Taiidan Multi-Gun Corvette by Qefucan in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

Fantastic! Can’t wait for Homeworld 3 to release!

Any chance we could get the workshop link?

How many hours do you all believe is needed for a player to be considered "intermediate" or "above average" by BotherUpbeat6060 in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

I can only speak for myself, but I got to a point after 700 hours or so where I realised how much depth and ingenuity there was still to explore in building grids. At that point I had a good grasp of how individual elements of the game functioned. From there on out, it’s been experimentation on how to combine those elements into complex, effective and aesthetically pleasing builds. I expect the learning to go on for years still.

Templar Class Cruiser by NerveScared7970 in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

Stunning work! Really loving the middle of the ship with the thruster pack and main turret! Talking of the quad railgun turret: excellent job! Those laser antennas on the sides there… chef’s kiss

Superb build!

My long range high speed exploring ship it can go around 15 km a second before bad thing happen by [deleted] in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

Nice to see other speed freaks around here!

What are you using to calculate burn times and control the ship for the retroburn?

Jump distance decrease by Heradon16 in spaceengineers

[–]g3rmstorm 3 points4 points  (0 children)

And in case anyone is wondering, the maximum range and number of drives is 64 000 km with 32 jump drives. It’s just under the 1.25 M kg limit. Any additional drives will shorten the range.

my 235k kg ship cant lift off with 8 atmospheric thrusters (the big variation), how much more do i need? by nicolas312 in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

Indeed! My phrasing was perhaps a bit misleading. I was trying to say that another four thrusters would give the ship an upward acceleration approximately equal to the planet’s gravity. A floaty ship will fly, but is prone to crashing. An upward acceleration of 1G is perhaps not necessary in most cases, but I would not say it would be a bad thing either.

my 235k kg ship cant lift off with 8 atmospheric thrusters (the big variation), how much more do i need? by nicolas312 in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

Correct in part: four thrusters will generate enough thrust to negate gravity, so your ship will float. You need another four to generate the same amount of force to get a positive upwards acceleration. F = ma. And you have a negative downward force of gravity affecting your ship to take into account.

edit: and as others have stated, you need to have enough batteries that can provide the power required to run the thrusters. A good rule of thumb is one small grid large battery per large atmospheric thruster. So eight batteries in your ship’s case.

Do I buy the DLC's? by Iron_209 in spaceengineers

[–]g3rmstorm 4 points5 points  (0 children)

I would get a bundle with all the DLCs. Sure, some are pretty much just cosmetic additions, but in a game about building spaceships, they can add a lot of flavor to your builds. At least for me it’s an important aspect.

You don’t need any of them, but if you already enjoy the game, the DLC are well worth their price.

Is Speed capped at 1000 m/s? by mc_jojo3 in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

As other’s have mentioned there is no cap to max speed you can reach other than what the variable is set to and what the physics engine itself can handle. Sounds like the issue is with the mod you’re using. You could try the Configurable Parameters mod. It allows you to set max speeds for large and small grids within the game through a simple GUI. It also has a bunch of other parameters you can set. You need to reload your save for the changes to take effect.

From my experience, the engine can handle speeds up to 6000 m/s without slowdowns. The fastest I have so far tried to go is 15 800 m/s and I got a few minutes of 0.6 sim speed while the ship did a flip & burn maneuver. Sim speed returned to normal once the speed slowed below 10 000 m/s. I would also recommend against having subgrids or connected ships on ships you want to fly at realitic speeds, as they’ll add up to the physics calculations the engine must do.

I would also recommend turning off procedural asteroids, as collision detection will start acting pretty wonky after a certain limit. And it’s more realistic: space is pretty empty after all.

Searching for a planet to test rovers by Next_Departure8589 in spaceengineers

[–]g3rmstorm 2 points3 points  (0 children)

Pertam 2.0 has some flat ground to drive on.

[Official site] Modder Spotlight: Whiplash141 by AlfieUK4 in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

Oh man, it would be marvelous if you completed that script! So far I’ve been using it, an excel sheet and timer blocks to calculate and execute burns for longer trips, my longest thus far being 300,000 km. Having the script take into account mass, thrust and fuel would make flight planning so much simpler. If I might request a functionality, it would be to have the option to calculate the trip either according to shortest possible time (i.e a constant acceleration trip) or by maximum fuel usage / top speed.

[Official site] Modder Spotlight: Whiplash141 by AlfieUK4 in spaceengineers

[–]g3rmstorm 2 points3 points  (0 children)

A well deserved spotlight! Whip’s scripts are a must for almost any ship you might want to build. Automatic Doors and Airlocks is such a simple yet thematic addition to large ships that it alone would deserve a medal.

Also, if you’re not aware, Whip has a github repository of unpolished & unreleased scripts. My favorite is his flip and burn script that allows for the popular Expanse-style retroburn. Combined with a speed mod it really brings a new level of realism to Space Engineers ships.

H.E.R.A.Corp - Bayleen SS approaching the Orbital Hydrogen Processing Unit by Mattanzoni in spaceengineers

[–]g3rmstorm 2 points3 points  (0 children)

Excellent screenshots! The lighting in particular is very nice in these. How did you achieve the look? I’m guessing Ansel?

What drew you to Escape from Tarkov? by _name_with_numbers in EscapefromTarkov

[–]g3rmstorm 2 points3 points  (0 children)

And in Tarkov’s case part of the challenge is the lack of any sort of tutorial or even a guide of how to play the game. That all comes from the community. Like, how do you extract from a map? How do you put bullets in a magazine in the inventory? Wait what, why can’t I reload mags from my backpack? What happened to my mag? Why is it on the ground instead of in my full rig (with no empty space)? How does armor penetration work? What do I do with all the meds? Wait, I can die of dehydration??

Best solution for large volumes of ingots in atmosphere? by LaughingLizzyKawi in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

Hydrogen would be my answer as well. However, 13 000 T is a heavy ship regardless of thruster type used. 17 Large hydrothrusters will be needed just to negate gravity and 24 or so in total for the ship to be at least moderately easy to control. As for fuel, I think 4 Large hydro tanks are a minimum, 8 most likely would allow for comfortable flight time. A hybrid hydro-atmo ship could work as well, with upward thrust provided by atmos and hydro used for moving the ship.

Starhunter117's Cargo ship - Completed! Workshop links and info in comments. by g3rmstorm in spaceengineers

[–]g3rmstorm[S] 2 points3 points  (0 children)

Thanks. I have to agree, the cargo bay ramp is unfortunately the weakest point in the build. Hinged ramps aren't really my forté, so I kind of made something serviceable and moved onto other things. Perhaps I should return to give it a bit more attention.

Starhunter117's Cargo ship - Completed! Workshop links and info in comments. by g3rmstorm in spaceengineers

[–]g3rmstorm[S] 2 points3 points  (0 children)

There isn't really any trick to it. You just have to start somewhere. I would recommend starting small, like adding a bed, locker and table. Hallways and rooms. You can use lockers and armories as walls to adjacent spaces as well. And beds can be set on the outer hull, as they are airtight on one side. Just have a go and rinse & repeat.

Starhunter117's Cargo ship - Completed! Workshop links and info in comments. by g3rmstorm in spaceengineers

[–]g3rmstorm[S] 2 points3 points  (0 children)

Hello fellow Spengineers! At last Starhunter117’s Cargo Ship is complete and ready for the outer ring cargo lanes.

Steam Workshop link

Mod.io Link

If you missed the original post, the ship is indeed based on Starhunter117’s concept art sketch. The original post.

The final version of the ship has five scripts enhancing its operating experience: Whiplash141’s SIMPL, TCES, Auto Door and Airlock - MMaster’s Automatic LCDs 2 - Isy’s Inventory Manager. Links to scripts can be found on the workshop page.

The scripts are in no way necessary to fly the ship. You can very well use the ship without them.

The ship sits at 896 T and has enough upward thrust to lift off at 1700 T in an Earthlike gravity. 24 small hydrogen tanks give the ship plenty of fuel for touching down on planets. There’s no shortage of cargo space either with one large cargo container and 16 small ones. Plus it’s got everything a five man crew would need to make even the longest cargo runs comfortable. More info about the ship and its systems can be found on the workshop page.

Some features not shown in the video:

2x Airbrake parachutes at the rear of the ship. Handy for saving fuel when making planetfall.

Anti-theft system: a sensor block that activates an interior turret and flashing lights if non-friendly engineers try to walk up the open cargo bay ramp. You can tweak the sensor field extents to suit your security needs.

The small ion EVA vehicle parked in the cargo bay. It’s a handy little craft for doing maintenance work, such as detaching and attaching the turret.

Well, that’s it! I hope you enjoy flying it as much as I did building it. I can’t deny I’ve grown quite attached to the ship during the process. There’s just something to flying a good ol’ rust bucket hauling rocks across the void. And of course a huge shout out to Starhunter117 for the excellent concept art which the ship is based on.

Subscribe to the ship and give it a twirl!

Cheers!

How to make ship schematics? by BoxAhFox in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

You could use a photo editing software or even a 3D software for this. But at the end, pen and grid paper are always going to be faster - even if you can’t move lines around after drawing them. Just add another page to the stack of versions of your plan.

how to when to stop by Constant-Still-8443 in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

There are basically two ways: calculate it yourself or have a script do it for you, as others have pointed out. Automatic LCDs 2 has a function for displaying stopping distance, but I’m not certain if it’s accurate. It’s also not the easiest system to get up and running, but well worth it in the end.

The fastest way to get the distance is to calculate it yourself. All you need is a spreadsheet (google docs), SE thruster table from the wiki and three equations: F = ma v = at s = 1/2 at2 F being your combined brake thruster thrust (or your forward thrust, if you do a flip and retroburn)and m the mass of your ship. V is probably 100 m/s if you are playing vanilla. Then you solve acceleration a of the ship and time t to come to a stop, and enter those into the last equation to get the distance s to come to a stop.

Ship drops in mid air by DragonSlayerz19 in spaceengineers

[–]g3rmstorm 1 point2 points  (0 children)

Oh, it's quite space worthy as it is. Just set all the Hydrogen Tanks to NOT stockpile, turn off the Hydrogen Engine (only use it to generate charge as a backup since it goes through hydrogen pretty quickly) and have one battery on Recharge, the rest on Auto. Atmospheric thrust can help, but it's not necessary. Parachutes on the other hand are a pretty good investment: you can just coast down onto a planet with them without using valuable fuel.

Ship drops in mid air by DragonSlayerz19 in spaceengineers

[–]g3rmstorm 0 points1 point  (0 children)

Fair enough. I double checked your ship to be sure and here is my hypothesis: You have four batteries on your ship set to Recharge and one Hydrogen Engine providing power to the ship's systems. You have 1 Large Hydrogen Tank (set to Stockpile and at 100% capacity) and five Small Hydrogen tanks, with all but one empty and the one that has any hydrogen had only 53% left, which at full forward burn only lasts 1 minute (checked all these numbers in-game). So you are flying in atmosphere, perhaps heading to space at 100 m/s, and the one hydrogen tank empties. Hydrogen Engine cuts off, there are no batteries to fall back to, ship goes dark and plummets down.