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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236489 times)

Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1125 on: January 02, 2016, 05:04:55 pm »

The server is back up! Cyberhounds are disabled. What's even better, though, is I have begun using the handy program Restart On Crash. This means that, yes, you should be able to play even after Crow crashes the server (incidentally crow, do you think your client may be crashing because your graphics settings are too high?)

So play on!
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Exerosp

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1126 on: January 02, 2016, 05:38:38 pm »

The thought hadn't crossed my mind, it was maxed out so I tweaked it down a bit, so we'll find out if that was the problem :P
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1127 on: January 03, 2016, 05:48:09 pm »

Any recommendations on mods that add crew quarters-ey stuff? Rows and rows of cryo-tubes and medbays don't quite make a ship look like a good place to die live.


EDIT: Almost got the first ship-mounted torpedo assembly/launch bays ready. Nearly had to scrap the whole thing(at least half an hour's work) because the conveyor line to the cargo bay was off-center of the torpedo deck. It fixed through a rather... unsymmetrical method, and I have a bit of OCD about symmetry. Still have two worry about installing the welders and fuel lines. Plus, the torpedoes' thrusters are opposite each other a few blocks away, so they might lance one another on launch. There's room to put a blast wall, but probably not a welder to repair the blast wall.

And I have to finish fixing the damn timing sequence for the torpedo launch. Still a bit iffy. While I could solve the issue by installing a simple reactor, that would add an additional and tedious step to launch(manually adding a bit of uranium), and create a dependency on resources outside what it's construction. As it is, all it needs is the hydrogen provided via a connector to the launching vessel that also provides a path for launch commands. Perhaps there is a mod that adds a hydrogen generator, but I'd rather not have a mod dependency either.
« Last Edit: January 03, 2016, 08:02:03 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.
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Exerosp

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1128 on: January 03, 2016, 11:14:49 pm »

connector to the launching vessel that also provides a path for launch commands. Perhaps there is a mod that adds a hydrogen generator, but I'd rather not have a mod dependency either.
Don't oxygen farms work? :p
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1129 on: January 04, 2016, 07:31:57 am »

Not for small grid craft, which the torpedo is. Furthermore, oxy farms don't provide electricity(that's solar panels), and in any case would require the torpedo to be fired in direct sunlight, something found a bit lacking in the armored carapace of a warship. The whole issue is because the battery doesn't seem to automatically go to Discharge mode even if the external power source(the connector), which prevents more than a small amount of power usage, keeping the engine from firing. And in Sandbox mode, it seems to work differently.


Also having a problem severing it from the projector array. A grinder placed one block away(but still on the same ship grid) does not cut through, even if one block close puts the grinder inside the block trying to be cut(preventing placement). A small thruster(small grid) cannot cut through a light armor steel beam proving 9/11 was an inside job even though the block looks like it's being burnt and deformed(which was reversible with a welder), and a large thruster exploded. Haven't tried a small hydrogen thruster on low output, but I need to figure out if small conveyors can move hydrogen(I'm assuming) or ice.

EDIT: Solved that problem, using Merge blocks. And grinders do not cut their own grid after all. Now a slight issue where it hits something in the launch bay, causing it to flip. Should be easy enough to correct. I think it's hitting the fuel connector, since in this test(in Creative) I'm not bothering to connect it. Even if not, a gyroscope ought to keep it straight.
« Last Edit: January 04, 2016, 08:37:26 am 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.
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PTTG??

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1130 on: January 05, 2016, 06:01:51 pm »

I think we need to move to a marslike or even lunar planet. I haven't yet built a lunar landing craft (and presumably it's best built in orbit) but I intend to launch a mission along those lines soonish.
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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1131 on: January 05, 2016, 06:56:03 pm »

I think we need to move to a marslike or even lunar planet. I haven't yet built a lunar landing craft (and presumably it's best built in orbit) but I intend to launch a mission along those lines soonish.
There's a crashlanded ship of mine with a jumpdrive there :P possibly. I don't think I saw it break though.
But the Pig faction got there first!
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1132 on: January 05, 2016, 06:59:53 pm »

Fun fact: rotors suck. I used them on the projector array, since when attaching one to the main ship I accidentally got it slightly off and needed to rotate it to get it upright. If the main ship goes fast enough and turns, it'll shear the projectors right off. During one test, a planetfall test, they came while off falling towards the planet(ship was horizontal, going to hit the bottom). One of them punched a massive hole in the bottom, the floor of the bridge, and the top of the ship - 3 layers of heavy armor, and one layer was below the projector array, the others were above. And where it hit on the top layer of the armor was a corner, so it actually hit several armor blocks.

By comparison, when the ship hit the planet, the bottom hull was banged up, but had few hull breaches and less than the expected internal damage. A few small blocks of light armor did more damage than ramming a planet. I should note though that the ship only had one gravity generator(at the rear), and the torpedo bay(and command bridge located right above) was the edge of its effect, part was in it and part out. That could of muddled the physics.


I am also assuming that it was the rotors that snapped off rather than the connectors. I don't think connectors break like that, though.
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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.

TheDarkStar

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1133 on: January 05, 2016, 07:33:52 pm »

The only time I use them is for lifting landed ships for repairs/modifications, and even then I have to be really careful.
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1135 on: January 06, 2016, 06:46:35 am »

Finally got a torpedo launch system that reliably fires - at least in Creative. I think batteries work differently in Survival. I had to start it in Recharge mode, then I toggle it off, then turn on Discharge, then Semi, all with the same timer block. Even better, it's capable of reloading and firing again, though it takes some minor reprogramming of the launch controls(just got to find the timer block that starts it on the G-menu list). I stripped the rotors off and rebuilt the projectors, so hopefully no more massive hull breaches from going to fast.


Now, hopefully it'll work under combat conditions. Damage-wise, it did tear right into a layer of heavy armor, destroying some of the internals of the target ship. The biggest flaw was that the launching ship's own guns targeted the torpedo, but I think the torp was too fast to actually hit.
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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.

Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1136 on: January 07, 2016, 02:52:10 pm »

Server is up with the new update! Not much new this week, they enabled modding for medical rooms and fixed some odd crashes here and there (but no word about not falling through the world while mining).
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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1137 on: January 07, 2016, 03:24:07 pm »

Working on a heavy hydrogen cargo lifter. Anyone have anything specific they'd like to have brought to orbit? Only $2,000/kg.

The lifter itself will be re-purposed on orbit because landing on hydrogen thrusters is annoying.

EDIT: Nevermind.
http://forum.keenswh.com/threads/inventory-issues-in-mp-01-116.7377827/
« Last Edit: January 07, 2016, 03:34:35 pm by PTTG?? »
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Akura

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1138 on: January 07, 2016, 05:40:26 pm »

I don't know if it's a bug, but changing the ownership of docked connectors causes them to disconnect, even if you're changing the ownership of both attached connectors at the same time.


I also found out that what I had thought was fixing the timing sequence of my torpedo project seems to have broke again upon reloading the world. Might have also been the ownership issue above causing it.
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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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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #1139 on: January 09, 2016, 02:01:59 pm »

I was on the server for about 5 minutes then it dropped my connection. Server is still 'up' but unable to join it.
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