Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 [13] 14 15 ... 114

Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236621 times)

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #180 on: April 28, 2014, 01:44:41 pm »

I built a "weapon" that I call a massive torque arm, but I kind of lack a proper ship to test it against, as it chops the stock ones in half with ease. Is there some way for people to share created ships other than just sharing the saved games they were made in?
...dare I ask what this is?
When you hear the words "massive torque arm", what do you imagine? I just called it like I saw it.

Spoiler (click to show/hide)

This is a prototype, working on one axis only. It can be multijointed to strike at any angle, limited only by the geometry of the point of origin.

edit: added a third pic for some more clarification. I'll try to build an upgraded one once I make a more fitting target for it.

« Last Edit: April 28, 2014, 01:50:56 pm by Sean Mirrsen »
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

zombat

  • Bay Watcher
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #181 on: April 28, 2014, 02:04:57 pm »

Is that... is that an axe?
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #182 on: April 28, 2014, 02:08:32 pm »

It says so later on.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #183 on: April 28, 2014, 02:24:34 pm »

very interesting, though not sure how well the ax works, practically.  A sword blade would make more since, because you're unlikely to always hit the enemy with the blade of the ax.  I'm now also debating how to make it two-axis, and automatically fold away.  If the motors were given low speed and low torque, and assigned to return to a default position, then you could effectively man and swing it freely, and then when you stopped providing control input it would slowly fold itself back into a sheathed position (ie, down the length of the mounting vessel).

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #184 on: April 28, 2014, 02:43:31 pm »

It might be an interesting idea to have a piston thing.

Think kinetic torpedo that is pulled back in via piston.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #185 on: April 28, 2014, 02:44:52 pm »

Yes, the original design was a sword. However due to the forces involved, the sword was rather rapidly becoming shorter with use. The axe head gives a little extra matter to work with.

Spoiler: Another test (click to show/hide)

Axe damage: moderate, noticeable.
Ship damage: substantial, severely impaired maneuverability (no more gyros).

It's a powerful, but hilariously impractical weapon. I wonder what will happen if I make it even bigger? There's no limited physics range here, right, only visibility?

It might be an interesting idea to have a piston thing.

Think kinetic torpedo that is pulled back in via piston.
At this point, I'm thinking trebuchet. :P
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #186 on: April 28, 2014, 04:35:31 pm »

Someone made one. It worked well.

Well, ornager.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Ygdrad

  • Bay Watcher
  • Overanalyzing and overthinking EVERYTHING.
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #187 on: May 15, 2014, 11:33:18 am »

This week's update, amongst other things has added a "if it moves, kill it" setting to turrets. Those free floating derelicts are a little more scary now and you can do some nice weapon testing now. Also, large ship missile turrets.
Logged
A yawn is a silent scream for coffee.

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #188 on: May 15, 2014, 11:43:16 am »

What about an arrow design?

Anyway, this is getting more and more interesting.
Logged

Ygdrad

  • Bay Watcher
  • Overanalyzing and overthinking EVERYTHING.
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #189 on: May 19, 2014, 07:37:49 am »

Someone on the main SE forums inspired me to try an extreme survival challenge. Start in an empty universe with meteors on Armageddon with cargo ships as only materials. Should be a fun and challenging way to try to build a large ship. Wondering if anyone would like to join in on the challenge. Could be loads of fun in multiplayer.
Logged
A yawn is a silent scream for coffee.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #190 on: May 19, 2014, 07:31:29 pm »

Someone on the main SE forums inspired me to try an extreme survival challenge. Start in an empty universe with meteors on Armageddon with cargo ships as only materials. Should be a fun and challenging way to try to build a large ship. Wondering if anyone would like to join in on the challenge. Could be loads of fun in multiplayer.
This sounds like a great idea.  I would want in on this.

zombat

  • Bay Watcher
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #191 on: May 31, 2014, 07:52:04 am »

Dedicated servers are now a thing:

http://forums.keenswh.com/post?id=6921544
Logged

stabbymcstabstab

  • Bay Watcher
  • OW SNAP!
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #192 on: June 26, 2014, 03:22:43 pm »

Anyone still play this and got hints on how to not fail at this?
Logged
Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

jocan2003

  • Bay Watcher
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #193 on: June 26, 2014, 05:18:47 pm »

Well hard to fail when there is no goal....
Logged
Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

zombat

  • Bay Watcher
    • View Profile
Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #194 on: June 26, 2014, 05:21:20 pm »

Dont build engines inside your ship, it will melt
Logged
Pages: 1 ... 11 12 [13] 14 15 ... 114