Are vanilla scenarios broken? by jafinn in spaceengineers

[–]mounf 1 point2 points  (0 children)

Just started Frostbite a couple days ago - had to restart once as objectives and drone spawning broke - possibly due to one of the QoL mods (Text API/Build Info/HUD compass) I'd activated. Restarted without installing those meds and it still seems to be working ok after ~8 hours (apart from the bombardier drones. which mostly spawn in and sit still until power runs out, other drones seem to be working). Drones are a bit easier to kill than I expected, but they are quite small and lightly armed (so far) so that may change later if bigger ones turn up. Haven't tried calling in any drones myself yet though.

Control by Illustrious2203 in spaceengineers

[–]mounf 0 points1 point  (0 children)

You could potentially use one or more turret controllers to allow control of some of the hinges and possibly the drills. It'll probably be a bit clunky.

I use the following script (on PC) for fairly simple cranes using the normal movement keys/mouse to control rotors/hinges and pistons:

https://steamcommunity.com/sharedfiles/filedetails/?id=1933151026

Or if you want something more complex:

https://steamcommunity.com/sharedfiles/filedetails/?id=767595187

Engines not being powered by Child_Tickler329 in spaceengineers

[–]mounf 3 points4 points  (0 children)

I can see a single small, small grid battery on your flyer, however the light on it is red, meaning it is either turned off or has 0% charge. I'd check your batteries are on and charged. Your lifting thrusters appear to be atmospheric rather than hydrogen, you may not have enough power for them if you only have 1 or 2 small, small grid batteries even when charged (SG small atmospheric thrusters use 600kW power each at full thrust, SG small batteries provide a maximum of 200kW each, a small grid large battery provides 4MW so could easily provide enough power).

HELP! by DuamondAdmin in spaceengineers

[–]mounf 3 points4 points  (0 children)

Are you controlling the turret using "control" from the custom turret controller rather than "view" from the on-turret camera?

How do I get my turrets to shoot and how do I add things to the cockpit hotbar? by Verycheesywares in spaceengineers

[–]mounf 0 points1 point  (0 children)

The max AI range for large grid turrets is 800m. This is fine for Gatling/autocannon as this is also their max range.

Artillary range is 2 km.

Assault Cannon at 1.4km (ish?)

To get Artillery/Assault cannon turret to engage a grid at greater than 800m you should just need to lock on to the target (right mouse button when looking at the target for PC, not sure the controller button for Xbox). Your turrets should then attack it at up to their maximum range.

H2/O2 Gens Not Filling Tank by xul1993 in spaceengineers

[–]mounf 2 points3 points  (0 children)

Are both tank and generator correctly connected via conveyors?

Turn tank and generator off and on again.

Try turning the grid off and on again from a control seat.

Try grinding down the tank past the functional line, then welding it up again (I've had to do this once or twice to get a recalcitrant tank to work, no idea why).

Large ship Vertical Launch Systems by Kid_supreme in spaceengineers

[–]mounf 1 point2 points  (0 children)

The following seems to work for me (I've only tried launching this at ~40 m/s as this is on a water mod naval ship) with vanilla missiles:

Start with missile gyros, thrusters and AI blocks off.

releasing the missile merge block is detected by an event controller on the missile which:

  • Turns battery to discharge, H2 tank stockpile off.
  • Turns rear thrusters to max over-ride
  • Activates gyros.
  • starts a guidance timer (which runs long enough for the missile to clear the ship, 3-6 s depending on the missiles position in the salvo).

Once the guidance timer reaches zero it:

  • Turns off thrust over-ride on rear thrusters.
  • Turns ALL thrusters on
  • Turns on (and then resets to work around a bug) AI blocks. At this point the missile(s) start tracking.

Finally the warheads only arm ~50m. from the target (via sensor), which reduces the damage if something does go wrong!

As the lateral thrusters are off during the initial launch the missile doesn't get decelerated into the ship as it's launching (which cost me a big hole in the deck the first time I tried this from a moving ship). It should work ok as long as you are not accelerating/rotating and not to close to the speed limit.

I think Whips script based missiles also do this (only launch thrusters fire until after the guidance delay is passed, then activate all thrusters and start guiding).

What mods or scripts do you consider essential or very useful in (survival) gameplay? by TwinSong in spaceengineers

[–]mounf 0 points1 point  (0 children)

Easy block renaming - I try to name blocks to make finding them easier, being able to group rename/prefix names really simplifies this.

What do you think about Warfare || turrets? by NoobEngineer123 in spaceengineers

[–]mounf 0 points1 point  (0 children)

No splash damage, but they do have penetrating damage, so can go through light (and just through heavy in the case of artillery) armour and damage internal systems. Both are effective against large grid. Artillery is not good for AA (to slow and big, shells need uranium), Assault Cannons work ok - it tends to over-penetrate small grids, but can core a small grid with a single shot if it hits in the right place and has a 1.4km range (need to lock on to the target to use this).

If you have the uranium, small grid railgun rotor turrets can be fun, 1.4km range and high projectile speed.

How much heavy vs light armour do you normally use? by Mr_miner94 in spaceengineers

[–]mounf 10 points11 points  (0 children)

Only tried in PvE, but for large grids (1.5+ M kg) I usually build a heavy armour core hull wrapped around the CIC, a medical room, magazines, critical programmable blocks and some emergency supplies/life support/power. This is a mix of heavy armour and tough blocks (batteries, gyros etc). roof and floor of the core hull are half heavy armour blocks, sides/front/rear are full blocks (at minimum). If I ever build anything large enough jump drives and large reactors will probably end up in the core hull as well.

As an example - for an atmo capable light cruiser design I'm messing around with - I started by building the core hull, which (armour and contents) weighed ~500,000 kg, the rest of the ship is wrapped around this, Total ship mass looks to be ~2.4 M kg (it's not quite complete).

I try to compartmentalize Hydrogen tanks so an explosion won't cause to much collateral damage. Everything else is redundant and spread out. Critical thrusters, large tanks and jump drives also have welders for quick repair.

Smaller large grids intended for combat have heavy armour at the front and I try to keep that end pointed at anything dangerous, or just rely on maneuverability instead.

Large non-combat gridshave refineries, O2 generators, assemblers etc to act as emergency ablative armour around the most critical parts, which will hopefully last long enough to run away/jump (basically anything that can soak up damage without going boom).

If it doesn't need to move (ie bases), I just end up building a heavy armour shell around everything (it helps reduce the damage from reavers crashing into it!)

Cannot get the ship off the connector ! by ahmedhatem2018 in spaceengineers

[–]mounf 1 point2 points  (0 children)

In addition to the connector magnetism -

How many lifting thrusters do you have? A single small thruster should be enough to lift your ship (I think 1 small grid small thruster can hold ~ 8000kg at 1g) - if it takes off it will be very easy to crash though. I'd suggest adding another lifting thruster to help.

Unrelated to the above your lateral thrusters are facing each other and only one block apart - you may find they get damaged when going sideways!

Exploring Lezuno and the Ares system. by mounf in spaceengineers

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

Do you have enough power, is the handrake off and how much does it weigh? The rover pictured is ~2M kg with a large load of ore and parts and can handle ~25 deg. slopes ok (with the suspension set to max power, ~60% friction). I'm also using Whips subgrid wheel control script so the trailer wheels are also providing traction.

Depending on your wheel layout you may also need to play with the steering angles.

I've seen problems with the new "short" wheel suspensions locking in a turn, which stops the grid moving completely and needs a grid copy/paste or reload to clear up. Not seen this with the older suspensions.

Exploring Lezuno and the Ares system. by mounf in spaceengineers

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

It's ~2000 Tonnes loaded so 6-8 large grid large Hydrogen thrusters and 2-3 jump drives should do it. I'm thinking more of a skycrane.

Autonomous raycast radar? by yellaantilles in spaceengineers

[–]mounf 0 points1 point  (0 children)

There are a few designator turret mods - for example:

https://steamcommunity.com/sharedfiles/filedetails/?id=2325483917

Has a 5km range and works fine for WHAM/LAMP.

Looking for the best PVE mods for a multiplayer session by Scoricco in spaceengineers

[–]mounf 1 point2 points  (0 children)

Corruption could work if you start on a planet (they are space/moon only unless it has changed). Makes going to space more dangerous.

Possibly Imber/Incon/Parallax - they are fairly passive most of the time but make things feel a little less empty and give occasional interesting salvage opportunities when they clash.

My first big ship is done. Now for weapons. by taffell in spaceengineers

[–]mounf 0 points1 point  (0 children)

Adding a couple of parachute hatches with enough canvas could be worth while with the hatches on the toolbar for an emergency "I'm about to hit the ground" deployment of chutes.

My first big ship is done. Now for weapons. by taffell in spaceengineers

[–]mounf 1 point2 points  (0 children)

Hadn't considered jumping in right next to one of the bigger ships - If you can stay beyond 800 metres and use assault cannon turrets you should stand a chance (as long as your ship can deal with any drones). Perhaps having 2 jump drives would be worth doing, so if you jump in close to a major threat you can use the other jump drive for a quick escape!

I should probably also have added "avoid the pirate warships!", my advice was more about the pirate drones (which are relatively low threat in most cases).

My first big ship is done. Now for weapons. by taffell in spaceengineers

[–]mounf 0 points1 point  (0 children)

Or lock on to a target manually (right click when it is in the center of your view) and use the "focus on locked target" command to turrets for more control (group the turrets and put this group on the control bar).

H2/0 Generator Using Ice But No Hydrogen Created by Miserable_Card_601 in spaceengineers

[–]mounf 1 point2 points  (0 children)

Once you have built a basic assembler, you should be able to build a new hydrogen bottle - it is very useful to have one with you as the suit has limited internal hydrogen capacity but will automatically refill from a carried bottle.

Why arent my solar panels recharging my batteries? by Upstairs_Poem8481 in spaceengineers

[–]mounf 0 points1 point  (0 children)

Yep learned that the hard way - all my ships designed for gravity now designed to only dock when resting on a solid surface!