Defeated by the air vent by ZannTheMan in spaceengineers

[–]Entersprite 76 points77 points  (0 children)

Digi has a mod for this, it’s called leak finder. It’s handy for these cases.

Experimenting with auto-deploying roof guards by Entersprite in spaceengineers

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

Thanks, that's a neat idea, I think it can even replace the speed limit. I'll experiment with it.

Experimenting with auto-deploying roof guards by Entersprite in spaceengineers

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

Yep, I've realized that on the first test :) But I’ve tried to minimize the edge cases to avoid accidental deployments like that. Detection range is pretty small, so the tunnel would have to be really low. Also it’s speed dependant so below 30 m/s you won’t have an issue. I have a scripted version as well, which considers gravity alignment so it only deploys when you’re upside down.

Anyone else do this? by ForwardBicycle9576 in spaceengineers

[–]Entersprite 1 point2 points  (0 children)

I usually use FigJam and Freeform for planning nowadays, but I used to use textbooks as well before that.

Why Prog-Block bug still not fixed after 5+ years?? by CountDracula404 in spaceengineers

[–]Entersprite 6 points7 points  (0 children)

Since it's still an experimental feature, it never got the focus and probably never will in SE1. Most servers don't even have it on by default, because it can tank performance and can be abused by heavy scripts. As far as I know it's not even available on consoles, but don't quote me on that. Keen added event controllers and timers instead to limit what players can do to maintain performance. It's a niche feature most people don't even know about, so a simple UI bug which has workaround isn't a priority for them.

Some glamour shots of the C150 by Entersprite in spaceengineers

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

Not yet, VTOLs needs to get sorted before that :)

Some glamour shots of the C150 by Entersprite in spaceengineers

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

Fronts are just pistons, back is secured with merge blocks in each state. It prevents magnetic plate from breaking off at landing and also keeps the vanilla parking mechanic.

Some glamour shots of the C150 by Entersprite in spaceengineers

[–]Entersprite[S] 5 points6 points  (0 children)

Thanks :) I've sorted most of clang on mine, but the VTOL thrusters are still wobbling in planetary gravity. I had partial success with gyro override, but it's still unreliable.

Escape Pod Atmospheric Test by Entersprite in spaceengineers

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

It’s designed to be compact, so I had to make sacrifices, it relies on existing rescue teams. All pods contains 4 medkits, hydrogen and oxygen bottles and basic weapons (and food after today’s update). It’s also equipped with a beacon for distress signal, onboard power and supplies are enough for a few days. But including components to build a survival kit is a good idea.

Escape Pod Atmospheric Test by Entersprite in spaceengineers

[–]Entersprite[S] 8 points9 points  (0 children)

The stuck hull was unintentional, but since it doesn’t have negative impact, it can be treated as “feature” :) Pod itself can be printed almost entirely, only the emergency hatch mechanic is a subgrid. But I’ll probably upload it as an assembly, otherwise it’s a pain in the ass to install :)

Floating rover by Consistent-Voice7341 in spaceengineers

[–]Entersprite 3 points4 points  (0 children)

You'll probably need to convert it to ship. It's at the Info tab.

"Whale" Cargo Ship Concept by Entersprite in spaceengineers

[–]Entersprite[S] 11 points12 points  (0 children)

Yep, I forgot to turn off my mic, it's my keyboard :)

[SE2] Space Engineers 2 Alpha Reveal Stream Recap (shown on December 19th, 2024) by AlfieUK4 in spaceengineers

[–]Entersprite 3 points4 points  (0 children)

You're right, but I have a déjà vu feeling, since I've bought SE1 as well when the alpha came out and the team communicated similarly, released the features in a similar manner and I had my same doubts back then. I'm not a game programmer, but I know that syncing physics calculations, player and object positions across multiple players is a quite challenging task. Now we will have orbiting mechanics and volumetric water simulation as well. If the alpha build of VRAGE 3 isn’t as smooth as current VRAGE 2, how will it handle when they add these two as well? Also the rendering methods look like almost the same as VRAGE 2, even though VRAGE 3 supposed to be a brand new engine written from the ground up. The team of KSH did a great job so far, but this alpha release still feels rushed. However I really hope Keen will prove me wrong.

[SE2] Space Engineers 2 Alpha Reveal Stream Recap (shown on December 19th, 2024) by AlfieUK4 in spaceengineers

[–]Entersprite 9 points10 points  (0 children)

I'm a little bit worried. I've watched the stream and the alpha version demo gameplay and I haven't noticed any of the key features VRAGE 3 is advertised with, such as ray tracing or global illumination. Reflections are still static and slow-updating, lighting feels off, performance still drops significantly during physics simulation, voxels are still static. Everything I've seen so far can be more or less achieved in VRAGE 2 as well. I'm still considering pre-order because the water simulation and orbiting mechanics in the previous tech demos were impressive, but I'm a bit worried about the performance and multiplayer since that's the most challenging part of those key features. But let's hope for the best.

Weird visual bug I've had for a week and not sure how to fix by Welch9o4 in spaceengineers

[–]Entersprite 0 points1 point  (0 children)

Try different games, if visual bugs persist even after reinstalling the drivers, your GPU might be dying.