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/egg/ - Engineering Games General - Formerly /svgg/
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consumed by the ded edition

previous ded >>147764250


The thread is dedicated to all games about building machines and systems out of blocks, in space or otherwise:

Corneroids, Space Engineers, Starmade, Avorion, From the Depths, Factorio, REM, Robocraft, Machinecraft, Garry's Mod, Homebrew, Besiege, Infinifactory, Scrap Mechanic, GearBlocks, 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

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

StarMade:
>star-made.org
https://www.youtube.com/watch?v=7YyxsW_2xmo
Server: NASSzone
IP: nasszone.com:4242

Avorion
>https://www.avorion.net/
>/egg/ approved server: 149.202.65.190

From the Depths:
>fromthedepthsgame.com
>/egg/heim idea bin: http://pastebin.com/Tmk14sf2

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

REM:
>www.remproject.wordpress.com
>https://www.youtube.com/channel/UCzp2XM98-FcFWAqhFjnxSbg

Robocraft:
>robocraftgame.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
Homebrew - Vehicle Sandbox
>http://store.steampowered.com/app/325420/
>http://www.homebrewgame.com/

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

Infinifactory:
>zachtronics.com/infinifactory

Scrap Mechanic:
>http://store.steampowered.com/app/387990/

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/
>>
First for lesbians gaying
>>
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>>148055994
To whom ever is designing that truck, he's a new design for your ship!

Everything from last thread that you missed.
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>>148056261
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>>148056269
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>>148056584
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>>148056871
>>148056584
>>148056269
And finally a location for a shuttle pod, like from star wars rebels.

It could be a scouting or a repair ship something to hull small loads.
>>
>>148057194
It could be a repair ship like this, it's your choice.
>>
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Fuck this

Pays well though
>120k/tick upkeep cost for just the maker
>>
>>148058298
please remove the connection from your bottom plastic into the track that the other 3 plastics connect too. A track can only take 10 items/tick. You're currently feeding that track 10.5 items, and then your bottom plastic is also feeding it from the side with 1.5 plastic. That 10.5 items will cause jams
>>
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>>148058298
Hey, I just got to the same stage as you!
>>
>>148058803
Its fixed, I connected it by accident when I moved the coal around
>>
>>148059024
>all that unused and wasted space
>>
>>148059214
I know. Working on fitting another engine in there but I will have to move my other two engines around in order to fit something into that spaced, and I can't really be bothered to do that until I get my plastic and steel upgrades which will shrink everything anyways.
>>
Space Engineers: Community Edition is almost up to date. All the merge conflicts are fixed, now working on getting it to compile again since Keen removed all the x86 libraries.

At the moment, the only change is an old PR I made that allows mods to change the valid minimum, maximum, and default field sizes for gravity generators.

VS2015 is running updates, so update in a few hours or whenever it's done.
>>
I want to fuse a shotgun with a autocannon, make it belt fed, and give it depleted uranium ammo.

that'd be cool
>>
Yo REManon, are you guys planning on a Mac port? I have some Mac groups on steam that I could shill for it in if you decide to port it.
>>
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>>148058298
>>148059024

What are you doing anons, the Factorio update is out, we don't need to play the ersatz browser-based version any more.
>>
>>148063112
sure I can get you one. Idk how well it will work, you would be the first to test it.
>>
>really tired and seeing things
>a few moffs have also taken up residence in my room
this is annoying
>>
>>148066047
Go the fuck to bed, anon.
>>
>>148066145
not yet, its only been 2 1/2 days.
I think.
>>
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Anti tank truck in spengies
Ill make an artillery one tomorrow.
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>>148066236
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>>148066445
Back door
>>
>>148063112
http://infinit.io/_/qePJvww
REM Mac port test. I'm guessing there will be some problems, but if it works it will but put up on the website.
>>
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>>148066445
Get on my level.
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>>148066631
Use bigger wheels.
1x1 are the worst.
Or find a mod wich have a 2x2.
>>
>>148066741
how bout u post pics instead of talkin shit
>>
>>148066812
Honestly, I'd love to but pointing out that your armored car concept is flawed and should be rebuilt so that it isn't a truck but more of a wheeled APC with a turret.
>>
>>148066784
ye ur right i will on the next build, here, have a meme
>>
>>148066659
http://infinit.io/_/4aYpuEE
woops, same as before, but forgot the default vessels...
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>>148067012
Any flaws with this?
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>>148067103
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>>148067483
Nah, That's fine.

I'd love to see a version that can pick up that yellow truck people post but beyond that.
>>
>>148067559
This night im gonna work more on it.
>>
>>148067559
Ill try tomorrow
>>
https://www.youtube.com/watch?v=9i2eZaJsC7g
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Super ded.
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>>148072198
That is lewdd.
>>
>>148072926
Even lewder when you realize he controls the robot by moving his body
>>
>>148067483
yeah, you have nothing to use it against
>>
>>148067136
"The application "REMproject_Av032.2" can't be opened"
Never had this issue before, but I am looking up a fix and will report back later
>>
>>148076782
maybe and issue with the compressor i used?
>>
>>148076936
Got it to work by using a terminal command to make it executable as outlined in http://superuser.com/questions/898124/the-application-someapp-app-can-t-be-opened

Inventory system in builder doesn't seem to work (it's kind of like the inventory screen is zoomed In a bit too much) and it freezes on loading flight test but otherwise fine so far. I'm testing on lowest settings and resolution, my specs are 2.8 ghz Intel core i5, 16 GB 1867 MHz DDR3, and Intel Iris Pro Graphics 6200 1536 MB
>>
https://www.youtube.com/watch?v=rFy8CXL6mHk


Would anyone like to listen to my mixtape?
>>
>>148077571
Correction: Running it at a higher resolution fixed the inventory issue, but I still get a freeze when trying to enter flight test. IT loads for about a second, and then all the text elements seem to get a bit bolder and it freezes. Is there any sort of documentation on controls?
>>
>>148078134
did you place a cockpit into the builder and save it? or load a default vessel?
https://www.youtube.com/watch?v=2StO_wsvGNs << mini tutorial
>>
>>148078134
My bad, didn't save before loading flight test. After saving it works fine.
>>
>>148078134
The README document on the download page is an exhaustive tutorial on all controls.

https://mega.nz/#!7BNwRLBb!CRQ5L_pAAuGMXn0JFMJNnAuRdG654pqRGiX48pJ98pw

Here's the link to it.

>>148078678
Very good. Would you be able to give us a brief description of your experiance once the game was working properly? Any stuttering, framerate issues, ect?
>>
>>148078908
Game works completely fine, no issues with frame rate or stuttering at all.
>>
>>148079678
Have you attempted loading in an AI vessel in the flight test with 'y', then activating it with 't'?
>>
>>148079752
Yep, it works fine
>>
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Can someone give me a tldr of all the important things that have changed in ftd since wheels were added?

Are tiny efficient things still the best?
>>
>>148083063
>important things that have changed
Nothing much.
>>
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>>148083063
>that tank
This is exactly the kind of land unit I want to see in FtD.
>>
What are some good tutorials for FTD?
>>
>>148085068
The ingame one

DESU the fun in FTD is 90% testing and figuring things out for yourself
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> Go to compile
> Keen forgot to upload an entire fucking project
> 1400 errors
Jesus H fucking Christ.
>>
>>148086158
> Go to github to report it
> Issue already exists
> Opened six days ago

IT'S JUST A BETA GUYS
>>
>>148086158
w-what?
>>
>>148087009
https://github.com/KeenSoftwareHouse/SpaceEngineers
>>
>>148087087
I was thinking of a reply not aimed at code monkeys, but thanks anon
>>
>>148087775
Keen has a code repo for people to download so they can make mods and submit fixes to KEEN.

The code needs to work for us to do that.

They forgot to upload a large number of files, so the code doesn't work and shits out 1,400 errors when you try to build the game.
>>
>>148087775
imagine an ikea flatpack
you know the ones full of bits of wood, bits of metal, and nine million screws
this is an ikea flatpack, but they forgot the screws
>>
>>148087941
So it should be fixed if they just stuff the files back in so you could compile for real? Or did they add the files, breaking everything?
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>>148088538
Theoretically, but I doubt it. There's so many goddamn errors.
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R8 my space gunbrella.
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>>148090406
I love it.

How well does it work?
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>>148090406
>>
>>148090406
fishyfish/10
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>>148090406
Moar gunbrella
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>>148091330
reminds me of the ships, i would build in space engineers. Flying bricks.

They were compact and would fit together to create a bigger brick.
>>
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>>148056871
I wonder if the guy who built something similar to this will build that?
>>
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>>148090796

with its large amount of front facing guns and armor focused toward front it has its Center of gravity so that it can pivot on its guns, This allow it to keep its armor and guns facing the target and makes an overall super stable firing platform with its ability to pivot on its nose.

Only thing is it a huge target when its facing you.

also it looks hela dope from the front
>>
>>148092404
I don't know about the gameplay of this but i'd be temped just to hit the dead center then.

That looks like the big green light you've gotta hit for it to turn red.
>>
>>148092927
Hitting something moving with that accuracy while you yourself are moving is basically impossible. Your brain literally can't aim that well, and even if it could, the guns can't either.

Imagine hitting a target on horseback, running, with a bolt-action rifle, while the thing you are shooting at is dodging side to side.

We will be adding in some aim assists later on, but for now that's actually a pretty solid design.
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>>148093538
>Hitting something moving with that accuracy while you yourself are moving is basically impossible
VGS
VGTG
>>
>>148093538
>Hitting something moving with that accuracy while you yourself are moving is basically impossible
RNG can fix that
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>>148094623
Why did you have to remind me?
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>>148093538
>used to get at least one blue plate per game
>some faggot tells me that hitting a moving target is basically impossible
get out
>>
>>148095153
The sudden PTS patch sure revived the game :^)))kill me
>>
>>148095789
This is my biggest issue with REM

People will git gud at aiming, and then all that matters is how much frontal armor you've got. Theres nothing to make combat more interesting than that.
>>
>>148096041
are weapons hitscan?
>>
>>148096362
No but spess boolit are fast
>>
>>148096041
>People will git gud at aiming, and then all that matters is how much frontal armor you've got. Theres nothing to make combat more interesting than that.

Literally only a tech demo with only one weapon and an AI with no tactical ability.

Sounds good to judge it based on that, boss.
>>
>>148096843
Anon, even if it had all guns in the world its still a point and click and circlestrafe game

6DOF is a mistake
Newtonian control is a mistake
>>
>>148097180
K, we'll just give up and go home then because someone can't muster the imagination of a fucking 4 year old.

:^)
>>
>>148097246
Just saying REM is a failure at a conceptual level ;-))

The editor is really fucking good though, props for originality
>>
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>>148097491
Alrighty.
>>
>>148096843
So literally what have you got planned to make it more interesting than that? Aside from the lobby mode of course
>>
>148098101

>assuming 6dof is the only thing we can do with the builder

>implying we're stupid enough to waste the builder on only one form of combat

>thinking that 6dof custom ships are boring simply because you can't image a world where there's actual content in the game

Frankly I'm insulted.

No seriously, a whole host of different things What we have now is merely the easiest functions to integrate. Things like aerodynamics in an atmosphere with gravity if you're feeling Ace Combat, ground vehicles with any sort of construction you'd like, custom shit like racing around without any weapons at all, or with weapons if you liked Deathrace. Anything you can think of, really. Adding in a new gamemode is as easy as adding some parts and a win/fail state and maybe a custom map. Add this all together with the lobby system and you have a very intricate game based off of just a few relatively simple systems.
>>
>>148099674
Better focus and do 1 thing good, rather than trying to do everything average.
>>
>>148099863
The focus is the builder and combat mechanics, with module systems. How those are used by the player is more up to preference.
>>
>>148099996
Then look where everyone ese failed doing the same.
>>
>>148099674
>i cant imagine
No you fucking nigger, unless if you have homing laserbeams, bouncing saw-blades, freeze guns, thrust disruptor sticky missiles and laser guided plasma balls in the pipeline i dont see what would ever make 6dof newtonian space combat interesting and you are only proving my point by wanting to add other gamemodes

In the end its just another machinecraft really
>>
>>148100109
Then give me some examples, please. Far as I can tell, we're dodging most of the issues games like Robocraft and FtD have run into.

>>148100340
Alright, you've already made up your mind. No sense in arguing.
>>
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how does /egg/ like to umbilical? With or without mods?
>>
>>148100394
I dont play both ftd or robocraft.
But ask the players, dive in their forums for a while, outside of what is talked here, or it was when robocucks were here more often.
>>
>>148100641
>when robocucks were here more often
i'm still here
>>
>>148100641
Casualisation is a massive issue in every building game, which is what I was talking about. None of that in REM.
>>
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>>148100564
No umblical at all.
Like cables do.
The male connector over a female, and the female over a male connector.
>>
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>>148083063
detection equipment was added on dev test.

I needed to create a new starting boat, so I made this one with the new gear. Radar array and a camera on the machine-gun to improve the aiming estimate.

Finally made a folding missile launcher I was happy with, even if it has tiny capacity. Pistons will make my life easier as soon as they come out. That is what I said about missile gauge and I'm still waiting.
>>
>>148100881
I wonder if you guys shouldnt be posting more in /agdg/ than here

It doesnt feel right to be posting about a game that is mostly concepts. Take avorion for example, heralded as the return of space voxel games but we barely post about it ever. We dont really post about avorion because we recognize that we'd spoil it by discussing it too much, but since you post progress and what not REM gets in the spot light and consequently, being the prototype that it is, alot of what REM is gets misunderstood. At least in /agdg/ you'd get sensible criticism.
>>
>>148100824
Well anon, start talking...

>>148100881
Not talking about that.
Im talking about the controls, since someone mentioned the movement freedom.

Look spengos, when you use gyros to control your shit, you use the mouse to go up, down and the "rudders"... but you control your roll with the keyboard "q" and "w".
You can use the mouse controls to do very fast movements, but when you need to do a simple plane roll, it will depends of the imput of the keyboard.
Its the same shit i had to deal with racing games with no real control of the wheel.
Ill use that as an example.
In all racing "games" when you reach certain speed, the steering is less sensible, to avoid doing stupid shit with the car, but it also happens doing corners.
Lets say you have a turn to the right...
So, you press the "turn right key" or push the analog stick to the right, and you know what happens?
The game decides what is the best angle for the car wheels to turn and take the turn to avoid understeer, a road car has like 34° of rotation, but despite you push the analog stick to the max, or keep pressing the turn right key, the wheel will actually turn half of it, in the entire analog range.
Now, lets say you want to make a DORIFTOO TAGUMIII....
You need to make the car oversteer, and countersteer to keep the angle of attack higher than the line you are taking, so, lets use the same turn to the right.

You turn to the right, same way as before, the car oversteers, and start to drift.
BUT...
When you do the countersteer, the game cant recogize that you are making a drift, so, when you countersteer, everything goes to shit, because you will have all the 34° of the steering in the analog, making it very sensible, or with the keyboard, wheels will turn way faster, wich most of the times, kills the drift, because devs thought that drifting is bad for racing, or because shit playtesters kept up doing spin outs, so to avoid this, they put the sensitivity of the countersteer very high.
1/2
>>
>>148101876
>Well anon, start talking...
about what?
>>
>>148102180
About your weekend at the camping
>>
>>148100881
I hope you are following
>>148101876
Set the countersteer way more sensible, because people will react late, or do it softly, sometimes by just let the steering go, it will make the countersteer alone.

So, when you turn to the interior, the steer makes lots of calculations and shit to give you the best way to do the turn, and when you turn to the exterior, the car says fuck you, im an supersensitive snowflake.

The only solution to this, is to use a force feedback wheel. wich is throw money into the problem.

But with spengos you cant, there is no way to control the roll of your ship, no matter what you do, because it has broken controls.
if you set a "joystick" it wont let you still use the keyboard and mouse for building, and everything will be put on the controller you use, so you have to switch back and forth to do it, and using mappers like antimicro, will translate an analog imput of your joystick to a digital imput for the game, wich is the same.
Tl;Dr: pay attention to the controls, more with this kind of shit wich is more complex than cars or planes.


>>148102180
About anything you saw wrong in it, controls, systems, whatever you see usefull to tell.
>>
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>>148101614
The issue with /agdg/ is that I DID try. For weeks. The only thing I ever got was "LOLOL SO COOOOOL WOWOWOW" or "This looks interesting, how did you do 'x'?"

I want people to make shit like >>148092404 , have a good time and make a whole bunch of suggestions and have great ideas for solutions to problems we didn't think of. Which is what we have been getting. This small round of people shitting on REM is nothing new and will continue to be nothing new until the game is finished, then it will be upgraded to "old" and everything will continue as such. Some people just don't like REM and never will, and that's okay. No reason to cut ourselves off from an entire community simply because some don't like what we have right now.

>>148101876

uh

Have... you even played the demo?

You can bind whatever you like to whatever else you like, so I'm not even sure where your example applies. The only reason we ask players use suggested binds is so the AI can use their vessel. If you like, you can bind 'd' to the thrusters that would push you "upwards." That's how it's always been and always will be. In future versions you'll be able to configure this even further. Even inbuilt macro lists, so when you press shift it could execute a quick barrel roll with carefully placed thrusters that are specifically bound to that alone. It seems to me that you're shouting at shadows.

I'm sorry if I misunderstood you, but you're not really making much sense.

>>148102320
>Tl;Dr: pay attention to the controls, more with this kind of shit wich is more complex than cars or planes.

I think I get you now. The player already has discrete control over every part of movement. The PID controllers will be something the player can change later on with sliders for sensitivity in certain directions, or you can just not even use them and have full control over everything.
>>
>>148102502
>Have... you even played the demo?
No...
But im 1000% sure that the issue im calling its there.
Can you bind analog controls into digital, like when i press the button, i want to start slowly and then go fast, or go superfast instantly, and time those changes?

Are you following me?
>>
>>148102696
Yes, I'm following. But, suddenly your hot opinions mean a whole lot less if you've not even bothered to play the game you think has heinous issues that must brand it as terrible.

The game has a physical movement system unlike literally anything you've played before. Please at least try playing it or watching one of the State of the game videos before passing judgement on its whole movement system.

When you press a thruster, right now, all of the force that the thruster can muster is applied to the frame. This does not mean you move instantly, you have to pick up speed or cancel inertia. In the future, more finely tunable controls and perhaps even support for analog functions will be added, given player request, but not right now, not until the remaining two core systems are added.
>>
>>148103000
>The game has a physical movement system unlike literally anything you've played before.
It has 6 axis... with mouse and keyboard.
You just lock the mouse and the ship looks in that direction, and you control the tursters with the keys... I saw the videos...
>>
>>148102225
>camping
i'm not white lol

>>148102320
>About anything you saw wrong in it, controls, systems, whatever you see usefull to tell.
oh boy

>lead designers are basically winging it and somehow have issues seeing the most blatant of shit
>game is casual while trying to appear as competitive
>no emphasis on the good parts of the game, moving and building
>can't go fast so tanking is necessary in every situation
>ui is a clusterfuck
>fps dips for no important reason
>lacks decent social functions
>map designs are outdated with every rework
>strafe/yaw is a toggle that can only be changed outside of battle instead of extra buttons
>basic things like colours, group slots and speed/altitude readings not made standard for all players
>grind
>eac
>reeks of jewish cash grab
>>
Different Robocuck here. I will give some opinion not sure how useful they are.

-Lot of people who played robocuck like those old /rcg/er are mostly aestheticfag. What they want is to build thing they know like real life vehicle and put them in wargame battle.

-Two games with the most successful multiplayer is robocuck and starmade. the reason is the battle is more than 1vs1. people seem to prefer war to a duel.

-People want to have working turret but hinge and joint are fucking lagging not suitable for a wargame with lots of vehicle. maybe you can limit the amount of connetion from central body.

-Other stat-related component like engine, generator and so on only complicate thing. I think they can be done away as an edit option rather than being actual component.
>>
>>148103172
also forgot to add
>pandering to reddit

never fucking pander to reddit
>>
>>148103167
the...dots...neeed...to..stop...

Those thrusters are bound manually in the builder, and are strategically placed to exert force so the ship moves as intended. You can just as easily build a ship that spins spasmodically as you can build a ship that's supremely light and snaps to the mouse.

>>148103470
>people seem to prefer war to a duel.
Point to me a game where this is even possible.

>-Other stat-related component like engine, generator and so on only complicate thing. I think they can be done away as an edit option rather than being actual component.

Them's some spicy opinions there.
>>
>>148103723
AVORION
V
O
R
I
O
N
>>
>>148103923
>implying...
...what?

No really, what do you mean?
>>
>>148103167
Not a dev, but the whole 6dof thing is confusing me here.

In REM you bind the thrusters entirely yourself, and there are no gyros, so lateral and rotational movement entirely depend on your personally bound thruster layout. With a lot more player-control to come apparently.
>It has 6 axis... with mouse and keyboard.
If this counts as plain old 6 axis with mouse and keyboard, then what are you actually looking for? I fail to imagine what more you want.

>>148103723
The only good 1v1 games are chess or go. 1v1 has no place in anything that isn't pure strategy.
Games with good multiplayer capabilities, in descending order.
Avorion, Starmade, Robocraft(kek), well hosted Space Engineers(doppel kek)

Many other /egg/ games have basic multiplayer but nobody ever talks about them because they are 1v1 or impossibly shit. I love REM more than most, but right now it's doomed for the MP trash pile
>>
>>148104032
>point me to a game that handles large scale warfare
>avorion
>hurr what?

Im insulted
>>
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>>148104164
Then you need to start from 0, playing tie fighter for DOS, then cyberia, and go from it.
And when you play shit like forsaken, you will see why you need total control of the ship.
>>
>>148103723
I was refering mainly to match game with 10vs10 or 15vs15 (remember i'm a robocuck)
>Point to me a game where this is even possible.
Does robocuck and starmade count? of course there is no way you can go 100vs100 but somewhere between 10vs10 15vs15 or more should suffice. the idea is to give player a sense of unity being part of a team/party which is needed to give them some freedom in their role(like scout,support etc).
>Them's some spicy opinions there.
For a multiplayer game i consider those preferable. stat-related means they are just for the stat like power,shield or whatever which is usually shared for the whole vehicle and can be place just about anywhere. Thus i see no reason why they can't be just replace with edit option instead so you can free up resources like bandwidth which would be important since this is multiplayer where component placement and position are tracked.
>>
>>148104482
Well shit, I took the bait. I thought you were serious here.

You should give the REM demo a try and at least see what we're talking about.
>>
>>148104827
I was.. forget it, i wont wase more time on this shit.
>>
>find out about busses in factorio
>build one
>realize it's pretty much the only way to build factories
>never touch it again

Welp
>>
>>148105678
You shoulda made a train bus
>>
>>148059024
>>148058298
what game?
>>
>>148106054
What about a bus bus?
>>
>>148106152
Factorio Online 2: The Reckoning
>>
>>148106418
What about smelting everything and making a pipe bus
>>
I used to not care about REM but now I see it so much I care in the bad way.
>>
>>148106595
inb4 remcucks get out
>>
>>148106595
I used to think it was interesting but then i realized all these fucking early access block em ups are the same uninteresting shit and having strut based building doesnt make it different at all
>>
>>148104278
No, I meant point to me a game where dueling is even possible. Apologies for being opaque.

>>148104164
>The only good 1v1 games are chess or go. 1v1 has no place in anything that isn't pure strategy.

Alrighty.

>Many other /egg/ games have basic multiplayer but nobody ever talks about them because they are 1v1 or impossibly shit. I love REM more than most, but right now it's doomed for the MP trash pile

REM doesn't even have multiplayer yet, sempai.

>>148104482
You know that's asking too much, anon. Any amount of effort at all to expand one's ability or taste is fruitless unless wanted by the willing.

>>148106595
k

>>148106752
Why is it the same, anon?
>>
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>block
>based
>building
>>
>>148107125
People think its easier to understand and use
:^))))))
>>
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More compact logic for a full adder, without all the springs n sheeit
>>
>>148107002
Its all the same

Youre just making a machine to shoot other machines with

At least besiege and has puzzles
>>
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>>148107485
How does feel to have no imagination?
>>
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>>148107002
Why the fuck i keep replying to this.

>You know that's asking too much, anon. Any amount of effort at all to expand one's ability or taste is fruitless unless wanted by the willing.
Its skill celling, and also, if the dev is like any other retarded dev, it will do everything backwards.
Will expand the "game" to catter to everyone, but they will chop the gameplay mechanics to 1 way or nothing.
Look what happened to difficulty in games like metal gear 5.
From hideo kojima.
>"when wee tested the AI for the phantom painu, we tried to make the best AI possibru, but it was too smartu, and that frustrated lots of playtesters, so we decided to dumb it down, and find a perfect balance"
Metal gear games had a difficulty called european extreme, he had the AI for this level of difficulty, but he decided to butcher the difficulty into normal and hard, no euro extreme, and no "smartu" AI for the phantom pain, and now, modders did just that, a difficulty editor, and still is not the same as the original planed by the devs (not kojewma and his band of retarded playtesters)

You can keep muliple ways to control the ship, so everyone will find the way it fit the most.

Im not saying what method to chose, im saying why not add instead of replace.
>>
>>148107568
Youre the one without imagination

What if REM was a coop puzzle game?
>>
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>>148107697
if the dev is like any other retarded dev, it will do everything backwards.
I'm the dev, tho, sempai. I'm using other devs as a instruction manual on how to fuck up and doing everything basically the opposite.

>Will expand the "game" to catter to everyone, but they will chop the gameplay mechanics to 1 way or nothing.

Hrm. Nah, I don't feel like doing that.

>Metal gear games had a difficulty called european extreme, he had the AI for this level of difficulty, but he decided to butcher the difficulty into normal and hard, no euro extreme, and no "smartu" AI for the phantom pain, and now, modders did just that, a difficulty editor, and still is not the same as the original planed by the devs (not kojewma and his band of retarded playtesters)

When we give the AI in REM the ability lead your trajectory and predict your movements, its going to be a very powerful force indeed. We will have to nerf it for it to even be anything close to fair, but there's no issue with allowing the player to turn that off. A machine with perfect reflexes and aim isn't going to be fun to fight for very long. Imagine fighting someone with aimbot in counterstrike. So we're going to give it a human reaction time, and variance on how well it aims within a bracket, to simulate the natural inaccuracy of human hands.
>>
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>>148107803
>What if REM was a coop puzzle game?

Why would I allow REM to be incredibly boring and something anybody could just "beat" within a few hours? We could allow the framework to exist, but we will not put much of any thought into it. With custom servers and rules and balancing, hey why not, but I'm not gelding REM because you can't think of a single situation where combat with custom vessels and physically based damage mechanics is fun. Co-op gameplay, however, we can do. 2v2 is a simple way of doing that, but the ability to control ship systems while another player flies is entirely possible.

It is worth noting that we should be able to cram at least eight players into a single instance, given that you're not calculating physics of everyone else in multiplayer, just your own.

Besiege was a beautiful game indeed, but I'm not making Besiege, I'm making REM.
>>
>>148108274
>A machine with perfect reflexes and aim isn't going to be fun to fight for very long.

You dont know, you are just assuming that, and choping the skill celling.

>Hrm. Nah, I don't feel like doing that.

Look again, its what you are going to do, and what i was talking about, but was more about the control schemes, why only 1 way to control what you build.
>>
>>148109082
>You dont know, you are just assuming that, and choping the skill celling.
>choping the skill celling
You missed the bit about the player being able to turn that off, didn't you? Try to imagine getting instantly killed by something across the map with perfect aim before you even see it. In any case, majority of the skill is going to be fighting other players, who can actually conceptualize weak points and have a unique strategy or whatever.

>Look again, its what you are going to do, and what i was talking about,
>its what you are going to do
>going to do

Do you have examples of this?

What, pray tell, am I missing? I'm not catering to shit, look at the guy who thinks puzzle games are more fun. I'm making REM as I see fit, no amount of bitching and complaining is going to get REM any amount casualized.

>but was more about the control schemes, why only 1 way to control what you build.

Because the game isn't even a pre-alpha and we're working on core systems, such as weapons actually damaging things and modules requiring/producing things like power and heat and whatever. Ground vehicles, control surfaces, ect are things I've already said are going to be in the game. PID controllers for maneuvering thrusters are merely the easiest way to control a fully physically simulated vessel. Fun fact: NASA uses PID controllers for its maneuvering thrusters.
>>
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>>148109508
When you reach the controls phase, we should talk again.
Now is useless.
>nasa
>>
>>148110173
>When you reach the controls phase, we should talk again.
Control phase? Specifically what do you mean? When we add in ground combat?
>>
>>148110259
>Because the game isn't even a pre-alpha and we're working on core systems
If the game controls are not a core system
>>
>>148110336
They are, but what do you mean specifically by controls? You can already do a whole lot with binding, and that was just a stopgap. Something along the lines of multiple binding for thrusters? More advanced PID controller tuning. They're not perfect, but the controls right now are "implemented."
>>
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>>148100564
I build most of my ships with the MCM merge block boarding tubes somewhere on them these days, however I haven't quite gotten the hang of actually locking two together. What are you using in that image?
>>
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>>148110528
>They are, but what do you mean specifically by controls?

You just made me download that.

>want to free look and move at the same time
Nope, and with this is worse than robocuck
>free look without moving the turrets
Nope
>fixed camera instead of following the mouse
Nope
>toggle buttos for all of the above
Nope
>control thrusters individualy or by groups using any key
Nope
>how to control said thrusters or groups
Nope
>turn on-off parts or groups at will with both hold or toggle
Nope


Aaand. into the recicler bin.
>>
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>>148111508

That kind of shit is why they should make a new Steel Battalion type controller specifically for PC shit.
>>
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https://github.com/chrislgarry/Apollo-11/
>>
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>>148112565
Count how many keys you have in your keyboard.

See the controls for games like DSC or Flanker 2.0

>all keys
>Crtl + all keys
>Alt + all keys

a joystick and half of those keys is more than enough for that game.
>>
>>148112815

A keyboard isnt as fun as a huge control panel though you autist.
>>
>>148112876
>the only solution is to create a controller, instead of using what you already have
>not autism
>>
>>148112876
You're the autist here

In fact you're the only autist around here
>>
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>>148112968

>literally "NO U" the post
>>
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Bumpa.
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>>
Morning ded.
Wake up people.
>>
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Might aswell post a pic from yesterday
>>
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>>148117150
RISE AND SHINE
>>
>>148112968
what did they mean by this
>>
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>>148117150

You cant wake the dead Anon.
>>
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>>148118714
>implying
>>
>>148118714
>/fog/
>>
>>148114592
Btw. This is meant for you.

>>148056269
>>148056584
>>148056871
>>148057194
>>148057408
>>
>>148120275
Yea, well, the shit failed catastrophically.
When im on planets, the speed cap makes everything explode
And when i try to reach outer space, the shit stop mid way because not enough thrust.
So i have to redo the thrusters and switch to hydrogen.
>>
>>148121672
>Yea, well, the shit failed catastrophically.
spengies in a nutshell desu
>>
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Artillery mount for my "apc"
>>
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>>148122613
Comparison
>>
>>148111508
Doesn't it have the majority of that stuff

Like custom binds are definitely in. A lot of that stuff sounds like polish though and I'd rather REManon ignore stuff like that until the engine is perfected. Every hour spent on controls could be spent refactoring.

>>148112565
the fuck do you even mean
you know we have ALWAYS had a massive selection of sticks, pedals, and panels right
>>
we ded again
Might aswell post air strike.
Dont mind the overload i fixed it now.
>>
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>>148126971
Effective
>>
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>>148127134
>APC
>>
How to into good spess botes that don't look like benises every time?

Not really asking about a specific game, just general design tips and conventions for future waters I suppose.
>>
>>148132012
Decide on a general shape and placement of components beforehand, lay down an outline in stuff you'll remove later, and reference it as you build.

Something like "Two tapered rectangular prisms side by side, connected by struts with a command ball anchored above and between them. Guns on the outer broadsides, engines on the back, turning thrusters on the nose. "
>>
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>>148132012
If the ship is for space only, you are not forced to follow any design.

Look for a second at most of the sci-fi ships, they are made to look cool, but in functional term are pure shit.
Even boxes are a bad design.

Think about this, space is full of small derbis, and the smallest rock can make a hole and fuck everything.
Sometimes they rely on force fields and other cartoon powers shit to avoid the problem, but most of the time they dont even know about that.
you need to think the same way as aerodynamics, use the smoothest surfaces and slopes to try to deflect all that shit.

>inb4 saucers
Its a good design, but hard to replicate in any block based game.
>>
>>148133045
>debris in spess
I feel really stupid for forgetting that this was something you actually have to deal with.
>>
>>148128664
Thats not APC
>>
when will we have a space building game with proper fucking drones/fighters, so we can make actual carriers?
starmade there yet?
>>
>>148134489
never ever, obviously
>>
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>>148133468
Now, after all this hassle.

This is what i tried to post the 1st time.
You need to make some kind of front bumper for the derbis.
That will be a must in a ship design.
With the rest you can almost do whatever you want, because that is for frontal impacts, so lateral should be taken care of too.
>>
CRAM FLAK WHEN
FLAK MISSILES WHEN
MISSILE GAUGE INCREASERS WHEN
UNFUCKY SHIELDS WHEN
LESS STUPID NUCLEAR WARHEAD MODEL WHEN
EMP NERF WHEN
>>
>>148134489
Avorion
>>
>>148140759
DOA
>>
>>148141648
what has not been birthed cannot be dead
>>
>>148141648
How can it be DOA if it hasn't even A yet
>THERE'S NO DISCUSSION OR GAMEPLAY HAPPENING DESPITE THE FACT IT HAS NOT LAUNCHED AT ALL AND IS COMPLETELY UNAVAILABLE
>IT MUST BE DEAD AND FAILED ALREADY
>>
>>148141773

I IL
II L
>>
>>148134489
A script for that hit the Spengies workshop shortly after everything went completely to shit.

Search for fleet command. Its perfect for drone carriers and shipyards with patrol vessels.
>>
>>148140759
ABORTION
B
O
R
T
I
O
N
>>
>>148141915
There is a demo m8 and it was flavor of the week then ded
>>
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>>148142293
Wow a demo ran out of content
Fucking unbelievable
>>
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>>148143015
it ran out of player more than anything
>>
>>148138230
space debris is either non issue or a big issue. You go slow enough so that it doesnt cause much damage. I mean if you were to travel light speed your ship would disintegrate with just a couple of cm wide rock.
>>
>>148143198
No, everyone stopped because the Abortion demo has 4 hours of content. Nobody wanted to keep making wafer cookies of solar panels to power two different weapons that had to be looted from pirates that would routinely destroy the server stations you buy and sell anything at.

It was a DEMO. To be played in one sitting and discarded after you got the gist of it.
>>
>>148143410
DED
>>
>>148143362
>You go slow enough so that it doesnt cause much damage
>You
>(you)
Rocks are generally moving quite fast you know.
Really fucking fast
>>
>>148143362
Even stanting still would make you a target for any random hit.
There is no escape actually.
But with cartoon powers like if you make your own gravity field, you can repel all those small rocks or particles.
Regular magnets will work on ferromagnetic materials only, that will solve half of the problem.
>>
>>148143495
Yes and space is very very very very very big.
Man made space debris is not going super dangerous speeds, and I guess the chance to get hit by a super speeded rock near earth orbit should be very low.

>>148143620
Maybe there are materials that can withstand such forces. Dont forget space is big, and concentraded pockets of debris are usually noticable.
>>
>>148143495
I remember an anime about this, where the protagonist goes around with his space buddy collecting small debris as his full time job.
>>
>>148144038
You need to go to places with materials more dense than the ones here, like 200+ in the periodic table.
>mfw google had a theorical peridodic table up to 300 and now is nowhere to be found
>>
>>148143620
>grey goo style hull that uses energy to self replicate
>a giant ball of death lasers that disintegrate everything within a certain distance of it
>electromagnetically constrained but not physically contained plasma
>armor made of portals.
Why does no one use fun gimmicky forms of defense?
It's always the same shit every time.

>>148144095
>spess anime about collecting spess trash
Is it comfy and trucker-y?
>>
>>148144221
Because sci-fi murritard fans need something that its familiar to them (taking the most secure card(like everything)) , if not, they go fast to call bullshit, even with real science.
>>
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>>148144221
The anime is very comfy, I'd say. Its called Planetes.
>>
>>148144038
Useful orbits around earth are pretty limited, actually. A single satellite exploding can fuck a whole section of a given orbital path. It's why nations tend to not shoot spy satellites down. Shooting down anything in orbit is something a F15 can do with a specialized missile.
>>
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>>148144535
Not to mention the Van Allen radiation belts for anything that wants to survive.
>>
>>148144535
>>148145069
>use high orbit and spess thermonuclear bombs to vaporize junk
>make a few more van allen belts
>with all the junk gone we can just send spaceships made of lead into space.
>>
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>>148128664
>>148066741
Here's an APC WITH wheels. Happy?
>>
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>>148146016
Entrance/interior
>>
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>>148146201
Driver view
>>
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>>148146414
>>148146201
>>148146016
Not him, but nice.
You can download windows mod for small ships if you want, or put more hinges and do a front driver hatch.
>>
>>148146687
i did but this looks better, i might add the hatch tho
Also thats a big gun...
>>
>>148145229
>send spaceships made of lead into space.
>the ship melts into a ball of molten metal
Send help.
>>
>>148146809
>the ship melts into a ball of molten metal
>put ship made of lead inside ship not made of lead
problem solved
>>
>>148146785
Use the small-large merge using rotors.
You can go as far as you want.
>>
>>148147143
It needs to be properly cooled, and it might work.
Is lead the only good shit as radiation isolator?
>100°C at direct sunlight
>-120°c in the shadows
There must be a way to play with this temperature changes do do something
>>
>>148147385
>spess
>cold
niceme.me
cooling things is actually a really big problem in space, so I guess building some sort of heat direction system into the external surface of the ship then using that as a power system could workish.
>>
>>148147823
The Lunar Reconnaissance Orbiter measured temperatures of minus 396 F (minus 238 C) in craters at the southern pole and minus 413 F (minus 247 C) in a crater at the northern pole. That is the coldest temperature ever recorded in the solar system, colder even than Pluto. Scientists think water ice may exist in those dark craters that are in permanent shadow.

>Inb4 the moon
Its what i just found, google results are filled with unrelated bullshit.
>>
>>148148109
Here.
A piece of bare metal in space, under constant sunlight can get as hot as two-hundred-sixty (260) degrees Celsius. This is dangerous to astronauts who have to work outside the station.

If they need to handle bare metal, they wrap it in special coatings or blankets to protect themselves.

And yet, in the shade, an object will cool down to below -100 degrees Celsius.
>>
>>148147823
Cooling things is an issue because just passively radiating doesn't work very fast.
>>
>>148148249
something something specific heat metal low atmosphere high
also ship itself is going to make some heat even when not in sun.
I'm too tired to be coherent.
why do you think spess ships have such big radiators?

>>148148787
i know, that's why I suggested instead of radiating it, turn it into electrical energy.
we'd have to really get better battery density or something.
>>
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>>148148925
Because we are shit at thermal insulators.
As the same for the rest
>>
>>148148925
To turn it into electricity you need to have a heat gradient. Can't have that if your whole ship is hot as fuck.
>>
>>148149204
Isn't that only if you want to do steam-esque power?
Aren't there ways to directly turn heat into energy, something kinda like how an RTG works?
I need to stop having 72 hour days.
>>
>>148149421
>reread the my old physics textbook
nevermind then
RTGs are just radioactive thermopiles.
And thermopiles work via heat differential.
I'm going to be now.
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>>148149767
>I'm going to be now.
>>
How do you activate slowmo in REM? I remember seing it in one of the state of the game vids, but that could've just been editing.
>>
>>148152139
Down arrow, sempai. Same effect as FTD, but we're not using it as a crutch.
>>
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>mfw the dallas robot survived
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>piss in pot
>get a bunch of condoms, lube and some pants

yes, this is an equitable trade
>>
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I'm unhealthily aroused by overly complicated designs.
>>
>>148156905
I'm so fucking bad at Infinifactory. It just doesn't capture me in the same way Spacechem does.

I just can't figure out how to synchronize solutions, and the belt mechanics just don't make sense to me most of the time.
>>
>>148157086
Tried Factorio?
>>
>>148157187
Yeah, I've played it with friends. It's fun.

It's just, I want to like Infinifactory, but I just can't.
>>
>>148149421
If you want to extract work from a system, then you need a potential gradient.
Mitochondria use a proton gradient to produce ATP from ADP.
Batteries employ a gradient of chemical potential to produce a current.
Power plants use a pressure gradient (high pressure steam on one side, lower than atmospheric on another) to accelerate a turbine.
There is no way around this, as it ties into fundamental thermodynamics.
>>
>>148158846
stop giving my insomniac ass (you)s and give me an excuse to sleep
it's been a while since I did physics too
>>
>>148158846
It's worth it to spend the energy to lower the pressure?
>>
>>148158846
>Power plants use a pressure gradient (high pressure steam on one side, lower than atmospheric on another) to accelerate a turbine.

Seeing as you seem to know what you are talking about, I've been wondering why power plant turbines use steam and not some other working fluid? Given that water has such a huge heat capacity and enthalpy of vaporisation it seems like it takes a lot of energy to convert the water into steam, energy that you presumably can't then use for useful work?
>>
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>>148143362
>what is relative velocity
>the post
>>
>>148128664
Thats not an APC nigger. Its a gun carrier that does not have enough room for one full squad.
>>
>>148146201
Doors that open upwards are problematic. If the system jamps you cant just force them to drop down and you cant use them as a ramp for medevac
>>
>>148158961
ITS THERMODYNAMICS REEE
I know its a subset of physics. I fluked both of my physical chemistry courses :^)

>>148158962
Mind you, lowering the pressure on the exit side of a turbine doesn't require a lot of energy (at least not directly).
Steam can easily be condensed back into liquid water via a heat exchanger (requiring only cold water and a pump to function), resulting in a massive pressure drop.
Said pressure drop results in a greater pressure gradient - and more work extracted from the system.
The resulting hot water can be used for heating either in households or industrial processes (such as the cold water going into the power plant boiler).

Keep in mind the original point: you can't extract work from a system without a gradient.
If there is no cooling on the turbine's exit side, the entire system becomes hot and high-pressure. No gradient = no work.
Of course, one could vent the steam, but that brings with it a whole other bunch of issues.

>>148159916
Flexing my google-fu, it becomes clear that working fluids other than water can be and are used.
It appears the primary attractiveness of water is that it is useful over a wide temperature interval.
Although low-boiling hydrocarbons are used, it's primarily for low-temperature heat sources (solar, geothermal and such) allowing for at least some work to be extracted.
I suspect the reason why low-boiling working fluids aren't used for power plants (coal, gas or nuclear), is that it'd result in dangerously high pressure at the given temperature.

Do you remember the mercury arc rectifiers that're posted once in a while? Mercury used to be pretty popular.
https://en.wikipedia.org/wiki/Mercury_vapour_turbine
>>
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>>148056584
>>
>>148163292
How would one go about building those grabber arms that are attach to that tank?
>>
>>148162948
>Keep in mind the original point: you can't extract work from a system without a gradient.
It's so strange to be able to actually mathematically express this and have it suddenly start making perfect sense instead of just being a "Well OK".
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>>148163292
>>
>>148163441
In spengies? I'd go for four rotating arms with landing pads on the ends.
>>
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>>148163292
Honestly, I'd would adopt the engine style of this and keep the front VTOL.
>>
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FUCKING SPIDER CUNTS!!!!!! PURGE XENO REEEEEEEEEEEEEEE
I lost my vehicle, do i need a tank for the xeno planet?
>>
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>>148163985
Sweet.
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>>148163720
>>
>>148163916
>>148163441
a correct set of connectors.
I already thought about the ribs system, but its has too many moving parts.
>>
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