Gaming Space Engineers (now in BETA)

Its not off topic at all, this is supposed to be implemented on SE.

Having said that, my first impression is that Marek is going for too much with this, being able to train an AI to do part of the boring work in SE looks so cool, but I dont know how it will effect performance and if its feasible.

---------- Post added 07-09-15 at 04:05 PM ---------- Previous post was 07-08-15 at 08:49 PM ----------

Second Hype torpedo incoming Sir!

Its Warp Drive!

http://forums.keenswh.com/threads/jump-drive-block.7364227/
 
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This should make quicker finding derelict ships and bases with the exploration ship scan mod: jump, scan, recharge, jump...
 
For people who are interested but still haven't bought the game Space Engineers is available in Humble Jumbo Bundle 4 for $18 (with all other included games):

https://www.humblebundle.com/

The offer lasts for 2 weeks.
 
After the latest upgrade we can now see why they created Jump Drives in the recent upgrade. Any ship with a large cargo container (or a few dozen) now can't move when fully loaded. Finally, the mass of the cargo is taken into consideration in terms of total ship mass, but WOW.. I didn't figure that my local welding ship with 4 fully loaded welders wouldn't move or rotate. It was quite a trick to handle but now it just sits there and burns energy. Even when totally empty but with a full load of ice for the O2 Generator, it still doesn't move or rotate.

I'm gonna have to upgrade it's thrusters to those add-on wonders that are 20x more powerful than the vanilla thrusters and of course boost my gyros up by an order of magnitude or 2, or maybe look for a gyro mod that gives more gyro for the space.

And I just noticed my mining ship with its cargo containers only 1% full has doubled in mass... I wonder if it will be able to move when it's fully loaded with ore?

Dantassii
HUMONGOUS SE shipbuilder
 
Balancing is needed for sure.

But more important to me is that "top priorities are planets and new multiplayer" message in the video <3 I can hardly wait.
 
I am pushing on the forum on the side of needing to balance inventory mass. But actually a lot of people are loving their ships cant move anymore.

Also, particle effect looks so cheap and should be deleted to add better option.
 
After the latest upgrade we can now see why they created Jump Drives in the recent upgrade. Any ship with a large cargo container (or a few dozen) now can't move when fully loaded. Finally, the mass of the cargo is taken into consideration in terms of total ship mass, but WOW.. I didn't figure that my local welding ship with 4 fully loaded welders wouldn't move or rotate.

Same here... redesign support vehicles after SE update is getting a normal process here. At least the evolution of the spacecraft lets them look more and more cool, because every redesign is also a good chance to change the things that did not work out well before.

Sadly it also means that for my big survival mode 1x difficulty project, that stationary welders get more and more interesting.
 
I ended up having to replace my 6 small thrusters in each direction with 3 of the Industrial Strength mod thrusters in each direction before my welder ship and my grinder ship would move again. I also had to increase the number of gyros in each ship from 3 to around 90 so it would rotate in all 3 directions once again.

It does appear that not all cargo goes towards mass of ship though. O2 Generators yes, Cargo Containers yes, inventory of astronaut yes, Refineries and Assemblers initial indications no or if yes, then only partially.

Dantassii
HUMONGOUS SE shipbuilder also
 
It does appear that not all cargo goes towards mass of ship though. O2 Generators yes, Cargo Containers yes, inventory of astronaut yes, Refineries and Assemblers initial indications no or if yes, then only partially.

Remember that unprocessed ore is also much lower density than parts... that is what makes my welder ship pretty heavy, 6K steel plates in a large cargo box.

right now, I am just doubling the number of thrusters and accept a small bit of sluggishness, the drillship also only needed a tiny upgrade, more critical had been the additional mass in the impact calculations: Docking to the factory destroyed my cockpit because I was not perfectly aligned and too close to the connector with the cockpit.

Will change the connectors now also on the welder... how does a large thruster compare to 6 small thrusters, BTW?
 
Will change the connectors now also on the welder... how does a large thruster compare to 6 small thrusters, BTW?

Last I heard, large thrusters are 10x small thrusters. The Industrial thrusters I'm using are supposedly 3x large thrusters and the large-ship titan thrusters are 10x large thrusters. So I ended up using 3 of the Industrial thrusters, which would have been 9 of the standard large thrusters if I had used them. There isn't enough room on my ship for 9x6=54 large thrusters....

Dantassii
 
Last I heard, large thrusters are 10x small thrusters. The Industrial thrusters I'm using are supposedly 3x large thrusters and the large-ship titan thrusters are 10x large thrusters. So I ended up using 3 of the Industrial thrusters, which would have been 9 of the standard large thrusters if I had used them. There isn't enough room on my ship for 9x6=54 large thrusters....

Dantassii

Well, I play without mods and by the old German construction worker proverb: What doesn't fit will be made fit.
 
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