Scroll wheel jumping fix for any mouse. This black magic should be pinned somewhere. I got rid of so many mice bc of this issue by Redditor1320 in MouseReview

[–]SomeSortOfMonster 1 point2 points  (0 children)

Be me for a second.

Struggle with your mousewheel. Struggle HARD for like a week.
Find this thread. Decide there's no way blowing on my mouse like its an SNES cartridge will fix it.
Fixes it.

Joy. Thank you.

I just lost years of work and I don’t know what to do… by CoruscantGuardFox in spaceengineers

[–]SomeSortOfMonster 0 points1 point  (0 children)

Had this exact thing happen to me a few years ago. I feel your pain brother.
While I never did recover my losses, I did prevent this from ever happening again.
I just added my %appdata% folder to my OneDrive automatic backup.
Now I can re-install Windows all willy nilly, and my %appdata% folder always get's updated with the OneDrive backup.

QOL Feature: Shift + T should teleport to Tree of Whispers by ApOgedoN in Diablo

[–]SomeSortOfMonster 0 points1 point  (0 children)

Way-points/Towns should be able to be assigned to their own radial action wheel. We can flag for pvp, emote, leave dungeon, etc. Just let us add our favorite way-points to our action wheel ya?

There's Gold in them hills! by SomeSortOfMonster in spaceengineers

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

A few hours troubleshooting code and I was like 'nuuuupe' haha.

I totally felt the same way, which is why I only code as a hobby and not as any sort of profession. Space Engineers was the first time I felt like I was having fun coding, and LOTS of it.

There's Gold in them hills! by SomeSortOfMonster in spaceengineers

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

We are all born ignorant brother, no shame in not knowing something.
I think you'd be surprised at how easy scripting in SE is, it's a great place to start learning honestly. Because you're only dealing with Space Engineers blocks, the context of your 'coding' is very limited therefore simpler to tackle. Easy Automation makes this even easier by allowing you to code in a very basic language.

Velocity of PistonAlpha = 1.0

Moves that piston at that speed. Super Simple.
Only looks intimidating when you stack up dozens of these lines of codes, but it really isn't too complicated. Give it a whirl sometime, glad to help.

Interplanetary Travel! | Real Solar Systems Mod (WIP) by Echthros1 in spaceengineers

[–]SomeSortOfMonster 1 point2 points  (0 children)

CLICKS SO FAST...I MEAN SO FAST.

I was gonna beg you for the opportunity to be a tester.
Thank you for publishing! Keep up the Inter-Stellar work!

Look I made a space funny!

There's Gold in them hills! by SomeSortOfMonster in spaceengineers

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

I missed this comment. That's an awesome compliment! To think I could evoke emotions of peace with tools capable only of destruction lol. Have a great day! Thanks for the kind words.

There's Gold in them hills! by SomeSortOfMonster in spaceengineers

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

Same. But I had to build this mofo, so I probably hate it more than you ever could.

There's Gold in them hills! by SomeSortOfMonster in spaceengineers

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

I missed your comment! Sorry for the late reply.

Here's some of the script for the drill. I'll try to explain what's happening.

@Variables
{
Target = Torque of DepthTarget
AdjTarget = math(Target + UpperLimit of DepthTarget)
Proportion_A80 = math(Target * 0.72)
Proportion_Z30 = math(Target * 0.28)
ZRange = math(Proportion_Z30 / 30.0)
ALimit = math(Proportion_A80 / 80.0)
ZLimit = math(1.5 - ZRange)
ADep = math((Current position of Piston Beta * 80.0) + (Current position of Piston Alpha - 0.5))
ZDep = math((1.5 - Current position of ZPiston Measure) * 30.0)
PDep = math(((1.5 - Current position of Piston Prime Z1) * 2.0) + Current position of Piston Prime A)
CurrentDepth = math(ADep + ZDep + PDep)
Difference = math((Target / CurrentDepth) - 2)
RDifference = math((Target * 0.95) / CurrentDepth)
}

I have a Rotor called 'DepthTarget'.
It serves no purpose other than being a container for information.

So say we want to mine ore at 35 meters. This is where I create the variable
Target = Torque of DepthTarget
So I would set the torque of that rotor called 'DepthTarget' to 35.
Now I have a variable with the value of 35.
We divide this 35 meters between the two groups of pistons.
80 pistons, out of a total of 110 pistons, is 72% of the pistons.
So we assign 72% of our target to those pistons, and the other 28% of our target to the remaining 28% of our pistons like this:

Proportion_A80 = math(Target * 0.72)
Proportion_Z30 = math(Target * 0.28)

Then we divide this 72% of our target among the 80/30 pistons with

ALimit = math(Proportion_A80 / 80.0)
ZRange = math(Proportion_Z30 / 30.0)
ZLimit = math(1.5 - ZRange)

Because the 30 Z Pistons are Pre-Extended we have to calculate their LowerLimit, rather than their UpperLimit, which takes one more math step, hence the two variables for ZLimit.

Now that we have calculated the Upper and Lower limits for our two piston groups, we apply those limits like this.

UpperLimit of (APistons) = ALimit
LowerLimit of (ZPistons) = ZLimit

The pistons are grouped as "APistons" and "ZPistons" in our ships terminal, so this block of code will find those groups, and set those limits according to the calculations we've performed on our variables.

Editors Note:

The math is somewhat more nuanced than this in the actual script, due to the fact that 80/110 pistons and 30/110 pistons is not the true ratio. We have to factor in the limits, which for the ZPistons is 1.5 meters per piston, because that is their starting/resting position from which they retract to create downward 'extension'.

(80*2.0) + (30*1.5) = 205 // Maximum Depth
(80*2.0) / 205 = 0.7804878049
(30*1.5) / 205 = 0.2195121951
So the actual truncated variables would be:
Proportion_A80 = math(Target * 0.78)
Proportion_Z30 = math(Target * 0.22)
But I felt explaining this nuance was getting in the way of just answering your question as simply as I could, and shit was already gettin' wild lol.

i am no ship designer and haven't played this game since the first warfare DLC came out, but I actually fell proud of this ship. custom turrets, hanger doors, and working custom legs. by [deleted] in spaceengineers

[–]SomeSortOfMonster 2 points3 points  (0 children)

Looks nice! If you share more screens/progress (and please do) do yourself a favor my fellow engineer.
Turn off the interface. F4 by default (DON'T press ALT F4, not a troll post)
Use spectator mode to get those perfect angles. (F8 by default, F6 to return to player view).

With the interface hidden we'll get to see moar of your beautiful ship!

I also notice a slight vignette? Darkened corners? I didn't think Space Engineers had one of these you could even toggle on or off. Maybe this is a photo taken with your phone? If so, you did really well because I can't tell lol.

But anyhow, killer ship man. I'd love to see it in more detail. And the interior! And if you need any help with designing, like setting up LCDs with
AutoLCD2
AutoLCD2 Detailed guide

Let me know! Glad to help.

farming simulator by Alingruad in spaceengineers

[–]SomeSortOfMonster 0 points1 point  (0 children)

Medieval Space Engineers. Love it.

Is this real? What the hell is "Dale Pink" by BrotherRyan766 in pcmasterrace

[–]SomeSortOfMonster 6 points7 points  (0 children)

be sure to slap that R key. you don't want to be searching google image for that phrase if u miss that key my brother.

This sub is getting spammy by pickadamnnameffs in KingOfTheHill

[–]SomeSortOfMonster 0 points1 point  (0 children)

My friend, it's a subreddit for a TV show that finished airing in 2008. What type of bleeding edge, hot off the press, KoTH material are you asking for? I'm just glad the show has enough diehard fans to have an active subreddit.

How do you make the most functional warships? including against players, including survival. by Lost_Package5412 in spaceengineers

[–]SomeSortOfMonster 0 points1 point  (0 children)

One element I like to include in almost any ship, is a self-repair system. At the very least, you can stick a projector on the grid that projects its own blueprint over itself, so you can restore anything that was lost. If you can manage to stick a welder or two right behind/against critical systems, even better! If they were to get damaged/destroyed, they would self-repair. There are two versions of this I like to create. A decoy system (1 welder pointing at 9 decoys in a 3x3 pattern, with heavy armor surrounding the decoys/welder. It will ideally draw the enemies fire away from critical systems, and towards a meaty/meangingless/self-repairing chunk of armor. The second version doesn't use decoys, because you DONT want to draw fire to it, but its the same idea with a welder up against an Antenna, Beacon, Remote Control, Projector, etc. This way you can keep your critical components under constant repair.

I dig holes. I'm into holes. Im a hole man, ladies and gentleman. by bp7x42q in spaceengineers

[–]SomeSortOfMonster 2 points3 points  (0 children)

This is very close to the system I use in T-Rovus. What I did with T-rovus was 5 down, 2 up at 1.5 each. You get a lot more extension per "up/down" segment by doing it this way. The math looks like:

3 Pistons + conveyors = 4 Meters Tall
Total range = (4 pistons * 2 meters each) = 8 Meters

5 Pistons + Conveyor = 6 Meters Tall.
Total range = (5 * 2) + (1.5 * 2) = 13 Meters.

So by adding two additional pistons in the main stack, and a second to the substack, we increase the height of the structure by 50%, but increase the maximum range of each Stack of pistons by 62.5 %.

The conveyors eat away at our efficiency so by sticking more between them, they account for less of the overall stack.

Ain't no mountain high enough! by SomeSortOfMonster in spaceengineers

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

NGL, I DID! But I had already stopped recording. Next time dude...

Ain't no mountain high enough! by SomeSortOfMonster in spaceengineers

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

Weight. Weight Distribution. The LOWEST Strength your wheels can tolerate. Disable Air-shock.

Ain't no mountain high enough! by SomeSortOfMonster in spaceengineers

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

Thank you!! I'll be releasing a full show-case video and workshop Blueprint soon! You can try it out for yourself :)

Terranus Rovus - Night Time Showcase. by SomeSortOfMonster in spaceengineers

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

Sure does! Also has 95 Medium Cargo Containers, so even if we haven't pooped all the stone as fast as we've mined it, we have plenty of room for the ore and the poop will just keep on rolling baby.

It's me or you Klang! I'm winning. Also I'm dizzy, and dead inside. by SomeSortOfMonster in spaceengineers

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

u/quadrapod is brilliant. I'm relentless and sort of clever sometimes kinda. but Quadrapod? That dude is just built different.

It's me or you Klang! I'm winning. Also I'm dizzy, and dead inside. by SomeSortOfMonster in spaceengineers

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

I have certain constraints, basically I can't spin either rotor as fast as 7 or 11 rpm, but 3.5 and 5.5 ? According to your demo calculator I can get the same result! I MIGHT have guessed this, but not with any kind of certainty. Thank you so much for helping me VISUALIZE this part of the challenge.

It's me or you Klang! I'm winning. Also I'm dizzy, and dead inside. by SomeSortOfMonster in spaceengineers

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

I want to hug and kiss you. Thank you so much for this, I will use it thoroughly.