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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236940 times)

forsaken1111

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #660 on: June 25, 2015, 09:56:44 am »

Is it better now? When I messed with it before once you got >100k from the 0/0/0 coordinate it got really laggy and new asteroid spawning was unreliable
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dennislp3

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #661 on: June 25, 2015, 09:58:59 am »

They altered the coordinate system...so yes that bit is fixed
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forsaken1111

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #662 on: June 25, 2015, 10:05:22 am »

They altered the coordinate system...so yes that bit is fixed
Oh excellent.

Yeah once planets are in and they have a good solid multiplayer system I really don't care what they do. Mods will take care of the rest, allowing us to customize our servers to our heart's content and having the game be open source just means it will be supported long after the original devs lose interest.
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #663 on: June 25, 2015, 11:00:39 am »

Well, with planets some "superscience" sort of travel will be necessary, unless every planet is going to be 100 km from each other.
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forsaken1111

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #664 on: June 25, 2015, 11:25:38 am »

I recall a 'warp drive' mod at some point which iirc teleported your ship between beacons or something? It was a while ago.
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PTTG??

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #665 on: June 25, 2015, 01:00:28 pm »

Well, with planets some "superscience" sort of travel will be necessary, unless every planet is going to be 100 km from each other.

Yeah they probably will be 100km apart, since even remotely reasonable distances aren't going to work here...
« Last Edit: June 25, 2015, 01:05:15 pm by PTTG?? »
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forsaken1111

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #666 on: June 25, 2015, 01:02:29 pm »

I'm waiting on a stargate mod that adds in random stargates around the infinite world with wrecks and hostile spawns around.
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #667 on: June 25, 2015, 05:53:27 pm »

I believe they have states that planets will be "not to scale" on the blog previously. Really, they need only be large enough to appear flat to a player standing on the surface.
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #668 on: June 25, 2015, 11:28:40 pm »

New update, amazing, specially in context of the last few updates 8)


"Yo, now you can have a rotated station, so you don't have to use a rotor to aim your solar panels at the sun!"

Everyone redesigns their bases to remove the rotors.

"Hey guys, now the sun rotates around so you better get those rotors workin'!" /trollface




Note: Speengineer guy, btw, the word is "revolve". Rotate means around its own axis. I was very confused when I read that the sun "rotates" every 24 hours. I was like... uh, so, what difference does it make which side of the sun is facing us?
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Vicomt

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #669 on: June 26, 2015, 03:01:33 am »

about the sun revolving, I've heard that currently, you don't need to change the orientation of solar panels, they still use the original vector for the sun's position to determine maximum output.

It's probably a bug.

Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #670 on: June 26, 2015, 03:03:18 am »

Note: Speengineer guy, btw, the word is "revolve". Rotate means around its own axis. I was very confused when I read that the sun "rotates" every 24 hours. I was like... uh, so, what difference does it make which side of the sun is facing us?
Heh, give them a break, they all speak Czech natively.
about the sun revolving, I've heard that currently, you don't need to change the orientation of solar panels, they still use the original vector for the sun's position to determine maximum output.

It's probably a bug.
Also, Czech education regarding light and the sun is iffy.  ;D
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Icefire2314

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #671 on: June 27, 2015, 11:07:21 pm »

I loved space engineers but it stopped working on my computer like 20 updates ago. I've tried looking up why (It starts but my screen goes black and then nothing happens. It's still responding, however and will close on command) but nothing conclusive came up.
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n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #672 on: June 28, 2015, 12:15:55 am »

Updated your gpu driver lately?
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Icefire2314

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #673 on: June 28, 2015, 12:35:17 am »

I don't think so, unless it's automatic.
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n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #674 on: June 28, 2015, 01:06:39 am »

(This assumes that you've already tried a fresh install of SE, to ensure it's not simply a bad game file somewhere silently failing.)
Often is by default if you install the software suite that you have to install to get the driver.
Possibly even through windows update depending on the chipset and settings you use.
Both updating, and not updating could be the source of the problem since they've been transitioning to DX11.
I would guess some of the framework prior to the reveal/announcement was already being put in place to validate it's stability and compatibility.
Quite possible that your (I assume) semi-obscure setup isn't common enough to have been specifically patched by now, to account for some sort of unexpected behavior.

Standard graphics troubleshooting advice applies. DXDiag; Rollback driver; Install updated driver; Uninstall driver reboot and install fresh copy of driver.
Fully possible that this isn't the vector of your problem though, since this is kinda shot in the dark advice.
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