[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

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

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

Thread replies: 759
Thread images: 205

File: britTrankPA_600x397.jpg (80KB, 600x367px) Image search: [Google]
britTrankPA_600x397.jpg
80KB, 600x367px
tonk edition

previous ded: >>151770805

The thread is dedicated to all games about building machines and systems out of blocks, in space or otherwise:

Corneroids, Space Engineers, Starmade, Avorion, From the Depths, Factorio, REM, Robocraft, Machinecraft, Garry's Mod, Homebrew, Besiege, 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
Server: NASSzone
IP: nasszone.com:4242

Avorion
>https://www.avorion.net/
>/egg/ approved server: 149.202.65.190

From the Depths:
>fromthedepthsgame.com
>/egg/heim idea bin: http://pastebin.com/Tmk14sf2

Factorio:
>http://www.factorio.com/
>http://guide.factorio.com/index.html
>http://steamcommunity.com/groups/eggtorio

REM:
>www.remproject.wordpress.com
>https://www.youtube.com/channel/UCzp2XM98-FcFWAqhFjnxSbg

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

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

Infinifactory:
>zachtronics.com/infinifactory

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

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/

OP Pastebin for new deds : http://pastebin.com/4YU2GFPj
>>
File: scr00004 (2).jpg (723KB, 1920x1080px) Image search: [Google]
scr00004 (2).jpg
723KB, 1920x1080px
first for carbon star
>>
>>151947949
How large are you planning on making the gun(s)? Like, if you put them in a big box how large would the box have to be?
>>
File: headache.jpg (360KB, 928x941px) Image search: [Google]
headache.jpg
360KB, 928x941px
rate my factory
>>
File: floaty9.jpg (382KB, 1129x1070px)
floaty9.jpg
382KB, 1129x1070px
>>151949517
I have absolutely no idea, I don't even know what I'm making this boat for. I have this much space.
>>
>>151949406

Do You Think There Could Be Life In The Atmosphere Of A Carbon Star
>>
What's the actual point of a motor driven barrel if it's on a turret anyway?
>>
>>151950810
it's so you can build turret-less guns that can aim
>>
>>151950735
Of course, it's full of carbon based lifeforms.
>>
>>151949986
Looks like you've got a modest amount of space set aside. Both a CRAM or an APS could work, I'd recommend a CRAM with a 3-5-5-5-3 "plus" shape profile under the deck.
_XXX_
XXXXX
XXXXX
XXXXX
_XXX_
That'll turn freely in the space you have available. A 3x3 neck can turn in a 3x3 hole, and then you can jam whatever you please abovedeck.

>>151950810
Elevation. Faster aiming. Aiming beyond turret rotation constraints.
>>
>>151950735
No. Carbon plasma is in the core.
Stars are way too hot to harbor life - the temperatures would simply rip any potential organic molecules apart. Even compounds with deuterium instead of protium.
>>
File: 1394624977288.png (1MB, 1019x881px) Image search: [Google]
1394624977288.png
1MB, 1019x881px
What happened to /kspg/?
>>
>>151952128
>>>/trash/

Reasons: scat snek, cat cock, scam spic
>>
>>151951106
Ok so I don't really need it on a turret then?

>>151951531
I'm a bit confused on how to set up autoloaders and ammo boxes, do I need a separate ammo box for each autoloader and vice versa? I'm not sure how to put more than two pellet types into the ammo.
>>
File: columbian jungle.jpg (861KB, 1920x1080px) Image search: [Google]
columbian jungle.jpg
861KB, 1920x1080px
>>151949746
spaghetti/10
>>
Is it relatively simple to automate a 90 degree rotation coupled with merge blocks and connectors in spess?
>>
>>151952450
delete this it triggers me
>>
>>151952309
>Ok so I don't really need it on a turret then?
If you don't mind having a 90 degree aiming field in the direction of a gun, sure.
However, in a boat, it's better to have it in a turret.
>>
>>151952309
>I'm a bit confused on how to set up autoloaders and ammo boxes, do I need a separate ammo box for each autoloader and vice versa?
The opposite is preferable, actually. Each autoloader can connect to up to three pellets/ammo boxes (when you're placing it, three of the sides will be "out arrows", those are the sides that can connect) and each ammo box / pellet can connect to any number of autoloaders. The system doesn't count number of boxes/pellets, just the number of connections.

>I'm not sure how to put more than two pellet types into the ammo.
Just have multiple pellet types. Doesn't even have to be connected to the same autoloader.
>>
>>151952716
No I meant I don't need the motor barrel if I have a turret anyway, not the other way around.

>>151952759
I'm even more confused now, Jesus Christ.
>>
>>151952482
Can probably do it with timer blocks and buttons/sensors, no programming. But my money is on rotors immediately exploding because game thinks -90 degree to 0 degree means something other than you think it means. Might be 0 to 90 is what you want, but game wont tell you that and CLANGCLANGCLANG
>>
>>151953062
Of course, any prototyping is done with a whole lot of ctrl+b in creative mode.
>>
>>151953018
ah, then yeah, you don't need it.
I only use elevation, normal and recoil barrels in my turrets
>>
>>151953018
These setups both have four connections. Thus, both give the same effect.
>>
>>151952450
This may be a hell of a spaghetti factory, but it looks absolutely comfy.
>>
File: 2015-04-27_00012.jpg (148KB, 1440x900px)
2015-04-27_00012.jpg
148KB, 1440x900px
>>
>Building ship in spengies
>Accidentally knock the landing gear loose
>Ship spins off into orbit at a leisurely 50m/s without any slowdown or inbuilt thrust

For fuck's sake
>>
>>151953961
>CRAM autoloaders don't connect to each other like AdCannons'
Life isn't fair.
>>
>>151953961

But where do I put the ammo box?

Also can I just put the pellets in a row without the second connection to the autoloader?
>>
File: 1384934506579.jpg (59KB, 400x443px)
1384934506579.jpg
59KB, 400x443px
>>151954607
>stealing the A S S T A S T I C ship and their TBM
>attaching thrusters to the station then riding it out of bounds
>>
>>151952450
I want to go through this base with a flamethrower
>>
>>151955003
You're a fucking retard.

Ammo box can go wherever a pellet goes, same mechanics.

Connect autoloader to pellet/ammo. Pellet/pellet is gay and wrong and god hates you for even proposing the idea.

CONNECTIONS matter, not individual blocks. Putting things not next to each other is waste. Put autoloader to pellet/ammo.
>>
>>151954750
>CRAM autoloaders don't explode into a supernova that destroys half of your ship when accosted with harsh words

Life isn't fair.
>>
>>151955431
>You're a fucking retard
I know :(

>Ammo box can go wherever a pellet goes, same mechanics.
If I have multiple pellets and multiple ammo boxes, will all ammo boxes be filled with the same pellet combination? For example if I have one ammo box with an autoloader and two blue pellets, and one ammo box with an autoloader and two red pellets, will the end result be ammo with two blue and two red?
>>
>>151955823
Where the fuck did you get the idea that pellets are fed to ammo boxes?

The pellet mix is a property of the gun, not of the ammo boxes. If you have two autoloader-blue connections and two autoloader-red connections you'll have a shell that's half HE and half AP.
>>
>>151955823
ammo boxes and pellets are two different things.
ammo boxes are how much shit you can shoot.
pellets are what kind of shit you're going to shoot
>>
>>151956175
>Where the fuck did you get the idea that pellets are fed to ammo boxes?
I...don't know.

>>151956175
So it doesn't matter that they're on separate autoloaders?
>>
>>151956584
>So it doesn't matter that they're on separate autoloaders?
Niet.
>>
>>151954678
Clang is a harsh mistress. Our only hope is that it might ignore us sometimes.
>>
>>151957135
>>151956175
Ok, so one more question: how many of each pellet do I really need, considering the size constraints?
>>
>>151958053
Hardener - depending on required AP value.
HE - more = better; more damage, bigger blast radius
Frag - again, as much as you can cram hue in; increases shrapnel count (up to a limit) and it's damage
EMP - more = better

So, all in all, add enough ammo boxes, raise AP to required value, if needed at all, and fill the rest with pellets of your choosing.
>>
>Timer blocks still don't function like timer blocks with proper delay and just auto shits out every single command
jesus christ it's been what, two years?
>>
>>151959154
Anon, you can use a sequence of timers to set up the desired delay between commands.
>>
>>151959491
Yes, but that kind of defeats the purpose as you may as well just use programming blocks and forego the entire fucking clustershit.
>>
>>151958053
More is always better.

Each ammo box recovers 1 ammo per second. The CRAM cannon displays the ammo cost of the shot (which is purely a function of gauge) and the reload time. Ammo cost per shot divided by reload time equals needed number of ammo boxes to sustain fire. Of course, each ammo box you connect to an autoloader decreases reload time, so if you're blazing away as fast as possible this'll be a moving target. Setting a minimum packing time can be a VERY good thing since it both simplifies this and makes each shot more powerful which makes up for the slower rate of fire.

Once you have enough ammo to sustain your desired rate of fire, the rest should be pellets in whatever mix you feel like.
>>
File: 1459712514740.jpg (589KB, 1920x1080px) Image search: [Google]
1459712514740.jpg
589KB, 1920x1080px
>>151952450
>>
So, do connectors not cause clang any more? I just tried merging a 30rpm rotating rotor connector to a stationary one and it didn't even get damaged.
>>
>>151961045
Do you want CLANG? Because coming here saying that something doesn't CLANG anymore will give you CLANG
>>
File: z.jpg (99KB, 1160x629px)
z.jpg
99KB, 1160x629px
>>
>>151959664
>Setting a minimum packing time can be a VERY good thing since it both simplifies this and makes each shot more powerful which makes up for the slower rate of fire.
In light of this, is making twin and more cannons turrets more efficient? You get more chances to hit the target due to trajectory deviation and inflict more damage, as well as increasing the chances of shells to overwhelm point defense.
Is building smaller twin cannon turret more efficient than single big cannon one?
>>
>>151961248
Bitch, please, the chaos engine prototypes came from me and were BASED on rotating rotors and connector pulls.

speaking of which I should probably try that on a ship instead of a station...
>>
>>151961342
I have this... thing. It's tiny, but the two cannons can leave usless another boat of the same size in just one volley
>>
Be sure to give your support to Space engine on >>>/v/348617665
>>
>>151961953
>shilling
>>
>>151961953
>shilling
>>
>>151961953
>Module-based ships with a 3D constructor
Space Engine can become /egg/ one day.
>>151962258
>>151962296
Go on dick, homosexuals.
>>
>>151961342
It depends (TM).
Really tiny cannons are crap. Really big cannons hit diminishing returns. With a turret of your size, go for one gun.
>>
File: wheee.gif (2MB, 294x319px)
wheee.gif
2MB, 294x319px
>>151961045
>>151961248
>>151961396
>does not retain inherent velocity, comes to a complete standstill sans any thrusters of gyros on its' own
innnteresting.
>>
>>151963324
https://www.youtube.com/watch?v=a3lcGnMhvsA
>>
Clangdrive when
>>
>>151963324
>'No Time For Caution' blasts violently

>>151964692
This may be useful >>151963324 ? exerting a reasonable amount of force with a disproportionally tiny amount of power (presumably just that needed to be turned on)
>>
>>151964943
I mean, it has a rotational velocity, but not much more for the time being.

Of course, there's also the possibility of multi-rotor-rotational-blocks exerting enough velocity to, eventually, exert enough directional velocity with counter-measures to push all the force a singular way, but that's just asking to make a massive hulk of a thing.

Though, yes, the power usage remains 0.28% whether stationary or rotating.
>>
>>151965259
>>151965259
Well yea, my point was that even if its a small force it's being generated by physics engine oversights/non-real... parts/clang and this guy is asking for clang engines

fuck knows how you'd translate that into moving anything with it but this is clang we're talking about

thanks for the factual feedback tho anon
>>
>>151965601
I have another answer

increase STRENGTH / pull in a particular direction while all five other sides are rotating to even out the fucking clusterfuck of velocity pull that one side is making

brb one second.
>>
>>151963304
What's the sweet spot for CRAM gauge? I know it's ~125 for AdCannons.
>>
File: file.png (353KB, 518x494px) Image search: [Google]
file.png
353KB, 518x494px
>>151965875
>>151965601
Here's a prototype, if anyone cares to see if being able to make programmable blocks and timers to set up a particular rotation and pull on each side makes it work properly, be my guest.

>3x3x3 cube (default size, incremental)
>Rotor, 1 block, 4 connectors, each side, equal amount of connectors on cube
>a power source
>seat
>>
>>151967243
Oh and the power usage for 4*6 connectors and 6 rotors is 1.68%
>>
>>151959664
>More is always better.
But how little is enough, what's the minimum?
>>
>>151965875
>>151967243
even though I started this line of thought I have no clue what this achieves other than hilarity, anon

aren't they just going to spin? and clang, but I suppose that IS the point?
>>
File: SAVE_ME[1].gif (62KB, 185x168px) Image search: [Google]
SAVE_ME[1].gif
62KB, 185x168px
>>151967243
>It's an Anon tries to harness the power of CLANG episode.
This seems like a really bad idea.
>>
>>151967963
It made a horrible sound when I turned strength to 100%, but it didn't get damaged or anything.

>>151967862
What if you used a two-point rotor - a rotor placed on the block that holds those connectors... and spin it the other way, with another set of connectors?
>>
>>151968123
so: each set spins counter to the opposite set in attempt to... clang? and you've set the connector 'magnetism' to 100% with only noises as the backlash, if I'm following this correctly

godspeed anon
>>
Is it possible to turn off a PID in LUA? I was trying to set up hydrofoils or PID with an ACB to either set hydrofoils to 0 or somehow influence the PID or something when going backwards, but it's not happening.

Any idea why? Why can't I just manually override the General PID or turn it off?
>>
File: file.png (322KB, 455x515px) Image search: [Google]
file.png
322KB, 455x515px
>>151968587
Just prototyping right now.

100% strength on connectors, 30rpm same direction on all sides, a fuckload of sounds, no damage, and damage -is- on.

Basically, what this means is that I can perform an extension of this onto something else, like, say, a spinning, extendable arm for drilling that can then connect without any problems at all to the main part, and not have to worry about clang.
>>
>>151968972
Just make PID function in LUA and fuck with it as you please.
>>
>>151969319
>Just
>>
>>151969041
Ah, gotcha. That's pretty useful in itself, though I was hoping the magically generated forces could be twisted to be part of some kind of clang-engine as mentioned by some other anon.

Still, rotation and extention without explosions is valuable. Plus it looks scifi as fug

Good job senpai
>>
>2016
>still using PID
>>
>>151969524
Thing is, I used something just like this, I had a 10x10x10 cube with a small rotor of 4*2 on a single side and set it to 50% strength with 30rpm and it just spun wildly out of control in a direction with increasing speed

a... half a year ago or more? something like that.
>>
File: 20160816163029_1.jpg (304KB, 1680x1050px) Image search: [Google]
20160816163029_1.jpg
304KB, 1680x1050px
>>151967243
it spins and it wont stop

it's some sort of infernal clang machine
>>
>>151969842
webbums
>>
>>151969319
>>151969418
http://tyrannyofheaven.org/ZerothAngel/FtDScripts/subcontrol.lua

I found this, looks like it's meant for submarines, but it seems to allow for forward and backward movement with hydrofoils, I'll have to look into it.
>>
>>151969678
sounds exploitable as fuck, I have vauge recollections of rotors just generating force adjactent to their spin (because jej keen) but somewhat sporadically and not in a simple vector, but with the amount of clang in everything and lack of testing it could have been anything

>>151969842
>use it with an arm on one side and fling nukes/missles/cluster bombs with minimal energy/thruster input

it could be a hyper efficient weapon if not an engine component
>>
>>151966937
2000mm for CRAMs.

And for AdCannons sweet spot depends on what you're trying to do with it.

>>151967498
1 is the minimum.
>>
>>151970005
OMG

This works perfectly, if anyone doesn't know about it, you only have to edit a few things so that your hydrofoil ship doesn't act like a sub and go under water and shit.

As far as the forward/backward hydrofoil control goes, it works 110%, now I only have to remember the fucking PID block values that I deleted that didn't bob the goddamn thing up and down like default values.
>>
>>151970969
>1 is the minimum.
OH COME ON.
>>
>>151971127
Would a hearty "IT DEPENDS" suit your entitled asshole better when you shove it in next to your head?
>>
>>151971127
Anon, I know that you're still new to FtD, but...
Could you just try the guns to see how you like it?
I mean, everybody here builds the guns in their own ways, so you won't have a best answer. Build a gun, test it, and if you don't like it's fire ratio, add more autoloaders with ammo boxes. If you don't like it's power, increase the gauge or use more pellets.
>>
>>151971994
But that's exactly what I'm doing now, I just had a slight pause while I edited this >>151971001 >>151970005 shit to work properly. I'm just afraid I'm doing it wrong!
>>
Anyone playing empyrion?
>>
>>151970969
>2000mm
Thanks senpai.
>>
Alright i started up FtD and started doing the tutorials. How the hell do i remove water from my vessel? I tried airpumps but they dont seem to do much
>>
>>151972687
Is your vessel sealed?
>>
>>151972786
Sealed as in no holes? Yes it is.
>>
>>151972862
Put your build cursor over the pumps. Does it say if there are any leaks? If so, turn it off and on, sometimes it fails to recalc the room bounds.
>>
>>151972951
Yeah that did it. Thanks
>>
>>151972417
Yeah. It's looking great, but needs a bit more content to last more than a week.
>>
So Empyrion vs Avorion?
>>
>>151972951
>>151973005
Pulling vehicle in and out of play helps with systems getting stuck too.
>>
>>151972786
i'll seal your vessel with my dick
>>
Added the modding toggles GUI to the main branch. Also made it purtier, fixed some issues, and made some QoL adjustments.
>>
Is it possible to have one pellet box that's connected to two autoloaders that each go into a different cannon?
>>
>>151975008
No, use the empty space between the two cannons to add something else
>>
What would a nice non block based /egg/ game look like?
>>
Oh my

So, I just need a planet and the reentry mod

It's a small ship weighing in at 3m kg, took like 15 minutes for the game to actually spawn it when I CTRL-V'd
>>
>>151974915
And the new tooltips with anti-stupidity warnings.

>>151975573
REM is looking nice, there's also GearBlocks, which is regularly updated and has working gears.
>>
>>151975670
>It's a small ship weighing in at 3m kg, took like 15 minutes for the game to actually spawn it when I CTRL-V'd

That's your cue to uninstall before it CLANGs your computer senpai
>>
File: 20160816143554_1.jpg (314KB, 1920x1080px) Image search: [Google]
20160816143554_1.jpg
314KB, 1920x1080px
>>151975670
Fuck, I forgot the whole image part of my image-dependent post
>>
>>151975163
Are you sure?

http://www.youtube.com/watch?v=ugWyM1QcegY

This dude says that you can share pellets and ammo boxes for the autoloader bonus, but only one cannon gets ammo or pellet bonus, but it's from February so maybe it was changed?
>>
>>151976068
>but only one cannon gets ammo or pellet bonus

And in >>151975008 you asked that "Is it possible to have one pellet box that's connected to two autoloaders that each go into a different cannon?"

It's possible? Yes. Will both of them get the bonus? No.
That's why i said no. If you can't get the bonus on both, why bother? Use that space to add detection devices or a missile launcher, or if you're using CRAM, try to fit a APS there
>>
>>151975874
>>151975865
Oh boy, it's been so long since I've had things merge together

I can't wait for when they explode in 30 minutes
>>
File: aae.jpg (24KB, 601x469px) Image search: [Google]
aae.jpg
24KB, 601x469px
https://steamcommunity.com/sharedfiles/filedetails/?id=741734896
>>
>>151976504
HELL FUCKING YEAH.
>>
File: 20160816144500_1.jpg (355KB, 1920x1080px)
20160816144500_1.jpg
355KB, 1920x1080px
>>151976497
I keep doing it, someone kill me
>>
I love you guys
Because you guys are autistic
Like me
>>
>>151976851
Fuck you, there's no way you're as autistic as us.
>>
I wish we could control FtD ships like in WoWs
>>
>>151977347
But he unified weapon control (no joke) and added a "real" targeting thing when you target a enemy. So it's the same thing as WoWs
>>
>>151977347
I wish i had a crew that could control the vehicle instead of an AI. You could build crew quarters, medbays and all that shit that comes around with having multiple people inside a vehicle
>>
>>151977549
You can de-unify the weapon control in the options menu
>>
>>151977564
When we had Corneroids general there was a indevelopment game that was that but in space. I don't remember the name and the OP is long missing (it had a list of in-dev ded games) so I lost track of it.
>>
>tfw about to pirate FtD
>it's in my steam library
What sorcery is this?
>>
File: meme planets.png (1MB, 1920x1080px)
meme planets.png
1MB, 1920x1080px
Meeeeems
>>151977883
shhhh only lesbotes now
>>
>>151976504
At least post a forum link next time.
Not everyone here is a good Aryan.
http://www.fromthedepthsgame.com/forum/showthread.php?tid=22448
>>
>>151978000
Why must you pollute Space Engine's beauty with this asinine bullshit?
>>
>>151978197
/nmsg/ did it
>>
>>151978318
Why would you go to such shitty generals?
Why would you crosspost bullshit from such generals like some enforced metastasising cancer?
>>
>>151978469
Why do you care about anonymous anime image board culture?
>>
>>151977883
Praise Führer.
Sacrifice a jew to the oven in gratitude.
>>
>>151978561
Why do you care enough to purposefully try to destroy it?
>>
>>151978561
Because it's not only superior to retard tier normal culture, it's the only culture we've got.
>>
https://www.youtube.com/watch?v=y4cafPOBubc
>>
hey

languagehomo

https://www.youtube.com/watch?v=tFMo3UJ4B4g
>>
>>151979962
all new films are shit, no exceptions
>>
>empyrion
>take my brand new capital ship for a ride
>find a weak ass alien outpost with only 2 turrets defending it
>broadside it with 5 cannon turrets on my ship
>one minute passes
>~800 cannon rounds fired
>literally no damage, both turrets are still firing at me
>half of the blocks of my ship look dented, will take 20 minutes of repair

Did I just waste my fucking time on a garbage game? I went back with a small
fighters and took out those turrets in 10 seconds. With all those cannon rounds, the enemy turrets should have been dead just from collateral damage. It's like the turrets fired but did literally nothing.
>>
>>151978000
>>151978318
>blaming your shitposting on another general

Go back to Spore 2.0.
>>
File: 1460767640457.jpg (63KB, 670x355px) Image search: [Google]
1460767640457.jpg
63KB, 670x355px
>>151980519
triggered
>>
>>151980846
Reading a rebbit post collating all of the shit the game promised and failed to deliver
Spore 2.0 fits the bill perfectly, because they did exactly what Maxis did, only better: let everyone down
>>
>>151980519
I never looked into it, how hard is it to mod yarr harred Spore?
>>
>>151978735
>>151978661
Sorry but /vg/ and all other bords can assplode for I all care. /diy/ and /out/ are the only good boards out there.
>bunker anon (guy bought a scandi air command and control bunker and is refurbishing it)
>1/2 ton of imitation crabmeat
The only problems are:
>pallet stuff that is just pallets in diferent positions
>>
>>151980516
the autocannons are only good against infantry and small vehicles, you should use rockets, or plasma or something with explosives to kill armored stuff
>>
>>151981371
I haven't touched Spore in years so I wouldn't know.
>>151981724
Why are you even here then?
>>
>>151981765
My fighter's 15mm minigun kills turrets in seconds, so I assumed 30mm cannons would do fine. I'll try rockets I guess.
>>
>>151982045
how far were you? autocannon range is like 600m
>>
>>151982167
I flied pretty close to the outpost, pretty sure I could have fired out of the window with a pistol and hit it.

Just realized that the turrets might have picked up some aliens inside the base instead of the turrets and firing at walls instead.
>>
File: 1466281018627.png (94KB, 309x302px)
1466281018627.png
94KB, 309x302px
>>151981371
>have a legit copy lying around
Is there a way to get me to stop hating myself?
>>
File: 1461452252492.gif (2MB, 331x351px)
1461452252492.gif
2MB, 331x351px
>>151982581
turn your hate towards your butt and bully the fuck out of it
>>
>>151982856
Butt... it's my butt. Why would I bully my own posterior?
>>
>>151983052
Take out your anger on the butt instead of yourself.

Embrace the butthurt.

I don't understand how this is confusing for you.
>>
>>151981724
>/diy/ and /out/
Completely unproductive boards. Wake me up when they have three albums out, a game, or a VN. At the very least their clubs aren't garbage. At least /out/'s isn't. Is /diy/ even in the elites right now?
>>
File: AnonIloveyoubutstill.gif (677KB, 420x236px) Image search: [Google]
AnonIloveyoubutstill.gif
677KB, 420x236px
>>151983052
he wants to train your butt for when he uses it anon
is this your first time being hit on by a boy?
>>
>>151983238
But it's MY butt. Taking anger on it is taking anger on myself and taking anger on myself would hurt me.
Hurting yourself is illogical. Why would I want to hurt myself?
>>151983512
>he wants to train your butt for when he uses it anon
OH. MY. GOODNESS.
>is this your first time being hit on by a boy?
Da.
Actually no, it's the second time.
>>
File: pain.jpg (231KB, 1280x720px)
pain.jpg
231KB, 1280x720px
>>151982581
I know that feeling, Anon.
I know that feeling.
>>
File: 1457380781270.jpg (99KB, 720x960px)
1457380781270.jpg
99KB, 720x960px
>>
>page 10
wake up /egg/ it's time to go to sleep
>>
>>151986141
How the hell do you do that though
Do you just ram up against the curb and keep going for like half a block
>>
File: 1457550390044.jpg (87KB, 540x960px)
1457550390044.jpg
87KB, 540x960px
>>151986409
Just wear on the tire breaking down the layers enough, happened to mine last month. Well, mine only had one bump, but still. Tires can be strange things.
>>
>>151987139
I hate that I can tell that picture was taken in a sears shop.
>>
File: floaty10.jpg (62KB, 886x477px) Image search: [Google]
floaty10.jpg
62KB, 886x477px
Should I continue trying to make the turret flush like the small one here despite the lack of space, or just go with the one block raised version like the bigger one here?
>>
File: 1443809984045.jpg (75KB, 640x852px)
1443809984045.jpg
75KB, 640x852px
>>
>>151989643
Never ever go flush. Flush guns can and will shoot the deck without a moment's hesitation.
>>
File: 20160817_102814.jpg (705KB, 2048x1152px)
20160817_102814.jpg
705KB, 2048x1152px
>even when I'm away from my computer I have to /egg/
>>
>>151990064
You can manually set the firing angle/turret's rotatable area to avoid shooting your own blocks. There's nothing you can do to avoid shooting your own turrets, though...
>>
>>151991630
>see thumbnail
>first thought is "it's not hard"
>open image
>just see loss

FUCK THIS ENTIRE WEBSITE
>>
File: 2q3DKN6.jpg (62KB, 437x437px)
2q3DKN6.jpg
62KB, 437x437px
>>151992238
I didn't even see it at first

For fuck's sake
>>
File: 1467257741752.jpg (16KB, 223x256px)
1467257741752.jpg
16KB, 223x256px
>>151992238
>>151992481
>>
>>151991630
https://www.youtube.com/watch?v=siawhQBRC8I
>>
>>151992238
>>151992481
I don't get it
>>
>>151992238
SON OF A BITCH
Now I fucking see it too.
>>
File: 922.png (348KB, 680x586px)
922.png
348KB, 680x586px
>>151993330
Maybe you'll get it someday
>>
>>151991954
Cannons don't compensate for ballistic drop or imprecision, so unless you don't want it to be able to engage surface targets, flush WILL pop your deck.
>>
>>151995096
>Cannons don't compensate for ballistic drop or imprecision
N3X15 GET IN HERE. YOU HAVE FIVE MINUTES OF BASIC WORK THAT NEEDS TO BE DONE.
>>
File: floaty11.jpg (441KB, 1920x1148px) Image search: [Google]
floaty11.jpg
441KB, 1920x1148px
Alright, this is how it looks so far. I have 6 blocks below the deck that are free (between the cannon parts), any ideas on what to put in them? Maybe I'll just use them for the LUA box and whatnot.
>>
File: 1409179373132.png (88KB, 323x291px) Image search: [Google]
1409179373132.png
88KB, 323x291px
>>151995274
>>
>>151995505
>for the LUA box and whatnot.
If it can even exist on a turret, I just realized that it will probably try to control the turret instead of the ship because it's a separate object, am I correct? Fuck.
>>
>>151995561
Just bump the angle of the cannons up to match the shell trajectory on launch. Probably a little more than five minutes if this requires recalculating the spawnpoint of the projectile but simple nonetheless.
>>
>>151996050
They already do that, dude.
>>
>>151996528
Then what the fuck does
>Cannons don't compensate for ballistic drop or imprecision
Mean in EXACT terms? I seem to remember most shells still having an upward arc from their origin at the muzzle.
>>
>>151996050
Which cannons, specifically?
>>
>>151996941
Whatever cannons are blowing out anon's deck because they point too low, unless he spoke the wrong words and "Cannons don't compensate for ballistic drop or imprecision" doesn''t mean what I think it means.
>>
>>151997085
Yes, but which cannons? CRAM? Simple cannons? APS?
>>
>>151995096
yo, fag, tell him what cannons.

>>151997174
>>
>>151996804
If a cannon has a failsafe, but is on a flat deck it'll still fuck the deck up.
The reason being that the failsafe doesn't check shell drop and the cannon doesn't fire perfectly straight, so it flukes down a tad and since it has basically zero clearance already hits the deck.

>>151997337
Occurs with literally all cannons. And missiles and lasers if you mount them flush too.
>>
>>151997660
Forgot to mention that the Pine in /egg/heim is a great example of this in action. Spawn in it and a surface ship, watch it fuck its deck to ribbons.
>>
>>151995561
The real issue isn't with cannons but is that failsafes only check horizontally. Another two rays, one above and one below, would solve the issue.
>>
>>151998396
Okay, I think I may have fixed it, I'll test.

Thank you.
>>
>>151998396
>Another two rays, one above and one below, would solve the issue.
Kludgy but true. I'd rather he fix the calculations.
>>
>>151999510
No need to add arcs to this. nice straight lines are more than good enough.

Although they should be a box, not a +. A + could let a corner of a block near the middle while a box doesn't.
>>
memes
>>
>>151999629
Think of it like a + and a x. Currently we just have a -. x is superior because ships are made of blocks.
>>
https://www.youtube.com/watch?v=n319xVomJTQ
>>
Need to redesign this with a swaybar.
>>
>>
File: 452883.jpg (90KB, 610x406px)
452883.jpg
90KB, 610x406px
>>152001678
>>152001489
>>
looking for a fun multiplayer engineering game that plays well with a bad connection

factorio was nice but 2KB/S map upload times are a dealbreaker, ya know?
>>
File: 1330551927117.jpg (39KB, 204x240px) Image search: [Google]
1330551927117.jpg
39KB, 204x240px
>>152001839
>>
>>152002164
Well good luck with that then
>>
Is it impossible to connect autoloader>6way>autoloader>6way? For some reason the 6way says it's not connected to the cannon but autoloader is.
>>
File: file.png (28KB, 1432x663px)
file.png
28KB, 1432x663px
>>152002202
You can just push the front a few blocks into the front and leave space to fit one, so the whole thing floates on it, insead of the clusterfuck of connections you will have to do with an actual bar.
Have no idea what do in the back.
>>
File: Screenshot11.jpg (301KB, 968x622px)
Screenshot11.jpg
301KB, 968x622px
>>152003453
>>
>>151999318
Thanks man.
Also, fresh and hot off the forums:
> Nick should make helium flammable. But then again why can't we have vacuum pumps? :3
>>
>>152003845
I thought about making hydrogen pumps, but then I had flashbacks to aerosols in SS13.
>>
>>152003916
say ";ATMOS IS ON FIRE
say ";AGAIN

Bless you for having tried.
>>
>>152003453
>>152003685
I was just gonna put a spring in the center to make a 3-link suspension system

Had to cut the damn thing in half and widen it so there was a center block though.
>>
>>152002773
Nick sperged out that the original cannon design meta of autoloaders and ammo tesselated among 6-way connectors was too easy and arcadey, so now the only thing that 'works' on 6 way connectors are railgun chargers. You can run a long snake of gauge coolers between your autoloaders to connect them (which highlights Nick's Autism+Incompetence dev method; gauge coolers are basically 6 way connectors that are slightly harder to tesselate), or just hang autoloaders off each other; this gives a higher 'complexity' penalty so faster diminishing returns, but is fantastic for compact gun pods.
>>
>>152004975
Well fuck. I have pretty much only a 1 brick deep 5x5 space.
>>
File: bioclang.jpg (42KB, 514x369px) Image search: [Google]
bioclang.jpg
42KB, 514x369px
>>152004667
Suspensions geometry done by hand is a pain to do, but you can end up with some cool solutions if you exploit the game so much.
>>
>>152005584
I don't like to exploit the physics of the game, i try to make things as legitimately as possible.
>>
File: 1399190219470.jpg (62KB, 500x303px) Image search: [Google]
1399190219470.jpg
62KB, 500x303px
>>152005791
At least you get the credit of replicating reality.

I still cant belive that mechs didnt up being a thing in crap mechanic, looked less shaky and clangy to do mechfus.
>>
>>152006187
cant do much about mechs in crap mechanics cus no wire or logic system
>>
>>152006507
This, you need at minimum a programming capability that can call the exact position of where it is and read rotor positions.
>>
File: wew.jpg (131KB, 1005x498px)
wew.jpg
131KB, 1005x498px
ok guys wish me luck, gona try to make this in crap mechanics, alway had a boner for this kind of wheels
>>
http://www.youtube.com/watch?v=rZRe_0L5qiU

Discuss.
>>
File: 1416439719286.jpg (757KB, 2048x1395px) Image search: [Google]
1416439719286.jpg
757KB, 2048x1395px
>>152007552
If you are that anon.
Remember le charlestone.
>>
>>152008229
fucking weak asssuspension
>>
>>152008229
There's like 3 of us that regularly play crap mechs in egg.

I've modernized the crawler.
>>
File: elevator.png (43KB, 1513x676px) Image search: [Google]
elevator.png
43KB, 1513x676px
shouldnt there have been an elevator in Spengies by now?

im so fucking sick of making these space-absorbing ugly boring and tedious-to-walk stairways
>>
File: file.png (42KB, 1432x663px)
file.png
42KB, 1432x663px
>>152008389
>>152008668
Well, le monsieour, if the guy is not, you showed em the thing.
What i was thinking was to outsource the suspension system to the leg, so you will have more space in the interior and also make it simple.
Something along the lines of this shit draw.
>>
>>152004975
>this gives a higher 'complexity' penalty so faster diminishing returns
Last I checked complexity was a flat factor. Number of autoloaders ^ 1/4. Did this change?
>>
File: 1352982177607.jpg (28KB, 218x227px) Image search: [Google]
1352982177607.jpg
28KB, 218x227px
>>151995505
>those engines
Cute little bote apart from that, though at that size you're probably much better off with a single cram cannon instead of a double.
>>
>>152009042
in spess play with gravity generators, in fixed stations in planets, go for piston elevators and some scripts.
>>
File: 2016-08-17-01-05-04-411.jpg (317KB, 1920x1080px) Image search: [Google]
2016-08-17-01-05-04-411.jpg
317KB, 1920x1080px
>>152009586
>>
>>152009586
this looks like a decent substitute, but for real

>"Pistons and rotors were a mistake.'' - Keen

its not worth the risk of CLANG imo
>>
>>152009487
>>those engines
They're just so that it moves while I build the rest, I'll put them somewhere inside later.

I'm not sure how to take screenshots with the UI so I can share my cannon stats, they seem really bad to me.
>>
File: 2016-07-15-00-12-30-859.jpg (318KB, 1920x1080px) Image search: [Google]
2016-07-15-00-12-30-859.jpg
318KB, 1920x1080px
>>152009771
Thats why i said fixed stations.
You will have to remove the speed cap, and review the lock speed of every single rotor, piston and wheel you have to set it higher, it will work, unless you try to do a 90° turn at very high speed and forget to manually lock the shit you know its making trouble.
But most of the times it holds up to 300 m/s pretty well in singleplayer.
>>
>tfw no depressurized blaneds
>>
>>152010507
Mars should be like that, but its not.
You can edit it if you want i think, or just delet the planet and put another one without atmosphere.
>>
File: 1470832560129.png (180KB, 533x455px)
1470832560129.png
180KB, 533x455px
>>152003845
>helium
>flammable

give me the link now
>>
Regarding the whole "turrets blowing their own deck to pieces" discussion, here's my observations (keep in mind I haven't played in a few weeks, but this seems to be an old problem):
The problem isn't ballistic drop, it's inaccuracy. The vehicle checks if a perfectly accurate shot would hit itself. Normally, this would be close enough. However, when the gun is not all that accurate or when the shell passes particularly close to the deck, sometimes the deviation from a perfect course is enough to cause the shell to hit. The problem is most obvious when dealing with oldcannons because nucannons can be much more accurate, but I've seen it happen with both.

This gives rise to a certain favorite tactic of mine. Cheeki breeki your way onto a really big enemy ship and use your minigun to cut off the barrel of their nucannons, leaving only the mantlet. The gun only has 1m of barrel (since the mantlet counts as barrel) to (a) burn gunpowder and (b) increase accuracy. Watch as those same 500mm dustbins that have been wreaking havoc on your ships destroy theirs from within.

I may have discovered this while just shooting shit on enemy ships and getting blown up when their next volley landed on the deck next to me
>>
>>152011428
http://www.fromthedepthsgame.com/forum/archive/index.php?thread-22984.html
>>
File: halp.jpg (296KB, 1475x929px)
halp.jpg
296KB, 1475x929px
>>152009994
>>I'm not sure how to take screenshots with the UI so I can share my cannon stats, they seem really bad to me.
Nevermind I had to printscreen it, can someone tell me what's wrong with these stats please.
>>
>>152014649
Your max elevation and muzzle velocity are both poor. Replace one of the standard barrel segments and the recoil reduction barrel with motorized barrels.
I'd have to see a screenshot at or around 4.82 seconds since last shot to really judge power of the guns. You might be best off merging them though, 571mm is pretty tiny.
>>
>>152014649
>>152015071
Or pardon, at 10s since that's your set packing time.
>>
File: halp2.jpg (288KB, 1244x959px) Image search: [Google]
halp2.jpg
288KB, 1244x959px
>>152015071
>>152015232
Here it is, I think I can make some more room inside for a few more blocks, but not a lot. I could add more gauge blocks outside?

I'm not really sure about the amount of each pellet boxes either.
>>
>>152015832
More gauge on the outside and swapping the frag for more HE should be good. You're way below the critical mass threshold for frag CRAMs.

Also, what's your fuse setup? I notice it's taking 26% of the shell.
>>
>>152016079
Damn, I just made it 1100gauge and it literally split some wooden ship I loaded from the workshop in two, didn't think there would be such a massive difference.

>critical mass threshold for frag CRAMs
What is it?

>Also, what's your fuse setup? I notice it's taking 26% of the shell.
It's 2m penetration depth and 10degrees angle to explode, I just copied it from a video or somewhere, should I change it?
>>
>>152016769
Frag scales harder with size, frag below around 1800mm isn't really worth it.

>It's 2m penetration depth and 10degrees angle to explode, I just copied it from a video or somewhere, should I change it?
10 degree inertial is good. Penetration depth may or may not be worth keeping.
What's your new kinetic damage and AP off a fresh reload? If it's below around 2k at AP 20 I'd say to skip the penetration depth fuse. You won't be likely to punch deep enough to warrant it.
>>
>>152009042
Spengies has gravity plating, for all of your Prey-ish gravity fuckery needs.
>>
>>151992238
>>151992481
>>151993038
>>151993553

This website has broken you all.
>>
File: halp3.jpg (243KB, 1240x826px)
halp3.jpg
243KB, 1240x826px
>>152017207
>What's your new kinetic damage and AP off a fresh reload? If it's below around 2k at AP 20
New stats in pic, it's 1840/11.4, how do you even get more AP, just hardeners?
>>
File: 1471321443225.jpg (452KB, 1920x1080px)
1471321443225.jpg
452KB, 1920x1080px
Grabbed the humble bundle, already own spengies so dumping my key here before I go to bed. To whichever anyn gave me an ftd key a year back we're even now

7PNW3-7L?73-R4A0H

It's A letter
>>
File: 1418155034829.jpg (28KB, 800x600px)
1418155034829.jpg
28KB, 800x600px
>>152017572
>the density level is now 1.8 after 10s
>>
>>152017572
You need more SPEED on that packing
1.8 is SHITE
>>
>>152018594
>>152018729
What, how, what do I need to do for that? Autoloaders?
>>
>>152017572
Yeah, AP and kinetic damage are provided by hardeners. Your cannon doesn't quite have enough brute kinetic force (due to the AP value) to punch through a metal beam. Because metal 4m beams are the standard armor used by pretty much everything, I'd recommend leaving off the pendepth fuse and just sticking with the inertial fuse. Anything weak enough to punch through likely means a hull weak enough for the HE to rip a crater out of, and anything stronger would have stopped the shell fuse or not.

The current issue now is that your guns have a very limited internal ammo supply: you'll get two shots at full fire rate, a third at around two seconds of extra delay, then shoot up to 47 seconds between shots. I'd recommend ripping out all but one of the hardeners and replacing them with more ammo boxes. Maybe even all. Your kinetic damage isn't likely to be meaningful given you're not hitting high AP values.

>>152018594
>>152018729
Guys, it's literally baby's first cram. He's also making it tiny as fuck.

>>152018917
CONNECTIONS.
>>
File: floaty12.jpg (124KB, 1920x1148px) Image search: [Google]
floaty12.jpg
124KB, 1920x1148px
>>152019049
>CONNECTIONS.
But it's extremely hard to make connections with one block height of space. Maybe if I cover more of the top, but then it will be extremely ugly. I could cover this entire area and fill it with one more row of shit below, but it seriously looks like the ugliest thing ever.
>>
>>152019654
That's the tradeoff, if you want more powerful cannons, build a bigger hull.
>>
>>152019654
>>152019768
What if I moved the cannons so they would be 3 blocks apart instead of just one? Would this just be too stupid and inaccurate?
>>
File: aaa.jpg (265KB, 1437x1002px)
aaa.jpg
265KB, 1437x1002px
Trying to program some more complex behaviour into this thing. Eventual goals
>follow chains of food particles
>avoid walls
>random movement if no food adjacent
>limited memory, so it doesn't move into the area it just moved from
>>
>>152009053
was planing on putting the suspension inside the leg, because this type of wheels with the suspension in the car dont work well ingame because of the torque pushing the arm down or up, literally overriding the suspension
>>
>>152020589
Would work just fine.
>>
>>152021162
algodoo
more like "i'll go doo-doo"
>>
>>152021386

I wish
I'm constipated

Also some guy sperged out last thread at you for saying that which was a bit weird
>>
>>152021485
he couldn't go doo-doo, either
>>
File: floaty13.jpg (332KB, 1920x1148px) Image search: [Google]
floaty13.jpg
332KB, 1920x1148px
>>152021318
Not too far apart? If I do this then I can probably cover up more parts without it looking too shitty. Maybe even put that missile in the middle someone suggested before.
>>
>>152019654
>it's extremely hard to make connections with one block height of space
nigga
>>
>>152021760
I don't know man, i make the turrets like this
>>
>>152021760
Yeah, that'll be totally fine. At any meaningful distance you'll have more imprecision due to scatter due to offset barrels.

>>152021863
He's making two guns, m8
>>
>>152021908
THAT IS SO CUTE.
>>
>>152021976
It's on the workshop if you want it
http://steamcommunity.com/sharedfiles/filedetails/?id=711936179
>>
>>152021760
The cannons own innacuracy factor will cause the shells to land further apart than having the barrels a couple blocks apart will ever do. Besides, if they have any kind of azimuth adjustment they try and converge on the target.
>>
>>152022258
>if they have any kind of azimuth adjustment
Why would you assume I had any idea what that was.
>>
File: Untitled.png (9KB, 355x435px) Image search: [Google]
Untitled.png
9KB, 355x435px
>>152021919
Yeah, that was just an example to illustrate my point. For a double he can try one of the setups on the left, depending on how much space he's working with; or if he does a single system instead, like I've been suggesting, he could use the setup on the right as a starting point and likely be much better off.

>>152021760
Sorry if we're being too harsh, by the way. It's just banter, I'm enjoying watching you take your first steps here.
>>
>>152022419
azimuth = horizontal aiming
>>
>>152022419
Because literally every menu in FtD uses 'azimuth' to describe the horizontal axis, and if you've gotten as far as building a catamaran hull with a double CRAM cannon you'd have seen the term at least a dozen times.
>>
Any opinions on this besides being shit?

It's still WIP, the top wooden beams are going to be replaced
>>
File: 1367607263199.png (15KB, 139x150px)
1367607263199.png
15KB, 139x150px
>>152022993
It's nice
>>
>>152022993
it's really nice, but i can't shake the thought of a pen depth shell destroying everything inside
>>
>>152022468
My brain accidentally fell out and I ate it, so I wrote that I have a 5x5 space to fill, but it was actually 7x7. Now that I removed the roof and looked at how I filled it, it's somehow less efficient than your 5x7 example on the top right!
>>152022510
Thanks!
>>152022805
>implying I can read
>>
>>152023398
Ah, I didn't see where you'd said how much space you had. 7x7 square? Un momento. And remember, the setup on the right is for a singloe cannon.
>>
>>152023672
>top right
TOP LEFT FFS I really need to go to sleep.
>>
>>152023760
>sleep
WAIT COME BACK I'M NOT DONE AUTISMING AT YOU YET
You'll have to knock out some of the floor or ceiling for more connectors to make these work, but I'm sure by now you're noticing the pattern that efficient cram designs tend to follow.
>>
>>152023672
>>152024116
He needs a turret that rotates in a 7x7.
>>
>>152024116
The connectors have to be on another level for this to work, right? That's pretty much why I made the terribly inefficient version in the first place, imagine that but with half of the pellet/loader blocks replaced with connectors.

>>152024396
Technically I can sacrifice one block on each side and one on the front to make it 8x9, it won't fully rotate backwards so it could fit an entire 8x9 panel with no corners I think.
>>
File: turret space.jpg (383KB, 1920x1148px)
turret space.jpg
383KB, 1920x1148px
>>152024592
Pic related, I can take one block off the front, MAYBE even one from the back so that it's 9x9, and the upper level can be 3x3.
>>
File: spacedong.png (2MB, 1680x1050px) Image search: [Google]
spacedong.png
2MB, 1680x1050px
hung stranger coming

I need to prepare my ass

I don't want buttclang
>>
File: Unpainted.jpg (116KB, 1366x768px) Image search: [Google]
Unpainted.jpg
116KB, 1366x768px
DRAMATIC
ACTION
SHOT
>>
>>152024396
I really shouldn't be spoonfeeding this hard, but I'm enjoying myself.

>>152024592
>>152024703
Ah, I see, so that's how it is. Back in a jiff!
>>
File: Peugeot.jpg (112KB, 1200x675px) Image search: [Google]
Peugeot.jpg
112KB, 1200x675px
>>152022993
WHERE'S THE PAINT

PAINT YOUR STUFF

Other than that looks neat.
>>
>>152024872
Gotcha covered m8
>>
>>152025129
>WHERE'S THE PAINT
>PAINT YOUR STUFF
It's still WIP, i'll paint it when it's finished. It's useless to paint blocks if i still don't know if i'm going to remove them
>>
File: Untitled.png (7KB, 428x217px) Image search: [Google]
Untitled.png
7KB, 428x217px
>>152024905
This is what we're looking at for a 3x3 upper level. I imagine the one on the right is more efficient but I can't be assed to count the connections and check.
>>
File: 20160814150312_1.jpg (299KB, 1920x1080px)
20160814150312_1.jpg
299KB, 1920x1080px
>>152024872
<<nimbus launched>>
>>
>>152025213
Protip: Choose the main fleet color and paint everything with it from the get-go so that you don't have to paint a 6k+ block monstrosity afterwards and then detail it later. Designs painted with unified fleet colors are guaranteed to be 200% more cool, radical and/or sicknasty.
>>
File: 1471120715385.png (98KB, 219x218px)
1471120715385.png
98KB, 219x218px
>>152024770
>still no rails in spengies
>>
>>152025402
While i agree with you in that painting a 6k+ block monstrosity is tedious as fuck, it allows me to do a double check on the vehicle to see if i missed something.
>>
>>152025338
I don't even play FtD and I find that thing sexy as hell.
>>
>>152025402
You know what irks me about the fleet paints? The forumtards seem to think that 'fleet detail' means half the fucking ship as if there wasn't an entire paint slot dedicated to a, wait for it, secondary paint colour!

I run a drab green for primary colour, black for secondary, with yellow stripe trim and red detail for below the waterline. This results in captured AI ships looking like kaleidoscopes of retardation, with giant obnoxious swatches of red and yellow everywhere.
>>
File: 268650_20160817103955_1.png (1MB, 1280x1024px) Image search: [Google]
268650_20160817103955_1.png
1MB, 1280x1024px
>>152025639
I use black as primary, blue as secondary, white to trim and light red for detail.
>>
File: 20160814133511_1.jpg (416KB, 1920x1080px)
20160814133511_1.jpg
416KB, 1920x1080px
>>152025614
thanks senpai
>>
File: 2016-08-17_18 46 51.jpg (89KB, 1920x1080px) Image search: [Google]
2016-08-17_18 46 51.jpg
89KB, 1920x1080px
>>152025824
Enjoy those clusterfucks of white and red when you capture AI then :^)

WF I can at least kind of forgive because their colours are white and various shades of red, but LH and DWG ships end up just as hideous.
>>
>>152024872
>>
>>152027436
There is nothing comfier than flying in formation on a heli-battleship pouring rape into a formation of DWG.
>>
>>151951905
CFBDSIR 1458 10b would like to have a word with you.
>>
>>152025402
>6k blocks
>monstrosity
You've clearly never built a pre-dreadnought battleship to scale.
>>
>>152027875
Is it a small convective star?
Anyway, the temperature still won't allow any organic molecules to form.
>>
>>151951905
>organic life
Kek
>>
>>152029637
I learned that lesson after building a 30k block design during my early hours. Suffice to say I have for some truly unknown reason remembered to paint the design from the get-go after that.
>>
>>152029637
i-is this wows2?
>>
File: skub.gif (7KB, 181x251px) Image search: [Google]
skub.gif
7KB, 181x251px
Cram vs. Advanced
>>
>>152031079
Neither, both are getting unified very soon.
>>
>>152031226
Wait, they are? [citation needed]
>>
>>152031328
No it's just the butthurt guy again on his daily X is going to be unified again. He is like the Cao Cao poster of mountainblade general.
>>
>>152031328
You just got meme'd son.
>>
File: goddamnit.webm (3MB, 1100x586px) Image search: [Google]
goddamnit.webm
3MB, 1100x586px
I've been troubleshooting this shit for 40 minutes now
>>
Question, do radar/sonar buoys count as an active sensor package for the craft that fired it? As in, if an enemy ship has passive sonar detection, they will pick up the buoy firing sonar waves everywhere, but does that track back to detecting the sub that fired it too, or just the buoy itself?
>>
>>152031662
anon were you vaccinated?
>>
>>152031806
I'd say just the buoy itself
>>
i finally done it, >>152007552
the colored thing is how the "arms" work, the axle is "fixed" to the car
>>
File: aaaa.jpg (391KB, 1876x967px)
aaaa.jpg
391KB, 1876x967px
>>152031980
Sh-shutup
>>
>>152030962
It's all about AESTHETICS
>>
File: aaa.jpg (412KB, 1920x1080px) Image search: [Google]
aaa.jpg
412KB, 1920x1080px
Narrowed it down, this gate won't open large enough for some reason
>>
... I might go back to FtD.
But even though I own it, I think I'll just torrent the version directly before GRORIOUS NIKKU DING DONG RESORCU
>>
File: 1403301555520.jpg (46KB, 448x486px)
1403301555520.jpg
46KB, 448x486px
>>152032292
>>
>>152034074
ok
>>
>being forced to move from comfy apartment to dorm because of fire
>now have to live with other STEMautists I don't know
fug
>>
>>152034496
why don't you autismgames with them
>>
>>152034496
>0
And I have to study daily with STEMautists that are literally reditors. Kill me pls
>>
File: loss.jpg (879KB, 625x790px)
loss.jpg
879KB, 625x790px
>>151993330
Seeing minimalst loss in arrengement of lines is the ultimate autism test.
>>
>>152035575
Now I get it. Why though, why did the original author change the tones of the comic?
>>
>>152035768
One popular theory suggests he had several blood clots in his brain.
>>
>>152035937
No one interviewed that guy?
>>
>>152035967
Why bother, what possible interesting thing can a guy who can only draw 1 face say
>>
>>152036116
>content based on ability to draw faces
That's a shitty argument, but you can already tell through his writing that he doesn't have anything of interest to say.
>>
Scrap Mechanic is boring as all get out generally but I don't know of any game that can handle 25 rotors all screwing around like this anywhere near as well as it does.
>>
>>152037368
>joints testing.webm
>>
>>152037368
Now do it multiplayer
>>
>>
File: 1465722741281.jpg (16KB, 320x371px) Image search: [Google]
1465722741281.jpg
16KB, 320x371px
How do i get into From the Depths REEEEEEEEEEEEEEEEEEEEEE
>>
>>152038726
>astronaut training
>>
>>152038739
You only need to double clic "From the Depths.exe" :^)
>>
>>
>>
File: Xf7.jpg (67KB, 600x598px) Image search: [Google]
Xf7.jpg
67KB, 600x598px
http://www.strawpoll.me/10997899/
>>
>>152039325
>>152039189
>>152038726
>>152037368

This game looks pretty _fun
>>
>>152038739
Right!?! I tried so hard
>>
>>152039769
It's fun to screw around in, I constantly find myself coming back to it. There's a few downsides like there's a finite limit on how much rotational power you can get out of parts so you're kinda forced to do really hacky things, and attaching more engines or whatever at the same joint doesn't work, makes it worse even. I had a lot of fun last time I was playing making mechanical walkers, like those wood ones you see YouTube videos of. Making big projects gets really laggy though, I made a house and by the end of it I was crawling around at 5fps AND it looked bad since there's not really any good parts for that. It's worth picking up imo, you can actually emulate a lot of real mechanical things in it and they actually work. Arcade-gineeeing works in it but real engineering is definitely better in every way. A good balance that's fun.
>>
>>152034496
>moved into dorm a few weeks ago
>have seen two people even with a shared kitchen
>don't know their names
>>
>>152040982
do your best normie impression and say hello to them and introduce yourself.
>>
>>152040982
Now that's just fucked up. I maybe autistic on the internet but I at least TRY to act normal irl
>>
>>152040982
you need to apply your autism to social relationships
>>
>>152042559
I know an electrical engineer who does this.
>>
File: 1471443610457.jpg (60KB, 640x432px)
1471443610457.jpg
60KB, 640x432px
>>
File: 1446323205799.jpg (10KB, 355x142px) Image search: [Google]
1446323205799.jpg
10KB, 355x142px
>>
File: 1461399693283.jpg (181KB, 1017x682px)
1461399693283.jpg
181KB, 1017x682px
>>152044935
>>
>Empyrion 50% off
Should I do it?
>>
>>152046753
What? masturbate?
yeah
>>
>>152046753
Wait until they fix the combat balance.
>>
>>152046753
You did it, we did it
>>
File: Fat bottom girl.jpg (1016KB, 1920x1080px)
Fat bottom girl.jpg
1016KB, 1920x1080px
>>152029637
No, but I have built this

Fuck painting it now
>>
File: Sukhoi VTOL WIP.jpg (252KB, 1920x1080px)
Sukhoi VTOL WIP.jpg
252KB, 1920x1080px
I have a feeling I kinda missed the point of VTOL

Still, perfect functioning rotors set up without a single explosion.
>>
ded
>>
>>152049238
I just got off work, senpai. Heading home now to play single player Spengies to build overengineered qt small ships.
>>
http://store.steampowered.com/app/383120/

>eggpyrion 50% off

O FUGG
>>
>>152052846
Don't respond, you fucking retard.
>>
>>152053120
Why?
>>
>>152025272
>>152024905
I AM AWAKE
I've made the version on the right, and it has 8 slots for stuff, I put 4 ammo boxes, 2 explosive, 2 hardeners, it's a bit poopy.

I added one missile in the center and missiles actually seem pretty powerful. Why didn't I just make a missile boat?
>>
>>152053439
Fantastic stealth tech. What's your technique?
>>
File: lIf5LSI.gif (840KB, 800x800px) Image search: [Google]
lIf5LSI.gif
840KB, 800x800px
>>152053439
Thank you for staying on topic and keeping this general high quality.

This FtD games looks complicated. Is it fun? I play Spengies at the moment.
>>
What is the current meta for FtD guns?

I've got a battleship with 4 main turret points. My old setup was 2m HESH on two of them, 2m Flack+HE on one of them, and a 20mm railgun on the last one.

The idea was the HESH destroyed WF and other ships with fragile magazines, the HE+flack did general block damage to get the enemy into low health zone, and the railgun delt with fast flyers and far-out-subs.A

But that was before detection and before the Aguns change.
>>
>doing FtD tutorial story missions
>JUST LET THE AI CONTROL THE CANNONS, IT'S MUCH BETTER AT IT THAN YOU
>it misses every fucking shot
>>
>>152053964
>implying you could hit every shot instead
>>
File: 20160817103549_1.jpg (784KB, 2560x1440px)
20160817103549_1.jpg
784KB, 2560x1440px
>>152053842
Here is my boat, for reference. The small AA guns are out of date and the medium guns are for looking good.
>>
Remember the other day that i said there was an update on FtD that had nothing?
Well, they added tags when uploading crap. One of those tags is "Nuclear".

By the way, N3X15, there's always a tag that says #blueprint, that you can't remove. I guess that it's a bug
>>
File: 20160817193748_1.jpg (357KB, 1920x1080px)
20160817193748_1.jpg
357KB, 1920x1080px
How can I merge the 2 rotary wings so I can remote control both at once

Merge block does not allow me to connect them

VTOL anon help
>>
>>152053660
I think it's quite fun because you get to make all these moving parts and whatnot, I spent the past two game sessions just trying to get my boat to be perfectly level going in both directions.

When I played SE I mainly wanted to make various piston/rotor contraptions but it was frustrating because they always broke when the ship moved, at least that's not the case in this game!
>>
>>152053842
>HE+flak
to_what_end.tapestry
Either use HE or flak i.e. max the damage or blast range.
>>
How the fuck do I set the 0 point for a fortress' altitude? Seems to be that the in-play UI uses the altitude of the controller or origin block, but the strategic map uses the center of mass. While in play I need this fortress to sit low in the water but the fucking strategic map moves it up 3m and unless I manually baby it, it will maintain that 3m altitude.

Is there a way to un-fuck the strategic map logic, or barring that, some LUA I can plug in to force a G input until altitude = 0?
>>
>>152054926
They are 250mm shells. The diminishing margins mean that a he-flack mix gives more damage.
>>
>>152055040
Well shit, that explains it, thanks.
>>
File: 20160817194903_1.jpg (318KB, 1920x1080px) Image search: [Google]
20160817194903_1.jpg
318KB, 1920x1080px
>>152054684
>this fucking game
Why do you need rotors being on a separate grid anyway, it's fukcing retarded
>>
File: ftd1.webm (3MB, 1280x720px) Image search: [Google]
ftd1.webm
3MB, 1280x720px
>>152054274
I'm pretty sure I could do better than this.
When I said it misses every shot, I meant it, not just not hitting every time.

Is the story mission outdated? Do I need a detector to hit? I'm new to the game, but read that they were introduced recently. I only built what the mission told me to. A local controller hooked up to the cannon with a failsafe and receiver, and a mainframe with a naval AI, target priority and aim point selection cards.
>>
>>152055650
The story mission vehicles are outdated, they need the new detection devices
>>
File: 20160817195327_1.jpg (363KB, 1920x1080px)
20160817195327_1.jpg
363KB, 1920x1080px
>>152055538
They are STILL separate grids, what do you want from me game

I'm having an aneurysm, SEND HELP
>>
>>152055962
You're doing it wrong. Figure out how to do it on another grid then try again.
>>
File: separate grids.jpg (282KB, 1920x1080px)
separate grids.jpg
282KB, 1920x1080px
>>152056102
Do you happen to have a spoon, anon?
>>
>>152056479
figure it out yourself, young engineer
>>
File: 20160817190118_1.jpg (359KB, 1920x1148px)
20160817190118_1.jpg
359KB, 1920x1148px
>>152053524
I was referring to the right of the pic in the quoted post, but here it is. It's extremely heavy and it looks like I'll have to balance the entire boat again, cannons are still rather poop.

Also, how do I into engines? I only need something like 200 output for all the propellers I have if I'm reading it right. I was thinking of putting the engines in the sides of the boat, where the niches are, one on each side so that the exhaust pipes go out through that space (you can see the two spaces closest to the camera in this pic), and then put the AI stuff and radar and whatnot at the back where the engines are now.
>>
File: 2016-05-24-13-25-42-649.jpg (363KB, 1920x1080px) Image search: [Google]
2016-05-24-13-25-42-649.jpg
363KB, 1920x1080px
>>152056479
What do you want to do????
>>
File: Untitled-1.png (110KB, 1134x824px) Image search: [Google]
Untitled-1.png
110KB, 1134x824px
>>152056621
No. I refuse to tolerate this game's bullshit. Brb, buying eggpyrion.
>>
>>152056907
The weak die off. Such is the cruel cycle of life.
>>
>>152056883
How are you controlling the thrusters? I they're separate grids you cant RC both at the same time. And I'd prefer not having to RC it.
>>
>>152057031
You mean spengies? Yes it will die off.
>>
>>152056849
If you want two engines and only need 200 power, then a pair of generator-cylinder-carb miniengines will do the job. Three blocks per plus exhaust piping.
>>
File: Vtol.webm (3MB, 1920x1080px) Image search: [Google]
Vtol.webm
3MB, 1920x1080px
>>152057063
Yes, they are in separated grids, and cant controll it like normal thrusters.
I just use the override...

You can use a control module mod to have better controls, or also a script.

Use groups and timers if you want to go cheap.
>>
>>152057143
You are angry, frustrated, furious even. Yet no discovery was made without hardships. But it's the abandonment of the struggle that is the ultimate failure of an engineer.
>>
>>152057497
I'm not that anon.
>>
File: 1454018838816.jpg (85KB, 804x802px)
1454018838816.jpg
85KB, 804x802px
>>152057514
Oh.
>>
File: floaty14.jpg (210KB, 1297x713px) Image search: [Google]
floaty14.jpg
210KB, 1297x713px
>>152057220
Yeah, it seems like even what I have there on the back is like 10x overkill. I wanted to do something like this for decorative purposes, shame it won't be fully functional.
>>
>>152057446
>Yes, they are in separated grids, and cant controll it like normal thrusters.
But can you merge them? Still wondering what sense it makes rotors separate the grids. Seems to me like a programming crutch because KEEN can't code for shit.
>>
>>152057497
I'm that anon. I have an electrical engineering degree. Sincerely go fuck yourself.
>>
>>152057804
>like a programming crutch because KEEN can't code for shit
Welcome to spengies. The rotating part of a rotor, or the head of a piston, and everything attached on it, is a separate ship. While stuff that goes through the control panel works normally, anything involving additional scripting does not, such as thrusters, guns, gyros, when it comes to controlling them directly.
>>152057930
Love you too bby.
>>
File: vtol take off.webm (3MB, 1920x1080px) Image search: [Google]
vtol take off.webm
3MB, 1920x1080px
>>152057804
You can, just place the merge blocks in the right position.
>>
File: 1386883833701.png (91KB, 645x428px) Image search: [Google]
1386883833701.png
91KB, 645x428px
>>152044935
>>
>>152058134
>Love you too bby.
I work in maintenance and since I've a degree I get a raise and boss the other uneducated scrubs around. Don't actually do any engineering in a literal sense. Very cushy job tbqh. You jelly?
>>
>>152058442
Nah anon, good for you.
>>
>>152057446
Wait, there are mods/scripts to map angled engines to wasd?
>>
>more people buying eggpyrion

shit, i should find a server since the admin on the last one fucked up

what timezones are you all in?
>>
>>152058801
Eastern
>>
>>152058747
The control module mod lets you bind any key to a group of shit, but i repeat, it will never be like it was in the same grid.
And with scripts, you can set an specific amount of thrust power and program the position of the rotors.
>>
>>152058136
>You can, just place the merge blocks in the right position.
You've been kind to poor retards so far, what position might that be? Can'te see it in your webm.
>>
>>152059129
Someone just give this anon a workshop link to a VTOL so he can see how it works first-hand.
>>
>>152058136
>>152059129
You mean just placing merge blocks on the hull and let them snap into position, right? Yeah that'd work, I guess. I was trying to have a rotor merged with the merge block, but apparently I'm a deviant in KEEN's eyes and should be culled.
>>
>>152059129
lel, because im not using merge blocks in that.
They are to clangy you know.
I repeat the question. What do you want to do?
A Vtol with moving thrusters?

I did it like this, and use the rotor lock to keep everything in place, but when you reach cap speed and go below it, they will unlock, so i have a lightspeed limit cap.
>>
>>152053439
>Why didn't I just make a missile boat?
Missiles are OP as fuck in small battles and will absolutely paste most DWG you encounter. Larger ships can support AMS systems and will generally require Macross levels of missile spam to punch through and still do respectable amounts of damage to the target, which gets VERY intense on ammo stores, which requires more ammo barrels and turns your ship into a powder keg. Torpedoes the size of telephone poles are ALWAYS relevant, however, and you'd be remiss to not fit them to anything larger than a frigate.

Cannons come into their own on larger warships, where the ample space allows you to build some pretty monstrous systems that can grind ships away like a belt sander, or obliterate huge chunks of them with a single shot.
>>
>>152059518
>AMS systems
FUCK. It's 3:40AM, nobody say anything!
>>
>>152059728
>3:40AM
It's 21:45 here, I not giving of fuck.
>AM
Kill yourself my man.
>>
>>152060089
>>spelling out kys in full
kys
>>
>>152034496
>move into dorm
>sort out battlestation
>wifi is public
fug, knew I shoulda gone /g/
no redditors it looks like though.
sorry for blogposting
>>
>>152060216
>using the kys meme
Kill yourself my mane.
>>152060226
It's cool anon, as long as you're not spamming no one should mind.
>>
>>152059462
>I did it like this, and use the rotor lock to keep everything in place, but when you reach cap speed and go below it, they will unlock, so i have a lightspeed limit cap.
What good is a ship where thrusters have to be controlled through scripts and overrides? I guess the one on the right can be remote controlled if you remove 2nd set of rotors, but that's still a workaround.
>>
>>152060503
Your gameplay will define a good ship.
Will depends of the mods you have.
Im using an aerodynamics and heat re-entry mod, so i dont need more thrusters to move arround, just the necesary to keep the thng steady when im in landing position.
If you play vanilla, you will have to take care of more details.
>>
>>152055650
>>152055757
Put some sonars under the ship, they are connected to the mainframe and the cannon still only hits once every 10 shots.
It's pretty shitty that they added a new mechanic without updating the tutorials.
>>
>>152060961
>https://www.youtube.com/watch?v=pvnqRAg4dEs
>Even to do this you have to use an ingame crutch
Anyone who says eggpyrion has no moving parts and therefore is shite can go eat a basket of dicks.
>>
>>152061049
add coincidence rangefinders on the guns and more processing cards to the AI, just in case.
And yes, they should update the tutorials
>>
>>152061179
>can go eat a basket of dicks
why a basket and not a bucket?
>>
>>152061305
What about a barrel?
>>
>>152061413
>barrels
most aesthetic container desu
>>
>>152061486
https://www.youtube.com/watch?v=hUhisi2FBuw
>>
>>152061179
That video is old as shit...
>>
>>152037368
>that limb flinging
Is it, uh, a bug or a feature? Because that seems like a fairly major oversight that that would happen.
>>
>>152061880

>aloominum
>not alu min ee um

Dropped
>>
>>152061880
Aesthetically, it's a mini aluminium barrel.
still a barrel.
>>
In which /egg/ game can I design a vehicle that automatically recompute optimal PID coefficients for each actuator after part of vehicle has been destroyed?
>>
>>152063089
>>>>>>>/lit/ or somewhere else
>>
>>152063914
FtD maybe, but you'll need a HEFTY amount of LUA to keep track of the blocks
>>
>>152063914
IRL, but it's pay-to-win RNG garbage.
>>
>>152061928
Oh hey, that works. Knew there was a reason you can build just the top part.
>>
File: 20160817214051_1.jpg (278KB, 1920x1080px) Image search: [Google]
20160817214051_1.jpg
278KB, 1920x1080px
>>152061928
>>152064553
But that makes one of them non-functional. Attach button is greyed out.
>>
What exactly affects the cram speed of CRAM cannons? The rate at which the shell gains density?
>>
File: file.png (36KB, 1432x663px)
file.png
36KB, 1432x663px
>>152064553
your idea gave me an idea.
Leave the rear part with thrusters and landing gears to rotate 90°
Black is the main chassis, blue the one on rotors, red are thrusters, and orange is a merge block.

There you can place a structure with thrusters and wings on rotors to change position and have control over it when its on at least 1, if you find a way, you can lock em in both.
And being 1 grid, you can RC it more easy.
>>
>>152065328
cram speed is affected by autoloaders with pellets and it's the rate at which the shell gains density
>>
>>152065113
first detach then attach, sometimes you have to do it a few times, more if the shit is not perfect aligned.
>>
>>152065586
Is it more autoloaders or more connections though?
>>
>>152065942
connections
>>
>>152065497
I'm so tired right now I'm struggling to make yours mickey mouse design work properly. Have fun anon, and thanks.
>>
File: keen patches.webm (2MB, 960x706px) Image search: [Google]
keen patches.webm
2MB, 960x706px
>>152066721
godspeed anon.
>>
>>152067061
I've seen this webm a million times, and I've always wondered.
How well would that actually work?
>>
>>152031980
>vacations
https://www.youtube.com/watch?v=3WdCvGDpM9k&list=PL30ED0756E00786E2
>>
>>152067406
Taking vacations confirmed deadly.
>>
File: 20160817221757_1.jpg (286KB, 1920x1080px)
20160817221757_1.jpg
286KB, 1920x1080px
>>152067061
Test take off made the fucker rotate. I'll just hack it with engines facing everywhere I guess.

>>152067205
Alternating current. It just werks.
>>
>>152068602
you need more gyros to keep the shit under control when the rotors are unlocked.
at least 10.
Separated grids make alot of inertia and torque forces
>>
File: 20160817223121_1.jpg (236KB, 1920x1080px)
20160817223121_1.jpg
236KB, 1920x1080px
>>152069073
Yeah I noticed. Swithcing the rotors in flights seems improssible and the gyros rotate the thruster grid from remote control. One tends to wonder if this shit is worth it at this point.
>>
>>152068602
>>152069073
spengies doens't consider rotational forces (moments/torque) at all until two seperate grids connect or interact (ie a ship hitting one end of your ship will spin it, but a thruster on your ship in the same spot moves it forward as it if was on the center of mass)

anything with grids, assuming you don't have 3000000000000 gyros or manouvering/correcting thrusters will flip your shit all over the place

hell, just haing a stationary thing (including a shitload of thrusters in every direction and many gyros) with all rotors locked caused it to vibrate aggresively until I locked and unlocked every rotor and fiddled with random things
>>
>>152067061
>not even grounded when it looks like it has grounding (and isn't just glued on)
Someone's entering the news soon.
>>
File: Beast in a cage.webm (3MB, 1920x1080px) Image search: [Google]
Beast in a cage.webm
3MB, 1920x1080px
>>152069832
>wonder if this shit is worth it at this point.
Its like that, but more to fight the game engine rather than engineering challenges.
>>
I like spengies when it works, Empyrion is half off.

It seems like rust + spengies with an even worse damage model and visuals (I mean seriously a shitty laser gun for repainting blocks...?)

is it worth picking up?
>>
File: 20160817223907_1.jpg (242KB, 1920x1080px)
20160817223907_1.jpg
242KB, 1920x1080px
>>152070194
Rotors literally produce less torque than engines produce thrust. So they do nothing even when inertia dampeners are off.
>>
>>152070519
pirate both, then decide.
>>
How do you achieve darkness in Space Engineers? I see many videos where ship interiors look nice and contrasty, but all the blocks I make are glowing even during nights.
>>
File: 2016-05-04-01-46-10-188.jpg (491KB, 1920x1080px) Image search: [Google]
2016-05-04-01-46-10-188.jpg
491KB, 1920x1080px
>>152070525
You better use double rotors, or just jump into full chaos using pistons to control everything, like a muscle.
>>
>Empyrion 50% off on Steam

It's been meme'd so much in these threads that I don't know whether it's stuid to buy it or not
>>
>>152071024
Wait for 75-90% or until it's version 1.0 (yeah, like that's ever gonna happen). But /egg/men seem to be enjoying themselves at the moment, so depends if you like bandwagons.
>>
>>152070961
Seems the angles were set up wrong. I fiffled with them and spengies crashed. I dont even know anymore. If your decepticon VTOL is vanilla, can I have a blueprint?
>>
>>152070960
You have to get some shader hacks from the SE forums. I may end up shipping them with SECE as an option.
>>
File: turret space 2.jpg (268KB, 911x1074px) Image search: [Google]
turret space 2.jpg
268KB, 911x1074px
BEHOLD! For I have freed this much space for the goddamn CRAM shit.

Also I'm thinking of making the second layer 5x5 instead of 3x3 but this will create huge problems with how much of a turret I'll have to build around the cannon.
>>
>>152070748
>both
I thought it was implied that I own spengies already, but I'll consider pirating empryion. No access to computer right now so I figured I'd just ask instead

>>152070960
Mods, tampering with game files. I think it was posted further up in this thread, if not check the previous ded and filter for a reddit post and the following discussion on here. I think dx11 helps if you dont want to bother either, assuming you're already minimizing intensity and maxing radius of lights

>>152070961
w-what is that?
>>
File: file.png (727KB, 792x1178px)
file.png
727KB, 792x1178px
>>152071854
http://steamcommunity.com/sharedfiles/filedetails/?id=746372065

The 1st group control the 90° rotation to land and fly.

The 2nd group controls the second line of rotors wich rotates 180° to switch between ION and atmospheric.

And the 3rd group controls the weapons.
>>
>Make a program to show things on an LCD display
>Try to make it look nice
>It's a fucking non-monospaced font
How the fuck are you supposed to do anything graphically when every character is different? Is there a way to measure the width of each character to compensate?
>>
>>152073552
lcds in spengies are the most retarded way of implementing basic text screens humanly possible

I'm not at all suprised by it

maybe there are mod alternatives?
>>
File: Right leg.webm (1MB, 1920x1080px) Image search: [Google]
Right leg.webm
1MB, 1920x1080px
>>152073180
Failed walkers because the only way to do them is with pistons acting as muscles, rotors are too fucking weak.
>>
>>152073803
oh, that makes a lot more sense

I thought it was maybe a bike-speeder thing but I was wondering why it was vertical and how the hell it would stay level for more than 0.5sec

also
>landing gears
>>
File: skibot.jpg (437KB, 1920x1080px)
skibot.jpg
437KB, 1920x1080px
>>152074721
Thats also another why i said it failed.

The contact surface must be wheels with suspension, so it has some bounce, and you can control the friction.

Need to test this idea a little more to make an actual ski like vehicle.
>>
no idea why but it works
>>
>>152075147
hm, certainly for someting moving any kind of fast I agree

a skii bot would be pretty rad
>>
BEHOLD
https://www.youtube.com/watch?v=7H7RkIzNCJs
PIZZANEERING
>>
Should I buy Conception II?
>>
>>152077560
I thought this would be about ulilillialiali ali aliiliiuiu il laiu removing grease and whatnot.
>>
>>152077560
But... why?
>>
What's the point of the gauge increaser port block? Does it do anything apart from cosmetics?
>>
https://www.youtube.com/watch?v=5zfb456YrsM
BREADGINEERING
>>
File: 2.png (526KB, 988x501px) Image search: [Google]
2.png
526KB, 988x501px
>>151949225
Miss me yet /svgg/?
>>
File: bra.jpg (150KB, 1625x570px) Image search: [Google]
bra.jpg
150KB, 1625x570px
>>152071854
Anon. Do you have a local blueprint already?
>>
File: 2hqdr4m.png (2MB, 1600x900px) Image search: [Google]
2hqdr4m.png
2MB, 1600x900px
>>152080736
You'll never convert the landscape in first person into an unending unceasing factory of construction and deconstruction were ships from all surrounding sectors are taken stripped and rebuilt into drones to further collect more materials and continue the cycle of collection, mining, war and deconstruction.
>>
>>152081214
>>
did you know they ported wiremod to real life
https://www.youtube.com/watch?v=8H91YN8Wg1o
>>
>>152081214
This looks great, wish I could build like that.
>>
File: 3.png (474KB, 989x504px) Image search: [Google]
3.png
474KB, 989x504px
>>152080736
>>
Do we have a /vg/ cup team?
>>
I really can't decide if FtD is some game worth investing into that will get fun later, or if it's by far the worst game I've ever played.
Just going through the first ten or so tutorial missions was a horrible exercise in frustration, with having to reload each mission 5+ times until I either realized that something works completely differently since the last patch than the game tells you, praying that a single stray shot hitting your CRAM won't blow up half of your ship needing an instant restart mission, or finding out that the default ship is just a fucking bad design that capsizes randomly.
>>
>>152042559
m-m-me?
>>
>logitech g930 is throwing one of it's monthly autism fits where it refuses to work for some unknown reason
>>
>>152078710
Cosmetics. All the gauge increaser blocks are functionally identical.
>>
>>152082874
>and then it magically works again
>for no reason
goddammit
I want to KNOW
>>
>>152084034
LOOSE
CONNECTORS
>>
>>152084112
if it was loose connectors, fiddling with it would fix it, no?
it just fixes itself after a while.
fiddling doesn't do anything at all.
>>
>>152084112
>>152084273
It's spelled lose, not loose
>>
>>152081786
FTD is bound only to get worse and worse in the future.
>>
>>152084701
other way round lad
lose rhymes with jews
loose rhymes with goose
loose is cables
lose is what happens when you let a jew near you're monies
>>
why are pistons the only extendable option
god damnit keen
>>
>>152086423
You prefer an array of rotors?
>>
>>152086423
also >pistons doesn't register beyond 95m/s and stops wobbling
WHY NOT ALWAYS

>>152086607
urrghh but I just want an extendable arm, I already have rotors just to have a 90 degree movement.
>>
>>152061049
Please use your brain here. You're trying to use sonar for gun fire control.
>>
File: 1466124419295.gif (2MB, 500x283px) Image search: [Google]
1466124419295.gif
2MB, 500x283px
You guys are smart, what is the best meal replacement shit?

Talking soylent, 100%food, huel etc.
>>
>>152087257
chemical nutrition.
or something like that.
or just turn people in to robots, but do it slowly, specially on the brain because consciousness is a datty bitch.
>>
File: 2016-02-03-02-16-37-968.jpg (436KB, 1920x1080px) Image search: [Google]
2016-02-03-02-16-37-968.jpg
436KB, 1920x1080px
>>152086656
you have to combine both to make captain CLANG.
>>
>>152087257
https://www.youtube.com/watch?v=HDvSPQ7megQ

>>152087387
>chemical nutrition
You sound like a journalist.
>>
>>152086926
Fucking this, what retard thinks he can use sonar for gun laying?
>>
File: 1392407131204.jpg (33KB, 580x437px) Image search: [Google]
1392407131204.jpg
33KB, 580x437px
>>152087503
So you can eat a burger like a murican, but also complete the scat achievement with 100% stealth rate.
>>
>>152087503
nah, heard about some autistic guy who did the math for the exact amount of various nutrients he needed to live.
made himself sick several times cause it changed or sommat.
but basically that without the retardation.
>>
>>152087257
>replacing your meals with estrogen oatmeal
>>
>>152087257

Peanuts are actually nutritionally complete, you can just eat a jar of peanut butter per day and be fine.
>>
>>152089526
I don't think my ass would hold up to the american diet.
>>
At what point does a machine deserve civil rights?
If I program a machine to avoid certain stimuli, such as the color BLUE and put it in a BLUE box, at what point does that become torture?

When does destroying a machine programmed with self-preservation become synonymous with murder?

Are programs designed to alter themselves in response to certain stimuli to better perform their goals people?
>>
>>152090178
/egg/ - Now with robotic morality
But those are good questions, indeed
>>
>>152090178
Demonstrable sapience.

Also I didn't look at the tech sheets but I'm fairly confident the whole pain robot thing was not actually given any behavior programming besides what it took to make all the algorithms to run properly, and he just set blue to cause certain transmitters to fire signalling pain.

To be honest that was five or six breadboards stacked on the thing with 5-8 ICs on each, any of them could be another MCU or FPGA. I've honestly got no idea of how complex that thing actually is. It very well could be just a PIC that plays OW.wav when the sensor sees blue but I haven't got my faith in people that low right now.
>>
>>152090178
https://www.youtube.com/watch?v=9gOWCVfnN-E
>>
>>152086926
>>152087854
Sonar gives direction and distance. Altitude is given (=sea level, it's a ship). That's all you need for gun trajectory calculations.
>>
>>152091004
Yep. Retarded.

No ship in the history of ever has used sonar for gun laying except in cases of severe damage to the actual fire controls that have enough actual systemic accuracy to calculate a firing solution. Sonar can give you a bearing to launch torpedoes along. It will NOT give you a useful resolution for gun laying.
>>
File: turret space 3.jpg (648KB, 1920x1148px) Image search: [Google]
turret space 3.jpg
648KB, 1920x1148px
The first layer of this looks done to me, what do you think? Could it have been more efficient? I'm looking to put more stuff on the second layer, just made a screenshot of this for visibility. As you can see it's 9x9 and 5x5 both with corners off for turning purposes.
>>
File: ftd detector.jpg (111KB, 974x615px)
ftd detector.jpg
111KB, 974x615px
>>152091196
You're mom's retarded.
According to the wiki, the 90 degrees active sonar has a maximum of 0.5 degrees of error in direction and 0.5% in range. That's more than enough to hit a large ship. I wasn't asking for surgical precision.
>>
>>152090521
Can a program even feel pain? Is "pain" for a machine anything other than something hampering its goals? The "pain" the robot experiences is merely a synthesized stutter inhibiting its goal, but it associates that inhibition with a color, thus avoiding that stimulus.

Does this machine deserve at least basic animal rights? Is the stutter any different from a shock collar? Is altering the machine any different from conducting tests on animals?
>>
>>152091528
I would still not ever do it.
>>
>>152091552
I can't speak for future platforms but there's nothing that could be applied to that experiment that cut-and-dry says 'this thing is feeling pain'. It's far too simple for that.

Honestly the question lies in the development of newer emerging technologies and semiconductor architectures. If a sapient machine is possible it will 100% guaranteed not to be a state machine or operate on Von Neumann principles.
>>
>>152092021
Why not? Even the human brain may be a deterministic state machine.
>>
how do i become CLANG
>>
>>152094028
Even my dick may be a deterministic rape machine.

If you want to find out, keep making dumbass arguments
>>
>>152089826
Open the ass, and the heart and mind shall soon follow.
>>
>>152094028
We don't even know how time works m8, can't have determinism without a determinant universe.
Unless I'm talking out my ass, which I probably am.
>>
File: turret space 4.jpg (191KB, 884x662px)
turret space 4.jpg
191KB, 884x662px
>>152091320
Well, /egg/? Is this visible enough?
>>
>>152096635
Time doesn't do anything. It's a concept made up by humans. Matter and energy interact with each other on multiple levels, which results in constantly changing universe.
"One second later" just means a new state which resulted from the current state of the universe, after one second of various particles bumping into each other.
>>
Is there a slightly less autistic FtD? I want to git gud but the amount of blocks are very daunting.
>>
>>152097267
I guess entropy is just made up by humans too?
>>
>>152097496
Just like global warming then.
>>
>>152097403
Did you play Besiege?
>>
>>152097706
Yes, but I felt the lack of a distinct goal or challenging opponent ruined it for me. In FtD at least I can import other people's stuff to duke it out
>>
>>152097496
Entropy is just a fancy word for saying that the universe is expanding while its total energy remains the same, so energy density is constantly decreasing.
>>
>>152097857
I just.... what?

Give me a minute to comprehend just how wrong you are.
>>
>>152096970
>>152091320
Also how can I make both of my cannons converge on a single point?
>>
>>152098142
Not that anon, but entropy is the diffusion of energy through a system. That anon is talking about the heat death of the universe.
>>
File: TeakTakeoff.webm (800KB, 960x540px) Image search: [Google]
TeakTakeoff.webm
800KB, 960x540px
Did I miss all the VTOL makers?

Double rotors, rotor locking and merge blocks are the way to go.
Add programming into that and you have a clang-free solution.
>>
>>152098194
Also
>tfw made identical loaders on both sides, one has 35.5 boxes, one has 33.5
>>
File: 1464475969219.gif (2MB, 325x244px)
1464475969219.gif
2MB, 325x244px
>>152098731
>clang-free
>>
File: 1467534331975.jpg (29KB, 600x548px)
1467534331975.jpg
29KB, 600x548px
>>152087503
Fucking japan

two nukes weren't enough
>>
What's the secret of vertical launch missiles?
They don't fucking hit anything and just fly off to random directions. They have an IR seeker and a one turn, and I'm pointing them towards enemy ships.
>>
>>152098194
Anon, you're delving into impractical autism - the barrels will be three blocks apart.
Consider for a moment what the expected spread will be at your expected engagement distance.
Chances are you'd be unable to see the difference between converging and not converging.
>>
r8 my shitty heavy cruiser that barely stays afloat
>>
>>152099848
Post pic. Also, do you have ejectors?
>>
>>152099848
Try a thruster delay and ejector so that the missile jumps up a bit and then angles the head down, IR seekers have a cone where they can actually track targets, so if they shoot straight up they'll never find anything that isn't flying above them.
>>
>>152099859
Is it fast?
>>
>>152099859
It's cute. It's all that matters.
>>
>>152100061
I have 1 ejector attached to each launch pad, plus IFF.
>>
>>152100301
Does like 11 m/s, i suck at making things go fast, plus it doesn't help that i made it mostly out of heavy armor out of boredom.
I did make a destroyer that goes like 20 m/s
>>
>>152100458
I just noticed that this one doesn't have the one turn. I guess I failed to apply the missile pattern to all of them, but most of them have one of the explosive warheads replaced by one turn.
>>
>>152100458
Is it connected to the mainframe and does the mainframe have any detection equipment installed
>>
>>152100663
I was firing them manually, the one turn is supposed to turn them towards the crosshair. No mainframe yet.
>>
>>152100746
fix that
>>
Every single time in FTD, my heart stone and ship wheel disintegrates about 2 minutes into the fight. Pretty much the same moment every time. They are also at the bottom of the ship. Any idea what could cause it? Nothing pierced through the ship that deep.
>>
>>152099859
Looks great, why does it barely stay afloat? Too heavy or?
>>
>>152101329
Get some proper armor on them, also who even plays with heart stone on?
>>
>>152101468
Yeah too heavy, if i hadn't been bored out of my mind and built it out of just regular steel it would float no issue, but i made around 80% of the hull out of Heavy Armor, which weighs the same as lead.
>>
>>152101329
Apparently when the heart stone runs out of battery power, it literally blows up. Nice undocumented feature.
>>
>>152101704
I'm 100% sure I've read that somewhere, not sure where tho
>>
File: 1470742188455.jpg (106KB, 500x368px) Image search: [Google]
1470742188455.jpg
106KB, 500x368px
>>
>>152105527
MOOOOOOOOT
>>
>>152106090
Who?
>>
>>152107089
some guy who works on google plus
>>
>>152067205
It would work, but the appliance is no longer grounded and has the potential to shock you if it shorts.
>>
I just got full mod debugging working in SECE. Stacktraces now have line numbers, and if you have an attached VS debugger to SECE, it'll select and highlight the code that triggered the exception.
>>
>>152081786
The tutorials are a fucking nightmare, the only ones that are remotely useful are things like the 'engine guide' in the build menus that does a little demo showing how the parts bolt together. Load up AI ships in the designer and pull them apart to figure out their tricks. Try out every idea you have and you will start to learn what works and what doesn't.

I built a destroyer with a pair of 12 cylinder engines that hit a real sweet spot of high power and efficiency, by taking all the exhaust gasses and combining them before feeding it back through the turbos. I was so pleased with the design I saved it as a prefab, named it the DD12 and started putting it in other ships as a workhorse engine. Those little triumphs are what makes FtD fun. Roflstomping the DWG with your superior designs is a close second though. Wreaking havoc on half the WF navy with 3 u-boats would be my 3rd.
>>
In FtD, is it possible to assign one weapon to multiple groups? I have a problem with my turrets because it has cannons+missiles on it, and they're on 4/5, but the turret can only be assigned to one of the weapons.

Should I just put them on all or what?
>>
>>152091528
Enough processing power on your AI? Are you pointing the ship so the target is in your FOV? Do you have a tracker to maintain a target lock?
>>
>>152110884
Can't wait for this to have meaningful features so we can start promoting it.
>>
>>152112142
I'm going to be adding sliders to set max speeds in the World Settings thing. No more skybox dickery.
>>
>>152112512
eggcelent.
>>
>>152099848
Delay guidance by 0.5 to 1s. Fit ejectors and set 1-3s delay on thruster start/ramp up. That should give time for the one-turn to get a bearing on the target while the missile is slow and maneuverable before the seeker takes over.

Alternatively go laser designated, no one-turn, full power from launch and watch your missiles curve beautiful massive arcs down onto the thinly-armoured topside of your target.
>>
>>152111165
Put the cannon and turret on the same weapon group. Missiles can be separate, they have their own guidance and should sort themselves out.
>>
>>152113134
Thanks!
>>
>>152113228
Actually, test that one out, I just realized the weapon controller may not fire the missiles if they're a separate group to the turret.
>>
>>152113739
>implying I have a weapon controller or even know what it is
>>
>>152113934
Local weapons controller, the AI part
>>
File: turret stats.jpg (368KB, 1540x956px)
turret stats.jpg
368KB, 1540x956px
>>152114629
>implying I have AI
I'm not even on the engines yet!

Also these are my new cannon stats, anything I should change?
>>
File: 2015-12-31_00001.jpg (511KB, 1920x1080px)
2015-12-31_00001.jpg
511KB, 1920x1080px
>>152111105
when i started i never bothered with the tutorials
my first ship went pretty ok, sorta

>captcha is select pictures of boats
>>
>>152113739
AI control completely ignores weapon groups. The only way weapon groups can fuck with AI control is if you've selected a group and thus are cockblocking the AI.

>>152114761
Looking a lot better. How's the ship handle the recoil?
>>
>>152115454
>How's the ship handle the recoil?
Hilariously.
>>
>>152115689
Sounds like you're good to go then!
>>
>>152098194
>>152099850
They do it automatically if they're on the same weapon controller.
>>
>>152116341
Even when I control them manually? Goddamn I have to research this shit now and I'm having fun blasting test holes through random workshop ships.
>>
File: ruinous star-4chan.png (792KB, 1440x900px) Image search: [Google]
ruinous star-4chan.png
792KB, 1440x900px
I make Ramiel-esque flying things in Robocraft.
>>
>>152117735
WE
>>
>>152117735
OUT
>>
>>152117735
FUCK
>>
>>152117735
RABBITS
>>
ROBOKEKS >>>/out/
>>
File: 1399894537196.png (87KB, 698x658px)
1399894537196.png
87KB, 698x658px
>>
File: 1448180718282.jpg (123KB, 403x324px)
1448180718282.jpg
123KB, 403x324px
>>152119849
>>
File: Untitled.png (931KB, 896x509px) Image search: [Google]
Untitled.png
931KB, 896x509px
Thoughts on the A E S T H E T I C S of this turret? I'm not sure about the "skirt" at the bottom edge, but without it the edges of the hole in the deck are exposed. And before anyone asks, yes, the final turret will be metal. In-construction parts are wood so I can tell them from what I've already decided on.
>>
wat?
>>
File: doyouneedone.png (4KB, 270x187px) Image search: [Google]
doyouneedone.png
4KB, 270x187px
>>152119287
>>152119316
>>152119431
>>152119590
>>152119790

what ur problem m8
>>
File: Robofuck.png (8KB, 281x54px)
Robofuck.png
8KB, 281x54px
Weird, my report button feels warm
>>
No, really, I don't get it.
>>
>>152120063
The fat flat ass needs some detectomatics on top to break up the empty space.
>>
>>152120063
What if you made one level above the skirt 1 block narrower, or everything above it 1 block wider?

So that you have something more like this from the front:
_______
/_o__o_\
_/____\_
>>
File: Untitled.png (4KB, 786x427px)
Untitled.png
4KB, 786x427px
>>152120839
Final build is intended to look something like this, with the bridge overhanging the turret, so the flat roof is a must.
>>
File: Untitled.png (1MB, 1523x703px)
Untitled.png
1MB, 1523x703px
>>152120934
Like this? Interesting, but I don't think I like it.
>>
File: 1454847473920.jpg (290KB, 708x864px) Image search: [Google]
1454847473920.jpg
290KB, 708x864px
/egg/: We outfuck rabbits
>>
File: Soviet-CannonTurret[1].png (709KB, 1024x768px) Image search: [Google]
Soviet-CannonTurret[1].png
709KB, 1024x768px
>>152121480
Yeah, something like that, looks poop when it's straight up diagonal like that, maybe with square+diagonal.

Have you considered putting the skirt on the ship hull and making only the upper wider part turn with the turret? I can't find a better image now, but I'm generally thinking about turrets that have this one row of narrow stuff between the actual upper part of the turret and the hull.
>>
>>152120063
Skirt is fine, making narrower creates a shot trap under the turret.
>>
File: Untitled.png (454KB, 593x392px)
Untitled.png
454KB, 593x392px
>>152121995
>putting the skirt on the ship hull
Hmm, I think we're getting somewhere.
>>
>>152122968
Yeah, I think it looks a lot better than the entire thing moving. However >>152122260 might be a slight issue?

Also I have a question about missiles: to support missiles do I have to have the entire goddamn production line on the boat? I mean resource collector>resource storage>ammo factory>ammo storage (I probably missed something)? Is this essential on a boat for any other reason except missiles or can I just put a lot of ammo boxes and forget about the rest?
>>
File: 20160818001343_1.jpg (244KB, 1680x1050px)
20160818001343_1.jpg
244KB, 1680x1050px
>>
File: 1342042163531.jpg (277KB, 1115x900px)
1342042163531.jpg
277KB, 1115x900px
>>152122968
will lose some drop angles, but botes dosent care much for that.
>>
File: Untitled.png (1MB, 932x563px)
Untitled.png
1MB, 932x563px
>>152122968
Looking pretty good, I think.
>>
I already closed out of spengies, do interior turrets need a power source to function?

God damn cyberhounds are pissing me off but I like the power cells they drop so I don't want to turn them off
>>
>>152124103
iirc as long as they're connected to any platform that has a reactor in it.

I recall overriding a lot of AI ships and turning them off just to fuck over both turrets, rocket turrets and interior turrets.

On an unrelated note
>can't play anything but DX9 mode
>no planets as a result
>no optimization
I cry
>>
>>152123469
Collectors only work on resource points so there's not much point putting them on warships. As a rule of thumb you want a decent chunk of material storage on warships since you also need it for repairs. I'll explain ammo production and storage a bit more in the next paragraph. Provided your battles go well your salvage should keep them topped up (maybe even end up with surplus) but you can also run courier vessels from your resource collectors to resupply your fleets. I took a DWG Shrike and refitted containers in the bomb bay; they're dirt cheap and fast enough to make decent supply planes, if you really want to /egg/man you can tinker with the engines to make them more fuel efficient with turbochargers.

Ammo is a balancing act. You can have a fairly small magazine and keep it topped up with lots of ammo processors, since they aren't as explodey but they're more expensive and take up more space. Alternatively you can have a BIG magazine that's slowly refilled by only a couple processors.

Your ideal balance is you only have enough ammo in your reserves to reload all your weapons once, and then enough processors to refill it before your guns reload again. Cannons are a small but constant drain on ammo reserves that can be fed with processors, while missiles take big chunks at a time for each missile, that requires a larger reserve on hand. If your magazine runs dry before a full rack has reloaded, you'll start seeing odd salvos where most of the missiles fire off followed by a couple stragglers that are reloaded as ammo permits.
>>
>>152124982
Great explanation, thank you! I had no idea how this salvage thing even worked.

>tfw still didn't even start playing the actual game
>>
>>152124965
I wanted to save on materials by just placing down a single block far away from my starting base

One turret isn't enough because they spawn in a circle around you and there'll be deadzones because your base is in the way
>>
File: 20160818021126_1.jpg (132KB, 1680x1050px) Image search: [Google]
20160818021126_1.jpg
132KB, 1680x1050px
phone wallpaper engineers
>>
>>152127878
That's gorgeous
>>
File: 1443984339817.jpg (45KB, 634x504px)
1443984339817.jpg
45KB, 634x504px
>>
>>152129579
WHO IN THEIR RIGHT MIND WOULD DO THAT
>>
File: filtered.jpg (1012KB, 1680x1239px) Image search: [Google]
filtered.jpg
1012KB, 1680x1239px
>>
>>152120063
Is the skirt attached to the turret or to the hull? it'll look better in action if it's on the hull.

Also just a bit of a tip for Adv. Cannons, build them like normal under the deck, but when you reach the actual deck, make it as thin as possible so that you can make the turret hole as small as possible

something like this

____
| OO |
________________ | | __________________________ Deck
| ___ | |___ |
| | | |
| |________ | |
^ ^
Walls Loading system
around
turret
>>
>>152130565
Well shit that got fucked up there. you sort of get the idea i hope
>>
File: 1331487591541.jpg (917KB, 1024x1024px)
1331487591541.jpg
917KB, 1024x1024px
Wake up /egg/
>>
File: space-engineers.gif (3MB, 450x450px) Image search: [Google]
space-engineers.gif
3MB, 450x450px
>>152136498
we ded, a sleep
>>
>>152136498
I'm at work daydreaming about engineering games

When i get home im going to build boats and shitpost on egg
>>
File: 1444109268404.jpg (43KB, 433x800px)
1444109268404.jpg
43KB, 433x800px
>>152090553
>making robots feel pain
We're pretending to be god after we scraped off his face with a rusty spoon and stapled it to our own.
>>
How would you make a stealth ship in FTD? I've already come up with some thoughts.

>Alloy hull
>No block faces that are perpendicular to the waterline - Everything must slope in some direction.
>Low height - probably fairly wide for its length to fit internal components. Entire ship is compact.
>Only passive sensors and trackers
>No cannons of any kind
>Direct AI connection to all weapons and detector components. No wireless connections
>No shields
>Cold-running engine
>Exhaust piped out either below the waterline or extremely close to it
>>
>>151949225

Since Space Engineers/KSH has implemented many things I have long been wishing for, starting at rotor/piston locks, going over ship/char serverside movement, touching upon several other improvements and introducing a stable branch, I'll make my last promise true.

This Sunday, at a time yet to be determined by the gf's absence and normie duties fulfulliment, I will run a local test of Spengies, on stable branch. For that purpose, anyone that has me on their friendslist is welcome to join my running game at any time, goof around, and build shit. More than likely, it'll be a vanilla run sans mods, in Creative. I am looking for people willing to slap together shaps and stations, try out taxing elements such as merging and maglocks, drilling (large scale and small scale, roids and planets) and collisons.

I am curious to see if the client updates have been addressed, how drilling impacts performance, and if we can maintain stable simspeed on my local machine before I move forward to looking into reaquiring a server.

If the local test runs satisfactory and people are interested, I'd move on to that. That server would run on a very strict ruleset, administration-wise, such as weekly maintance rather than daily, because I don't want to have a second job again. If people aren't interested, that's also fine, and I'll stick to local multiplayer with the fags who care. If no one cares for it, I'll let the dragon sleep.

TL;DR: I might come back to Spengies, Sunday (time to be determined) local test with stable branch for anyone on my friendslist, join at will.
>>
>>152137263
Add to the list battery power and an ACB that turns the engine off when in combat

If that actually is possible that is
>>
>>152087503
Indian buyout when?
>>
File: 1b9.jpg (72KB, 640x539px)
1b9.jpg
72KB, 640x539px
>>152137338
>>
>>152137263
Does anti-laser smoke affect visibility?
>>
I need to build something in FTD, give me ideas.

Things i wont do:
-carriers
-ships that don't look like ships
-flying things
>>
>>152137887
Stealth bote >>152137263
>>
>>152137880
I doubt it, remember the new AI parts use radars and cameras, i don't think smoke messes with radars at all.
>>
>>152137263
>>152137338
>>152137957
I'll give this a try tomorrow, cant guarantee that i'll make a compact ship (i start feeling dizzy when working in small spaces) but i'll try.
>>
>>152137880
Your ships ability to be detected by a camera is affected by light conditions and the size of the ship.

So your vessels are stealthier at night, and minimal structure above-water is ideal. However, having bote below the water makes you sonar bait, so really you just want a low-profile vessel in general. Sadly, no practical stealth boat has a walkable interior.
>>
>>152138084
>FtD
>Spengies
>FtD
>your post

i am comfus
>>
File: 1332095158837.jpg (203KB, 1600x816px) Image search: [Google]
1332095158837.jpg
203KB, 1600x816px
>>152138181
We all gonna play something together.
I wish
>>
Since /kspg/ is always autos saged is this were I can talk about it?
>>
>>152138181
I clicked an extra one by accident, didnt mean to click on the spengies post. Whoops!
>>
>>152138127
I made this trying to get a vehicle as invisible as possible, it kinda works, but it's not armed at the moment. I'll try to fit a torp launcher or something
>>
>>152137263
>Only passive sensors and trackers
And how would you detect things if something doesn't use any active sensor? Trackers aren't passive btw
>No cannons of any kind
How would you manage missiles without a cheap ciws? Lasers are expensive and big, also they require a fuckload of power so your dream of a compact ship with a cold engine isn't going to happen with a lams
>Alloy hull
>No shields
It's gonna be fairly fragile, i suggest that you make only the outer layer out of alloy while using heavy armor for the inner layer of armor so to have a sturdy ship in the eventuality you get detected

What about weapons? Missiles seem the obvious choice since they don't require energy and some of them don't even require an active detection system. Maybe radar missiles? IR are out of question since there are too many countermeasures, laser are out of question too since they require active detection. Also don't forget to setup a flare anti-IRmissiles system and a smoke antilaser system.
>>
>>152130171
Some dickweed who doesn't want to pay for a locked/limited slip differential.
>>
Spengos update came up way way early in the morning changin the new building system to the stable without fixing it.
Totally fucked.
>>
>>152139427
Retroreflection sensors and wireless snoopers shouldn't be that detectable while, at the same time, provide reliable detection.
Most ships seem to use cameras and radars, so passive radars aren't that useless.

Also, radar missiles and torps are a go-to weapons for stealth vessel.
>>
>>152139902
Top! Thank god there's a stable branch. :^))))))))))))))))))
>>
>>152140021
>the stable is the one who got fucked
Good luck i have a pirated older version, i knew this was going to happen.
>>
>>152137263
>>152137735
>>152139427
This is feasible, and the easiest solution is a submarine. Dive deep enough and lasers and missiles aren't much of an issue, you can't really counter torpedoes except by going fast; only weakness is active sonar, but if you keep your cross-section small and lob torpedoes at them from 2km away they're going to have a very hard time laying an accurate bearing since they'll only get detection data about 20% of the time.

ACB's can shut off engines while in combat but you're going to need pretty huge battery stores for anything but minimal power. Funnily enough my U-boat design might be the right size and shape to make this possible, although the keel may need some tweaking.
>>
>>152139427
Original poster, here are my thoughts:

1. There are passive trackers. IR sensors are always passive, and they are pretty good at picking up ships because fucking everything produces at least a little heat.

2. You can distract missiles with flares, like the good old days. Works fine.

3. My plan is to build this with an internal layer of wooden beams to give the alloy a bit more support. Yeah, it's going to go up like confetti if anything hits it, but that's only to be expected of a small and unshielded craft anyway. The plan is to never get hit to begin with. This way the ship is cheap enough to spam quite early on.

Weapons-wise I was thinking of laser-guided missiles, because layering up passive detectors and IR gives you a guaranteed track. My plan is to mount and launch them horizontally, because this lowers the ships vertical height.

>>152140429
Submarines are great of course, but I love the idea of building a miniature Zumwalt.
>>
I started making boats again.

Maybe I will get around to making a steampunk custom campaign.

Also why did FTD start taking ridiculously compressed JPG screenshots?
>>
>>152140429
>>152140680
Water renders IR detection useless so you might as well go with a bigger engine/RTG for actual nuke-sub.
Do buoys give you out much? If not, then you might use them to detect surface targets and never surface yourself.
Vertical launch missiles for surface/air, when launched deep enough, pop out of the water just enough for thrusters to light up. Radar missiles will do the job just fine thanks to ~360° guidance.
Anything on and below the surface will be shredded by torps.
>>
>>152141091
water is really cold, that makes a hot engine stand out even more than in the air
>>
>>152141225
anon you just went full retard
>>
>>152141225
Looks like you need to learn thermodynamics again, sempai.
>>
>>152137338
C E D 'S
B A C K
>>
>>152140680
Oh yeah, further thoughts:

A small ship doesn't need much propulsion to get decent speeds. If it isn't using shields or LAMs either, I suspect it would need almost no engine. This further decreases the IR signature.
>>
File: LP556BattleMonitorMerrimac.jpg (1017KB, 4750x3437px) Image search: [Google]
LP556BattleMonitorMerrimac.jpg
1017KB, 4750x3437px
>>152140789
If we just had steam engines with boilers and pistons and SHEEEEIIIIT....

https://www.youtube.com/watch?v=zQn-y5ZcMK0
https://www.youtube.com/watch?v=VWn8gQ9Ykpk
https://www.youtube.com/watch?v=M1bEquY931g
>>
>>152140429
There's no real advantage to making a submarine stealthy.

The only weapons likely to hit you in the first place are torpedoes, which only have to be fired in your general direction to be effective.

Because automatic detection accuracy = 0.1 by default they'll always be able to do that.
>>
File: 1471007399117.jpg (58KB, 499x496px) Image search: [Google]
1471007399117.jpg
58KB, 499x496px
>>152142330
>not immediately setting magic mainframe detection to 0
>>
How does engine RPM work in FtD? Is it related how much engine power your systems use? When is it high rpm, when is it low rpm?
>>
>>152142519
It's on in all the campaigns.
>>
>>152142607
As your engine produces more and more power, the RPM increases. By default, engine power will increase as the draw increases. If you have a massive engine powering one tiny propeller, RPM will be minute. However, you can use the engine settings to determine maximum RPM and how quickly engine RPM increases and decreases in response to demand.
>>
>>152142607
high rpm is when the engine is working at full capacity. Low rpm is when the engine is barely working.
Before they updated the engine sound, you could hear an engine at high rpm from 10-15 blocks
>>
>>152142946
Isn't there an override slider or something?
>>
>>152137338
>warbros
aw y-
>planets
fug

fuck DX11 mode, fuck it up the ass, and fuck me for not being able to play.
>>
https://www.youtube.com/watch?v=a4AnVxD91lU
Great job Keen. However, did that make is so the game is playable with anything other than NASA's quantum computers?
>>
>>152144415
It's not like DX11 is fucking you over, kryb. It's DX9 not being able to run planets. You're blaming the wrong horse. I am sorry, but you might want to look into upgrading your rig.
>>
By the way medieval engineers development is still somewhat alive, they are "fixing bugs" and changing the floating box of ground for a planet.
>>
>>152144704
>DX9 unable to run planets
sounds like a fat fucking load of horseshit excuse unoptimized retardation to me.
>>
(((fixing bugs)))
>>
>>152144592
Dont create blueprints on dev, they fuck up everything.
At least in stable, asides for the fucking broken building system, stuff dosent explode that much.
>>
>>152144704
>you're blaming the wrong horse

In fairness, both horses on this buggy should probably be put down.
>>
>>152144921
>a planet.

Okay that's actually a pretty nice change.

All we need is somet actual NPC enemies to defend against and MedGineers would actually become fun
>>
>>152145614
That's not nice anon

In spengies, it is possible to escape a planet

It is possible to live in the realm of acceptable framerates known as space

Medieval engineers is doomed. Why does it even have to be a planet if you have to clang to see it
>>
>>152144949
Fuck off buy a DX11 card and let DX9 die like it should have ten years ago

Fuck you
>>
File: 1468777001174.png (13KB, 780x706px)
1468777001174.png
13KB, 780x706px
>tfw my first shit attempt at an actual boat in this goddamn game doesnt even float

REEEEEEEEEEEEEEEE
>>
>>152141091
As far as we know buoys set off passive sensors like a missile warner, providing guidance for AMS, but don't detect the vessel itself.

IR cameras DO see through water, I'm fighting the Lightning Hoods currently and their ships are blistering with IR sensors and trackers and can spot my subs just fine.
>>
>>152149556
wut
how
the first boat I made was a sub
and I had trouble making it sink
>>
File: 20160818154833_1.jpg (484KB, 2560x1378px) Image search: [Google]
20160818154833_1.jpg
484KB, 2560x1378px
>>152149556
pic related
>>
>>152144949
>32bit API
>blaneds
Lol no fuck off poorfag basic Dx11 costs like $30
I'm buying a 1070 next month so suck my dick.
>>
>>152149665
You can do the following:

-Replace the metal on top for alloy.
-Seal the top and add water (or helium) pumps
-Add spinning heliblades
-Add props facing downwards.


I'd recomend doing number 2
>>
>>152149265
Card shill pls go.
>>
>>152149837
poorfag pls go
>>
>>152149837
>we should have kept using DX7 up until Kentfield
Fuck off BR/gopnik you caused five years of hardware and software stagnation.
>>
>>152149665
Put wood in it.
>>
>>152149265
>tfw laptop fag
>tfw """medium high""" laptop
>tfw industries always fuck shit in laptop so you have to buy another if it scratches or needs an upgrade
Just fuck my shit up man.
>>
File: muh premium shit.png (341KB, 578x712px)
muh premium shit.png
341KB, 578x712px
>>152149904
>>152150239
You can buy a dragon dildo with your endless money and stick it up your ass along with your opinion.
Nothing excuses lack of optimization.
>you caused five years of hardware and software stagnation
Literally retarded. Hardware stagnation is intentionally caused by the very companies that produce it.
Look at the fucking Apple. What do they reliably shit out every year? New IPhone. Is there ANY actual improvements besides adding 3,5 pixels to camera for a slightly better selfie at the cost of 20% increase in price?
Wake up dumbo, you shill the very person who wants to fuck you in the ass at every opportunity. Say, are you a Hillary supporter too by any chance?
>>
>>152151485
Not worth it optimizing for already obsolete hardware
>>
>>152151485

Wow why doesnt this game run on my windows 98 machine from when I was a kid?

Fucking hell, there's no excuse for not OPTIMISING it. Fucking keen.
>>
>>152149824
How do i power the pumps?
>>
>>152151825
Trying way too hard m8.
>>152151595
So people that bought this pile of shit can fuck off if they don't want to pay for upgrade nobody told them they needed?
Is this a new hyperjew scheme I'm smelling?
>>
>>152152154
>upgrade nobody told them they needed
Implying you buy a new card just to play this game.
>>
Post BRRRRTTT
>>
>>152152045
they don't need power
>>
>>152152045
You don't, they're magic. They just need to be in a fully enclosed space. Also If you're having trouble with basic bote flote build ships out of buoyant materials like wood or alloy then armor them with metal afterward.
>>
>>152152319
BRRRRRTT
>>
>>152152154

Its called hyperbole.
Point remains the same.

Obsolete tech is obsolete tech.
>>
>>152041989
We said "Hi" once, if they aren't interested I won't bother either

And well, we have met only once
>>
>>152152297
>>152152649
>implying it's not true
Not everyone has or going to have 10 AAA games on their computer - some people only have clangies and bunch of other indie shit that take less resources than a fucking minesweeper. They were not warned about requirements increasing over the course of development. And not everyone is going to buy a card JUST for that one game.
Take away the ability to refund and you have another fucking Starbound.
>>
Fact remains, the game was built in DX9 as its' base, which, you know, kind of implies that it's going to be finished in that, or at least support it.

Then they shunt over to DX11, claiming it's 'impossible' to do something that another game of theirs already does in DX9 to a degree.
That's just a poor excuse.
>>
>>152151382
>old ThinkPad 600E lasted almost 9 years
>E430 almost useless after a mere 3, haven't used it in 2
>buying new ThinkPad after I build my new desktop, aiming for balance of battery life and gaming capability and should stay useful for a decade
Feels good man.

>>152151485
>lack of optimization
32BIT
2
I
T

DX9 is literally incapable of handling Spengies planets, they're 64bit only for a reason. Even if they were properly optimized you would need 5GB of RAM at bare minimum.
>>
>>152153016

Oh no, I agree - it sucks to have to buy a graphics card just for one game, and it DOES suck for people who are stuck on older games because they cant upgrade.

That said, it's early access, they do say that requirements are subject to change.

Also, complaining that the game SHOULD run for you and doesnt because they cant be arsed to optimise it is the height of bloated self-importance.
>>
File: 20160502233837_1.jpg (478KB, 1920x1080px)
20160502233837_1.jpg
478KB, 1920x1080px
>>152152319
1200 rpm of 57mm BRRRRRRRRRRT
>>
>>152153313
>Tfw they'll never make dank pads as dank as they used to be
FUCKING SHIT EATING """""""""TECHNOLOGY""""""""""" INDUSTRY
>>
>>152153016
Look faggot
The point I'm making here is DX9 went obsolete in fucking 2009, even DX10 is completely abandoned. You shouldn't HAVE any DX9 hardware left functioning. You are LITERALLY playing on decade old hardware using APIs that are maintained SOLELY for people like you and the Russians.

Fuck off. Take your 8600GS and snap it in two.
>>
>>152152558
That is tiny and adorable, but is it any good? I'm guessing minimum gauge and a single autoloader for ~100 rounds of ammo?
>>
File: 1470338637445.png (124KB, 500x500px)
1470338637445.png
124KB, 500x500px
>>152153313
>>152153326
Planets were a mistake.
>>
>>152153571
It was good back then, now it's not that useful because bullet drop is at ~250 meters
18mm sabot+tracer bullets and a single beltfeed autoloader with 64 bullets.
The best part is that it's cheap as fuck and AI operated, so you can lay hundreds of them around
>>
>>152153559
>for people like you and the Russians
>implying
Nigger, I AM the Russians.
>>
>>152143826
Yes there is. I just turned that shit off.

Fun fact: the entire DWG and OW factions are totally incapable of fighting a submarine without magic mainframe detection.
>>
>>152153927
Oh

Kill yourself hohol faggot
>>
When does creating AI morally equate genetic engineering?
>>
>>152154135
>russian
>hohol
Anon, you're dumber than our neighbors who have a civil war going on.
>>
>>152154553
You all look equally piggish and drunk anyway.
>>
How do I make a fixed size ship more buoyant without adding more space for air pumps or buoyant material? It just sits too much below the water.
>>
>/egg/anons shorting on slavs
Oh how far we've fallen.
>>
>>152154135
>the anti-brazilian,european,russian,american,aryan,asian,african /pol/kid on /egg
Just hide and report
>>
>>152154798
Heliblades or removing heavy shit
>>
>>152154798
Can't really make it more buoyant without increasing volume or decreasing mass.
What you can do instead is have propellers pushing the bote upwards.
>>
>>152154863
Well where's the fun in that? :^)
>>
>>152154858
Anyone on /egg/ shitting on slavs hasn't embraced true orkgineering and might be out of place like a gearhead suggesting sensible improvements to performance over putty-sealing holes on their ride at a tuning festival.
>>
>>152154919
>>152154961
Well fuck. It looks like I made my turret too heavy and I didn't even add any armor yet. I'll have to either put some of those huge propellers somewhere inside if that works, or make the entire bottom out of small propellers.
>>
File: 1377183860255.gif (910KB, 250x188px)
1377183860255.gif
910KB, 250x188px
>>152153734
>>152153450
>>152153313
You are forgeting the timeline in this shit.

How long since this was "released"? 3 years?
Minimum specs changed alot, but also, spungos is in its 3rd graphics card generation after release, and still plays like shit.
I wonder how it goes with dual TitanX pascal.
And guess what, the shit its still on alpha, that means like 5 more years at this rate IF they fix the mess they have, 2 more years if not.

So we wait for the jewvidya 1180 to play spengos at 60fps at 1080p???
holy shit.
>>
>>152156307
Nigger I don't care about graphics tbqhwy. Most games claim to have ADVANCED GRAPHIKS but for me they all look theh same. I wish devs settled for a medium ground for potatoes and gaymen pcs until something worth changing hardware came up. Or just optimized their shit.
>>
>>152155378
I hope the Warbros #1 test goes well. I hope to rekindle the fires and bestow engineering and CLANG once again
>>
>>152156307
None of that changes the fact DX9 is dead end and should be completely abandoned. It's not capable of handling planets, full stop. 64bit is absolutely mandatory.
>>
File: 1372939053553.jpg (109KB, 466x700px) Image search: [Google]
1372939053553.jpg
109KB, 466x700px
>>152156578
That will be like the good old days of sprite and very low poly gaming, when skill was needed.

Thats why most of the other little shits go for the cartoonish look.
>>
>>152156905
And let the hardware eat their shit code and try to push an acceptable framerate.
>>
>>152156578
>tfw 46fps @1080 will never be the standard
>>
>>152156860
No, it dosent, but proves that this game was in some part made in dx9 and abandoned because of the hardware movement.
>>152156990
Its what im thinking, if you wait long enough, yea, the common computer will "improve" and will be able to play this shit, still, they cant hide the simspeed issues, so they are fucked.

Look the 980TI and the titan X maxwell, they reach 1500hz and 1400hz clock at max, now some non founders 1080's and the pascal X can reach 2100hz of clock, and they improve the raw power of the card way too much in other aspects also, so graphically it wont be that much when the replacement of the 1080 comes out, and a 1080 and the 980 are like a 550ti in this days.

Hate doint walls of text.
>>
File: 1456062606763.gif (324KB, 181x200px)
1456062606763.gif
324KB, 181x200px
>>152156826

I know getting hopeful is the first step on the path to suicidal disappointment, but still.
Mfw.
>>
>>152137338
ced pls, the pain is too much

keen made everything server-side

eggpyrion when
>>
File: starmade-screenshot-0031.png (1MB, 1440x900px) Image search: [Google]
starmade-screenshot-0031.png
1MB, 1440x900px
Sure wish starmade dev would hire more coders to sort out his optimization problems while he focuses on making more content for gameplay.
>>
>>152140347
Couldn't all of us Spengiers just play an old pirated version and run a server for it?

I am down for hosting a Spengies server. I just need to order an i7 processor.
>>
File: 1403453283583.jpg (22KB, 500x333px) Image search: [Google]
1403453283583.jpg
22KB, 500x333px
>>152157650
If they dont repeat the mistakes they done before.
>use a planet map when no one is going there and not just an "small" asteroid map
The game could be playable...

>mfw i deleted ced because of steam clensing.
>>
File: propellers wtf.jpg (84KB, 1529x460px)
propellers wtf.jpg
84KB, 1529x460px
>>152156037
Also would someone explain to me why I'm getting 19 speed with no combination of propellers than this stupid looking one.

How is this providing any more thrust or whatever than any other arrangement? It's 15-16 no matter how else I put them.

(also as you can see my boat is sitting 1 block too low :()
>>
>>152154446
When the AI is made of cells, so it's biologically alive.
Shutting it down then comes down to killing a setient being instead of cutting power to a bunch of components.
>>
>>152157925
We can just use SECE and hold a server pop monopoly.
>>
>>152157925
There is a problem, remember the HAVOK fiasco?
Im playing the 132 on singleplayer, to play the game you have to change the date of the computer to a time before the shit happened.

If we synch our watches and the server, we could do it?

Also add that at least for single player, that is the most stable version before blueprints, rotors and shit strated to fucked up.
>>
>>152158007
Center of thrust making things weird and complicated
>>
>>152158007
Most likely, that arrangement hits the sweetspot for balancing thrust around the center of drag and keeps it level in motion.
>>
>>152158227
The lower propeller center is literally level with the drag thingie though. Maybe it's because the center of mass is somewhere between the propellers (vertically)?
>>
>>152158482
>between
Actually even higher, it's around the center of the upper propellers now that I look at it.
>>
>>152158146
That sounds good. I am reading up on SECE
>>152158153
You have a point.

I will just provide the resources.
>>
>>152157953
>deleted Ced
You're a bad person.

>still have TS saved so I can shitpost audibly with everyone
>>
>>152158692
I might get on TS this time. I've had good luck with 4chan TS servers.
>>
>>152157953
before I come up with any sort of concept for a persistent shard, I'll see how the testing goes. Everything else is following suit to that. I agree that the game world we had, while cool in itself, ate resources for little payout. Most people were on the moon and earf and that was it. The rest was one player per stellar body. Since I can always add planets at a later date, I would definately start with an asteroid map.

First planetoid added is Titan, if ever.

Additionally, I'll look into admin locks for grids and some such, and safe zones and/or phasing systems. I want to be able to give players protection for when they are gone, but a simple "PvP is a go between consenting parties" pretty much everywhere.
>>
>>152152974
>tfw my roommate and I are basically like an autistic version of the odd couple
>>
File: file.png (359KB, 487x663px) Image search: [Google]
file.png
359KB, 487x663px
>>152159106
If your first test is going to be ass roids, I'll definitely come hang around and test out my prototypes, see how the simspeed fucks shit up, that stuff.

very barebones pls no rate
>>
File: 2016-08-02-01-46-24-894.jpg (628KB, 1920x1080px) Image search: [Google]
2016-08-02-01-46-24-894.jpg
628KB, 1920x1080px
>>152158146
>>152158663
Almost forgot that edition, it dosent have the physics engine issue.
>>152159106
Will depend alot of the "end goal" of the server it self.
To have some dogfigts, hold the fort against a swarm of drones and shit like that to develop weapons and good fighters, or to explore and build a 40k ship in the process... whatever it fits the bill of spungos and actual /egg/ in it.
I love doing evolutions of my shit.
>>
>>152153394
Jesus christ. The 60mm BRRT I first posted is good for about 900rpm, I'm tempted to slap on another row of autoloaders and get properly silly with it, but even at 900 it buzzsaws through shit and looks like pic related whenever it hits shielding.
>>
>>152159106
Hopefully nobody throws a shit fit about having to actually declare hostilities before doing anything this time.
>>
Is there a way to stabilize the ship?
It's wobbling on the water so much that laser designating is hard.
>>
>>152160412
Make it wider
>>
>>152160403
I'll do the same as last time: I don't care.

Let me know you want to fuck with people, I'll add a "+" to your faction tag. Any faction with a + in the name is fair game either which way.

Don't want to fuck with people and build shit in autismal peace? You're golden. No plus, no fuss.

That way, no one has to show the social competency to agree on terms, declare war, and have any sort of responsibility of fair conduct, while PvP is still opt-in.
>>
>>152160237
One thing I want to see is someone actually experimenting with game modes and scripting for that. Respawns, scoring, vehicle spawns and round begin/end. If we had just a good five square mile chunk of planet we could easily hack up a battlefield clone and try that out. Throw up a pub server and see how it goes.
>>
File: 1462227331342.jpg (166KB, 750x737px)
1462227331342.jpg
166KB, 750x737px
>>152159106

CAN WE HAVE A PLANET WITH RINGS MADE OF ASTEROIDS.
PLEZPLEZPLEZPLEZPLEZ
>>
>>152160583
On youtube, and if you followed his streams, w4stedspace made ut-quake deadmatch styled map, with controlled player and weapon spawns.
I think it has one video about what he done in the stream, they had a 12 player match with no issues, because there was almost no physics, it was a fixed station in an empty map with the basic to work.
Also the weapon spawn had a controled suck using a collector, to avoid stacking.
You can do that in an empty map, since the lighting is fucked up, you dont need lights, and you can make a deadmatch map in like minutes if you dont OCD every detail.
>>
>>152144592
Did-- did he think that was profound?
That quote at the end, jesus christ.
>>
>>152161010
Wilcoxmongler always presents stale memes and disrespects his ancestors at the end of every video.
>>
oh fug we need new ded
>>
>>152161165
Im making it.
>>
>>152161124
I think you mean predecessors, but you're not wrong.
>>
Done.
>>152161643
>>
>>152160123
ok/10
Thread posts: 759
Thread images: 205


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.