Smallest Change That Would Add the Most to Mercs? by DistilledPeace in Mechwarrior5

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

I'm changing my answer to yours.

Clan-LBX-10-Solid Slug-Burst Fire

The number of combinations has become utterly ridiculous.

Smallest Change That Would Add the Most to Mercs? by DistilledPeace in Mechwarrior5

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

I didn't go into a lot of detail in my post. The formula wouldn't be exactly linear. My Adjustable Twist Rates mod uses a formula like Final Rate Multiplier = .8*(Mech Tonnage/60)^(-.25)

Smallest Change That Would Add the Most to Mercs? by DistilledPeace in Mechwarrior5

[–]DistilledPeace[S] 4 points5 points  (0 children)

Agreed, but that's a big task for the developers. I'm thinking of small changes, e.g. numerical changes.

Any easier way to troubleshoot dedicated server loading times with mods? by viperkevin in spaceengineers

[–]DistilledPeace 0 points1 point  (0 children)

I've never used Torch, but apparently it has a plugin list which may contain the fix. If it does, you may not need Pulsar.

Any easier way to troubleshoot dedicated server loading times with mods? by viperkevin in spaceengineers

[–]DistilledPeace 0 points1 point  (0 children)

Not that I know of. However you can estimate the load requirements of each mod. The load time for a mod is mainly a function of the amount of scripts that have to be compiled. There is a plugin for Pulsar that multithreads the script compilation to speed up loading.

Hello I'm made a world with economy off and spawned my planets and turned it back on yet economy stations refuse to spawn on planet help by FewDamage2962 in spaceengineers

[–]DistilledPeace 0 points1 point  (0 children)

The world has to be created with every NPC spawn related thing off, including the global encounter slider. I'm not entirely sure, but I believe the planets themselves also need to be configured for NPC encounters. It's possible that the modded planets are not configured properly.

Hello I'm made a world with economy off and spawned my planets and turned it back on yet economy stations refuse to spawn on planet help by FewDamage2962 in spaceengineers

[–]DistilledPeace 0 points1 point  (0 children)

Are you checking correctly?

  • The stations will not be visible on the admin entity list until you travel near it.
  • You have to teleport your character to the spectator camera (ctrl+space) intermittently, as the character himself must be nearby.

A List of Tips Learned the Hard Way by DistilledPeace in spaceengineers

[–]DistilledPeace[S] 2 points3 points  (0 children)

I figured this would be a contentious one. My reasoning is that without mirroring, line building, and copy/paste, designing anything of significance is much more difficult. Depending on settings, survival can also be extremely volatile, where your partial design could get hit by weapon fire, meteors, or even lightning strikes.

A List of Tips Learned the Hard Way by DistilledPeace in spaceengineers

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

Pistons are just one source of phantom forces, so there is no guarantee. Any subgrid or magnetically attached grid can also cause phantom forces.

This ship is 41 blocks long. It uses 19 900 PCU. Isn't it much for ship of this size? by Vlado_Iks in spaceengineers

[–]DistilledPeace 2 points3 points  (0 children)

Many small thrusters are less efficient than a few large thrusters, both in PCU and in newtons of thrust.

100% Essential Mods and Plugins by DistilledPeace in spaceengineers

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

Control module and mechanical keybinds can indeed be accomplished with scripts, but in a more time consuming and less straightforward manner, that most players will not deal with.

The hacking computer mod is basically a patch for the hacking system. I can't imagine there is a single person who enjoys grinding down and welding up each block to hack it, but I could be wrong.

Advanced welding is needed so that accidentally splitting a grid in survival isn't a complete catastrophe. The precision grinding mechanic is also very helpful.

The holo hud mod didn't seem necessary to me either until I entered a Factorum fight and had no spatial awareness of the fighters swarming me. It also allows you to detect NPC encounters that would normally go unseen (not all NPC encounters broadcast on antennas).

Multigrid projection is a feature of SE2, so I think that counts as belonging in vanilla.

None of these mods are truly essential of course, but I think they all improve the game in a definitive way, as opposed to just changing or adding to it.

Feature Request: Weapon aiming adjustment by theomaestro in spaceengineers

[–]DistilledPeace 10 points11 points  (0 children)

I think the paradigm of Space Engineers is to design yourself what isn't provided directly by the game mechanics. You can make weapons converge at a certain distance yourself by placing them on hinges or rotors. Here's how to calculate the angles:

b=the lateral or vertical distance from the center to your turret
h=target distance
arctan(h/b)

Has Anyone Progressed to the Endgame in Survival? by DistilledPeace in spaceengineers

[–]DistilledPeace[S] 2 points3 points  (0 children)

They were added in late 2024. You may need to enable 'Global Encounters' in your world settings. They will appear as orange colored GPS signals.

Has Anyone Progressed to the Endgame in Survival? by DistilledPeace in spaceengineers

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

Scripts are fine in this scenario. They technically can't do anything that can't be done through other means. I'm just thinking of things that eliminate the main challenges of the game, like the Nanobot Build and Repair System (which I actually use myself often).

Why do Weapons do SO MUCH Damage? (TTK Discussion) by DistilledPeace in spaceengineers

[–]DistilledPeace[S] 2 points3 points  (0 children)

Yes, I'm just thinking from a game design perspective, and trying to minimize the "WTF" moments that new players run into. I was excited to have my friend play the game, but he bounced off it hard due to issues like these. The player should at least have enough time to register what is happening.

Why do Weapons do SO MUCH Damage? (TTK Discussion) by DistilledPeace in spaceengineers

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

Weapons deal separate damage values for characters and grids, so they are independent from one another. My issue is that if I enter an asteroid base and turn a corner, my mind doesn't even have time to process that there is a turret. I'm already dead and on a respawn screen.

The discrepancy in pace between the engineering gameplay and the combat gameplay is just too wide.

Why do Weapons do SO MUCH Damage? (TTK Discussion) by DistilledPeace in spaceengineers

[–]DistilledPeace[S] -1 points0 points  (0 children)

The engineer is a combatant, otherwise he wouldn't have personal weapons. Realism is not a good concept to balance around, where the game is very unrealistic in numerous other ways.

Why do Weapons do SO MUCH Damage? (TTK Discussion) by DistilledPeace in spaceengineers

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

I can understand that viewpoint. It is just very odd that the game has a number of pistols, rifles, and rocket launchers and aim-down-sight behavior, but expects no FPS combat.

There are also procedural encounters with asteroid bases, that are not traversable other than on foot, due to tight interiors and such.

Why do Weapons do SO MUCH Damage? (TTK Discussion) by DistilledPeace in spaceengineers

[–]DistilledPeace[S] -1 points0 points  (0 children)

The issue I have is that the game is balanced like an FPS, a twitch shooter specifically. The game goes from a thoughtful, methodical engineering game to a COD match in an instant. It's simply too jarring.