861281
>>137861726
>being fun police
cancer
>>
>>137861281
2. Not buying from us is punishable by death :^)
>>
>>137862157
>implying being the fun police isn't fun

remember we're doing it in the name of simspeed :^)
>>
>>137862157
>not being fun police
>>
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>>137862157

Stick with the prod prod with the prod but just incase though we're police
>>
>>137861281
>you must not look within 30° of any Warbro or counter-Warbro at any time or be CLANGed
>for each 10 steps you must execute a 133° rotation
>no demons
>no werewolves
>no vampires
>>
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[LAW INTENSIFIES]
>>
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So does Crossout belong in /egg/?
Anybody got into CB or bought themselves into it?
>>
>>137857794
Just purely hypothetical question, if and I mean IF both teams in a match are competent and know about how to deal with protoseekers, would a team of cheesy protoseeker helicopters, tesseracts and hovers beat an average team?
>>
>>137864395
>blatant kikery: the game
>>
>>137864693
How is it kikery? Gajew doesn't do P2W they do P2 not do insane grind.
>>
>>137864563
cheese would always win

there is a point where you are out of draw distance but can still lock on and hit, there is nothing you can do but blindly shoot in the general direction of the constant stream of bees

flak is the only counter, everything else dies before managing to do any real damage
>>
>>137865107
Its pay2notsuck

you can't actually afford good parts unless you pay them.
>>
>>137864392
>minuets
>>
>>137865107
Both of those statements are false as shit. Shitout is both grinding hell and P2W, and they were caught giving undocumented stat advantages to Soviet lines in Warblunder. Never fucking again.
>>
>>137867137
>>137867446
Didn't play Crossout yet so can't say anything but WarThunder isn't P2W at all compared to World of Tanks for example.

also

>muh slav bias

Shitters git gud
>>
>>137865107
>>137867446
Yea. The whole "soviet shells have 20% more explosive than other shells", "the costmetic effect of non-soviet bullets is increased in size by 10% to hide this", "angled armor is way more effective than data suggests, so lets keep that in."

ww2 was the only thing the ruskies have to be proud of, and you fucking know there were some instruction that came with all that grant money from putin.

>>137867912
This shit is documented dude. It's in the code.
>>
>>137868170
https://www.youtube.com/watch?v=K0FEtmUCkpQ

All top players agree that there is no Russian bias. The BR matchmaking system they have in place is just garbage.

But wrong general
>>
>>137869159
>>137869159
well it doesn't fucking matter "what top player agree" when the fucking code says there is bias you idiot shill.

A further example is the "transmission fires" that happen. Guess who puts the transmission in the front of the tanks? not Russian. Transmisison fires aren't a thing.

Here is some copypasta:

People have data mined the game files and found hidden modifiers on the Russian tanks such as almost twice the chance for their shells to cause fires, over penetrating or overly large explosive radius and damage after penetration. it is widely known that Russian shells are 1 hit nukes most of the time, poor Americans with their solid shot.

Russian tanks are the only ones who keep their historical rates of fire for untrained crew and maximum historical rates for trained crew, everyone else gets hit with the nerf bat in reload speeds.

Sloped armour tends to bounce shots, if the RNGod isn't smiling at you then you can bounce 88mm shells off the side of a T-34 at point blank range, the sloping modifier aplies to everyone but Russians tend to have the most sloped armour and so are the main recipients of its benefit. The game desperately needs an overmatch mechanic.

German tanks in particular suffer twice the inertia of Russian tanks, making for much greater wobble when coming to a hard stop and thus taking longer to lay their gun on target. This despite most WW2 Russian tanks not having any shock absorbers, German tanks did. In general Russian tanks tend to give the impression of driving like go-karts.
>>
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dopplekek
>>
>>137870016
>Le german and americans are UP pls buff meme

Please go play russian tanks, you'll just get rekt by americans and germans then because you're a shitter dude.
>>
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>>137867912
>git gud

>playing game that someone decompiled and found hidden bias modifiers in the fucking code
>EVER, AT ALL
Get the FUCK out.
>>
If you guys, want me to, I can rent a server if the current zf server is insufficient. Though, I will need you guys' input on maps, mods, maintenance(if/when I need it).

I only have experience running Tekkit Minecraft servers.
>>
>>137870875
I played Russian tanks dude. i had 3xt34s (they were tecincally different but nor really. they all had the same BR). I averaged 4 kills per death. I was the fastest tank I fought, I was the most durable tank I fought. I killed everything in 1 shot, or at least killed the gunner and the second shot killed the rest of the crew or blew up the fuel. My main gun was a fucking death star able to 2-shot any other tank I faced 100% of the time. I also had the fastest fire rate of anyone.

The only tank that I couldn't RELIABLY take 3+ hits from was the german tank destroyer thing. The one that has the exposed crew, drives at 3 mph, and shoots once every minute.

I quit because the grind gets bullshit, AND it just wasn't challenging or fun.

Also:
>lol getgud learn2play actual programmed advantages aren't real lol.
Get fucked shill.
>>
>>137869159
>>137870875
I really can't tell if this guy is serious or just stirring up an argument. There was that long post with data-mined figures showing how the russian shells had almost 150% greater chance of catching things on fire. Not just a few of them ether.

Isn't the whole >russian bias thing basically proven by now? Gaijew even started encrypting client side info to try to hide it.
>>
>>137871738
>>137871429
>>137871039
>>137870875
>>137870016
>>137869159
>>137868170
>>137867912
https://www.youtube.com/watch?v=QA2RKjk8Vms

TOVARISH )))
>>
>>137871738
The datamining is superfluous now, the game was decompiled and they got caught red fucking god damned handed.

Never fucking trust slavs. NEVER.
>>
>>137871039
source?
>>
>>137872698
>>137871429
My favorite part is how they are putting Russian cold war tanks in against tigers and Sherman. i mean what the fuck?
>>
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>all these thrusters
>just to lift thrusters
>put on to lift the thrusters
>lifting the thrusters
>lifting the cargo
>>
>>137876239
cant you jumpdrive out of a planet?
>>
>>137876550
no
>>
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>try to join 2 times and my computer died
>after a little search i realize my ssd is stopping and crashing
>i have to clone it to a regular drive because some software i have is pain to reinstall because DRM
Fucking day im having.
>>
>>137883323
>I fell for the SSD meme
The only thing should be on there is your OS, m8. And you should be imaging regularly.
>>
>>137885505
Got it for free actually, and used as i see, i have the game installed in another HDD.
System boots ok, but when i put the disk to "games" stress it fucks up and freezes my monitors 1 by 1.
>>
>>137885865
Still, imaging would fix this.

Like any of us fucking do it. Drives are expensive.
>>
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>>137865107

>How is it kikery? Gajew doesn't do P2W they do P2 not do insane grind.

I was in the closed alpha test. It just recently left alpha and is going into closed beta soon.

The game is fun, but its designed to jew you at every step, and literally EVERYONE except the paid admins hated how much it jewed you and it was their biggest complaint about the game.

>have to "rent" workbenches with real money to craft new parts
>renting a workbench lets you craft 5 parts, 10 or 15 depending on which one you buy
>4 levels of parts to craft
>white = new player tier trash
>blue = mid level gear
>pruple = high tier
>orange = end game shit that kills everything easily
>have to rent a workbench for each tier of parts
>crafting parts also uses up 2 parts of the tier beneath it plus some random scrap and shit

>craft whites with scrap and copper you earn through matches
>to craft blue you sacrifice a few white parts and more scrap
>to craft purple you sacrifce a few blues
>to craft orange you sacrifice a few purples
>jesus christ why

>the best part
>parts degrade with use and once they hit zero health they cant be used
>once you have FIVE of the same goddamn part reach zero health you can combine them into one fresh new part of that same type

Game could be fun, but its going to be ruined by jewing. Ask me whatever you want about the game.
>>
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>>137886738
You told me enough.
>>
>>137886738
will there be jets?
>>
>>137887961

Probably not.

But there are hover craft parts.
>>
>>137888331
>hover craft parts
it is only a matter of time
>>
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>>137886738
Even the rarity colours are ripped off
Minor jej
>>
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>>
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>>137890748
this is ksp tier
>>
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>>
>>137893680

Comrade, you see, coolant is go into compression chambers to keep engine more cool!
>>
So multiplayer is actually fucking stable in FtD now. Anyone wanna do co op campaign?
>>
>>137894027
>new direct injected cooling technology, or "DIC" for short, means better performance and improved fuel economy
>>
>>137898639
Actually, that's known as super liquid-cooled active valves, or "SLAV."
>>
>>137898791
>active valves
Back in the day they were called Valve Operated Direct Cooling Adjusters. Gave many a mechanic sore heads just by thinking about it.
>>
Remember when the Chambered Heat Exchanger and External Cooling Intake were designed as two separate units?
>>
rggghhhh!! What happened to the server??
>>
>>137902089
CLANG
>>
>>137902089
Simspeed violations?
>>
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BUMP from death
>>
>p10
>>
>>137861281
>>137864392
https://www.youtube.com/watch?v=Hh_gIxTitMM
>>
FtD noob anon again, is it just me or do high-caliber CRAMs make better anti-installation weapons than most flavours of APS?
>>
>>137911961
Since crams are slow as hell but installations can't even move at all then yes, they're the perfect siege weapons.
>>
>>137912394
Also, CRAM frag pellets are broken, am I right?
>>
>>137890748
>these people are in charge of netcode
>>
>>137908706
that picture is hot
>>
tenk
>>
>>137911961
Well, APS can shoot a hypersonic bullet that crosses the full instalation like it wasn't there, damaging everything in its path, which usually isn't anything important unless you know where to aim.
CRAM can shoot a fuck-you-and-everyone-100m-near-you 2m explosive round that can deal over 100k damage.

So yeah, CRAM >>>>>>>>> APS when it comes to wipe out installations
>>
https://www.youtube.com/watch?v=P73REgj-3UE
>>
>>137922804

This is really comfy to watch
>>
>>137926187
Yeah I think it's the lack of commentary that makes the difference.

Also Aus has some nice jungle/bush ambience, you can just sit and listen.
>>
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>>137927026
Also I should add, props to this guy for walking barefoot, not because of animals but because of all the syringes that druggos will leave lying around.
>>
>>137922804
How do you find iron in the wilderness anyway?

You just go around washing stones until you find some with rust?
Then how would you extract the metal??
>>
>ded
https://www.youtube.com/watch?v=3ViFS40N6SY
>>
>>137927838
vikings would fish up rocks covered in oxidized iron from murky lakebeds and then smelt it in a kiln

see https://en.wikipedia.org/wiki/Bog_iron
>>
>>137932554
Slavs also done that.
>>
>tfw no engineering games that allow you to maintain and upgrade a huge carrier with loads of other people
>>
>>137935454
>spengies lets you build hueg carrier capable of launching piloted fighters, and player-controlled turrets
>components are basic so any "crew" would just wander halls and maybe repair battle damage
>turret AI is far more effective than players
>carrier can't move if any fighters are in/on it for fear of CLANG
>missiles make small fighters useless
>large ship battles are literally "run out of turrets then ram the target" every time

FUCK
>>
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Bampu
>>
How do I git gud at ship design in SE? Do I just throw /aesthetic/ at the wall and see what sticks while still being able to fly?
>>
>>137939831
For small ships its easy to build the hull around your components and still look good, but large ships usually need to be plotted out beforehand. Build the rooms, then the armor, add some detail to break up large flat surfaces
>>
>>137939831
I should add that "ship design" is more more than just aesthetic. Redundancy, particularly for essential functions, is your friend. I frequently have power and cargo distributed throughout my ships, and I anchor tubes with regular conveyors every few blocks.
>>
>>137939831
Just make a borg cube
>>
>>137922363
Highest I've come with a CRAM in reasonable space and reload time (26.6s) is up to 60m explosive radius.
I might want to check out efficient autoloader positioning one of those days.

>>137938119
The funny thing is this looks almost exactly like the first sub I built.
>>
>>137939831
What I started out with was building remakes of sci-fi ships. My very first published ship, I believe, was a support frigate from Homeworld, before we could even dream of atmosphere or superluminal.

Simply put, I proceeded as outlined in >>137940535 and made sure there was enough space on the decks to add redundant conveyor lines deep inside the vessel, along with backup batteries here and there.
>>
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>>
Back from FtD, I'm having problems getting the AI to aim mortars, that is, high-caliber, high-traverse short-barrel CRAMs that fire straight upwards.
>>
>>137935950
>carrier can't move if any fighters are in/on it for fear of CLANG
Wouldn't landing gear/connectors lock them in place well enough/couldn't you merge block dock them?
>>
>>137951131
>CLANGing ear
>CLANGnector
AHAHAHAHAHAHAHAHAHAH
>merging small grids to large

AAAAAHAHAHAHAHSHAHAHAHSHSHSHAHAHAHAHAHAHAHAHAHA
>>
>>137951037
AI never solves for high fire arc, always direct fire.
>>
>>137951315
Oh, when you say small fighters you mean SMALL fighters. Landing gear tends to explode, then?
>>
>>137951406
Aw shit.
I guess there ain't no way around this?
>>
UPDATE
>>
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>>137950816
10/10
>>
>>137951703
LUA.
>>
>>137952634
I shamefully admit that the last time I touched Lua was with Roblox.

Let's see if I can't find the math, though.
>>
>>137951451
You don't expect fighters the size of Lemons, do you?
>>
>>137953287
>tfw gmod darkrp lua for trolling skiddies
>>
>>137955992
>making a largeship the size of a lemon for combat

you either go full star destroyer or you go small and nimble so you can spoof turret aim leading
>>
>>137956707
Exactly. The only way to secure a small grid to a large is LG or connectors, and both are prone to fucking your shit up.

You could build a gigantic small grid carrier and use merge blocks, but FUCK THAT NOISE. That will burn your autism out and kill your server and computer.

Carriers are an awesome concept, and you most certainly CAN build one.
But it won't work and will be practically useless.

Your best bet is to build a fleet of destroyers and dock them in a super-carrier
>>
>>137957542
How about you stop talking out of your asshole. You can use rotors to connect the two grid sizes, and you can then lock the rotor, meaning no moving parts and no clang.
>>
>>137957897
>use rotors to connect

Not that anon, but wait what how?
>>
>>137957897
Wait, since when could you lock rotors manually?
>>
>>137958186
>you can connect small to large with rotors
>you can also put the guns with rotors for a quick dispatch
>>
>>137958332
since a few updates ago.
Its pretty usefull.
>>
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>>137950816
Nice.
>>
>>137958813
Bueno.
>>
>>137958984
This and nano factory may very well bring me back to Spengies. Does ZF Serb have part/size restrictions?
>>
>>137960049
Google elects to remain silent, so:
Nano factory?
>>
>>137960237
Automated grid welding mod. Should be on the workshop, don't remember what it's called.
>>
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>>137960920
>>137960237
>>137960049
its called nanites...Johnny
>>
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>>137886738
>from the makers of war thunder
ya, say no more, play wart thunder and you will see how hard they turned that game from pay-to-win to pay-us-or-suffer
>>
http://forums.keenswh.com/threads/update-01-129-server-side-character-control-client-side-prediction.7382336/
Based Keen
>>
>>137961816
No one even hosts a server anymore.
>>
>>137961816
Happening Status: [X] It's
>>
>>137961816
Cool, an update.
I hear the rest of it comes out tomorrow, when they fix the bugs.
>>
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>>137961816
>Let us do fixing of multiplayer!
>But before let us do cutting out half of our audience!
[WAKE ME UP INSIDE]
At least I pirated this joke of a game.
Moderately salty.
>>
>>137961816
>added: basic and vital netcode feature that all fucking online games do
>"Please bear in mind this was a difficult feature to implement and may be buggy"
>sneakpeak: new weapon model AKA the last thing the game needs right now

How incompetent can a dev studio be?
>>
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>>137963295
You do not want to know.
>>
Is ZF updated?
>>
how the FUCK do i do an airtight merge
>>
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>>137966181
if you want the blocks to be able to disconnect after you merge them, there is no way, merge blocks aren't airtight and neither is anything else that won't weld together when you connect the grids. You'll either have to use a double airlock or suck it up and have the ships welded together until you grind them back apart.
>>
>>137966181
Armour corners.

Try ramps, I'm not sure about those.
>>
>>137966748
I'm trying to figure out a way to create a hangar gate which is airtight(besides just using the airtight hangar door block, which is limited in size) when closed but it might just be a lost cause.
>>
>>137841664
Kobold's railgun delivers about 6km/s.
Fastest I've reached was just shy of 40km/s, with a combination gunpowder/railgun, the energy of a couple handful Castle Bravos, a 94-meter-barrel and a 444-module 18mm shell.
>>
>>137969391
>a 444-module 18mm shell.
bullets as big as planes
>>
>>137969652
Still 8m, but the shell customizer sure was xbox hueg.
>the actual bullet was 18x18mm
>>
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http://zfclan.org/forum/viewtopic.php?f=19&t=2011&sid=f0ac5d65cc0de62b3adf703cb135c66f

>cramps is actually awake

Our autism spreads fellow engineers
>>
>let's try league arena
>either absolutley destroy the enemy team or get wrecked and spawncamped
>no in-between
>>
http://robocraftgame.com/forums/topic/i-made-a-thing-2/

all things cancer in forums in one thread
>>
Subnautica's first aid kits puzzle me, they're red with a white cross.

When I first saw them I thought they contained Swiss chocolate that was so tasty it could restore lost health.
What wouldn't I give for a Lindt bar now.
>>
>>137975616
Engineering games
>>
>>137976286

The white background with a red cross on it is actually a fucking copyrighted image owned by "Red Cross".

If you dont pay royalties, you arent allowed to use the image whatsoever, unless you dont mind being sued.

Its such a common sight associated with medical supplies though that the image should basically be public domain. Thank you fucked up copyright laws.
>>
>>137977638
>in every video game medkits are red cross on white
>irl they're green/white or white cross on red

Copyright abolished when?
>>
>>137977638
I'm surprised it's not genericized yet.
>>
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>>137887096

>60 dollars in 2015 is about 40 dollars in 1999.

>gee why is it that i'm getting less game the less i pay?

>must be greedy people.
>>
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Does anybody else put warheads in their ships so you can scuttle them?
>>
>>137980057
It's safer to place them WHEN you want to scuttle.
>>
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>>137980497
But anon then it wouldn't be fun
>>
>>137980497
You could have them half built or so, with a welder placed next to them, that way if you needed to scuttle you can have a timer that flips on the welders, and after a couple second delay starts the countdown. That way they won't explode in combat.
>>
>>137980838
Ships exploding in combat.

Fuel tanks and ammo boxes detonating on destruction are the biggest thing FtD did right, along with the modular approach to weapons.

But of course we'll never have that in SE.
>>
>>137980057
>lining the ship with explosives

Yeah can't see any possible downside to that.
>>
>3-day weekend
time for DESIGNAN and BUILDAN
>>
alright everyone

it is now 100% possible to walk while a ship is moving in space engineers

and it actually """"works"""

what do you think?

it's got very bad rubberbanding though
>>
this is what it's like moving on a ship that's going 60 m/s

note that i'm not the host on this listen server

i have no idea what it's like on dedicated
>>
>>137985145
I hope those fans will cause damage eventually like welders and stuff do
nothing like more hazardous environments to engineer in
>>
>>137985145
reminds me of gears of war
fps battles on giant flying voxel airships when
>>
>>137986041
It already worked on Warbros at well over 100m/s. This is just something that should have been in place to guarantee it from the git-go.
>>
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>>137986783
>no one made facing worlds
Thread posts: 409
Thread images: 91


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