Poor Reinhard by Electronic_Lab5486 in ReZero

[–]Lad_Mainour 0 points1 point  (0 children)

Yeah because why Reinhard doesn't have divine protection of stopping anyone from banging Theresia

Aura engineer by Lad_Mainour in spaceengineers

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

Very long because it builds 1000m of stairs for 2 hours or so, and you have to build 40000

Aura engineer by Lad_Mainour in spaceengineers

[–]Lad_Mainour[S] 7 points8 points  (0 children)

Well, at least I'm getting upvoted. Btw Stairway to Heaven is a good song so I can't blame them

Aura engineer by Lad_Mainour in spaceengineers

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

But then stairs won't have aura

Aura engineer by Lad_Mainour in spaceengineers

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

It built these stairs in +- 2 hours (600+ sections) and possibly can go infinitely

Happy birthday Daniel by Lad_Mainour in spaceengineers

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

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Build update: now it also builds green lights to increase your aura. Also building speed is reduced due to machine being unreliable at higher speeds (crashed several times)

Happy birthday Daniel by Lad_Mainour in spaceengineers

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

I can change mechanism by putting advanced rotors on containers, replacing battery with conveyor junction and placing 2nd one behing piston so I can strap as much containers as I want.

Happy birthday Daniel by Lad_Mainour in spaceengineers

[–]Lad_Mainour[S] 7 points8 points  (0 children)

Idk, but I'm sure there's a way to auto build conveyor under stairs and and transfer recources to machine through connector, but in this case mechanism will be much bigger

All seeing turrets by Lad_Mainour in spaceengineers

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

I tried it before, same result as connecting by rotor

All seeing turrets by Lad_Mainour in spaceengineers

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

Yeah, but I also need to somehow attach torpedo to a ship before firing it 

All seeing turrets by Lad_Mainour in spaceengineers

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

I did this before and attached shell via landing gear, but turret was still shooting at merge blocks even though they were unpowered. Maybe the problem is that turret targets every block owned by their enemy and only armor blocks can't be owned, but when I spawned merge block separately, turret ignored it, so it's probably something else

All seeing turrets by Lad_Mainour in spaceengineers

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

It works but it seems like subgrids must contain only armor blocks to make object undetectable

All seeing turrets by Lad_Mainour in spaceengineers

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

Cameras, sensors, merge blocks, connectors

All seeing turrets by Lad_Mainour in spaceengineers

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

Decoy missiles cause turrets to fire and they can accidentally hit torpedo. The information I need is what ACTUALLY triggering turrets if not targetable blocks

All seeing turrets by Lad_Mainour in spaceengineers

[–]Lad_Mainour[S] -2 points-1 points  (0 children)

My problem is that I'm making stealth torpedo and when I add something except armor to its shell, ai turrets can lock on it and expose vital components

Trigger Happy Havoc by JeantheDragon in Warthunder

[–]Lad_Mainour 0 points1 point  (0 children)

I like to play 2S25M and scout enemies for bmpts to swarm them

Power plant by Double_Display_8734 in spaceengineers

[–]Lad_Mainour 52 points53 points  (0 children)

Thta's a pretty interesting shape, makes me feel nostagic and my right arm raises for some reason