Gaming Space Engineers (now in BETA)

In the middle of making another thing:

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It's intended to be a heavy multipurpose warship. From current plans, it should serve by driving straight into the middle of a fight. deploying strike craft, and wrecking everything while taking a pounding for the team, battlestar-style. The roughly two layers of heavy armour are supplanted by a grid of lighter armour to detonate missiles some distance from the main hull, which makes it look like a Battlestar as well as act like one.

What you see here is mostly unfinished skeleton with a small segment of finished hull. It already weighs 12,000 tonnes. I'm not sure yet just how I'll push all that mass.

Awww... I had been hoping for the laser comms to be longer ranged.

Me too. Still, 30km between large and small ships is a vast improvement. It used to be 5km maximum.
 
It already weighs 12,000 tonnes. I'm not sure yet just how I'll push all that mass.

I found that a gravity drive is the only efficient way to move massive ships. I have a mining ship that is well over 125,000 tons and trying to move it with thrusters required over 50 large power plants just to power them all. My biggest problem was the over 3,500 gyros required to turn the thing....

Dantassii
HUMONGOUS IMS shipbuilder
 
Primary nerve centre for this thing:

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The tentative name for this type is Diamant-pattern Cruiser. In any casy I'm quite happy so far with how it is turning out.

Space camouflage!

Yup, not really sure what Keen was thinking with that one.

I found that a gravity drive is the only efficient way to move massive ships. I have a mining ship that is well over 125,000 tons and trying to move it with thrusters required over 50 large power plants just to power them all. My biggest problem was the over 3,500 gyros required to turn the thing....

That's what I was thinking, though I don't think I'll use one. This ship should be ponderous. Four or so Titans should do well enough, probably.

Dantassii
HUMONGOUS IMS shipbuilder

125,000 T! Sounds like you're a humongous Space Engineers shipbuilder, too.
 
That's what I was thinking, though I don't think I'll use one. This ship should be ponderous. Four or so Titans should do well enough, probably.

What are Titans? A larger thruster than the ones that come with Vanilla Space Engineers?

I'm currently attempting to figure out how to build a blast door that is at least 12 blocks high and 25 blocks wide. I've figured out how to keep it from wiggling when opening/closing, however, if I try to move more than 1 piston set (there are 3 sets of 4 pistons each) at a time or try to move a set faster than 0.1 m/s the top of the piston disconnects when the piston comes to a stop and the blast door keeps moving....

I think I may need a stronger piston top....

Oh and I build my ships in Survival mode, so that massive ship took me about 3 weeks to build. Had to process all that iron ore.

Dantassii
HUMONGOUS IMS shipbuilder
 
It's too bad you can't actually *do* anything with the ships. Space Engineers is currently just a really complex 3d modeler with kind of a terrible interface. I wish I could center the camera on the ship I was working on and do things that way...

Hopefully at some point they'll make a game that you can import space engineers stuff to.
 
Nice, though I'm not sure why we needed extra blocks for that. And why do we need to build a 'fake pull'? Why not just have a tick in the menu to automatically push items forward?
 
Nice, though I'm not sure why we needed extra blocks for that. And why do we need to build a 'fake pull'? Why not just have a tick in the menu to automatically push items forward?

Possibly because this mechanism does not yet exist in the game. Only direction is pulling - for example pulling stone to an ejector.
 
That is a good point, though from what I understand of modding both pushing and pulling are possible.
 
That is a good point, though from what I understand of modding both pushing and pulling are possible.

I know - the refinery does push to a storage when its own storage is full.
 
Finally! We've been sorely missing this! Beards!! :woohoo:

The oxygen thing is nice too, I guess.

I suppose I'll have to redesign the interiors of all my ships to account for this. I left room in most of the corridors for air vents, though. Should ideally be easy enough.
 
I suppose I'll have to redesign the interiors of all my ships to account for this.
And I suppose I'll be adding a routine for locking doors between pressurized and unpressurized rooms to programmable blocks. I hope there is available script interface to get the vent parameters. :)
 
Awesome.

I'm excited!

---------- Post added at 06:47 PM ---------- Previous post was at 03:09 PM ----------

I'm having trouble with the air vents. The room I'm in is enclosed; the generator is powered; a conveyor is connecting the oxygen generator, oxygen tank, and air vent; the air vent is parts-complete and turned on; the oxygen generator has ice in it.

What am I doing wrong? :shrug:

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The red LEDS on the air vent is supposed to mean "damaged or turned off", neither of which is the case.
 
Possibly the airtank has preference right now - it is looking empty. Does the oxygen generator produce something?
 
I noticed we no longer need to use 'fake pulls' in conveyor systems. That's a relief.

Fiddling about with the oxygen system is making me giddy, and not just from lack of air. The depth this added to gameplay is significant. :thumbup:
 
Possibly the airtank has preference right now - it is looking empty. Does the oxygen generator produce something?
No, the oxygen generator does not produce, and the airtank does not fill. It just sits at 0%

However, the green bar on the oxygen generator is supposed to mean "able to produce", and there is ice in it.
 
Is it creative or survival, new or existing world (with oxygen/ice world option enabled)?
 
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