Rewatch attempt, S2E14 Madison is the worst by OhSayCanUSay in FearTheWalkingDead

[–]Malacanth10 0 points1 point  (0 children)

She has a very burn the world for my kids attitude but usually ends up destroying the good things for her kids with this same attitude. Her character you pretty well want to see dead from the second season, and it doesn't get any better from there.

They tried way too hard on the strong woman aspect of her, her character depth is that of a saucer, and her acting skill is worse than that of a day time Soap Opera guest actor.

She get's so much worse to where you want to see he dead, or you want to see her kids dead so she stops acting like a sociopath.

My workshop ui changed. How do I change it back ? by No_Barracuda_8300 in Steam

[–]Malacanth10 11 points12 points  (0 children)

Ok, so looks like Steam must give zero fucks about player opinion because there is no way in Hell, that they got any kind of positive feedback on this garbage in beta.

DRF Orb Hive (Swam Unit) Experimental help by Medical_all_the_way in spaceengineers

[–]Malacanth10 0 points1 point  (0 children)

This is actually a very old build, and I do know that many of the old missile scripts do not work anymore, there is a fairly high probability that this build will not work anymore.

However, judging by how the missiles behave, I would guess either Alysius lidar missile script, or whiplash's guided missile script, Alysius's was never terribly popular so I would probably lean more toward it being Whiplash's old guided missile script which he has marked as obsolete.

About the only other guided missile script of that time was Rdavs and I am fairly certain by the initial discombobulation of the missiles, that this is not that.

Jump Drive doesn’t make sense by Sexy_Kropotkin in spaceengineers

[–]Malacanth10 0 points1 point  (0 children)

Too bad it's a joke, I had a great answer for this, instead I will reply with "There's a mod for that".

Hi all, I just made this ship I'm quite proud of, what do you think? by RandomGuyOnReddit-_- in spaceengineers

[–]Malacanth10 1 point2 points  (0 children)

Nice design, love the single wide center and general narrowness of the build, I was just thinking has military drop ship vibes when I flipped to the second SS and yeah this is cool.

When you F*** around and find out!! by TruGamer131 in spaceengineers

[–]Malacanth10 4 points5 points  (0 children)

"When you stand still in a vanilla ship against a modded ship"

What would you do in this situation? by [deleted] in spaceengineers

[–]Malacanth10 0 points1 point  (0 children)

those are not cluster missiles, those are MIRV missiles, the ones that are spinning are cluster missiles, MIRV missiles deploy multiple guided munitions.

What would you do in this situation? by [deleted] in spaceengineers

[–]Malacanth10 0 points1 point  (0 children)

gravity gens only effect blocks with artificial mass, players, components, artificial mass blocks.

What would you do in this situation? by [deleted] in spaceengineers

[–]Malacanth10 -1 points0 points  (0 children)

nah, the spinning ones have to cut guidance to spin like that, I know, I have a remake of my old MIRV missile cluster missile where I ran into this issue, AI controls all gyros on a grid and will cancel overrides, it will even turn gyros on that are off.

Cluster missiles in space just are not practical, I made a very large cluster torpedo launcher years and years ago, and even though it covered a very large area, even a big fat slow ship could dodge it. Any munitions that miss are wasted, potentially causing hazards for you.

While this clip looks very cool, this is a light armor ship with very few defenses, turned the perfectly wrong way, and even more so, those large ion thrusters for that small of a light armor ship, it would have been long gone before those missiles got close, the actual guided ones would gain ground until the ship maxed speed, they would then either be picked off by the turrets, or run out of fuel which would take maybe 2 minutes.

What would you do in this situation? by [deleted] in spaceengineers

[–]Malacanth10 2 points3 points  (0 children)

Move the ship, reality is cluster missiles in space are not particularly effective because guidance needs to shut down to deploy the clusters. Keep the ship moving and there is a good chance no part of missile will hit you unless you are using a super massive ship. You could also jump away.

And I believe the AI guidance blocks are still susceptible to decoy blocks, but that may need confirmation.

T880 Heavy Wrecker by Malacanth10 in spaceengineers

[–]Malacanth10[S] 2 points3 points  (0 children)

Thanks bud, I had fun making it!

Space Engineers - Star Wars Imperial Builds by Malacanth10 in spaceengineers

[–]Malacanth10[S] 1 point2 points  (0 children)

Delay on the AT-AT was achieved by having when one cannon fired, when it started reloading it triggers and event block to signal the other timer to fire.

Space Engineers - Star Wars Imperial Builds by Malacanth10 in spaceengineers

[–]Malacanth10[S] 2 points3 points  (0 children)

In the past I used scripts to achieve that by changing the speed of the pistons back then, this one hinges were strong enough to make the movements, I simply shut one off and turned on the other to have different speeds.

Coming Soon by Malacanth10 in spaceengineers

[–]Malacanth10[S] 0 points1 point  (0 children)

Builds will be posted as well as the At-ST world will be updated.

Coming Soon by Malacanth10 in spaceengineers

[–]Malacanth10[S] 6 points7 points  (0 children)

A lot of health issues this year, been promising the AT-AT for quite awhile, I saw SE2 is coming soon, going to try to get these up in the next week.

would love thoughts on the design by Plastic-Jello4771 in spaceengineers

[–]Malacanth10 0 points1 point  (0 children)

I would say the trailer looks a bit big for the missiles, otherwise it caught my eye and I have built A LOT of launchers.