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/egg/ - Engineering Games General - Formerly /svgg/
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You are currently reading a thread in /vg/ - Video Game Generals

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Shit hull edition

prev : >>125517537

The thread is dedicated to all games about building machines out of blocks, in space or otherwise:
Space Engineers, GMod, Starmade, Robocraft, From the Depths, Machinecraft, Corneroids, Besiege, Medieval Engineers, Infinifactory, GearBlocks, Factorio and anything else welcome. Also, all these games are ded. Only ded games may join, otherwise they must have their own thread.

WebM for retards:
>gitgud.io/nixx/WebMConverter.git

Garry's mod:
>garrysmod.com

Space Engineers:
>spaceengineersgame.com
>SpEngies for retards: i.imgur.com/IZekrGe

StarMade:
>star-made.org

Robocraft:
>robocraftgame.com

From the Depths:
>fromthedepthsgame.com

Machinecraft:
>hrpbk2 wix com/machinecraft
>upload/download designs at filescase.com
>TT Mech template: www.mediafire.com/download/0aalnmvvyvm75sq/TT-Mech-Template.rar
>Helpful starter guide: https://www.youtube.com/watch?v=iLVnW5exF3Q [Embed]
Besiege:
>store.steampowered.com/app/346010/
>https://www.youtube.com/watch?v=n-aG7E9gTNI [Embed]
StarMade Steam Trailer
>https://www.youtube.com/watch?v=7YyxsW_2xmo [Embed]

Medieval Engineers:
>medievalengineers.com

Infinifactory:
>zachtronics.com/infinifactory

GearBlocks:
>http://www.moddb.com/games/gearblocks

Factorio:
>http://www.factorio.com/

Robot Arena 2:
>http://gametechmods.com/forums/index.php?action=downloads;sa=view;down=4
>http://gametechmods.com/forums/index.php?action=downloads;sa=view;down=5

KOHCTPYKTOP: Engineer of the People
>http://www.zachtronics.com/kohctpyktop-engineer-of-the-people/
>>
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first for qtcopters
>>
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Keepin' it short this time.

To join us, follow these instructions:

>Add/msg this guy: http://steamcommunity.com/id/ced23ric to get invited to the access group.
Only people in that group will be able to join the server, that way I can control who has access and we don't get unwashed pubbies.
>Hit "Subscribe to All" on this collection: http://steamcommunity.com/sharedfiles/filedetails/?id=375603526
>In SE, Workshop, Preload World. Start it once to preload all mods. 1.5GB OF DATA. COURIER PIDGEON INTERNET BEWARE.
You can also use that world for offline building and blueprinting it on the serbian later.

Quick rule overview:
- PvP is opt-in between two (or more) consenting parties. Period.
- Only one drill per player. Take the Large Ship Earthbreaker, it's a good drill.
- Keep Welders/Grinders to a minimum. Not talking about your average small welder with 8 Compacts, but avoid grind/weld platforms.
- Talk to me if you have issues. Don't just shitpost on /egg/, talk to me.
>>
>Anti laser shields
Well, rip smoke. Especially since it now uses both fuel and power.
>>
>>125782236
I thought new smoke uses fuel and ammo.
>>
>>125782336
Oh, right. That was the previous version. Well, its a cheap alternative then.
>>
>>125782001
>PvP is opt-in between two (or more) consenting parties. Period.
>Unless you are on Arrakis. Period.
>>
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How long until bankruptcy?
>>
How much does the new engines and local resources affect FtD? Do I have to cart stuff around to repair things now?
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At least post a more recent shot.

The new update is a success
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How are you builing your engines so you dont have to carry shittons of fuel?

Im experimenting with this, but its too bulky for now
>>
>>125783945
I think localized resources should be optional. Like survival in SE.
But otherwise, fuel, metal and scrap are needed on every ship now.
>>125784793
Making my engines run at 10%
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>>125784793
Fuel isn't that big of an issue really, just cram little 1x1 various places. pic related has 6000 fuel which means it has a whopping 36min of uninterrupted boating and it's using 2 super chargers (and one carburettor) and a fuel injector setup. I just plan to have a fuel carrier with a group of them at all times.

36min of in combat fuel I should say, it's several hours when not.

ALSO THAT BOAT HAS 33 HOURS OF FUEL WHAT ARE YOU SAYING. You need to chill on the fuel dawg.
>>
>>125784793
Wait I didn't see you had more engines, how much power do you actually need?

Also if you're building something that sails actually level then you could put a fuel refinery on it since oil containers are significantly better than fuel containers and can be converted at 2fuel:1oil conversion rate for ~7fuel/s. Space consuming to do that, 1:1 isn't as much but it's still a 3x3 area that's pretty not safe.
>>
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So I just bought FTD, and jesus fuck I have no idea what I'm doing. I think I could use this boat as a starter ship in the campaign, but weapons confuse the shit out of me. It's not in this pic, but I have three broadside large cannons that I want to fire in a group, but it seems I can only ever control one cannon out of all the cannons present on the ship.
>>
>>125787320
Fire control block block in Control block. Also, simple weapons are useless, go select something from prefabs
>>
>>125787320
>jesus fuck I have no idea what I'm doing
Get used to it, you spend a lot of time learning how to build stuff, how everything works, how to make things that actually function well, then beating the first campaign enemy. I have 80 hours in the game but I've only just started going past the DWG in the campaign Although I may just be shit at the game. Now I have to redo everything for the nuengines and supply ships.
>>
>>125787320
depending on size of boat you might need a weapon controller, which lets you control every weapon on the boat regardless of distance. It's in the control section.

>Select all boats.
>>
>>125787320
Most ships are AI controlled, that changes your designs because the AI is weird in both driving and firing.
>>
>>125786010
>>125786631

So basically, an engine with lots of superchargers running at low RPM?

>>125787059
Yes I have a huge engine in the front guzzling around 3.5 fuel per cylinder

Its just a plane in wich im trying diferent things because I havent tried the new engines yet and would like to see whats the best equilibrium between power and efficiency.

Ill test on a boat I have the refinnery idea, havent tried it yet
>>
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MAKE IT STOP
>>
>>125788587
Back up in a moment.
>>
Ay senpai what time you guys want the factorio serb? I figured i'll ask this time instead of forcing you guys to play at 8 PM my time.

Give time in UTC.

I can host now if you want
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Second car built for this update. The usual design again.

Servers work again btw, yay.
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holy shit what. 6 hours in the CRF and already this many sales and rentals
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>>125792715
>>125792937
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Localised resources in non-devtest branch when?
>>
>>125794082
http://www.fromthedepthsgame.com/forum/showthread.php?tid=13673

sometime today if it isn't on stable already
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>>125794628
>>125795248

Oh shit

Thanks anons, time to go and rebuild every ship I ever made but slightly differently
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>>125795509
>>125794082
I know that's you, Joe.
Once my gravgun is fixed you'll wish your boats didn't float.
>>
>>125795786
so... submarines then?
>>
>>125787949
Sorry it took me so long anon, got caught up with my father.

This engine is compact and should fit in the area that you had in the picture earlier. Runs cool and is easy to exhaust as pictured. Honestly if you want much better fuel efficiency than this you need to move to much larger stuff which I don't think you want to do.
>>
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>>125792937
>glass and speedometer are cash items
>have to remove them to sell as non-cash robots
I don't think even the Chinese are this stingy.
>>
How long (in meters) is one barrel piece in ftd for advanced cannons?
>>
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>>125796959
pic related.
>>
>>125797138
a barrel piece is a meter long
>>
>>125796969
They do constant giveaways, though. The altimeter and speedometer were free if you logged in last christmas.
If you bought tonnes of glass a few days ago you'd now have the same amount of glass without having to pay GC.

Oh god, these new shapes are giving me an idea. I could make a bot with mostly corner slopes which weigh almost nothing and still have almost the same armour. It'd be a tiny bot with a lot of health.

Actually, that's kind of sad, isn't it?
Freejam has limited Freedom to the extent my only bright idea is to make a bot out of weird shaped cubes.
>>
>>125796969
speedometer I can understand, but glass is really ogre the top.


>>125798510
blehblehbleh.
If you actually gave the game another shot, you'd enjoy the shit out of it.
>>
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Still working on my battleship. Put in some engines earlier and piped the exhaust through the stacks, but it's all probably way insufficient considering what I'm trying to do. Pls pray for my safety
>>
>>125800720
How much power do you plan to use? Roughly?
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It's nice to have no idea what you're doing again not that I happened to know anything anyway
Also, do exhausts have to have a connection with open air to work properly?
>>
>>125801301
Not sure yet. Gonna have to see how much the props will take, then I'll work from there.
>>
>>125801440
Well, for now they work even if they are enclosed, but later they might need air behind them, like propellers/jets.
>>
>>125800676
Right now I'm redesigning an old track-based mech using newer cubes.

Doing artsy stuff rather than designing to win is okay too but the game crashes every 15 minutes or so
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>mfw I don't know what to put there
If ACBs could control tractor beam length, I'd make a hangar.
>>
>>125802038
the game hasn't crashed a single time for me, and didn't crash on the guy I played with earlier.


your setup is faulty, go fix it.


You can be artsy AND tough, but it takes time and patience to figure that one out.
>>
>>125802230
Missiles obvs, would only poke like, 2 out of the deck, perfect. 2 packs of 56 missiles is a big punch to anything, I don't care who you are.
>>
Bote scrub here, how exactly do air pumps work? Do I just put them into an enclosed space that I want to be buoyant like the bilge or what? Do they require a power source?
>>
>>125802386
With the new updates, missiles are not that good, I think.
They cost a lot of ammo, and therefore metal, they fire slower, metal is resistant to explosions and ER armor just negates them.
>>
>>125802561
just try it out fuckface
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>>125802561
You just put them in a closed room and they provide lift underwater, with center of volume as center of lift. They stop working when the room is breached.
>>
>>125802763
I see, thanks anon.
>>
>>125802617
Missiles were kinda OP.

The space needed to put in two decent advanced cannons gives you space for dozens upon dozens of missiles, they're also easier to protect, don't really need turrets nor are they as heavy. You can literally stick them on a piece of floating wood and rek half the shit out there without much problems.

It's also weird, if you think about it, canons are complex and missiles are simple-completely the opposite to real life.

>>125802763
>>125802984
They don't even have to be enclosed spaces. You can put them at the bottom of an open deck and they keep the water out as long as the top of your deck is above the water line.
>>
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>>125789908
SERB SOON, PLS

I've been running the previous world in single player, trying to figure out a few things.
Trains seem nice, but there's no explanation for how signals work, making things a lot more difficult than they should be.
>>
>>125803274
They are path signals from openttd
Why do you have 3 trains on one track
>>
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>functional and aesthetic

Might build a whole fleet of them to do the campaign with desu.
>>
I'm not sure what to think about this new update so far.
>Armour actually works and shit doesn't explode the instant something hits it
>everything suddenly became a lot more resource intensive and you have to actually worry about fuel and storage rather than slapping some oil processors on a craft
>>
>>125802316
>artsy and tough

If you want the absolute optimal build then either it's art in itself or it can't be arty.

When trying to join megashields together with minimal numbers of chassis blocks and taking up as little space as possible while still allowing six shield-mounted SMGs to have good firing arcs it gets a bit hard to do art.

But, in general, art is possible.

Oh, also, Robocraft is running incredibly loud even on normal settings.
I'm not an expert on knowing what's wrong with Robocraft.
>>
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18mm master race.
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>Scarlet Dawn are still using the cheaty engines
for shame!
>>
>>125806080
And uh, what are you trying to hit, anon? Everything?
>>
Oh wow explosive missiles literally don't do damage anymore.
>>
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This is turning out pretty well, I think.
>>
>>125808710

Neither do frags.
>>
>>125806080
That must be a glitch, I recreated it and I'm getting 1/4 of that speed and using 4times more parts.
>>
>>125809952
Consider posting a screenshot, so we can compare the two.
>>
>>125808976
Wow thats really well made
i jelly

is this a kongo 1914 with an extra turret or one of the succeeding British BCs made after kongo
>>
>>125808976
It is, however if I was you I'd

-beef up the bridge
-beef up the smoke stack
-switch the top rear facing gun turret with lighter AA guns.

I'm not really a fan of the "side deck" upfront either but I guess to each his own and it's not really an Issue. Nice ship all in all.

On a side note does anyone know of any youtube let's player that makes ships like this? You know, "realistic" battle ships, cruisers, distroyers, frigates or whatever, and not just some monstrosity sub, attack helicopter, space cruiser and jet all in one that looks like it was made by an LSD tripping faggot?
>>
Are FtD railguns good yet? They always take so long to recharge.
>>
>>125813257
They are going to buff them soon. I think chargers and batteries will be replaced by % battery drain and electric power. And superconductive shell module.
>>
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>tfw you built your boat to big
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>>125813960
And here is why
>>
>>125813960
how would you ever get enough resources to build this in the campaign
>>
>>125814303
Shhhhhhhh
>>
>>125795248

>[Improvement] ACB inputs added for responding to roll, pitch and forwards requests from AI
>[Balance] APS shells no longer begin loading timer afresh on failed load attempt- they try again one second later. APS no longer costs shell parts (they use ammo instead). Ammo cost is effectively x4.
>[Balance] Lasers use 20% less power to charge up
>[Change] Air pump now provides buoyancy at the center of the underwater unbreached volume- not the center of mass.
>[Fix] 8m autoloaders now actually hold 8m shells.

holy shit

this is some update

not to mention adding fuel engines and localised resources, but those above are some fucking big changes.

my ships are gonna need some serious changes now though since shellparts no longer exist, but it's a damn good thing they dont.
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>>125813960

That's a really big boat.
>>
>>125814163
You could go tall instead of wide, you could also build the weapon systems first and then a hull around it thus making it as compact as possible.
>>
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>>125812995
>>125813093
Thank you, anons. I'll get started on painting her soon, but is there a way to get more billowy smoke to come out of the stacks? The stuff I'm getting at full throttle is really faint and I get the feeling it can be done better.
>is this a kongo 1914 with an extra turret or one of the succeeding British BCs made after kongo
Good eye! She's definitely got some Kongo in her, though I wasn't really aiming to make a replica with this build. Maybe I could drop the extra turret and submit it to that WW2 campaign that some of the forums guys are working on?
>-beef up the bridge
Superstructure and detailing have always been my weak spots. Any tips on how to improve what I've got?
>-beef up the smoke stack
I made them a little thicker just now. Any better?
>-switch the top rear facing gun turret with lighter AA guns.
Yeah, that might be for the best. I was also thinking of sticking some light AA mounts somewhere amidships, which would probably be a good idea regardless.
>>
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>>125814809
>implying she isn't tall AND wide

Can't bodyshame me
>>
>>125815030
take a screenshot of the V menu
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>>125815103
>>
>>125815254
50K is above the number of blocks that the game is intended to support.

If a single ship has that many blocks don't expect it to be usable.
>>
>>125809216
Holy shit I didn't notice how bad this was until I tried to kill something with a torpedo.

A 9 block long torpedo directly hitting an unshielded ship literally didn't destroy a single block. What the fuck.
>>
>>125815254
Well I'm having fun building it at least.
>>
>>125803274

those splitters are bad. when you split to get 1 line into 2 on the belt, place the splitter on the belt just like you did, then just curve the end that comes out back into the belt immediately. you can get rid of three belts in those configurations and waste less space for the same result.

also use underground belts to go under walls, load/unload the train outside the walls and then have the containers unload themselves via inserters to belts that go under walls. having a gap basically means the walls do nothing, aliens will just go around them.
>>
Is Nick ever going to get rid of custom cannons? Advanced custom cannons are fuckhueg in comparison.
>>
>>125817720
They're eventually going to get reworked into something different.
>>
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Factorio serb up

68.97.165.226:34197

http://steamcommunity.com/groups/eggtorio

v0.12.20
>>
>>125818274

>just about to go to bed
>literally about to shut the computer down
>"serb up"

Fugggg

It's days like these I wish I hadn't thrown away all my amphetamine, what a fucking stupid move that was.

Have fun factorio anons.
>>
>>125818378
It's the weekend, live a little
>>
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so the wireless item transfer mod works pretty well. But you know what is better?

R E M O T E
C O N N E C T O R
>>
>>125818938
>that webum
Truly a work of art
>>
>>125818938
Damn man, you should go into animations
>>
>>125818938
I had no idea you could mod in paint

truely

it's not hard
>>
>>125818938
10/10
>>
>>125818938
It's beautiful.
>>
>>125818938
I think you've got the wrong thread
Auditions for the lead design position in NASA is that-a-way.
>>
>fit the earthbreaker to the sparky
>nigger-rig it to the conveyor system
>tap a deposit
>press k
>shit brick
God damn, you weren't kidding about resources not being a problem.

But fuck if it didn't take a minute to get all the fucking iron for it, whoever said it only takes ten minutes in multi is an ass.
>>
>finally confident enough in not being complete shit that i try to join warbros
>you have been kicked from this group
JUST
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>>125806913
Yes.
>>
>>125823415
I'm literally re-learning the game while playing warbros, I've never built a complete ship.

I'm headin' for arrakis soon as I got the hardware.
>>
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>>125824182
>I'm headin' for arrakis soon
>>
>>125824182
>I'm headin' for arrakis soon as I got the hardware.
You'll be up against the autists that min max in spengies
>>
How is Medieval Engineers?
>>
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>>125818274
Fun times
>>
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>>125824762
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>>125824762
>>
Best anti-air shell using 8 ammo customization trays or whatever?
>>
Does anyone else get annoyed that the guage increases for Advanced Cannons make the caiber 0.01257 or whatever? I wish it would just increase it by .05 or something..
>>
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>>125824762
>>
>>125825402
You can set the gauge cap on an ACC in its menu, just press Q on it
>>
>client crashes while trying to figure out why invalid's 500 owners partially built somethong or another niggerrig does not teleport
>realise it's 3am

I am going to bed, nignogs.

>>125823415
>>finally confident enough in not being complete shit that i try to join warbros
>>you have been kicked from this group
Considering I haven't kicked people in weeks, you are either memeing or haven't been around in weeks. Message me.
>>
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>>125809952
>>125812358

Actually found out new update that Railgun is now viable instead of giving a literally nothing velocity boost.

1/2
>>
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>>125827917
2/2
>>
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>>125828107
jesus christ
>>
I know that robocraft is scrubshit but I play it to blow off steam.

The math on SMGs now is absurd, the lowest end SMGs take just 3 seconds to completely destroy the largest MEGA-EP. That's 240 robot rank worth of gun destroying 7813 robot ranking of shields before plasma can fire twice. In the barchart of "How fucking ridiculous is this shit" railguns don't appear.

What this effectively means is that the only viable forms of robot now are SMG gunbeds, a staple of robocraft design anyway, and plasma bombers because the SMG gunbeds have a hard time hitting them.

You can not build defensively, the game now purely revolves around out-dps'ing your opponent and it doesn't matter how big or small you are, the only thing that matters is how many SMGs you can lose before your DPS begins to drop.
>>
does anyone even play space engineers anymore
>>
So gauge coolers reduce cooldown but what do recoil dampeners do? I know they are supposed to reduce recoil, obviously, but what does recoil actually do?
>>
>>125828558

Nigga did you even read the thread
>>
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>>125828270
It's not over yet.

1/2
>>
>>125829175
yeah
theres like two
maybe three posts
>>
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>>125829407
Somehow I think 6216 m/s is the limit for the game.

2/2
>>
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>>125829935

Oh yeah, a problem though. No ammo feeder, and I had to find shell boxes in the processed resources section.
>>
>>125830498
They reworked it, you don't need shell parts boxes anymore, it just draws straight from your ammo supply.
>>
>>125829870
Because we're too busy playing. There's a dozen or so people on the server right now, and we've seen it hit player cap lately.
>>
>>125831980
What were they thinking with the other system?
>>
>>125797204
Thanks man, ill keep experimenting
>>
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Are we looking a little more Kongo-esque? I made a few changes to try and bring my ship in line with the references I found.
>>
>>125823272

Depends if you cheese the desolver.
>>
Serb is kill?
>>
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I reduplicated some blueprints a hundred times without thinking about it, anyway to get rid of them fast? They slow down saving and loading.
>>
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>>125836946
>Spend 2 extra hours in court this morning because different slow as fuck judges
>get to work 2 hours late
>get third wheeled by boss and new 18 year old who are now 'dating'
>hate shit all day
>go home
>open Spengies
>Serb is online
>Join serb
>wait for serb to load
>here the loading finish
>see this post
>crash to desktop

I'm killing myself. I can't do it anymore

>even when I get on the serb everything I do is shit
>>
>>125837850
Serb is back up anon
What were you in court for? barrister? jury? solicitor? defendant?
>>
>>125837073
i'm pretty sure you're going to have to delete them all individually
>>
>tfw finally finished my mini ship
>want to go to planed but scared it will just crash as I try to enter atmos
pls
>>
>>125842535
>not using modular thrusters
>>
>>125828590
Recoil is a force in the opposite direction. If your boat isn't stable enough, a high recoil on a fast shooting gun will cause your boat to tip, and potentially capsize.


Now for my question; I just loaded up FTD after months away and fooling around with the custom cannons. I can't seem to get a grasp on the reload portion of them. I have autoloaders with inputs on them, and clips attached to the autoloaders. My clips seem to fill much faster than my autoloaders can actually load the gun to fire. So when they say it's a "2.0 second delay due to complexity" is that 2 seconds the delay for the autoloader to put the shell into the barrel to fire? Or the delay to put a shell into the clip?

Basically, am I waiting on the shell to move from clip -> autoloader -> breech ? So to have continual firing I would need Barrel cooldown to equal combined autoloader cooldown(s)?
>>
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>No square-bottomed corner blocks in Spengineers
FtD has spoiled me when it comes to block shapes
>>
>>125844281
>square bottomed corner blocks
GIB GIB GIB GIB GIB GIB GIB GIB GIB GIB
>>
>>125844246
To clarify, the inputs are on the clips, not the autoloaders. I'm not direct loading the autoloaders, I see the shells collecting in the clips.
>>
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Kids are mad as fuck that I'm styling all over them
>>
>>125845851
>robocuck
>>
>>125845851
>Literally kids

How old do you think the people you play against are?
>>
>>125844393
You can direct load the autoloader as well, it just pushes them into the clips.

The complexity thing isn't two seconds, it's two TIMES, multiplication. Go to your ammo customizer and in the middle column along the bottom you see time to move ammo to clip and time to load gun from clip. The time to load gun from clip is what it says, multiplied by the complexity. Each autoloader has it's own timer that's based on this.
>>
>>125846559
That was it - I realized it as I was taking a shower that it wasn't the autoloader time, but a multiplier. I was baffled how people were doing small AA guns without fuckhuge autoloading. Derp moment, thank you for the clarification. Also noticed that the amount of clips with shells in it attached to the autoloader lowers the modifier too.
>>
Is spengies playable yet?

Is my computer going to explode if I make something too big? Will I fall through the planet if I try to drive on it?
>>
>>125844281
There's one in a mod
>>
>>125847316
yes, yes and yes
>>
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What should I call the munitions depot at a seedy spaceport on the edge of outlaw territory, /egg/?
>>
>>125848667
>seedy spaceport on the edge of outlaw territory
>not a black hole bar just above newell's maw
>>
>>125848920

I'm making the last semblance of order and civilization before Arrakis, where the greenhorns can stock up on supplies before descending into the warzone and the victors can revel in their spoils.

Also gonna sell prefabs.
>>
>>125849134
what will be the currency?
>>
>>125849605
Spice
>>
>>125845851
https://twitter.com/sebify/status/677895687548350465

kids aren't the only ones that are mad
>>
>>125849605

Gonna have a barter system with the value of goods determined by a flat value (based on rarity), modified by current stock and recent purchases. All done programmatically; select what you want to buy, toss the value in goods into a free-use storage container and the system will swap out the inserted materials with what you ordered.

If I gotta use a Standard, it'll probably be either Uranium or Magnesium.
>>
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So /egg/, why aren't you doing your part to remove the ayylmao menace?
>>
>>125849906
>>125849732

Also Spice, for people who don't want to have to deal with converting it at the 'official' depot.
>>
>>125849942
Huh. Factorio looks surprisingly like Starcraft with Warcraft II graphics.
>>
>>125850086
Did Warcraft 2 use sprites or models-to-sprites for the units?
Because if it's the latter, it's the exact same art style.
>>
>>125850086
Depending on how you play it can be similar
>>
>>125850203

Yeah, WC2 sprites were rendered from 3D models.
>>
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Fleet of blue things is now joined by a derpy little airship.
>>
>>125850310

The style/designs mesh well and each ship looks like it falls into a particular role to support the others.

Resembles the ragtag defense force for a tiny nation, or a teeny mercenary company. I like.
>>
>GLORIOUS COMMUNIST /egg/station 13 is still up
Holy shit, and it isn't even lagging at all.
Why are you niggers still dealing with 0.1 simspeed?
>>
>Starmad thruster update
>have to rebuild/retrofit everything
Just fuck my shit up senpai.
>>
>>125851245
>Max speed is now thrust dependent.
YES

based schema
>>
>>125850310
They are meant to be for a custom campaign faction. The idea is that the country was founded by colonists who didn't bring any advanced technology with them, because the idea that eschewing he trappings of modern interstellar civilization would result in a more wholesome society in their new colony happened to be in vogue at the time.

As a result they've only just reached an industrial era technological level. Presumably half of the original colonists died of starvation and/or dysentery in their first year.
>>
>>125851639
>didn't bring any advanced technology
>modern interstellar civilization
>just reached an industrial era technological level

The fuck, were they Luddites? Going from FTL to pre-industrial is a huuuuge jump.
>>
>>125851806
>The fuck, were they Luddites?
Yes. Literally.
>Decide technology is the source of degeneracy in society.
>Pay a company to drop off you and your equally misguided buddies on an uninhabited planet to set up pre-modern utopia.
>End up having to develop technology so you don't die of preventable illnesses, exposure and starvation.
>Several hundred years later a sensible group of colonists show up with proper equipment.
>>
Could spengies game engine truly ever be good?
>>
>>125852168
Not with incompetent devs that take all your money and waste it on AI development.
>>
How would one set the rpm on engines in FtD? Is it a setting or automatic based off lower usage?
>>
>>125852168

Well, with wizard anon's mod the server has gone from barely tolerable to downright enjoyable, even with periodic crashes.
>>
>>125853492
Mod?
>>
Extensive research on FTD railguns has created the following result:
They are still completely useless.
The only use for them is still just powder-less cannons for bombers and fighters. That's it. 18mm isn't even a good enough size for a squirrel killer, and even then it needs high RPM to do any damage, which a railgun just cannot manage. At larger calibers they barely have an effect at all. They are useless.
>>
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>babby buttplug time
>>
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We have room for more.
Currently styling on kids at ~6k.
>>
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DEATH TO THE FALSE EMPEROR

MAY HIS DEAD EYES NEVER GRACE THESE SICK RIDES
>>
>>125857331
MEHTUL BAWKSES
>>
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Any suggestions how I can get this to work better?

I can't see any way Its not balanced.
>>
>>125857745
Put ALL hovers above your center of mass, not some below and some above.
>>
Can't figure out a good bipedal mech design in robocock.

Any inspirations?
>>
>>125857745
Just stop shitposting.
>>
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>>125857804
Okay, now I have them all above.

It goes up perfectly straight but the second I go forward it goes ape shit.
>>
>>125858090
What are you trying to do? Fly with that thing?
Hovers go potato if you forcibly exceed their height limit.
Hoverplanes require advanced engineering, not something we can answer here.
>>
How does Robocraft work now? like robot rank and stuff
Looking at your own builds after a while makes you wonder what were you thinking when you made it
>>
>>125858164
Yeah, so basically I should give up on this creation?
>>
>>125858283
You need to learn much more about mechanics before you can pull that build of, so you'll have to toss it for now, yes.

Hover planes are borderline impossible, try something more newbie friendly.
>>
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>>
>>125858230
matchmaking is fluid, based on RR.

what exactly do you wanna know?
>>
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Wtf? I have only seen one or two qt copters
>>
>>125858602
oh, I thought it was weird that all the tier stuff goes away, so if I just keep getting gud robot rank will go up?
>>
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MORE SKULLS FOR THE SKULL THRONE
>>
Add bigger weapons/bigger movement parts/bigger whatever to your thing and the rank will go up.

Just mouse over a thing in the inventory, it'll show exactly how much RR it gives.
>>
>>125857365
SINDRIIII!!!!
>>125857331
please, you need to build a baneblade next
>>
>>125858618
still mining materials for blanetfall, qtcopters soon though
>>
>>125824974
Underwhelming
>>
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>>
>>125859558
>read: build plenty of gigantic space penises
>>
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[TORPEDOES INTENSIFY]
>>
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Inspiration hit me like a bag of shit.

I know what I'm gonna base my robocraft walker on.
>>
>>125859727
Looks goofy.
What is it?
>>
God dammit why the fuck did space engineers add planets and not just space out the asteroids and add a fucking coordinate system

It made the game so fucking amazing but now its fucking unplayable because its trying to load a bunch of shit in

and players would go grief the player made coordinate points in the asteroid maps so it was fucked

god dammit this had the potential to be minecraft/dayz/star citizen combined but apparently now its stuck forever in autismal minecraft in space engineering purgatory

Fuck
>>
>>125859828
An old toy I remember from my childhood, a Climbtron. They were wind up robots with suction cup feet.

The design speaks to me right now.
>>
>>125859828
Holy fuck

I remember these being sold at the gift shop at the terminator ride as a kid and wanting one so bad

It just walks on walls with suction cups and would maybe sense what's in front of it and turn or something
>>
>>125860001
Yeah that sounds about right.
>>
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>>125859727

>Inspiration
>>
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>>
>>125849134
>>125849906
You looking for some staff? Maybe a dropship pilot to take atmos-only prefabs into range?
>>
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>>
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>>125860541
>>
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laggy server gives lots of time to make screenshots
>>
To the dwarfy admin of the /eggtorio/, I'm the creepy jew who sent you a friend request. I just want to play with you guise
>>
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>>125861046
That's a nice Matilda albeit with an oversized gun.
>>
>>125860873

It's architecture for ARCHITECTS you just don't get it pleb :^)
>>
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need one more guy for a full platoon to steamroll kids all ady.
>>
>>125860001
It is a wind up toy you fool. This was like in the 90s, it wouldn't sense shit, it would wobble along with suction cup feet, sticking to windows.
>>
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RICE

RICE

BABY
>>
>colours in roboshit
>could remake the nyancat without its face weighing more than the sun
>but it's still roboshit
hnnnggggg
>>
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enemy guy with nice baoot
>>
>>125844281
There's one in the extended ramps mod. I think it's called "split corner".

>>125853492
The wizard's work is not active on the server, as it killed conveyor'd systems.
>>
>>125862279
Robocuck get out
>>
>>125862087
Driftmaster a best
>>
>>125859892
>and add a fucking coordinate system

Well we have the GPS system
>>
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>bot is at 4 RP sales
>go do stuff for an hour
>come back
>bot is at 29 sold

why do people throw their money at me all of a sudden?
>>
>decide to make a fast sea-skimming hydrofoil using helicopter blocks rather than propellers
>this happens

Sometimes I wonder why I still play this fucking game
>>
>>125866840
>why is my shit making circles /eggs/? i only made the propellers uncentered
>>
>>125866840
have you checked if your center of mass is aligned to your propulsion?
>>
>>125867008

I didn't check but it almost certainly isn't.

Either way I have already ragequitted because it was too difficult to reposition the propeller after everything else was in place.
>>
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So, i finially got to fiddle a little with nucannons, and i made this thingy

1/3
>>
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>>125867483
This is the turret i designed to house it, it's pretty cramped

2/3
>>
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>>125867573
And this is the things it fires, i wanted to have a nice speed, i'm not sure on how to build a good projectile so i went for a classic APHE round
>>
>>125867672
Sabot lowers HE, use a standard AP or Composite cap.

Also, your barrel looks way too short to burn all that gunpowder properly.
>>
>>125867821
The barrel is 1 elevation piece, 5 barrels and 1 muzzle break, is 1 block=1m in FtD?
>>
version 4 is done, now i need to improve the cockpit
>>
>>125868079
>elevation piece?
You mean mantlet? What about a bore extractor?

>is 1 block=1m in FtD?
Yes, I believe so.
>>
>>125868157
That vehicle looks absolutely reliable considering CLANG
>>
>>125868379
I think the combination of landing gear, rotors, thrusters and timers cannot go wrong.
>>
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>>125868379
at first tried gyros on override but with no force to make it static untill i reached limit speed, but still was too clangy, so i put landing gears to fix it, with timers, it will switch between the landing gears, the rotors and the gyros in the ship to avoid spinning.
now the biggest problem are the guns, they are not even close to the originals, they are pretty hard to replicate, and they are the souce of all my clangs i had.
>>
>>125868517
>backwards thrusters
>>
Ced, you really need to make a little tutorial video or something for your translocation mods, it's confusing as fuck.
>>
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>>125868595
its a weird thing.
the decepticons version, uses the big one to go forward, and the othe one just as a brake, but the autobots uses a one who is backwards compared to this, using the small thruster to go forward.

they can stop in mid air very easy if you look the movies.
>>
>want to engineer
>stuck taking calls from customers about their fucking washing machines
[can't wash up]
>>
>>125868657
>place antenna or NFC pad on either grid
>connect
>place container on grid A, named "Jordan"
>place translocator on grid B, named "Translocator <T:Jordan>"
>put things in translocator
>receiv bacon in Jordan

Make sure you own all blocks involved in this magic.

Alternatively, you can name the translocator "Translocator <F:Jordan>" and it will move things from Jordan to the Translocator.
>>
So I observed the grid growth on the server. We are approaching 90 grids. I can delete it down to about 70, but this number will only go up in the future, there's no way around it.

I can run the game world on my laptop at 1.00 simulation speed with those 70 grids, and at 0.95 with 90 grids. Just like the current server does. Sometimes I drop lower, but these dips I get locally are related to my client load, such as when I approach a planet and it renders the surface.

That being said, we are kinda fucked it seems. I cannot bar you guys from making more grids, as that's what Spengies is about. You build a base, you build a fleet. You have a weldship, a miner, a combat ship, some in-progress projects, and so on. This multiplies for every player.

For example, I have about 3 or 4 grids to my name. We currently have 37 registered players on the server, out of 94 people on the access list. Extrapolated with 2.5 grids per player, to take shared grids into account, we are already looking at ~90 grids for those who play now, and ~230 grids if everyone would play with that measure. It is not unrealistic to expect a group of 50 players to reach about 150 grids.

For comparision, the old world had 95 registered players and about 280 grids. The server ran at 0.2 to 04. simulation speed with dips into lower regions.

It seems like, as long as client and servers have linked simulation speed, we will experience performance losses that make playing less enjoyable. What we need here is a dedicated server suite that a) runs multicore, b) has improved physics calculations (as wizard anon showed, it is possible, no matter how quick and dirty his approach was) and some way to manage grid growth.

For the time being, I can only ask you fine people to keep the grids down. If you build something you don't use and just want to try out, BP it and store it for later use. I have no way of policing it, because as soon as I become the fun police, you are - rightfully - gonna leave. Thanks.
>>
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Ran into my gf in matchmaking, she made a police cruiser based on my Driftmaster series
>>
>>125870253
How rough are the merge blocks being on the ships?
>>
>>125870253
So, if it all possible, eliminate redundancies.

Are you in faction with someone? Build one mining ship, share it.
Are you at a communal base? Make ships that everyone can use.
Do you want to build a carrier? Make one fighter, as a proof of concept, rather than building five.
Avoid multiple ships to speed up a process. Rather than five small EB mining drones, build one large thing and call it a day.
Have a concept for a drop pod? Don't fire them off into space unattended.
See that blockhole? Don't throw ships or yourself into it.
Don't put deactivated ships in gravity onto a surface, tie them down with landing gear, maglocks or merge blocks.
Parking a ship around your base? Don't leave it connected, making a moving object fight a stationary one.
If at all possible, use merge blocks for your large ships.

XX
[-]

X = merge block
[ = connector

Set the connectors to "disabled" on the Strength setting, and you can turn that on and off, for a non-permanent conveyor when you unmerge your large ship for use.

Essentially, help me and your fellow speesmen to reduce the physics calculations.
>>
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>>125870495
here it is from the side
>>
>>125870596
This. Can we merge shit not currently in use? Does that affect grid count?
>>
>>125870596
>>125870634
See >>125870601

Merging reduces grid count. Merging a ship to a station is double good, because it reduces grid count AND turns a physics rendered grid into a stationary one.
>>
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>check backend without any reason
>suddenly see this
>moderate hype rises

I shot a mail to support, asking what's habdening

>tfw maybe new server sooner than 10th of January
>>
>>125870975
what processor is the old one sporting?
>>
>>125871079
Similar processor, but shared with other instances of Spengies. That's the issue. We're going root server now so we have the core(s) to ourselves, with multicore potential should Keen ever unfuck their shit. Also activity logging, web server status for all involved, automated backups, crash log saving, and other nice shit.
>>
>>125870695
But what about the process of merging? Is it safe?

Argiehulk died in a catastrophe of that kind.
>>
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>>125870601
For example, this is the Drill Pullman, merged to my HQ. It's a stationary part of the HQ now, reducing grid count by 1 and disabling physics for that grid. If I want to go mining, I just disable the merge block and fly off. If I want to dump ore or refuel my reactors, I lock the connector.

For quick drop offs between runs, I use a second connector, without the merging business. Just connect, dump, disconnect, fly off.
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