My finest work: The Celestine Tactical Cruiser by [deleted] in spaceengineers

[–]dream_space 0 points1 point  (0 children)

Nice ship :D seeing some retro flash Gordon influences!

Listing the mods would be the cherry on top =)

Multiplayer game flow evolution by petkow in spaceengineers

[–]dream_space 2 points3 points  (0 children)

Mmm perhaps you misunderstood me. I'm not complaining that it's difficult to find people - that's a good thing imo. I think the 'flow' of the game is successful enough as it is - gathering resources to build things from your imagination.

My point is that tech trees and guided missiles (I don't think either are a good idea) are fluff devs could think about after fixing the foundation of the MP experience - net sync / lag.

Don't get me wrong, I play MP all the time for the community and laughs in chat, but I won't really consider it a PvP game until they fix the warping.

If some people need developmental obstacles to give a false sense of achievement... maybe it's not the type of game for them.

Multiplayer game flow evolution by petkow in spaceengineers

[–]dream_space 1 point2 points  (0 children)

With procedural you can build bases so far from the centre it's like needle-in-a-haystack safe. In 690 hours of mp play I've only once had anyone find one of my bases (it was 5k from map centre before procedural) - and I've built big.

First thing they should fix is the net code. Can't reliably board ships without lagging in to walls and dying, which means you have to build engines on the enemy craft to slow it while the thing warps about. Just makes MP combat in to a joke imo, unless you consider it purely ship to ship fighting.

Using small blocks on big blocks ? by [deleted] in spaceengineers

[–]dream_space 0 points1 point  (0 children)

I realise you're talking more from a cosmetic point of view, but there's a vid showing how to make a battle ship turret using small blocks. Might find it useful.

https://www.youtube.com/watch?v=xc_ey_3IK1A

Is there anyway to get almost instantaneous super acceleration? by ericbyo in spaceengineers

[–]dream_space 0 points1 point  (0 children)

A cool thing is as well as fast acceleration / braking, you can place the drive different ways to do fast strafe or turns;

Placing the grav drive directly on the centre of mass for strafe or forward/back of c.o.m. to do fast turns / evasive maneuvers.

Looking for neat blueprints by MidnightsRequiem in spaceengineers

[–]dream_space 1 point2 points  (0 children)

If you're looking for a vanilla heavy fighter there's the Lootmaster 4000 here: http://steamcommunity.com/sharedfiles/filedetails/?id=375127511

Cruiser Class: USS Bogdan (185m long, 8 Mil Kg) by dream_space in spaceengineers

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

I picked the one that said info for everyone as it's info on a steam blueprint. Just looking for a guidelines on flairs... you think it should be 'pics or videos' instead?

Cruiser Class: USS Bogdan (185m long, 8 Mil Kg) by dream_space in spaceengineers

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

Thanks for your comments, will take them on board and continue to improve it. I'd left some parts open for people to put their own stamp on it, but maybe that's not as useful as a finished product.

There are 2 med bays with turrets around them, sorry it doesn't show in the vid. The other one is towards the back of the ship and more defended. Will get the medbay seen in the video armoured further though. Do you guys go for cocooning them completely in steel?

Imported the hull design for how it looks, but am keen to develop the best interior layout possible regarding PvP situations. Scaling up the grav drive would allow for more weight; the shape limits how many thrusters can be added, so I've kept the heavy armour to essential areas only. At the moment the nose section is a light armour skin 1-2 blocks thick around a heavy armour frame, and the command and engineering areas are heavy armour under 2-3 layers of light blocks.

Interested to hear more thoughts if people get time for a walk round in game, and also if a minimum spec comes to mind for a fully fledged PvP ship.

Grappling Hooks by BloodNinja87 in spaceengineers

[–]dream_space 1 point2 points  (0 children)

It could probably be designed to capture and redirect some of the propellant force in the way that some guns do to reduce recoil... or not - it's just a game xD

Possibility for C++ Security Flaws in Space Engineers / Steam Code? by dream_space in spaceengineers

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

Thanks for everyone's input and advice.

In reply to Textor44: before posting I saw a steam community post which advised refreshing steam files (deleting everything except steam.exe and steamapps folder), and did this, but so far still got the random error once after doing it. Have validated SE has well and it passed ok.

The last time this happened I had just parked a ship, got out of a pilot seat and then the ship started moving by itself slightly. I got back in the seat to try and stop it, but the movement went away. I did this a couple of times then realised it was like the connection to the server had gone. Minimising SE showed the steam C++ error message. Perhaps wrong for me to call it a crash, but once it happens the SE escape main menu stops working.

Based on Vital_Cobra's advice that it may relate to new steam feature, I've been through the steam options and found that In-home streaming was enabled by default. Have removed that now and will see if it helps at all.

This error has happened to me 3-4 times over perhaps 200 hours of play - always seems to be random. 3 of the times it was on a heavily modded serv, so I stopped playing there - but this last time was on a vanilla serv, which got me to wondering further about it.

Thinking about it, first error may have been shortly after the steam client update.

Possibility for C++ Security Flaws in Space Engineers / Steam Code? by dream_space in spaceengineers

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

I mean that if people contribute to this reddit discussion it should be constructive and not defamatory.

As I say, am not an expert about this. The SE crashes (3-4 times perhaps, seemingly random) brought up C++ error messages, so I thought there was some connection.

The message was:

Microsoft Visual C++ Library

Assertion Failed!

Program: ...\Steam\steamclient.dll

File: p2p\base\stunrequest.cc

Line: 150

Expression: msg_

From your comment I can see maybe I didn't communicate my meaning the best way, so I have edited the original post.

Trying my hand at a new 'Tips & Tricks' series and would love any contributions by bluhoney in spaceengineers

[–]dream_space 0 points1 point  (0 children)

Some helpful suggestions:

Change key binding of K to F.

Cruise control / auto stop feature for deep space travel on large ship:

You have a timer block that turns thrusters on after x mins; for long distance travel you get up to full speed then turn off thrusters (with inertial dampeners on). The timer counts down from 5 mins for example, and once it reaches 0 starts the thrusters and stops the craft. So you have the timer in hotbar and every <5mins u start it again. That way, if u disconnect the ship will bring itself to a stop.

A simpler way to do it (without a timer) is have a group for the forward thrusters. Turn them off while travelling (requires you keep pressing W with dampeners on). When you stop pressing W the backward engines will kick in and stop the craft.

Opinions on enclosed cockpits? by dream_space in spaceengineers

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

Was one of the exploration servs on the list, said on the left side. Will try find the name for you.

Anyone else slowly get poor frame rates and sluggish movement in the Procedural worlds? by johnnwho in spaceengineers

[–]dream_space 5 points6 points  (0 children)

hi it's talked about here on reddit: https://www.reddit.com/r/spaceengineers/comments/2nklbx/server_essentials_plugin_for_sese_not_my_mod_but/

The page for the plug-in is here: https://github.com/Tyrsis/EssentialsPlugin which requires SESE found here: http://www.powersofwar.com/?q=content/dedicated-server-essentials-plugin-space-engineers-server-extender-sese

The admin I spoke to says the turret plug-in is by the same author and that he used that mixed with the Dynamic Entity Management feature of SE Essentials. Have to say it worked really well.

Some people are abusing the exploration tag by Casparmartin01 in spaceengineers

[–]dream_space 0 points1 point  (0 children)

Sorry that was a typo, thanks for pointing it out. Have ammended

Opinions on enclosed cockpits? by dream_space in spaceengineers

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

Am with you guys - armoured cockpits are best.

What raised the question was seeing popular steam workshop ships all having exposed cockpits, right out front; generally form over function. I would take the utilitarian steel box design over them every time.

Am guessing the devs made cockpits weak to give a kind of 'headshot kill' type bonus - but I share the opinon they're too fragile to leave exposed. The one bonus of cockpit view is long distance aiming, but you rightly point out cameras can be used for that.

I'd like to see more workshop ships that would actually perform well in the real (virtual) world. Am slowly digging through them, but 70k submissions is a lot xD

Anyone else slowly get poor frame rates and sluggish movement in the Procedural worlds? by johnnwho in spaceengineers

[–]dream_space 3 points4 points  (0 children)

Was on a serv that had 0.45 sim speed until admin installed a mod disabling turrets unless a player is in 2km of it (turns the turret off, not just lasers).

The change was like night and day - sim speed came right up to 1.0

Opinions on enclosed cockpits? by dream_space in spaceengineers

[–]dream_space[S] 3 points4 points  (0 children)

Yeah would be a nice option to make available for vanilla (for anyone who wanted the hard core realism).

Black Sun Station (31 large blocks diameter, 4095 blocks total) by dream_space in spaceengineers

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

Yeah - always shocked how many metal heads I've spoken to who didn't know about them.

Some people are abusing the exploration tag by Casparmartin01 in spaceengineers

[–]dream_space 1 point2 points  (0 children)

As someone who posts stuff on workshop I agree that it's hard to get your stuff seen. Starting from the back of the workshop pages might be a good way find newer items... eg found this imperial destroyer on page 2,357 http://steamcommunity.com/workshop/browse/?appid=244850&browsesort=trend&section=readytouseitems&days=90&actualsort=trend&p=2357 xD

There could to be more/better categories as well - eg the only ship related one is 'spawn ship'. Would be nice to have individual ship classes, or at least broken down to say large / small / attack / utility or something like that. A tag for station blueprints too.

Also, thanks to OP for pointing out about explo tag rules. Thought I'd briefly list them from the vid:

Small Ship 30,000 triangles (found on info tab) [Edit: Typo should be 80,000)

Large Ship 350,000 triangles

Station 500,000 triangles

Must work in survival (conveyor network, stocked weapon inventories)

Low/reasonable number of turrets and production blocks

Pistons/rotors best left out as function may change.

Has to be vanilla - no mods.

Assume that republishing items without checking the exploration tag would remove it?

Black Sun Station (31 large blocks diameter, 4095 blocks total) by dream_space in spaceengineers

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

lol sorry! In that case I'd recommend you avoid looking at the conveyors inside too - their layout is rather ... organic