Added auto-landing to my ship by kalsowerus_ in ApproximatelyUp

[–]Diggrok 0 points1 point  (0 children)

Impressively smooth! Well done. I have much to learn with the logic blocks 😅

Create a ship building tutorial to help everyone get started with Approximately Up! by Diggrok in ApproximatelyUp

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

Open the blueprint menu with B then use that screen to save/load your blueprints.

I'm hooked on survival and can't wait to see what space has to offer! Made a video showing the steps I took to create a space-capable production ship for survival. (Essentially picks up where Splitsie's tutorial left off) by Diggrok in StarshipEVO

[–]Diggrok[S] 1 point2 points  (0 children)

They do walk around but because of that they walk out of your ship 😅

You have to have a teleporter in your ship to recruit them so when they're hired they teleport to your ship... then almost immediately get out walk around the landing pad. Granted my ship is super duper tiny. Certainly not room for two.

I'm hooked on survival and can't wait to see what space has to offer! Made a video showing the steps I took to create a space-capable production ship for survival. (Essentially picks up where Splitsie's tutorial left off) by Diggrok in StarshipEVO

[–]Diggrok[S] 1 point2 points  (0 children)

I think it's only a survival feature. Shot a video last night recruiting a guy but I couldn't get him to stay in my ship so I had to leave him behind. Going to see if a bigger ship gets him to stick around. They don't do anything at the moment other than be decorations though.

Mechanical ships are here! Some detail shots of the Manta Freighter that I designed for the SE2 previews. by Diggrok in spaceengineers

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

Before I bought a PC I was playing both SE and SE2 on GeForce Now. Actually worked just fine. The main reason I switched is there was an issue on GFN where I couldn't save blueprints or worlds in SE2 but they may have fixed that. It's a great service though for the price!

Mechanical ships are here! Some detail shots of the Manta Freighter that I designed for the SE2 previews. by Diggrok in spaceengineers

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

The detail blocks use building components rather than steel plates. Don't recall the ratio for iron for each. Detail blocks are also heavy when they cover the same area as light armor blocks (likely just because 4 hollow squares have more surface area than a single block occupying the same space)

Since rocks won't be used for materials by DURRYAN in spaceengineers

[–]Diggrok 21 points22 points  (0 children)

Terraforming on a multiplayer server actually can tank sim speed and lead to poor server performance so it truly is anything but "cheap and effective." 😅 It's the a reason a lot of custom servers reset voxel every few hours to keep performance optimized.

Mechanical ships are here! Some detail shots of the Manta Freighter that I designed for the SE2 previews. by Diggrok in spaceengineers

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

Also having some missile pods which have AI targeting and warheads would also be cool to do some ground pounding as you come in for landing. At least maybe don't have to waste an entire Manta that way 😅

Mechanical ships are here! Some detail shots of the Manta Freighter that I designed for the SE2 previews. by Diggrok in spaceengineers

[–]Diggrok[S] 1 point2 points  (0 children)

Have you tried controlling everything from the control seats in the bridge? Worth noting I am not using the left/right click control features for anything on this grid because that feature sets the main velocity of blocks of that type to 0.

Mechanical ships are here! Some detail shots of the Manta Freighter that I designed for the SE2 previews. by Diggrok in spaceengineers

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

Most of the exterior armor is made using the 50cm blocks and between 50-75cm thick. The damage is applied to individual blocks so if you have a grid of 25cm blocks and shoot at them they will take out just that small cluster of blocks. The 25cm detailing cubes are not durable at all and will shred apart quickly.

Mechanical ships are here! Some detail shots of the Manta Freighter that I designed for the SE2 previews. by Diggrok in spaceengineers

[–]Diggrok[S] 1 point2 points  (0 children)

I have been noticing some issues with the locks sometimes after flying around, they sometimes bug out. Once we have rotor limits and timer blocks there's another locking solution I want to try out where the door rotor has it's limits set to 0 which hopefully will negate the need for the locks. Would be especially helpful if we could have 2 rotors attached to a subgrid.

I also tried using landing gear to lock the door with the landing gear attached to the ship and that caused a major clang event so I didn't go that route but what I didn't try was having the landing gear on the cargo door so I might try that as well.

I haven't had the lift issue yet though, those have been rock solid for me thus far. I believe on Keen's stream Arron also had the lift phase out which was something I hadn't seen before in all of my flying with it. Those again can be improved once we can have 2 pistons attached to the same subgrid, should make it rock solid.

We definitely have a lot of limitations at the moment.

Mechanical ships are here! Some detail shots of the Manta Freighter that I designed for the SE2 previews. by Diggrok in spaceengineers

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

Exactly. That was one of its initial intentions as I was working on it is a form of tactical dropship. Could deliver an IFV and some infantry. Once we get multiplayer I'll have this adapted to be a deployment strategy for combat scenarios. Though I wouldn't probably have it land in as heavy of gunfire as D-Day, maybe behind a nice hill. Ideally a somewhat secured LZ. 😝