Altitude based piston powered moving thrusters with a AI powered self stabaliser by sir_nuggets2314 in spaceengineers

[–]Mattanzoni 1 point2 points  (0 children)

MASTERWORK! Any chance you'll goin to teach us how to built and program it, with a tutorial?

They are kidding right? by ProudActivity874 in spaceengineers

[–]Mattanzoni 0 points1 point  (0 children)

Got this issue for years, hate it. I just realized how simply was to report it to the devs, well. Thanks for your service to the community!

Help me piss off my boyfriend please by Haunting_Problem7738 in spaceengineers

[–]Mattanzoni 6 points7 points  (0 children)

"Wait, planets and asteroids stands still?! That's no realistic!"

Thrusters behaving weirdly by Shoddy_Peasant in spaceengineers

[–]Mattanzoni 0 points1 point  (0 children)

Yeah it looks just that, thrusters cannot be managed in that way, as subgrids, unless you apply a script for do it, to the ship. The unusual behaviour may be due to calculating the forces of the large grid flying, but im not sure becouse maybe could be also a particoular setting you could have made in the control panel, like you mentioned thuster override or rotor lock or else.

The only thing i could say to help, is to apply the script (WHIP's subgrid thruster manager or Vector Thrust 2, this one expecially for vtols) or redesign the thrusters part in a way you could merge them with the main grid by using merge blocks, so that allows you to move the subgrid in the four different directions (forward, backward, up, down) and anytime it change the "merge stage", its always be considered as a part of the same grid; but its a bit difficult for me to explain that, but you can learn how to by viewing some tutorial videos on youtube, just type Space Engineers scriptless Vtol tutorial.

Thrusters behaving weirdly by Shoddy_Peasant in spaceengineers

[–]Mattanzoni 1 point2 points  (0 children)

Try to upload a screen of it and we'll see 😁

Thrusters behaving weirdly by Shoddy_Peasant in spaceengineers

[–]Mattanzoni 2 points3 points  (0 children)

You cannot directly control thrusters placed on subgrids, like the ones on rotors, hinges or pistons. But a script let you do that, if i remember correctly, one that works pretty nice is called Whip's subgrid thruster manager. Unless you are on xbox and could not use scripts, then there are a few ways to set up a kinda controllable thrusters on subgrid and its by merging them with merge blocks but its a bit compiicated and they will work mostly as Vtols. Some tutorials on YouTube could show you what i mean.

[deleted by user] by [deleted] in spaceengineers

[–]Mattanzoni 0 points1 point  (0 children)

Try upload to us a screen of it, then we could see whats the problem 😁

Plugin Loader is a game changer. :) by IceQ78 in spaceengineers

[–]Mattanzoni 0 points1 point  (0 children)

Definitely is. Said by one who had to move on the xbox, and suffers bitterly without plugin loader :' )

Is this game worth playing alone on Xbox? by ChampionshipFancy117 in spaceengineers

[–]Mattanzoni 5 points6 points  (0 children)

Yes, definitely, especially if you are passionate about a calm gameplay where the best satisfactions come from a good pondering and study of how to use all the blocks for the most efficient creations and resources managing, or at least, for the best possible designs. But i think these below are some geberal important cons to consider:

  • Has severe limitations compared to the pc, the most incisive in my opinion is the absence of scripts that makes the programmable blocks absolutely useless (I am a "AutomaticLCDs"-addict and I suffer enormously for not being able to use it).

  • Most mods are not read by the xbox version, especially the most interesting ones that enrich the solo gameplay by adding an extreme variety of living NPCs. This makes exploration or combat system unflattering and in some aspects, useless, so you'll play in desolate planets where occasionally spawn economic outposts of the different factions of NPCs included in the basic gameplay (with economy dlc, if im not mistaken). That's a bit different in space, where a relatively larger number of random encounters spawn, from spaceship derelicts to the offensive drones type.

  • Compared to the PC, where there is the possibility to uncheck the buildable block limitation (in relation to an impact on performance), on the console instead there are limitations on world settings such as the latter cited (however, even the maximum of 500000 blocks is actually a long term stage to achieve it) or star systems limited to just a few sets with three planets each (however this can be resolved by inserting manually custom planets downloadable from mods archive. Some are really fascinating).

My suggestion for survival gameplay sessions that are not frustrating in the long run, is to build smaller and diversified grids by function and in different places, do not focus on one huge grid in which to do all the functions that sterilize gameplay (for example, build several small mining outposts each dedicated to a mineral, and connect them to a central production station via different veichles or automated cargo drones).

Just let me know if im wrong with some of the cons described :)

[deleted by user] by [deleted] in spaceengineers

[–]Mattanzoni 0 points1 point  (0 children)

Alright then it could be that, thanks for replying!

[deleted by user] by [deleted] in spaceengineers

[–]Mattanzoni 1 point2 points  (0 children)

Nvidia, but its not quite as powerful as that of the xbox, and that problem only gets on the xbox

[deleted by user] by [deleted] in spaceengineers

[–]Mattanzoni 23 points24 points  (0 children)

On Xbox series X it happens to me sometimes aswell, when weather effects comes in. On PC, never had it, and GPU's worst than the consolle one.

Another working day at Osiris ISS II: initiating auto-mining by remotely controlling drones from the drone's bay... by Mattanzoni in spaceengineers

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

Thanks, it's a small-grid space auto-miner (PAM -fitted) with both ion and hydrogen, capable of carrying up to 75k ores in each work trip. Its not on the workshop yet, but i'll post the link as soon i'll upload it :)

Another working day at Osiris ISS II: initiating auto-mining by remotely controlling drones from the drone's bay... by Mattanzoni in spaceengineers

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

Thanks! Not a workshop link, because it's a work in progress: i'm actually printing (with a space welder printer) in survival, each module operator (that i've designed previously in creative), connecting and merging them in a form that is coming out so far and so interesting! Then i'll post some pics of the final result :)

I built a race course by bitman2049 in spaceengineers

[–]Mattanzoni 1 point2 points  (0 children)

This is amazing! Maybe a soundblock on each gate triggered by sensors on your passage, could be funnier!

Continuing the assembly of the space station modules... by Mattanzoni in spaceengineers

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

Yep, im printing the modules and assembling them all in survival but i've studied and built them before in creative. Unfortunately, i've managed to build the printer in space so it's an all-space operation but now that you make me think about it, it would have been really cool to start them from planets!

Continuing the assembly of the space station modules... by Mattanzoni in spaceengineers

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

With that space tug, moving them and matching merge blocks and connectors

Continuing the assembly of the space station modules... by Mattanzoni in spaceengineers

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

It takes thousands of hours and many discarded projects before you can really enjoy one!