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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236608 times)

Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1515 on: February 05, 2017, 08:07:35 am »

Whilst trying to display my displeasure towards Keen, I ended up making a very functional robot hand in about 30 minutes. I'm not sure I should be proud of myself or not.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Xardalas

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1516 on: February 05, 2017, 10:54:43 am »

Whilst trying to display my displeasure towards Keen, I ended up making a very functional robot hand in about 30 minutes. I'm not sure I should be proud of myself or not.

Get to work! I want to see the rest of that very functional robot built! :P
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1517 on: February 05, 2017, 11:01:29 am »

There is also the shipyards mod. Uses lasers.

Does it use crystals?

Double-posting because fuck Keen. They decided to reduce the range of ship welders to only handle directly in front of it. This means that, unless whatever is on a projector is completely flat(two blocks thick at most if a welder is on both sides), you cannot effectively create anything from a projector. That ship I've been working on for at least two months? Can't use it anymore. Can't print the bullets for the cannon, can't print the guided missiles.

The worst part is that it is not mentioned in the patch notes anywhere.

I could never use a ship welder on a projector effectively. I always ended up with unreachable blocks in the center, because it welds in whatever order doesn't leave floating blocks, and ignores blocks that are blocked by other blocks... ugh. At this point I don't think I'm ever going to use them again that way, except using mods, like that one that just autobuilds wherever.

I kind of like the idea that you have to build the hull with big industrial rigs, then go in with smaller ships or technicians and furbish the ship. It'd be better if you could automatically pull resources from nearby containers, though.

I'm talking about small ships. You'd have to cut open every piece of hull just to check if whatever wedge or gyroscope or conveyor tube that was supposed to go there was built properly.
« Last Edit: February 05, 2017, 11:04:56 am by Sergius »
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1518 on: February 05, 2017, 11:12:59 am »

Just so you know, if you check the projector in the k-terminal, it will tell you if it's complete and what blocks are unfinished if not.
Whilst trying to display my displeasure towards Keen, I ended up making a very functional robot hand in about 30 minutes. I'm not sure I should be proud of myself or not.

Get to work! I want to see the rest of that very functional robot built! :P
There's actually a lot of mechs on the workshop already.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

BigD145

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1519 on: February 05, 2017, 03:26:36 pm »

There is also the shipyards mod. Uses lasers.

Does it use crystals?

What?
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1520 on: February 05, 2017, 03:41:05 pm »

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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1521 on: March 24, 2017, 05:32:46 am »

The other day they released a significant update. For one, they've done away with the separate branching - no more Stable and Development versions. They've also gotten around to adding the stuff on the pre-merge Dev version into the singular branch. That means a new HUD among other things. They've also fixed welders and small-grid merge blocks. I haven't noticed any significant problems other than puzzling out the HUD(which is pretty decent).

Started working on my battleship project since I no longer need mods to use the weapons anymore. I have the uppermost deck planned out - 32 crew cabins and the brig. Much of the deck below that is also planned - 16 crew cabins for now, more later. I'm trying to figure out how much crew a large space battleship would actually need. It's strange, but I can't seem to find information on how much crew a dreadnought-era(1905-WWI era) battleship carries, at least not on Wikipedia.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1522 on: March 24, 2017, 09:11:06 am »

Well, unless you were planning on going for a coal-fired ship, that number would be pretty irrelevant anyways, due to advancements in electronics, control systems, etc.
But for reference, the HMS Dreadnought had a crew complement of 700-800.
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1523 on: March 25, 2017, 05:38:45 am »

...Yeah I'm not going for that many. Right now I'll probably stick with the 60 crew cabins + 8 officer cabins(plus the captain's rather large stateroom fore of the bridge). Plus, according to some of the pictures of crew areas on modern warships I looked at, which often consist of multi-level bunk-beds(bunk-cots actually), those 60 crew cabins(2x3 block areas each) could theoretically* hold a lot more than 60 people.

I should note that I was very busy this morning and finished putting down floorplan blocks for the rest of the crew quarters, galley, officer quarters, bridge, captain's cabin, and a rather cramped ready room. ...And I still have two decks below that area to fill out.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Aseaheru

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1524 on: March 25, 2017, 11:44:47 am »

 The 1910-built and coalfired USS Texas(BB-35) had a crew of 1,042. battlebarges have alot of crew on them. Even the Iowa, who had a crew of atleast 1800.
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1525 on: March 25, 2017, 04:53:59 pm »

Looking up more ship stuff(seriously, it's interesting), the Iowa-class battleships were around 252 meters long. Last I checked, the spaceship I'm designing is around 450-500m EDIT: 330m long. Iowa's draft is listed as 11m, but no air-draft is mentioned. Chances are my design is taller anyway.

...Then again, I don't think any battleship was ever constructed of possibly multiple layers of 1.5meter-thick solid plates of reinforced space steel(Iowa's thickest armor around the turrets was .5m). Chances are, if the large-grid block size of Space Engineers was smaller, the ship would be significantly smaller.
« Last Edit: March 25, 2017, 08:08:37 pm by Akura »
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Culise

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1526 on: March 26, 2017, 04:18:35 pm »

Corollary: the first US dreadnought, the USS South Carolina (BB-26), had a complement of 869.  It also had a displacement of 16000 long tons and an overall length of 452'9".  By comparison, the modern Zumwalt-class destroyer has a displacement of 14564 long tons and a length of 600 ft, with a crew of just 140.  As n9103 noted already and for the reasons so given, older battleships may not be the best rule of thumb for far-future crew arrangements.  68 is likely not a bad pick, especially since you can always inflate the number of actual crew by introducing hotbunking or, as you yourself note, cryopods. ^_^
« Last Edit: March 26, 2017, 04:21:01 pm by Culise »
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Egan_BW

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1527 on: March 26, 2017, 04:21:09 pm »

One combat AI and a handful of meatballs who are allowed to believe they are in charge.
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LordPorkins

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1528 on: March 30, 2017, 09:13:38 pm »

Ok, So, ive got a bit of a problem

Ive been tasked with building a mass-driver gun.
However, the guy who ordered it wants it too be precision
Like, punching a 2x2 hole precision.
Ive been maybe bragging a bit too much about my MAC cannons
So

How do i make small-scale mass-driver guns?
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1529 on: March 31, 2017, 04:34:01 am »

As in, small grid? Bear in mind, I've had trouble with small-grid projectiles damaging large-grid blocks. Usually they bounce right off... even though small-grid ships can crash right through armor.

Furthermore, they changed collision physics a bit a while back. Impacts spread damage to surrounding blocks, not just punch a neat little hole anymore.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.
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