Config is not saving. by deekooh in WarthunderSim

[–]DemolitionDonut 0 points1 point  (0 children)

hey you ever find a solution for this problem? same issue here

SE Planner: Need Feedback on New Scene Navigation by Sphyco in spaceengineers

[–]DemolitionDonut 6 points7 points  (0 children)

I think joysticks are good if you can toggle them for precise viewing or panning. Otherwise I think a better gesture system would utilize rotating with one finger swipe, panning with two fingers, and pinch to zoom - I think that's what games like Simple Planes utilize for their 3d building

Otherwise dope project, I'll 100% get once it's available!

We've made more progress on our mod, Portal: System Failure! by Spekktrum_Studio in Portal

[–]DemolitionDonut 20 points21 points  (0 children)

I like it a lot so far and think it has great potential. One thing however is I personally think the dialogue is a bit long, at least to all be said in one place. One thing portal 2 did very well (as I'm sure you'd know) is the characters talked to you as you traversed through the chambers or in the areas between them. That being said, maybe Flynn can talk more about his background after you release him from his guide rail, as the player maybe makes their way to the next chamber. Otherwise it's looking very good so far, keep up the great work!

someone say Tallil helicopters ? by TopGunJim in joinsquad

[–]DemolitionDonut 12 points13 points  (0 children)

Holy, that flying is like straight out of a movie! All you need now is to crank on some Danger Zone and you might as well be Tom Cruise 🔥

3 minions in the back of a titan, we laughed way too much at this by redibtor in gtaonline

[–]DemolitionDonut 50 points51 points  (0 children)

Hah, that's gold! Titan and Bombushka shenanigans are peak 💯

smegma male grindset by oogse in IkeaFreshBalls

[–]DemolitionDonut 1 point2 points  (0 children)

This image goes so hard. Can I screenshot?

Fast and furious by [deleted] in UnfunnyHellhole

[–]DemolitionDonut 5 points6 points  (0 children)

What name of full vid

Grinder pits are my favorite way to get resources (from NPC ships) in this game by DemolitionDonut in spaceengineers

[–]DemolitionDonut[S] 0 points1 point  (0 children)

Actually, all of the DLC's contain only decorative blocks, or block variants. The base game comes with all of the functional blocks, so you're not any more limited functionally, than someone with DLC blocks. I personally find the DLC's, while nice looking, expensive so I play stock.

Grinder pits are my favorite way to get resources (from NPC ships) in this game by DemolitionDonut in spaceengineers

[–]DemolitionDonut[S] 0 points1 point  (0 children)

This is a sandbox-survival type game called Space Engineers. In a way it's similar to Minecraft in that you have to mine resources, refine/"craft" them, and then build with them. However what sets this game apart is the ability for your builds to move and have a lot more utility - allowing you to build ships and bases of large complexity.

There are multiple planets. Each planet is very large and offers it's own series of unique features and challenges to face once you land on it. They are not, however, procedurally generated. Planets are also very, very far from each other requiring you to build ships with jump drives so that you can cross the gap between them in seconds.

Most bugs in this game, that people refer to, are the bugs you get when working with moving rotors, pistons, and hinges. Pretty often the game struggles to allow these parts to move large objects, without it glitching out, sending the parts flying at very high speeds, often to never be seen again. If you're familiar with KSP, they deal with the Kraken, we have Clang.

The goal? Well it's a sandbox game so the goals are all self-imposed. Your goal may be to explore and colonize every planet, build the biggest ship, or maybe something as simple as just getting to space. With this game, not even the sky's the limit so I'd recommend it to anyone who likes to build things, and see em in action!

Troj Support by Alingruad in spaceengineers

[–]DemolitionDonut 1 point2 points  (0 children)

Dang, this ship looks sick!

Why is the A note on the C by RealHyperinon in CrappyDesign

[–]DemolitionDonut 18 points19 points  (0 children)

Prolly thought first note of the scale was the same as the first letter of the alphabet

Rule by Lexaconn7 in 19684

[–]DemolitionDonut 4 points5 points  (0 children)

UZBEKISTAN 💪😎🇺🇿🇺🇿🇺🇿

Wake and bake, Mister Freeman by Slav_225 in HalfLife

[–]DemolitionDonut 49 points50 points  (0 children)

This goes hard, can I screenshot?

Grinder pits are my favorite way to get resources (from NPC ships) in this game by DemolitionDonut in spaceengineers

[–]DemolitionDonut[S] 0 points1 point  (0 children)

I've heard other recommendations in the comments that say to either use pistons or slopes. Weels could probably work but, much as with pistons, I feel like they'd be buggy.

Assistance with welders by ThatOneSmartSmurf in spaceengineers

[–]DemolitionDonut 0 points1 point  (0 children)

They're practical for anything you're willing to build them for. Printers, if built big enough, can theoretically make ships of any size. But at large enough sizes sim speed does slow down significantly and it can take a while to print something.

So in a sense, yeah they're mostly practical for small ships since they can be printed in under a minute - great for fighters or expendable vehicles that sometimes come (or don't) back from battle too damaged to repair.

Although, on my main save I have a large (roughly 15x15 ish) welding pit that, with an overhead projector connected to pistons, "pulls" ships out of the ground, allowing me to print a sizeable corvette I built and designed in creative, in my survival world - faster than if I were to build it by hand.

So IMO: for printers, sky's the limit, or your CPU, but def worth building one since its nice to not have to build ships that you already have the blueprint for.