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State Of Space Engineers

Discussion in 'General' started by Ravric, Jan 11, 2017.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. PyreStarite Junior Engineer

    Messages:
    559
    The inside textures of the heavy armor corners are very low rez, but that one small(est) armor corner has a heavy armor triangle. This is just a texture issue for me. Oh, and has anybody noticed the armor texture derp on two wide slopes? I will try to find an example.


    EDIT: Found one?
     
  2. Caatalyst Apprentice Engineer

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    102
    Amazing thread! Pretty much every bug I have encountered. One new thing that happened to me on a DS last night. Landed the lander on ice and started to dismantle. Not sure why but after about 10 minutes it kept making my character bounce whenever i was inside the lander. The bouncing got more intense over time and when i tried to jetpack out of the lander it kept pulling me back to the position i set off from like some intense gravity / rubber banding... weird!

    Aside from all the points already addressed, the only thing I would really like to see is a bit more user friendly automation for players. Been able to send out little robo mining / scouting / scavenging / escorting drones would be so helpful in survival scenarios.
     
  3. PyreStarite Junior Engineer

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    559
    Moisture Farms anyone? Would be helpful on MP servers where all de ice b gon.
     
    • Agree Agree x 1
  4. mcrbradbury Trainee Engineer

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    33
    There is a mod for that at least - And it's pretty damn fun on those desert planets!
     
    • Informative Informative x 1
  5. Gakhon Trainee Engineer

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    87
    I also experienced this bug. To me it happened when I started to grind the landing gear that was locked. The game started to handle all physical interactions with the ship grid in a really weird way... constant jumping, falling through surface, pulling me back, not letting me in, etc. Also, it seemed that there is some misalignment issue, because when I started to grind a block, the neighboring block reacted instead of the one I was pointing at. (I experienced multiple similar misalignment issues since the "better" multiplayer code came out.)
     
    • Agree Agree x 1
  6. JohnDoe Trainee Engineer

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    58

    Okay, but that brings up my own pet peeve.


    Where. For the love of god. Is your issue tracker?


    A bug thread? Why are we trying to collate bugs in a forum?! Why is that necessary? They languish there for eternity, forgotten by frustrated poster and (as far as I can tell) never checked by any developers. That people have to make giant lists of the bugs and shove them under Keen's nose is just ridiculous.


    If 'early access' is to allow a greater number of people help find bugs, you need to spend more than thirty seconds setting up your bloody bug management systems.
     
  7. 333546323 Apprentice Engineer

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    213
    Oh... hey its ravric :D whats up?
     
  8. Capt. Favio Apprentice Engineer

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    101
    @Ravric Great thread, will you be updating this?
     
  9. Ravric Apprentice Engineer

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    318
    Headbob?
    Added: Texture detail _ IMG __ IMG
    Added
    Added
    Added and I certainly agree.
    Hello three nine seven seven two four two. Wondering if KSH has forgotten their way.
    Yes until this list has no reason to be or later it is decided SE is a lost cause.
     
  10. PyreStarite Junior Engineer

    Messages:
    559
    Here's a want; everyone knows you can spawn in ships with F10, but they just go "boop, now it's there." I think it would be very cool if it actually went homeworld style and they use the warp effect when spawning it, so it is more dynamic and instead of being "boop, now it's there." to "wow, it just warped in!". Of course I am recommending the use of the SE warp effect, not the homeworld worm gate effect.
     
    • Like Like x 2
  11. JD.Horx Senior Engineer

    Messages:
    1,032
    Yes, yes, the SE warp effect definitely needs some work.

    An effect like a black hole would be much more convincing with a circular warp effect limited to the position and size of the ship.

    [​IMG]

    Warping the complete field of view to 180+ degree of anybody in proximity is somehow... Cheap.
     
  12. Ravric Apprentice Engineer

    Messages:
    318
    Removed:
    • Collision box is oversized and restrictive especially on the small ship ones

    Not anything new but explains one of the many problems with wheel suspension in the current state:

     
  13. WhiteWeasel Senior Engineer

    Messages:
    1,086
    Two minor complaints.
    1) Small ship corner LCD's have had their size reduced. Because apparently taking a tiny screen and making it smaller is a good design choice.
    [​IMG]

    2) The square windows, and the window corner g-menu icons look too similar.
    [​IMG]
     
    • Agree Agree x 1
  14. PyreStarite Junior Engineer

    Messages:
    559
    Do you have turrets firing on neutrals by default on there?
     
  15. Kephyr Apprentice Engineer

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    193
    Agreed that capital/heavily armored ships should not be able to outrun smaller, faster ships, but I don't think that setting a different hard speed limit for LS and SS blocks is the right way to go about it. Instead, I think the speed limit for all ships should be increased, should be dynamic. Say the top speed is increased to 150m/s (or whatever is a more reasonable number), but when accelerating beyond 100m/s, all ships will encounter a resistance that increases exponentially with the ship's speed and proportionally to it's mass. So reaching 150m/s will be exponentially more difficult (maybe even practically impossible) the heavier the ship is, in a similar fashion how reaching the speed of light is exponentially more difficult the faster you travel and the heavier your ship is.

    This should fix the issue of larger, heavier ships being able to "outrun" smaller, lighter ships because they were able to reach the top speed, while also supporting the players to build more efficient ships. Should also fix the issue of a piloted ship traveling at top speed, "outrunning" another piloted ship traveling at top speed on an MP server, due to the second players' computer having a worse internet connection or graphics card. Effectively, no two ships with different masses will have the same top speed.

    Speaking as an MP pirate, it'ss really frustrating to see a mining ship full of cargo get away from you because it was able to reach max speed... :(

    Here's an old, but gold video from GasBandit, where his Ghetto Bird LS gunboat with a gravity drive wasn't able to catch an ion thruster-propelled mining ship because it was able to reach top speed. An awesome encounter, and it's a shame to see it end on such an anti-climactic note.


    --- Automerge ---
    My two cents:
    • Exponentially increasing speed resistance when approaching top speeds.
      Pitched this idea in a post above ^. Should solve the issue of heavier/capital ships being able to outrun smaller ships, while pushing the players to build more efficient ships.

    • Gravity Drives should be nerfed.
      As much as I love designing ships around Gravity Drives, balancing center of mass and all, they're just ridiculously good. The thrust the GDs produce can stay more or less the same, but the power consumption should be increased by several orders of magnitudes.

    • +1 to Cannons as a 3rd weapons option (minus power consumption).
      Already been posted, but I strongly agree with the point about canons, so felt like that I should second it. Though maybe a power consumption isn't necessary. See the point below.

    • Vanilla Energy Weapons.
      Weaker than the projectile-propelling weapons, but require no ammo. I think this would bring an interesting dynamic to combat. There are mods for this, but I think this should be in vanilla. :p

    • Gyroscopes consuming energy.
      Though it's funny to see 100k+ton ships rotate at no energy expense, it breaks immersion of playing an otherwise scientifically plausible game.

    • Gyroscopes affected by cargo mass.
      This feature was taken out of the game a year ago or so, and since (unless I'm mistaken) hasn't been put back in. I thought that feature was adding to the immersion of the game. Not sure why it was taken out, but it should make it's way back in.

    • Customizable HUD, with many adjustable, programmable, and hot-key-able action bars.
      Ships in SE, especially with all available PB scripts, have long ago become too complex to pilot with just 9 buttons on the action bar. I'm a huge fan of the Bartender addon in WOW, which basically allows you to take all 9 available action bars, and set them up however you want on your screen, as well as set hot-keys for all buttons (letters, numbers, and combinations with ALT, SHIFT and CTRL). Provided a for reference:

      [​IMG]
     
    Last edited: Jan 30, 2017
    • Agree Agree x 1
  16. PyreStarite Junior Engineer

    Messages:
    559
    We have tiny oxygen tanks and huge hydrogen tanks... can't we just have small tanks and large tanks and set what they can store?
     
    • Like Like x 1
    • Agree Agree x 1
  17. High Ground Apprentice Engineer

    Messages:
    324
    The problem I have with increasing speed over all is as follows

    - Large Ships have Jump Drives to cover large distances so speed is not a huge issue for covering long distances.
    - You are more likely to walk around on a large block ship, the faster that ship goes (above 100 m/s) the more rubberbanding a character is likely to face, due to the extra computing between the server and client (this has/had been an issue for a long time, and I still see it biggly with speed mods).
    - Your not likely to be walking on a small grid ship (unless you doing a small ship gone wild) so increasing small grid speed limit would not be an issue compared to large grids.

    My biggest problem with increasing speed limits is how it effects the performance and playability of the game. While it would be nice if a large ship could go 1000 m/s would you be able to walk around without rubberbanding?

    As much as I'd like to see some changes I prefer to get the game into a playable state before we go tweaking speed limits.
     
  18. PyreStarite Junior Engineer

    Messages:
    559
    Full Air Vent blocks. I'm tired of having to do catwalk tricks over what actually make much better half slabs.

    What about solar panels? I don't have much of a problem right now with them, but what if they were centered instead of laid flat? Pros of this would be that you could place lights and other center oriented blocks on solar panels. Cons? You can't really use solar panels as roofing and panels.

     
  19. GrindyGears Senior Engineer

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    1,787
    I disagree, I use the fact that they're offset to effectively "stack" them using pistons. If you make them centered there would be no inset
     
  20. PyreStarite Junior Engineer

    Messages:
    559
    Hey KEEN, love the new armor textures, mainly talking about slopes, but texturing on slopes in certain directions is still borked.

    -Love Pyre
     
  21. Aracus Senior Engineer

    Messages:
    1,911
    Solution: have both because both have really good reasons to be used. and its really only one more block to add and if I'm not too mistaken, only a text-editor job+Icon away, slightly more if you make them mouse-roll selectable(or however that works these days)
     
  22. Xanthyn Trainee Engineer

    Messages:
    62
    I saw this line:
    "Coloring tool is needed as you can't target through "half blocks" like corners, welders etc"
    Figured I'd toss in a link to Digi's mod, which accomplishes this (although I agree, this should absolutely be in vanilla).
    https://steamcommunity.com/sharedfiles/filedetails/?id=500818376
    I use it all the time in creative to hit those hard to reach places, also works through symmetry building. It's a huge help, especially in designing cramped interiors and intricate slopes.




     
    • Like Like x 1
Thread Status:
This last post in this thread was made more than 31 days old.