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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 237072 times)

Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #555 on: February 27, 2015, 12:52:29 am »

Sounds like you had gravity too high.
.1 (or less even) is plenty for a slow operation like this.

How can gravity be too high when the artificial mass gets disabled? Since the ship won't be affected by gravity at all?
That's when the grinders push it and it floats away.
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Urist McScoopbeard

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #556 on: February 27, 2015, 12:53:54 am »

Sounds like you had gravity too high.
.1 (or less even) is plenty for a slow operation like this.

How can gravity be too high when the artificial mass gets disabled? Since the ship won't be affected by gravity at all?
That's when the grinders push it and it floats away.

why not just unweld it?
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This conversation is getting disturbing fast, disturbingly erotic.

n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #557 on: February 27, 2015, 02:41:31 am »

If the gravity's too high, then it's going to bounce/jitter a lot more when it's contacting the grinders, resulting in more velocity when the mass is removed.
But like I said, if you put it at the far end, what does bounce off/out isn't going to be worth the effort, as any situation which would employ something like this would also have an unlimited (if slow) supply of ships to grind. Far better to spend the effort/time on hijacking the next ship than chasing down the last pieces of the last ship.

Oh, and in case you're referring to the mass not being able to use the main power supply anymore, obviously if you're gonna install an artificial mass, might as well install a small reactor with a pittance of uranium as well.
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #558 on: February 27, 2015, 08:56:12 am »

Yes, I installed small reactors too.
The velocity at which the ship floats away isn't relevant, since it will just keep going.
Depending on the ship design, it might not be worth it, or it might be a ton of upward thrusters that get lost in space.



...

EDIT: Aaaand... my left large thruster blew up again. Pretty sure I had it when, during and after I parked my large ship (to a connector pipe, using the external camera a lot). But then I disembark and it's gone, and the blocks around it are damaged. What gives? Thruster damage is off, there isn't any floating debris... something fishy is going on. And now I have to make hundreds of thruster components again (or respawn and grind yet another rescue ship :()
« Last Edit: February 27, 2015, 09:08:15 am by Sergius »
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ThtblovesDF

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #559 on: February 27, 2015, 10:41:52 am »

I'd love for the engine to better optimised and to have servers that just straight up have a max limit of a million or more objects, so space-trash all over the place is a real hazzard that forces good armor and new creative ways to get about (and armoring your base).
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n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #560 on: February 27, 2015, 11:24:41 am »

Anyone know the current practical limit on debris? (How much before significant slowdown)
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #561 on: February 27, 2015, 11:55:45 am »

That depends drastically on your computer. However, I doubt that having enough objects to give a sense of "space trash all over the place" will ever be practical.
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n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #562 on: February 27, 2015, 11:57:36 am »

I figure anything north of 5k should be enough. But no idea what the performance hit would be, particularly for others.
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #563 on: February 27, 2015, 12:00:43 pm »

Actually, if you want space trash, you'll need a mod that adds just a little drag to your debris. Otherwise, any debris created will stay unwavering on a vector away from all civilization, or until it hits an asteroid.
« Last Edit: February 27, 2015, 12:29:25 pm by Sensei »
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #564 on: February 27, 2015, 12:21:31 pm »

Yeah, you usually need a planetary gravity to get debris in orbit. Otherwise they're just projectiles getting further away forever.
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jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #565 on: February 27, 2015, 05:21:51 pm »

Actually, if you want space trash, you'll need a mod that adds just a little drag to your debris. Otherwise, any debris created will stay unwavering on a vector away from all civilization, or until it hits an asteroid.
In fact as soon the debris falls under .2ms seconds? i think it will make it stop should you go away and come back. Anything faster will not be affect, i think its something about flaoting point rounding or the-like.
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #566 on: February 27, 2015, 05:37:53 pm »

I decided I had enough fun for now on survival, so I'm gonna focus on building biglargehuge ships on Creative.

And to do that, I'm going to take inspiration from the ugly modular shipbuilding method. And merge blocks. Using a 9x9 imaginary grid for each module (can use more than one "block" of those. The edges are reserved for joints tho). I hope they soon include conveyor/merge block hybrids of some sort, for now I'm using Connector blocks. There's no way that is going to backfire on me somehow...

Already working on my Command Module aka the Bridge.
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jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #567 on: February 28, 2015, 07:38:13 am »

Well if you place conveyor next to a merge block on both side they will connect, but will render the merge block inoperable by after as the conveyor will be connected as if you palced it manually and will form a solid connection instead of temporary like merge blocks.
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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

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #568 on: February 28, 2015, 09:40:23 am »

There are some merge less conveyor tubes as a mod on the work shop
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #569 on: February 28, 2015, 02:28:12 pm »

There are some merge less conveyor tubes as a mod on the work shop

Found one in the Nexus, but none in the workshop. Was trying in vanilla first, I should test if that connection thing is true.
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