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Space Engineers Public Test!

Discussion in 'Announcements' started by Blitzzz333, Oct 2, 2018.

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  1. Blitzzz333

    Blitzzz333 Keen PR Guy Staff

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    PublicTest_001.png

    UPDATE!

    Hello, Engineers!

    We're excited to announce another Space Engineers Public Test, which will run from Thursday, October 4th, 9 am UTC to Friday, October 5th, 3 pm UTC!

    For this test, there will be 3 survival servers, one for each time zone.

    We will announce the branch code at the time of the test and we will make a dedicated server available as well.
    ***To access the test, please use this branch code: nt7WuDw9kdvB

    We encourage everyone to try out all of the new features, especially lobby and dedicated servers in creative mode with lots of players!

    The Public Test will feature these new or improved features:

    -Fixed and optimized Air-tightness, removed from experimental
    -Added in-game help (Good.bot)
    -Added context help
    -Added chat bot (Good.bot)
    -Refactored New game, Load game, Blueprints, and Scripts screen
    -Added relative dampening
    ***Press Control+Z with pointing cross-hair on the ship you want to set as velocity target i.e. to enable relative dampening.
    -Added asteroid clusters
    -Render optimizations
    -Moved Lobby MP out of experimental

    Players will be able to submit their feedback on all of these features via a survey at the end of the test.

    For more information (including the branch code at the time of the test), please go here: https://steamcommunity.com/games/244850/announcements/detail/3212647026411057981

    Thanks for reading and see you all online this Thursday!

    NOTICE
    The Space Engineers Public Test contains an update for using Steam UGC workshop content management. While this new system seems to be working with only a few issues in the public test version, the resulting format of the content is incompatible with older versions of Space Engineers.

    This means that any WORLDS, MODS, BLUEPRINTS, or SCRIPTS published with the public test version will no longer be compatible with older versions of the game. Any content published this way also cannot be re-published from the older versions of Space Engineers. So if you update your content it cannot be returned to the old system under the existing workshop ID.
     
    Last edited by a moderator: Oct 4, 2018
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  2. Dabombinable

    Dabombinable Trainee Engineer

    Messages:
    45
    So the relative dampening mod might no longer be necessary. Nice.
     
  3. Blitzzz333

    Blitzzz333 Keen PR Guy Staff

    Messages:
    493
    We'll see, Dabombinable. ;) Cheers!
     
    • Informative Informative x 1
  4. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,964
    I'm excited for asteroid clustering. Is there a write-up of it? Will someone be reviewing these features even though they aren't official yet?
     
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  5. Blitzzz333

    Blitzzz333 Keen PR Guy Staff

    Messages:
    493
    Hey, Ronin1973. There will definitely be more information on asteroid clustering once the next update is released. We may even have more information about this in our next Developer Snapshot. I also wouldn't be surprised if one of the SE YouTubers didn't do a video on this. Enjoy the test! Cheers! ::)
     
  6. CptTwinkie

    CptTwinkie Master Engineer

    Messages:
    4,458
    Hi Engineers,

    The Space Engineers Public Test contains an update for using Steam UGC workshop content management. While this new system seems to be working with only a few issues in the public test version, the resulting format of the content is incompatible with older versions of Space Engineers.

    This means that any WORLDS, MODS, BLUEPRINTS, or SCRIPTS published with the public test version will no longer be compatible with older versions of the game. Any content published this way also cannot be re-published from the older versions of Space Engineers. So if you update your content it cannot be returned to the old system under the existing workshop ID.
     
  7. doncdxx

    doncdxx Apprentice Engineer

    Messages:
    438
    I played test version twice today and didn't get the google forms thing on the second play. Had I got the second one, I would've mentioned this bug there instead of here.

    "good.bot: oxygen" wasn't going away until the game was restarted no matter which method I used to refill oxygen.

    That is the only bug I saw. I'm hyped for this patch. The asteroid clusters are just so amazing looking, relative dampening is the most useful feature added for gameplay since projectors, and the tutorial tips have kept me from answering those particular questions for new players. Very much looking forward to this patch being released.
     
  8. Timotei~

    Timotei~ Apprentice Engineer

    Messages:
    208
    Hi,
    1. The new relative inertial dampening if really a cool feature. It adds a whole new degree of freedom to the game. Since ships can "lock" their inertial dampeners to each others, I was able to make a full fleet fly in formation in my SP world (which is epic! :pbjt:).
    2. Also, Regarding this ship to ship relative dampening feature. The relative inertial dampening still work when there is nobody piloting the ship (which is fine for me). If this was not intended, please do not remove it. I'm already addict.
    3. I have only one remark, the key binding "shift+Z" to "lock" to a grid should not be necessary. I think the relative mode should be the default mode and, if someone want to "lock" to the world, they'd just have to look at the void or get away from the grid they're "locked" on. If that somehow imply a small loss in performance, I'd say it's worth it.

    *By "lock", I mean the action of activating relative dampening (currently using "shift+Z") while looking at a grid.

    Thank you!
     
  9. Malware

    Malware Master Engineer

    Messages:
    9,867
    I don't know. While it sounds good in principle, it sounds rather... impractical in practice. Imagine being on the flight deck of a carrier, and you're flying along, and just taking a quick glance up towards an incoming ship... Whoops, where did that carrier go :p
     
  10. Timotei~

    Timotei~ Apprentice Engineer

    Messages:
    208
    I think there is a misunderstanding.

    Just to be on the same basis, the relative inertial dampener as seen in the public test had the ability to permanently "lock" your dampeners to the grid. This mean that at the moment the player press "shift+Z", a sort of "link" is made between the grid and the dampeners. Allowing to actively "follow" the grid without pressing any movement keys.

    The inertial dampener only "lock" on a grid when the player press the key. The case you suggest would only happen if the player is repeatedly pressing "Z" for some reason. The same issue would happen with the current "static" dampeners if the carrier was moving.
    --- Automerge ---
    By re-reading my first post, I think I see the problem.
    I said: "if someone want to "lock" to the world, they'd just have to look at the void"
    While I should have said: "if someone want to "lock" to the world, they'd just have to look at the void and press 'Z'"

    Sorry if I was not specific enough in my first post.
     
  11. Sarekh

    Sarekh Senior Engineer

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    1,200
    errrrr..... only reading this now - could you please elaborate on what that means for the currently published items in the workshop when the new patch goes live?
     
  12. Malware

    Malware Master Engineer

    Messages:
    9,867
    Nothing. The problem is when people for some reason decide to publish their mods and scripts with the test version. Then the workshop items will be updated, which of course the older version doesn't support.
     
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  13. Sarekh

    Sarekh Senior Engineer

    Messages:
    1,200
    THAT part I understood :-D

    I was fearing that the Steam content management update might do something to already published stuff in the future. I am a happy camper if that's not going to be the case. Thank you for the clarification <3
     
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