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/egg/ - Engineering Games General - Formerly /svgg/
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Extra Clanged Edition

Previous jej: >>127392703

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
>Warbros Server Information: pastebin.com/uPudaAyJ

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
Besiege:
>store.steampowered.com/app/346010/
>https://www.youtube.com/watch?v=n-aG7E9gTNI
StarMade Steam Trailer
>https://www.youtube.com/watch?v=7YyxsW_2xmo

Medieval Engineers:
>medievalengineers.com

Infinifactory:
>zachtronics.com/infinifactory

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

Factorio:
>http://www.factorio.com/
>http://steamcommunity.com/groups/eggtorio

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 memory leak
>>
second for cyberbarians
>>
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3rd for sword mod is spreading
>>
So the custom ammunition thingy, its not necessarily 1 block custom ammunition for 1 block autoloader isnt it?

i accidentally attached a 2-block long custom ammo setup to a 1-block gun and the 4 segments of the custom ammo showed up in the gun's magazines

so how does this shiznit even work
>>
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>Attack the cube.
>Realize it was bait.
>>
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Freejam. When do we get stationary weapons that sit in place and fire straight ahead with very minimalmouse aiming?

I want a stationary mega railgun to cram in this bitch.
>>
>>127643572

Shell diameter scales to shell length.
>>
>>127643802
Never.
>>
>make a valid point on robocraft forums
>get warned by mod for thread derailing a few seconds after
Absolutely no fun allowed.
>>
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This is Rex.
>>
>>127646963
But does it surpass Metal Gear?
>>
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This is Rex on Robocraft.

Please end his suffering.

>>127647015

No, because mega guns suck fucking dick.
>>
Hey Jews on the Spengie server. I know it's hard to keep your schekel machine fed and operating, but if you could not core the fucking asteroid we're building a station on that'd be great.

I know it was you because the only ship within 100 kilos with a drill the exact size is the Shekel Saver.

Also, dope ass operation you guys got.
>>
>>127647092
Do you have a flag?
>>
>>127647150
I have a sizeable station with beacons and shit. How do I get a flag?
>>
Seems like the first resource point in FtD is really bad.
It's taking a thousand years to even build my wooden ship.
How does this work?
I might just be really bad at making efficient ships, anyone have a good starter one they could chuck on workshop so I know what to aim for?
>>
>>127647375
I was just kidding, really, referencing Eddie Izzard.

https://www.youtube.com/watch?v=UTduy7Qkvk8

He has that skit about claiming places people already live on.
>>
>>127647625
http://steamcommunity.com/sharedfiles/filedetails/?id=593508739

Here's something I uploaded for someone yesterday. iirc I fucked up the mainframe connection so you'll have to switch the channel first before using it.

Also uses AP rounds so just switch them with HE if you want.
>>
>>127647859
Thanks anon. That's about 50% cheaper than what I made, so maybe I should defend with a couple of these and be patient.
Was that anon someone special?
S-senpai I...
>>
>>127647092
>in the infinite expanse of space
>manage to mine that one asteroid
I dont think it was accidental
>>
>>127647934
You're much more special now.
>>
Are Advanced cannons even worth if you're only two part shells? I've tried a bunch and they don't seem particularly effective, as well as crazy expensive.
>>
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>>127648245
It is time.

We must begin the cleansing.
>>
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qt turrets
>>
>>127649942
They have really low reload time, so I guess if you want a high caliber machine gun, they are the way to go
>>
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>>127650073
>touching barrels
>>
>>127650204
I thought so too, but somehow even with four two block clips on four autoloaders, it seems really slow.
Is belt fed better? For just a kind of burst of fire?
>>
>>127650394
What caliber, you faggot? The other guy knows nothing about advanced cannons.
>>
>>127650524
If I said I've barely touched them and don't know...
I'm using two gauge extenders, and shells made of gunpowder/HE only, just the two parts.
I have no idea how these work.
>>
>>127650591
Slap on gauge coolers, or just overclock the reload if you want.
>>
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>>127650394
You're going to need a lot more autoloaders than that to have a reasonable fire rate my friend.
>>
>>127650591
Also, you don't need fucking two block long autoloaders for a shell that's less than 1 meters.
>>
>>127650647
I have quite a few on, four I think, it's definitely reloading that it says. Maybe I just have too high hopes.

>>127650660
Well I did say early game, like as opposed to custom cannons at the start.
Awesome gun though.

Is there any point in firing only HE/Gunpowder?
I have no idea what constitutes a shell worth actually firing.
Also for some reason if I swap it to have one barrel instead of six it goes down to one shot per five seconds.
>>
>>127650707
I meant upwards man. 1m clips stacked high to hold more shots. And four autoloaders holding them. I'm purely trying to see how firerate works, not build an actual effective gun.
>>
>>127650756
Experiment, fuck around and, most importantly, think. Six barrels = original caliber divided by six for a higher possible reload.
>>
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>spend 5min searching for match
>finally find one
>guy is hacking and shooting through walls with mega SMGs killing everyone, but can see his name

GG

Their anti-cheat system is top notch.
>>
>>127650830
Post a screenshot.
>>
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>>127650898
There, it seems like reloading is the issue, not the fullness of clips, so I still have no idea how this works.

>>127650841
Alright will do, wasn't sure how diving barrels worked.
Figured there just some basic thing I was missing, as is usually the case with FtD.
>>
>>127651216
If you're gonna do it like this, just use belt feds. And solid clips, don't use normal clips, they lag the fuck out of the game.
If you cannot use every open side around the normal autoloader, just use a belt fed.
And don't forget to fit as many input feeders on the clips and autoloaders are possible. Every open side, except for the two 'open air' spaces on clips are viable.
>>
>>127651305
Didn't know most of that, thanks anon.
>>
>>127651354
Also, autoloaders do not need to be connected to the gauge. They can be connected to other autoloaders (not clips) or directly to the firing piece. Also to six way connectors, but those are in almost all cases just a waste of space, only really useful for debugging and planning.
And don't forget to put the clip on the right side of the belt feeder. Only one side accepts clips; the indented part.
>>
>>127651425
So I put most of that together and this thing went into full gattling mode.
Thanks a ton.
I'm not going to say "I wish FtD presented this more obviously", because it might and I might just be retarded, but it certainly is easier all laid out.
>>
>>127651535
It doesn't, but that's half of the fun for me. You can find out this shit only through experimentation and fucking around. Same way the old lateral stack engines worked.
>>
>>127650660
wait a sec, what section of this gun pivots?
>>
>>127652185
It should be behind that metal pillar in the middle if I recall correctly. It goes deeper than what you're seeing right now.
>>
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What is that red spot?
>>
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Memes?
>>
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>>127652934
>segway robots could easily be athing
>if sensors worked

KEEEEEEN
>>
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>>127653021
It never worked, it will never work. No one ever build one that work for me.
>>
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https://www.youtube.com/watch?v=0ts1DB6hFcQ
>>
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>>127653368
I have made several.
>>
>>127651216
Also overclock small caliber guns where you don't give a fuck about accuracy.
>>
>>127654167
For small calibre guns, don't bother with autloades. Just put them ammo inputs directly on the firing piece. 5 of them is the most you can do, and it'll put a damn decent firerate.
>>
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>>127654160
Is there a guide on how to make robits using sensors?
>>
>>127654812

Sensors are broked in multiplayer.
>>
>>127654956
I don't play on multi because planebs are laggy pieces of dirt. Toaster computer don't help.
>>
>>127653021

Couldn't they already be accomplished with a gyro for stabilization and a remote control to get a natural gravity vector?
>>
>>127655208
Remote controls are still broken, even after keen "fixed" them. I'm toying with scripts now.
>>
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Got the hang of game mechanics after 2 days. Too bad I can't build for shit.
>>
>>127656036
Shit son you need some help. First plan and then build it. Don't wing the whole design.
>>
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>freejam puts out small patch to try andnerf drone builds a little bit

>they reduce the health of lightweight armor pieces

>it literally does nothing to drones, but makes normal regular flyers even more piss weak and outclassed
>>
>>127656303
>planning
>ever
What are you, some hippie faggot? True men get a role to fulfill in mind, think what that role entails, then make the fucking vehicle to fulfill it. Once it's made, they maybe even make it look cool.
>>
>>127656036
Don't worry anon, I think it looks cute.
>>
It is way too fun going
Ap head/Flak Warhead/Flak warhead/Armour penetration fuse/Gunpowder/Gunpowder.
You shoot them and they just stop, because everything inside is just gone.
I know that it's not as good as the same thing with HE/A more armour penetration shell.
But against the DWG at the start of the campaign it's hilarious.
>>
>>127656843
DWG just pop because all their shit is protected mostly with wood and with metal reinforcement. Metal armored stuff is pretty resilient to flak. The new explosion model makes things less internally vulnerable too.
>>
Give me some cool ideas for what ship I should build in FTD.
>>
>>127655875
>none of the scripts work

RIP
>>
>>127658179
/tg/ will save you
http://www.spartangames.co.uk/products/dystopian-world/dystopian-wars
>>
>>127658385
none of the 'inter-grid communication' things work? Not even the laser comms?
>>
>>127658526
I'm talking about scripts using the remote control block to get block orientation etc.
>>
>>127659087
Ah.
>>
>>127658179

I-400 submarine aircraft carrier.
>>
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I tried to use missiles with ejectors and no engines as a mine/depth charge launcher. Unfortunately the missile AI doesn't understand it needs to fire them in a ballistic trajectory, instead pointing them straight at the enemy ship.

Anyone had any luck making something like this work?
>>
>>127657560
Yeah, it's still pretty fun though.
It plays havoc with Coffin nails, but this is the first time I've done the campaign and I'm terrified to see them turn up outside the vehicle designer.
Seems like you just need to win the first fight and have a scrap ship, because you get so much more resources that way.
>>
>>127656303
>not always winging it
>>
>>127658179
Make a borg cube.
Make it have enough redundancy to survive anything.
>>
Whats the black wireframe box that appears in FtD when a ship dies in campaign?
I'm guessing its to remind me this fleet is missing this ship or something but I don't know what to do with it, doesn't seem interactable.
>>
>>127660284
The blueprint of a dead ship still stays in existence, you can send it places and have it repaired.
>>
>>127660368
Oh okay. Took me like 10 minutes of x10 to afford the first one, so won't do that.
>>
wood spengis blocks when
it's not that hard
>>
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Witness the birth of the Dauntless.
>>
>>127660826
>tfw no auto-hull tool
Goddamit
>>
>>127660826
See you in the next decade.
>>
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>>127660879
>>127660925
Hulling this fat bitch is going to be a fucking pig of a job, but it will all be worth it no it won't in the end.

It's meant to be a battleship aircraft carrier combo, but we'll see what happens.
>>
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>>127661023
Good luck. I had to do the same shit with pic related and even then it's not as big as what you're planning to do.
>>
>>127661023
I used a mouse macro that I've just always had on my mouse since some game in 2008.
It makes it much, much easier.
Just set it to click a few hundred times a second.
>>
>>127661023
Make a cross-section and save it as a prefab, then just copy the crosssection in the places where it's the same. You can do like 5 for all different section of the ship and most of your work will go into the ship's front and back.
>>
>>127661426
Even doing that I already want to die.
>>
Tips on fuel efficient engines in FtD?
I know fuck all about engines but want to build a long range laser, so gonna need fuel efficiency.
>>
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Witness the glory of the emperor,

THROUGH MEEEEEEEEE
>>
>>127666254
>that fucking wide
for what purpose
>>
>>127666886
Runways. Or, alternatively, to put in a broadside configuration of those main gun turrets in addition to the armament it's already got.
>>
>>127661412
AHK user here, can confirm it will make your life easier in every game that doesn't have drag-building like spengies or tools like the ones starmade has (and even then it will save time when you're just doing long lines of shit, IE always)
>>
How do I stop AI from shaking its booty when sailing?
>>
>>127666961
You don't need lots of internal volume just to support flight decks, it seems wasteful. Also if you put air pumps in that shit it'll hurt the engine.
>>
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>>127667606
It's wasteful in terms of material, but saves time in terms of me designing and building the more complex shape of a concave V hull.

>Also if you put air pumps in that shit it'll hurt the engine.
wut?
>>
>>127667779
Air pumps calculating the internal volume of large ships is a non-trivial load on the game engine. So sayeth the Nick.
>>
>>127668024
Oh. Yeah I'm not too concerned with the performance of the game considering that I'm shitting out this monstrosity in the first place.
>>
>>127668024
Iä! Nick! Iä! Black boat of the depths with a thousand subvehicles!
>>
>>127667256
Mine is so much faster, I should probably slow it down. Let me shit out a CPU melting airship when I was learning Automated heliblades though.
>>
>>127668168
You say that now but wait until it gets a hole put in it and has to recalculate if there are leaks and the game crashes.

(compartments will help)
>>
>>127655875

I mean using remote controls just to get the natural gravity vector, since I don't know any other way to do so. You can use that vector with the gyroscope to stabilize the body of the "segway." For navigation, yeah, RCs are broken (at least on planets) and you'd need to do a custom autopilot.

Or do you mean getting the natural gravity vector from remote controls is broken, now, too?
>>
>>127668168
He showed the math on the forums, it REALLY fucks shit up.
>>
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>>127668168
>>
>>127664019
Well, you'll probably need a high rpm engine then.
So, for a simple set up, engine block cylinder carburator four turbochargers on sides, supercharger. Put about twenty of these.
>>
>>127672000
As in lots of little engines?
>>
Do resources ever deplete in FtD? It seems no matter how much gatherers I make, it just hovers over a certain value.
>>
>>127672275
Theres only so much you can get from a resource zone
>>
>>127666254

I'm doubting you are going to complete that. I have a ship consisting of 85k blocks. With a i5-4670k @4.4 and a 980 I get under 30fps.

But I hope you do. It will be one hell of a ship.
>>
>>127669432
>I mean using remote controls just to get the natural gravity vector, since I don't know any other way to do so.
[coords of center of planet] - [coords of the current position of ship] = [vector from ship to center of planet]

Normalize if necessary. You can query any block for current position.
>>
>>127672275
They deplete as they're harvested and replenish over time. The more that's available, the faster it's harvested. You've hit a stable equilibrium where your harvesting rate equals the replenishment rate.

It's a mechanic intended to discourage camping on resource income. It makes it so that ten resource zones with one gatherer each outperform one zone with ten gatherers and thus you want to expand.

>>127672589
Resource zones are unlimited in output.
>>
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>>127673764
I basically meant to say how you put it, no bully
>>
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>>127647632
>Eddie Izzard
>>
>>127673878
What, you don't like bullying?
>>
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>replace rider atmos with M thrusters
>literally nosanics
the price of beauty
>>
>>127673764
>resource zones are unlimited in output
>this encourages expansion
uhh
>>
>>127676573
Looks like you got a bad bargain there, friend.
>>
>>127677127
;_;
>>
>>127672109
Yes. Since there's a penalty for spin up time and length of crankshaft, having each laser spin up ten engines, for example, for a shot and keeping them high with high decay time is more efficient than a big engine that changes RPM all the time,

Giving them high spin up time is good too, but requires a big battery as a buffer
>>
>>127676573
Are M thruster good?
>>
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>>127678056
They're good for braking or squeezing in more thrusters where you got slopes, don't use too much power and they work everywhere. Absolutely no sanics though, that's the only thing. Takes a second or two to hit 20 m/s in the most recent picture, and this is with rider atmos
>>
>>127678340

Just like Beggar's Canyon back home
>>
>>127678340
>no sanics
Shit, I haven't played SE in a while, but that looks like a significant amount of sanics to go planet-surfing on. Sure, it might not be all that fast, but that looks FUN.

I just might have to get back into SE so I can make a desert base now...
>>
>>127679706
I meant to say that M-thrusters like on >>127676573 have no sanics, it's much slower than the webm version which is using Rider's atmospheric thrusters (most of the webm is at 400m/s). Rider thrusters trigger /egg/'s autism though
>>
Why the decision to limit speed to 104 m/s was made?
>>
>>127649981
S I X

G O R I L L I O N
>>
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>>127666254

I-it's too big
>>
>>127680245
because keencode
>>
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>>127678340
we Wipeout now
>>
>>127681679
yes pls
>serb races when
>>
>>127681885
We need the designated racing planet so someone can start building track markers
>>
>>127681976
One of the moons? Arrakis moon could be good because arrakis, otherwise the purple and red ones are pretty
>>
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>saberoid bioships when
>>
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>>127681679
muh nostalgia
https://www.youtube.com/watch?v=sqPUmIMG_OU
>>
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>>127683743
Wipeout had some nicely designed ships. Maybe we can make some replicas once there's a track to put them on
>>
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>>127675117
Why would I like bullying
>>
SimplePlanes

you guys tried it?
is it shit
>>
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>>127685323
Why wouldn't you?
>>
>>127685826
>SimplePlanes
looks like bait.
KSP 2
>>
Vexida for for racan planet: yay or nay? could be cool to have tunnels going through mountains for some markers
>>
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>>127684416
>Meanwhile, 4 months ago, in Machinecraft
>>
>>127686891
that actually looks like fun
>>
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Started a game of factorio. And map Gen Didnt like me. Already reset sadly
>>
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>>127686260
Because it's hurtful
>>
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>>127686419
>tunnels going through mountains
why not, sounds really comfy
>>
>>127687180
What OS?
>>
>>127687373
WinDuz 8.1 Pro
>>
>>127687235
could you at least try to post engi animu? no one is interested in your weeb feels.
>>
>>127687180
>Mods
>>
>>127687549
Yeah Shadows Combo Modpack So much Derp But i'm set to do it and make mega factory!
>>
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>>127687527
I'll try
>>
If I were to place multiple grids on a planet to act as racing arches, with powered beacons to act as the next 'checkpoint', would that slow down the serb at all? I'm thinking about making a course that goes across the entire planet starting and ending at Red Base
>>
Hey Jews
When you gonna start selling those frigates
>>
>>127688686
Have you considered how many arches that would be?

>inb4 one every 1km, or a total of 62 arches
>>
>>127689042
I would think one every 5 or one every 10. That would allow people some variability in how they run it but I have yet to do any testing.
>>
>>127687527
But I'm interested in his weeb feels.
>>
>>127689149
You got about 65km to cover going straight around.
>>
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http://fromthedepthsgame.com/forum/showthread.php?tid=14557
Oh boy, this retarded motherfucker just has to fuck shit up for everyone else and get it fixed.
>>
>>127689149
make sure to have spinning 300m strobe lights for max visiblity
>>
>>127689408
I'm very sorry that somebody reported your favorite bug.
>>
>>127689598
Use as many rotors and pistons as possible.
>>
>>127690414
Have landing gear traps
>>
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>>127689598
>>127690414
>>127690750
>>
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More updates because I'm actually proud of this rustbucket.
I've got the general shape basically completely down, just need to add some more internals (motherfucker is gonna need a LOT of power and gyroscopes that's for damn sure), and then when I'm done I can go about making it look sleek as fuck.
>>
Opted for 2 shield gens in case I smack into anything
>>
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>>127692107
Seen from above.
>>
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>>127692321
And seen from behind. Those Azimuth hydrogen engines pack a punch.
>>127692107
Durr overlay, wish I could rebind that fucking thing to something that isn''t F12.
>>
How do I build for anti-air in robocraft? Getting into too many games with 5-6 enemy fliers.
>>
>>127692310
If you crash, will it destroy you through the shields?
>>
>>127692321
>>127692517
>>127692107
>not using rider's modular thrusters as the main engines

you're not even trying anymore are you
>>
>>127693157
Yes, the shields do little at 400 m/s crashes
>rip atmoracer
>>
>>127693259
I don't like how they look and this ship is designed for trans-atmospheric flight.
>>
>just realized my huge hangar door was removed from serb

Is there any good alternative? Are blast doors not shit in multi?
>>
whee, Freejam is actually working on the memory leak + garbage collection stalls.

If Robocraft runs buttery smooth then, I'll cream my panties.
>>
>>127674368
He is fabulous and you know it.
>>
>>127659431
It could be done with spinblocks in LUA check the forums there might be some code you can nab.You can also adjust the ejection angle to get the parabolic trajectory.
>>
>>127694810
Blast doors are great.
>>
>>127694810
Do things on rotors and pistons share the name of the grid they're attached to? If they don't, then maybe it got deleted as just another nameless grid
>>
>>127694810

Just use the big armor/hangar gates. The largest ones are around 20m long when closed, I believe, and they look pretty decent.
>>
>>127698735

I think he means the bigass Blast Door mod that Ced took out. It was like 10x5 large blocks or something.
>>
>>127698903
There was a big gate I was using but it got removed
>>
>>127699039
>>127699039
>mod
Oh, never mind then
>>
>>127699243

I mean the 1x5/10/15/20 hangar gates. Might be called armor gates. You put them side by side and they look like a wider gate.
>>
>>127699243
Why don't you just use the hangar doors ingame.
>>
>>127699773
I am now but I liked the look of that big door

>open/close gate to test
>no message received

I hope I didn't break it
>>
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I just connected, waiting for respawn screen.
>>
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>playing Reassembly
>go terran because why the fuck not?
>going full 40k with ships
>laser turrets broadside
>anti-matter spinal cannon
>heavy shielded
>with skeleton out of hull blocks for swift repairs
>armored with more hull blocks on the outside that fully regrow in a second after I stop recieving damage
>realize even that it's not the best game, there is no 3D version of it
>even as simplistic as this game
And so my saga of suffering continues.
>>
Server is still showing on server list, doesn't seem to be restarting.
Someone should message ced.
>>
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>>127652934
Awesome anon.
>>127653021
what about a 3 leged sentinel?
>>
I can not fucking tell any of those games from one-another, they look the same.

Which one is the hot shit everyone should be playing? I want maximum autism
>>
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>>127701123
Join us on the serbian
>>
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>>127700769
>not using 2 legs
>>
>>127693643
>looks like the original YT2400 engines
>i dont like how it looks
>its for transatmospheric!
>rider's original is without ion dampening in atmosphere

i see you are a shitter
>>
>>127659150
is there a way to make missiles and control it as a plane? making a typhoon style sub.
>>
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>you still can't project things on rotors

have keen just given up on projectors now?
>>
>there will never be a garry's mod on a good physics engine
Havok killed gmod
>>
>>127701579
>not using 4 legs
>>
Is it too cheesy to just spawn in another Sparky for materials when I run out of something rare?
Mining hasn't found any cobalt in the nearest asteroid field and I used all mine building something that ended up CLANGing.
>>
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>>127702078
Make them bigger and put some big ass cannons on them
>>
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>>127702139
>Cheating
>>
>>127702139
You need Cobalt? If you're on the Warbros server, tell me where you are, I got like 30k
>>
DEAR ASSFAGGOTS WHO WANTED TO BUILD A HUB STATION

Would you like to set up a faction for this project?
>>
>>127702474
I can meet you at a point near Arrakis, let me get on the serb and get a location.
>>
>>127701891
Havok is still used for a lot of physics even today, what are you talking about?

I've also heard he's making a new Not-GMod as well, so there's something to look forward to.
>>
>>127701579
>try to make robots
>rely on timers
>too fucking slow
>make fuck ass giant robo-ant.
>timers are set on 1 second and still are not fast enough
>i need to find how to control shit
>remember those webms of shaking robots walking somehow towards the player following him
>learn about fast timers using piston and detectors
>dont know how to conect it to the walking system so i need to find something else
>learn about programable blocks
>dont know how to code
>learn about a simple script to control all aspects inna simple way. (automation)
>tutorials are all about pistons and not rotors
>install the script and make it work with 1 rotor
>try to control more rotors doing something less complicated
>control the position of rotors and landing gears in pic related to later go with the guns control
>goes to position 1 to position 2 (there are 3).
>try to go back to position 1
>the script shits itself and i had to disable and re-enable the programable block to make it works only once to tilt again
>give up and keep using the num pad to control em.

i dont know man, adding the fact that im pirating the game so i cant ask for help on steam or in his forums its pretty dissapointing for me.
>>
>>127702994
Havok is a pretty inefficient physics engine.
Not to mention it's proprietary-ware.
>I've also heard he's making a new Not-GMod
Can I get a link?
>>
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>>127702078
>not using 6 legs
>>
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>>127703067
To use the piston timer you have the sensor trigger a timer block when it detects the ship, make a group for the timer and make it trigger it again when it loses the ship. Have the timer reverse the piston and do whatever you want it to do, for example reverse some rotors.
>>
>>127703115
I can't find it, so I don't know if I even remembered it correctly - last I heard about it was around half a year ago, and it had no name, just "big things, maybe the next GMod". Don't quote me on that.

Inefficient or not, it works, and that's enough for many devs. I don't think many teams will want to make their own physics engine from scratch.
>>
>>127702829
My jump drives don't even go that far
I can meet you, but it's gonna take a while to get there
>>
>>127703725
There's plenty of open-soruce physics engines.
I think.
At least there should be.
>>
>>127696084
>game is kill
>jams are trying to make that corpse stink a little bit less
How happened that you are still interested in that game?
>>
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>>127703493
For some reason this piston sensor setup makes me think this is some kind of clockwork machinery. I. Fucking. Love. Clockwork. Stuff.
Why there are so little games that let you build this shit? Especially in full 3D.
>>
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>>127704032
I too really enjoy the clockwork aesthetic thing. Spengies needs more pumping and spinning.
>>
>>127703493
so far so good, but from now, in example.
i had... this lost it in a hdd failure but im gonna make it again, and better this time.
every piston was grouped and separated in wich axis it worked, yaw, pitch and roll, and the pitch had separated groups for the joints.
so to move it i reduced everything to the actions they were going to do, but nothing more.
so to walk, it rised legs 1 3 5 move the yaws to make it advance, lower legs 1 3 5 then raise 2 4 6 and yaw again, then lower 2 4 6 and se the timer back the the rise of 1 3 5

with that i can only control 1 action, so to make multiple actions fast and combined i need more of this in perfect synch????
>>
>>127704223
>>127704032
>>127703493
Has nobody thought of making things like rippling panels on ships or something? I might make stuff like that if I get back into SE. Seems like it would be neat.
>>
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>>127704734
>that mass of clang and pistons
I'm sorry friend, you are way beyond my help.

My shit just works by reversing the rotors.
>>
>>127703996
>game is kill
>5k average players
>>
>>127705071
Do you mean aperture science style wall/floor panels?
That would be pretty cool, would be a pain in the ass either dealing with all that mass on separate grids of fuck about with merge blocks.
>>
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>>127705151
i knew it.
>>
>>127705940
Plz anon, there is no reason to use pistons with rotors like that.

It is so needlessly complex it makes me sad.
>>
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>>
>tfw serb is still beb
>>
>>127705523
Sort of, yes? I'm still not quite sure what this is about the "grids" thing; is it that stuff attached to pistons/rotors needs to have its own grid?

I haven't played SE in a long time.
>>
>>127707314
Anything on a rotor or piston is considered a separate ship (grid), and applies drag against whatever it is attached to.
>>
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>>127706195
that giant was a bigger copy of the T800 roach from the workshop, here it its, but still its how robotics based on pistons work, even industrial machines use this concept.
>>
>>127707112
Sorry. My bad for the delay.

It is booting up again.
>>
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>>127707917
this is the best solution for muscular based piston robotics, with the ability to move precisely.
i remember seing a "chain" drive car, with chain instead of wheels, and fucking worked...
the problem is that there is not something like a ring or a ball bearing, or something for rotating shit, if they create something like that, free of clang if you can dream, it will save robotics in this game, despite other issues.
>>
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>not using as few blocks as possible
>>
>>127709594
if you aim to make a full working base with legs to go anywhere on the land, you cant make it that simple, wheels are not enoug, and rigid structures are not the best solution for mounains or rough terrain.
>>
>>127709594
I laughed and i don't know why
>>
>>127710043
>using legs when you can hover/fly
But why?
>>
for interplanetary flying fortress, it will consume lots of resources, lots of ion and atmo trusthers or suck ice like cocaine with hydrogen.
this idea is to make is to stay on the planet, for mining or war purposes, and with the ability to move from place to plate. its faster using thrusters, but i will need to see how power are drain by using this compared to atmospheric thrusters, for a non uranium run, power target is a must.
>>
>>127710195
it was with this music in my head.
https://www.youtube.com/watch?v=VcDy8HEg1QY
>>
>>127710431
muh fuel
>>
>>127700479
Robocraft is the most similar game (in mechanics) I can think of that's 3D.
Too bad it's nospace and shit.
>>
Why
>>
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>>127716126
>>
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>>127716126
>>
Are there any pictures of Culture ships and what they look like?
>>
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>>127716126
is that ced's mod?
>>
>>127716126
Because you have no power.

>>127716803
Every non-vanilla multipart bock that is unpowered stick together like ass. It rights itself when powered.
>>
>>127655021
How well does the game play now on singleplayer? I haven't booted it up in a year or so and just remember it running like complete ass before. I have midtier rig which runs most games just fine.

Half tempted to boot up SE again, but not sure if worth wasting a day to download it and a few more to dick around since I like things like npcs, critters, and the like.
>>
>>127716956
Might want to double check this one, unless there's a funky way to power it
>>
>>127656419
attention to all robocucs
it has been well established that robocraft and freejam are beyond hope and salvation and that the game is dead to the older eggmen

feel free to post keks n builds, however fuck off with complaints, you all have been warned repeatedly of freejam.
>>
>>127719735
have you tried turning the device off and on?
have you tried unplugging and plugging?
>>
>>127722717
In my defense that's the first block I've ever had to turn off and on again
>>
>>127722863
welcome to keen code
>>
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>still no battery item in spengies
>no high throughput - low capacity batteries/capacitors
>no (semi-)energy weapons
railguns and coilguns may actually be viable, especially with those superconducting wires introduced recently
>>
>>127724348
>there is dozens of battery mods and batteries in vanilla
>>
>>127724348
>Railguns may be viable.

m8.

https://www.youtube.com/watch?v=pwBD5Y9rNS8
Thread replies: 255
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