Previous jej >>120644921
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:
>GMod Server Info:
>220.127.116.11:27015 (You may need to favorite it)
>Running:* SpaceBuild 3 + EP (custom build that actually works on GMod 14); * PewPew; * Wiremod; * Wiremod Extras; * SProps; * All this crap: http://steamcommunity.com/sharedfiles/filedetails/?id=407516070
>Yell in thread if someone is being a dick or if you need children removed. (HLDJ works, so micspam to your heart's content.)
>SpEngies for retards: i.imgur.com/IZekrGe
From the Depths:
>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
>Trailer: [YouTube] Besiege Alpha Trailer
StarMade Steam Trailer
>[YouTube] Official Starmade Trailer
Robot Arena 2:
KOHCTPYKTOP: Engineer of the People
Can I make a hover platform on plants?
Okay, I just started dabbling in advanced cannons. Can you or can you not create all your ammunition elsewhere like before, then feed it into ammo boxes as per before for usage on a ship?
All you have to do is use ammo outputs on your shell part boxes and inputs on your gun-loady bullet-holdy bits. And an ammo router on your hull and one in the turret. The ammo-making bits can be anywhere on the ship, just make sure the inputs/outputs are linked
Yeah, I think that pilot is two redesigns ago.
I truly hope they are picking that idea back up, I would love machinecraft-esque motion, or something like this idea: https://www.youtube.com/watch?v=uyEyppnE9c4
>Hide plasmas behind moving blocks
>Open hatch when firing, close when recharging
Looks like it's top heavy, what can you use to keep something like that upright?
So basically no?
Let me get this straight - since we're now using custom ammunition that has to be made in the ship if you're using an advanced cannon, old ammo crates and ammo processors aren't used any more except for legacy stuff like custom cannons, right?
does anyone remember that Bofors that was posted here a few days ago? Looking to mount this with either that or a Flak 38 if possible.
The rotors inside the airship itself will be at the very top of the structure. The COM currently is 4 blocks down from the top layer.
How do you goys decide on the widths/lengths of your hulls when starting out? I've tried building them around potentially pre-designed cannon turrets but they always end up looking stupid for multiple reasons
>hand rubbing intensifies
Looks like jewing that other anons Bofors is going to work
Thats a good question, I'll test that soon.
>tfw you will never take off of a zeppelin aircraft carrier with the battle raging all around you
Still looking for a relatively compact flak cannon for the flight deck. Then more detailing, some more work on subsystems, and propulsion and shes done.
I want to build an SCV but I lack the motivation
It doesn't even matter until planets anyways.
I've got a compact twin 50mm cannon turret that's deadly in groups at <600m range, useful as a backup system. I think they'll be good for overwhelming WF ships that try and get too close. I'll post the subassembly file on mega, but it will be 24hrs before I'm home to do it.
>browsing 4chins on my phone while out
I really am here forever
Okay, I'm trying to make an embedded weapon system. If I increase the guidance delay and keep azimuth/elevation the same, will the missiles head STRAIGHT up? Like, straight enough that I could build an underwater structure with a heavily armored launching pad sticking out of the water, while keeping only a few tiny little holes in the ceiling to let the missiles out.
Alright I'm going nuts trying to stop subs tilting when using air pumps.
why are we on page 10
also i finally finished my light frigate, it can double as a submarine, time to wreck some dwg.
put a few hydrofoils in the front, tell an acb to set them to +45 when your pitch is < -3, set another to do the opposite.
wat. it's an extremely powerful ship for its mere 70k metal. you referring to the colors?
yes, -45 in the front of your craft is pitch down, and pitch >3 is if your nose is pointing 3 degrees up.
you can invert the positive and negative hydrofoil settings if you put the hydrofoils in the rear of the ship. you can also put them dead center along your CoM and use them for altitude, they're much faster at changing your altitude than adjusting bouyancy pumps.
now with more flak edition:
4x 12.7mm CIWS
1x 40mm turreted
20x Long range heatseekers
Now do you /egg/ineers think thats enough or does she need more?
your runway isn't flat.
also 12.7mm isn't possible, lowest is 36mm, i think you mean 12.7cm. where's the 40mm turret, rear mounted?
i think the amount of firepower is fine if you can sustain it, no idea where your ammo store is.
the first sub i built was a goddamn nightmare, i couldn't figure out how to do the simplest thing, it eventually makes sense.
just keep your eye on the center of mass when you place your roll thrusters, judging by that picture you have the rear hydros down and the forward hydros up, that gives you some crazy pitch authority and is probably why you're at 45 degrees pitch. try setting it lower, like 20 degrees, or reducing the number of hydrofoils.
also they only work when you're moving, and the faster you go the more force they exert.
It's as close to a ski jump as I could get. I'm going to set the altitude of the aircraft higher than the carrier and see if that works, otherwise it'll go. For the 12.7s I was referring to the 6 barreled cannons which is mounted on each side. IRL they are 50 cal miniguns that are supposed to shoot down cruise missiles, but I digress.
The 40mm is bottom mounter and the ammo is in a double armored box in the center of the airship. This thing isn't meant to take a whole lot of punishment, since it is a carrier, but it can fend off against fighters and fast attack craft.
Its a mixture of tweaking the CoM (which is why you do it last) with lead and rotor placement.
>in other news
people bitch too much about the nucannons, this thing shreds the living hell out of anything that flies
Did they change the way robocraft tiering works so that it's tied to your cpu?
I'm trying to make a funny largehuge bot for tier 1 or two and it keeps forcing me into way higher tiers even though I'm keeping my robot ranking low.
But that's no fun, why even make anything outside of a 1000 m/s flyer and finish the campaign in an hour then? Half the fun in this game is making something cool that can kill shit. Making it have a dedicated purpose, aesthetic, and feel is the only thing that separates actual creativity and by extension fun from min-maxing and tediously balancing pointless crap which is as bland and boring if in excess.
The room I posted has no actual function, yet its one of my favorite on this shit because it looks sick as shit.
Your ranking is determined by your robot ranking total. It literally just adds up the RR of every part on your bot to get a total, and drops you into that ranking level.
It maxes out at 30 million, which is essentially the maximum level, which used to be called T10.
If you end up in a high ranking, its because you are using parts somewhere that have a high robot ranking number.
Is the robot ranking gauge at the bottom just completely lying to me about how long I have to go until the next rank then? It seems to be broken or something right now.
I successfully got my bot into tier 1 by putting only tier 1 parts on it, so shouldn't this bar be telling me how long I have to go until tier 2? It seems to be telling me how long I have until tier 8 or something. So how am I supposed to balance my bot around tier 1 or 2?
Are there up to date robot rankings for each tier posted somewhere so I can just go by that instead of this useless tier indicator? The wiki seems to be outdated all over.
>Battle stations with dials and radar images and shit
I like it
>Are there up to date robot rankings for each tier posted somewhere so I can just go by that instead of this useless tier indicator? The wiki seems to be outdated all over.
As far as I know, no. Building for a specific "tier" doesnt really mean shit anymore with the new system. All matches are basically like the old mixed tier fights, with people from severla different levels all in one match. The only place where this doesnt happen is at the lowest levels possible where they expect new players to be, with only minimal building materials.
And honestly, just go up through levels as fast as you can to get to the max level. Theres no reason to waste your time in lower tiers. Its all just a grind to get up to the 30 million RR level where you can really build the fun stuff.
I can NOT get Space Engineers to launch
Any time I press play after like 4 seconds it stops trying to load. No black box appears for a moment, no error message, it just doesn't load. No netframework errors or anything either. Thoughts? Haven't played in months.
Restart your computer and try again. That always works for me.
Stop making me feel remorse over my expensive game purchases anon.
This thread does that enough.
They're one of the few things not nerfed into being garbage.
Which is why I'll never hold my breath for Robokek becoming a good game, it's infected by the ASSFAGGOTS mental disorder.
So are coffin nails meant to be really lethal as I was under the impression they're supposed to be.
fitted my AA cannon (the recoil supressed version), testing it prior to use in campaign as I've got a coffin nail coming at me.
Doesn't look like this is going to be a problem.
boat that AA cannon is fitted to. Can't see shit through all the shielding, though.
was previously a medium sort of class vessel but now its a heavy hitter. (in terms of where I am in the campaign now, as I'm still stuck with one decent resource location)
Gosh, is it really that bad?
Well, I'm not sure if it's a good thing or not.
I like building on a budget and those tier limits were a budget.
But on the other hand I can now build whatever without having to worry about breaking the tier budget.
... Hmm. No, I think it'll be a bad thing.
Are ion thrusters going to work in a planet's atmosphere? If yes, I think it'll be possible. It hinges on whether a solar panel generates more power than is required to keep the solar panel aloft. If yes, then it's just a matter of building enough solar panels.
Because the way thrusters work doesn't make sense anymore
>If yes, then it's just a matter of building enough solar panels
Thrusters have mass and an upper limit to the thrust provided, thus there's an upper limit to the possibilities of such platforms.
Let's consider a small ship large thruster (going by numbers from spengie wikia), which provides 218250N with a mass of 721 kg. To produce full thrust it requires 400 kW.
A small ship solar panel produces 30 kW with a mass of 52.2 kg.
Thus, to provide full force a large thruster will require 14 (rounded up from 13+1/3) solar panels, giving the complete arrangement a mass of 1451.8 kg.
Thus, the maximum possible acceleration for this setup is 150.3 m/s^2, corresponding to 15.3g.
If the planet's gravity exceeds this, the platform will fall.
Keep in mind that these numbers might be outdated, and that the solar power output is a best-case scenario.
tfw coastal defence battery actually turns out to be a good idea.
tfw it was fucking dark so thats the best picture I got
There's three guns in the picture, 2 AA type and 1 0.25 bore HE. Benefit of being fixed is the barrel can be long as fuck to up the accuracy and recoil doesn't matter.
>make plane in Besiege
>go to save machine
It's been giving me this "duplicate handle failed" error a lot lately in the load machine screen but it's the first time it happens when saving, it's fucking infuriating
It never happened in previous versions of Besiege, only in 0.11
At least I got a webm of a pretty spectacular crash
They're probably just infamous because they're one of the few DWG designs that can kill shitty beginner missile boats fast.
Decent custom or advanced cannons can easily nail the nails before that happens.
>150.3 m/s^2, corresponding to 15.3g
That's about fifteen times Earth gravity, so if those numbers are still applicable, we should be good to go.
There are other complications, though. I don't think being able to hover with the sun directly overhead is quite good enough. The platform would need to carry batteries to last through the night, and produce enough surplus power to charge them when the sun is up. Landing for the night is an option, I guess, but then it becomes just an ordinary solar-powered aircraft.
Of course, there's always the option of going nuclear. It'll need occasional refueling, but uranium is cheap.
I wasn't entirely satisfied with the 1290 kph record so I added some rockets and pushed it to 1514.
But of course rockets are kinda cheating so this doesn't count as an official record.
Probably not. I was a bit confused about what conclusions you were actually drawing from your numbers, since you started your post with "no", but I think I get it now. You weren't saying that the thruster-panel assembly couldn't fly, but that a larger assembly would need multiple thrusters.
>only 1 airship and a boat, no hassle
>deploys things everywhere
>oh bollocks its a carrier
lost 1 helicopter and 1 wooden jetboat (which I use as a lure). AA's did their job but the map gave a good picture of the chaos that ensued
>You weren't saying that the thruster-panel assembly couldn't fly, but that a larger assembly would need multiple thrusters.
The conclusion is that you can't just add more solar panels and expect anything to fly anywhere.
A thruster+power supply can only support its own mass against a limited gravity pull, which ultimately limits the possibilities of such platforms.
In the case of the smallship large thruster + solar panels, the limit is about 15g, as shown previously.
>marek posts new screenshot on twitter
it's finally happening boys
>I am looking forward to play the game with other players once new MP and Planets are out.
Who gives a flying, walking, or orbiting fuck about planets, non crippled MP is the hype.
I thought that too for a moment but I ran it through my extensive weeaboo skills and I can confirm it's all okay and it means something roughly like what the translator says
Basically half life three confirmed planeds next week get hype
for Marek to instead release a game-breaking update with no planets
But... you can? If you're using nothing but thrusters and solar panels, the thrust-to-mass ratio will remain constant.
If a small large thruster + 14 solars gives you 150m/s^2 acceleration, so will five small large thrusters and 70 solars.
The maximum thrust is a limitation, obviously, but not a meaningful one. We aren't going to see planets with fifteen times Earth's surface gravity. The actually important factors are the maximum payload of the thruster-solar assembly can push at 9.81m/s^2, and actual power efficiency.
I wonder, could 2 planets spawn in close proximity to eachother and block the sun for eachother?
NEITHER WILL SPENGIES
>We aren't going to see planets with fifteen times Earth's surface gravity.
>he actually important factors are the maximum payload of the thruster-solar assembly can push at 9.81m/s^2
It is irrelevant to discuss what the possible planetary gravity is, because the maximum acceleration of a platform is directly related to its maximum payload against a given gravity field.
Besides, I leave theorycrafting for the shitters.
Consider the previously mentioned 1 large thruster + 14 solar panels.
With a total thrust of 218250N, the total platform mass may not exceed 22247.7 kg for it to maintain altitude aginst 1g.
Knowing that the propulsion system (thruster+panels) has a mass of 1451.8 kg, that leaves us with a payload of 20795 kg.
Notice that the mass ratio of complete platform:propulsion is 15.3. Has that number occured somewhere else?
tl;dr: you're still a fucking retard
I want to make a lorry-truck-wagon sort of thing.
Whatever you call them. I'm new to all this stuff.
There's a wagon with no engine and a vehicle with an engine that tows the wagon along.
So when the vehicle turns the front part should turn first and the joint should bend before the wagon slowly realigns with the front of the vehicle.
This little shit simply refuses to turn on command, constantly circling around on it's own.
>turn on command
Is that command given via the RTS map or a vehicle controller?
If it's the former, don't fucking bother. Take any vehicles out of play before giving orders via the RTS map.
Via RTS mode and the constant circling is outright fucking annoying when it actually attack something.
I want to build an engine- and jet-less helicopter.
Is there no way other than with jets?
the only vehicle I've managed to make work without an engine is pic related, made it a while ago. Moves at about 3m/s just made it to have something to slap down to defend resource points for next to no resources.
The problem is that you aren't going to get very much lift using rotors and no engine drive or whatever it's called. Tailplanes do nothing unless you're travelling at a decent speed.
Replace your metal with alloy, rebalance it and see where that takes you. You don't have a chance of making it work with metal.
>the constant circling is outright fucking annoying when it actually attack something
If it is making small circles when there's an enemy around, it's due to faulty design.
For whatever reason, your vessel is incapable of making controlled yaw left and/or right.
you can use the heliblades on a spinblock and get pretty good forward momentum, i'm gonna make a no-engine prop plane to demonstrate. it's not really that hard, it'll probably get nerfed in the future though when resources for fuel are actually a consideration, can't be having everything runnin around with free props.
wrong wrong wrong
this thing is 100% rotor powered. goes only 10m/s and turns like a brick but it has 0 power. 100% metal.
this alternate version was heavy enough to warrant cramming an engine in it however
huh, interesting. I still think that for tailplanes to work you need speed, which you can't get without an engine. I recommended replacing metal with alloy because less mass to turn means faster turning.
it turns like a brick == it turns
if it works it works, if its engineless its engineless
here, have an abomination
>huh, interesting. I still think that for tailplanes to work you need speed, which you can't get without an engine
You're a fucking retard.
Consider for a moment that you're replying to pictures of helicopters.
Then remind yourself how a helicopter stays airborne.
By creating enough lift by forward motion to float, of course. :^)
Doesn't help that walkers seem to be immune to anything 95% of the time when jumping.
>half the enemy team is walkers
>just jumping up and down somehow makes them immune to most damage
>mass team v team gunfights with them become pointless as a medic heals whatever damage they do end up taking
I'll try in Simple English.
Gravity pulls down. Helicopter does not fall down. Helicopter does not need engine.
Conclusion: Helicopter makes force without engine.
To move forward, vehicle needs force. Helicopter can make force without engine.
Conclusion: Helicopter can move forward without engine.
A tailplane is a control surface that relies on the air movement of the aircraft.
A helicopter produces air movement an order of magnitude less than an traditional fixed-wing aircraft.
Tailplanes on an helicopter are going to operate an order of magnitude worse than Tailplanes on a fixed-wing aircraft.
Build a tail rotor to precisely neutralize the rotation of the main rotor, then add a tailplane to adjust beyond that.
>Build a tail rotor to precisely neutralize the rotation of the main rotor
No need. Dedicated spinners do not produce torque.
On a side note:
I stol- took as an inspiration this design and evolved my shitcopter into a bigger gray heliturd.
Kind of works now. It's the AI's turn to fuck around now.
ftd doesn't have torque
Modern passenger planes can fly without one of their engines.
Conclusion: modern passenger planes do not need one of their engines
Humans can survive without arms or legs.
Conclusion: humans don't need arms or legs.
Just because it can fly without an engine doesn't mean it won't be absolute shit without an engine.
I don't disagree with any of this, but I still don't see why you said that strapping more solars on wouldn't help. Two thrusters with 14 solars each are going to lift double the payload of one. With enough thrust, you can lift arbitrarily large payloads.
You're definitely right about me being a retard, though. That never occurred to me. :(
I'm not quite sure what I was aiming for here, but massive steel airship. hovers around 450ish, goes about 40. shitton of power to spare though, so might make a big prop extension out the back.
pic now included
Because the idea is to have the thing flying nonstop, inside a planet's gravity field. There's no downtime to charge the batteries, the thrusters need to stay powered.
A realistic application would actually need batteries, with MORE solars, since the sun is on the wrong side of the planet half the time.
Halo-style warp drive in Spengies when?
>warp drive opens a slipspace rift in front of the ship
>you have to manually enter the coordinates for the rift
>pic related happens if you enter the wrong coordinates
No one is trying to argue that adding an engine is completely without benefits.
The simple point is that a helicopter can achieve minimum functionality without an engine.
>I don't disagree with any of this, but I still don't see why you said that strapping more solars on wouldn't help.
Because no matter how many thrusters or solar panels you add, the maximum acceleration will never exceed 15.3g.
>With enough thrust, you can lift arbitrarily large payloads
That is only correct under the assumption that the gravitational pull does not exceed the platform's maximum acceleration - in which case it'll unavoidably crash.
For anything less than that, you can of course just make a bigger platform to carry whatever fuckheavy payload you have in mind.
Your assumption about surface gravity never exceeding 1g seems severely ingrained into your way of thinking.
Do you want to play a minigame, /egg/?
>Attempt to face off a bulwark
well, I should have guessed airship vs castleship wasn't gonna work out.
I used your image as a concept and made my own supercheap attack heli. my only complaint is that it's really slow, and as usual missiles are fucking wonky and rarely do what they're supposed to so it has to be laser designated.
any idea how i can make this thing go forward faster? 12m/s is not really 'attack' helicopter, more like flying missile platform
Other than being excessively slow, fragile and inflexible, and also taking a fucking year to setup, advanced cannons are pretty good for broadsides. A single input on the firing piece
or a beltfed autoloader if you're insane, a couple gauge increasers, a stubby barrel and you've got a ship that skips 30 meters to the side every time it obliterates whatever is to its left/right
>12m/s is not really 'attack' helicopter, more like flying missile platform
Well, that worked for my long-range heliturd.
>any idea how i can make this thing go forward faster?
Probably by adding more pole and blade extenders or with jets/motor drive or whatever it's called for spinners.
it's a no-engine attack craft, obviously a thrustercraft with a main blade up above and thrusters everywhere else would be infinitely better, i'll probably build that next as a bomber.
i considered putting a bigger prop at the rear but after i actually did it only gaind 1m/s so i reverted it to it's previous config. it is extremely cheap, i could theoretically field a few of them, but i can't get any AI to actually fly the fucking thing, has to be manually piloted, real shame.
generally to make an AI fly this type of thing you need a couple things
first make it never bank to turn, do this by cranking up "angle before roll to turn" and down "maximum roll angle"
second, let it fly as high as it goes without AI, note the altitude, and set that as both cruising and minimum altitude. otherwise it's going to start trying to pitch up or down to match whatever was set.
I remember fighting my first Barracuda. I'd been kicking ass for a while with my small fleet and wondered how tough something like that could be.
>mfw it starts shitting out fighters right after it spawns
Mistakes were made
Steam powered tank status: not moving.
yes and no.
a pair of sticky flare launchers, a couple shields, an anti-missile missile, some smoke deployers, yes. really though, when you can afford it slap a layer of metal on top.
I don't think custom jets need anything but fuel to run. Give it enough fuel capacity to keep the jet going for a few minutes and work out how you want to resupply it.
Binary stars are a thing, so I'm sure there's a binary planetary system, although they'd both suffer crazy volcanic activity and extreme weather as they try and rip off each others' atmosphere.
With your designs in general, try pointing the steam cannons forwards rather than down on the wheels. We already know that troll physics are in action for Besiege, so it should help a bit.
But yeah, follow >>120959082's advice and gear down.
I just made this thing, what's your opinion on it?
besides being shit
Small, surprisingly stocky and probably overgunned - almost a caricature of a warship.
If you have some sort of AMS, kawii.
If you don't, kawii deathtrap.
Post webms of it doing rude things.
Alright, I have some questions.
>a pair of sticky flare launchers
I know how to do these, but does it matter where I put them? Do they still work if they immediately touch the water, or do I have to shoot them into the air?
>a couple shields
I also know these, but I'm not ever 100% sure on where to place them. Also, what's the lowest effect strength I can really get away with?
>an anti-missile missile
Does just one work? What's the structure of a proper anti-missile missile? Does it just hook up to a missile warner, or is there a special connection needed?
>some smoke deployers
I've not even seen lasers in the campaign yet. I just plonked down my third outpost (which I fought the Paddlegunner for), is the pain train incoming?
>pointing the steam cannons forwards
That's only possible on the front engines. On something like pic related where every wheel is powered, the steam coming from the front would kill the middle and rear engines.
And fuck remaking the whole thing to fit flamethrowers in it.
Had to cut half of the battle because muh file size
>as opposed to to designing, constructing and powering a floating city
The only reason to really build anything to hover in atmosphere is because you CAN. Not because it is easy, but because it is hard.
If you're looking to conserve time, effort and materials, basically any other option is better.
>have almost 20 million robobucks saved up because of this weekend with everyone having premium granting a near 200% bonus every match
>dont know what to spend it on
How do I tell my robokek rating/tier now? want to try putting the vase of merriment on mech legs
Did pistons get some sort of change? It seems like the refire rate on my old artillery has improved.
>HEY BRO THAT MEGTA LOOKS BEAST
>proceeds to get anally rape by the enemy team because literally NOBODY will look into the air to kill the single plasma bomber circling over their head like a vulture
>previous railgun didn't really charge as quick as I'd hoped
maybe this will work
however you launch them, make sure you launch them away from the ship. if they fall back down and stick on your ship you just dun goofed. it's a good idea to launch them pretty far.
10. always 10.
if you're still up against DWG and OW, you won't see any lasers. the first factions you will encounter that use them heavily are LH and TG, and since they have pretty fast moving ships they can surprise you on the campaign map if you're not prepared.
to be honest i'm not 100% sure how anti-missile missiles are built, but they are a good and cheap way
A shitty one, from the looks of it. That much space should put him well above how much power he has right now. Pic related is how I usually set them up. L&R2U connectors every other block along the side of the crankshaft
piston either side of crank, carbs on all piston sides, 3 fuel tanks and 1 or 2 superchargers per carb.
gap between each pair of pistons. Easiest to think of it as a H layout with crank down the middle and pistons at each corner. Then extend as far as needed.
Dunno if anyone else has a better formula but I find it tends to make enough power usually.
I prefer to add smoke so I can screw up laser guided missiles.
Fuck, forgot pic
that's why i'm asking, i remember getting the same power with 1/10 of the space on my cruisers
gap with each pair of cylinders, carburetors conected to cylinders, fuel tanks connected to carburetors, or superchargers when i can connect them with 3 carburetors, the cylinders on top of the crankshaft get beastly energy production with ridiculous energy consumption
Since they added mediguns that became a lot less fun.
Nowadays if you take out an important part of someone's robot they just get it healed. At lower ranks there are a lot less medics / less people hang around the medics and it might be okay.
At T10 if they haven't buffed rails, rails are literally a fucking joke.
>Have they given rails massive buffs?
They actually gave them nerfs, and then buffed SMGs some more. Im not even kidding.
>patch nerfs rail damage to the point of near uselessness
>next patch removes SMG damage dropoff, so SMGs now do full damage at their max range
>release walker legs, which tons of people use, and make them so strong they take at least 5 rail shots to destroy, and then get healed back instantly
Rails are 100% worthless right now. And Plasma is still doing that fucked up thing where they do less damage up close, and seem to do random amounts of damage any other time. SMGs are still the best of the best of the best of the best weapon in the game to use, at all ranges, in any situation. Muh unlimited rnage hitscane machine gun.
They are also going to add in a long range HOMING version of SMGs, which fires slower, and builds up a "charge" attack which fires one big bolt of energy, like a rail shot.
I dont know what the fuck Freejam is even thinking.
But then is is from the same company whos figure head says he hates the idea of dogfighting aircraft in his game, didnt even want flying robots in Robocraft to begin with, and doesnt want to let megabots be able to fly ever. Dudes a fucking moron.
I find flare countermissiles to be an interesting solution to both problems. Even if it's just a flare+countermissile warhead, because cleaning missiles that go for them improves the framerate.
>But then is is from the same company whos figure head says he hates the idea of dogfighting aircraft in his game, didnt even want flying robots in Robocraft to begin with, and doesnt want to let megabots be able to fly ever. Dudes a fucking moron.
I don't understand this mentality. Is he literally retarded? I understand it's his project and his game and so forth, but he's not the playerbase or the customer. It's the equivalent of a chef making food that HE would want to eat, as opposed to making food for the people he's serving. He should be making the game fun and interesting instead of shitting on anything he "doesn't like".
They already fucked up with hover megas.
Megas should be heavy ground-based vehicles. Hovers had almost every advantage over wheels. Wheels had the challenge of making smaller megas to make them easier to move about.
Wait, what, homing SMG?
You mean like
The game becomes a RTS you could write a simple 'hold click, release click' script for and sit back while having a cup of tea? You can already do that with medics, almost.
Don't hate them not wanting flying megas.
A thrusterstick mega would be awful.
A bomber plane mega would actually be pretty awesome.
There was an indirect rail buff in that the healing rate of the mediguns themselves was nerfed. If you take out a couple of a medic's mounts it takes a pretty long time for them to return.
fliers are so scarce nowadays it's literally a myth for most players. the perfect killer is the one you do not believe even exists. freejew thought they nerfed air for good, but those that survived became gods.
kinda feel like I should put the legs on pontoons to the side so the perspective isn't so high
nice guns bro, you must have almost acceptable levels of accuracy with barrels that long.
in other news, how do we compensate for recoil on ships so the horrible recoil-roll effect in >>120963976
doesn't happen all the time? I don't really want to turn all of my craft into trimerans.
alright, here you go. Step by step guide to something that's going to be irrelevant in a few months
That's actually a nice change.
>the perfect killer is the one you do not believe even exists
1. Your team doesn't leave in disbelief of you
2. They don't nerf it again anyway because why not
3. That one person who made an ultra-specific counter to you doesn't show up for no reason other than to spite you on lady luck's behalf.
>A bomber plane mega would actually be pretty awesome.
Too bad Ahwassa would look like shit with robokek fun and creativity limitations.
Actually, I'd like to make a point there.
3. doesn't really apply to Robocraft.
There isn't really a counter-counter system. Tesla people have a much easier time attacking mech-legs, sure, but...
If you play T10 it's really just smashing SMG bots into SMG bots. Kind of like how the game was when it first started, except with medibots too.
I'll UEF your ass.
my guns have 8k recoil with no hydraulics, 4k with the absolute most i could fit on the gun, they still roll the ship to about 20 degrees when firing to the side.
i'm thinking of going for a very wide boat instead, not a trimeran, more like a barge with the firing pieces recessed into the hull so they're almost at center of mass. that'd solve most if the issue, i'd still unintentionally strafe when firing but that's not really as much of a problem.
in other news, retrofitted my destroyer to be a mine launching sub, wrecked a marauder in a single pass beneath it but it only goes 16m/s, i think i might end up making some kind of mine-launching speedy turret ship instead.
8M shells, Gunpowder and 1 Sabot head.
120 Barrel Length for optimum propellant burn.
Center of Mass, above the ship.
>attempt to nuke base
>no way to redirect nukes
Whoever designed those nukes is a genius in the most sarcastic of ways.
super high velocity advcannons are over rated. a single miss leaves you with such a long reload time, and at the ranges where it'd be most effective the step-wise aim fucks you over.
medium sized rapid fire HE / HESH / HEAT is where it's at for adv cannons.
which is exactly what is the case with custom cannons, too
>200 hours on SC FA
>never actually bought SC2
I never played it in a serious sense. Just messing about with a friend or two.
I tried making a couple of things in robocraft based on SC designs but honestly I should stick to machinecraft for that. I made a tier 1 tower and that wasn't even satisfying.
Think first real thing I'll make in machinecraft will be a remake of this.
and this is why we got so frustrated we refuse to even acknowledge the game's existence.
he had a literally perfect fun instant jump into the fray game that won him his awards he boasts upon every game start up, and now it's this shit.
first he wanted to cater to the cancers in the playerbase that where too vocal, then player count started dropping after the constant nerfs to helium blocks (remember those!?) and air/plasma in general, then shit got somewhat buffed/balanced out and most where happy, then they added le epic MOBA that literally killed the game.
desperate to hold onto whatever was left of the palyerbase (to be exact the extreme SMG cancerbase), freejew nerfed the living shit out of air, plasma, smg, and even nanoheal.
and now, they have the fucking nerve to ask you to give them shekels for ugly as sin bat wings.
and this is why we do not talk about robocuc/why we hate robocuc/ GET THE FUCK OUT ROBOCUCS!
>do some small ship drill mining in SE
>have to clean my save immediately afterwards because of over 9000 1.1kg meteoroids flying off into space everywhere
Shhhh, it's fine.
Also, my design to get her floating again.
I'm waiting for the first shell to rack to test fire it.
yeah, i'm actually surprised that wasn't hotfixed immediately after 1.864 went out. its obviously just a toggle in the settings where he copied the autoloader code for the 4m into the 8m and forgot to change some values, should take like 2 minutes tops.
ah well, next patch i'm sure, should be some balancing adjustments too.
first anon, not true, plasma if played right could make or break a match while SMGs where headbutting each other. used to have a modular hover fortress (before heals and before they nerfed spacing/triforcing), flanked with that bitch all day every day, spotting shit and crippling from the sides/behind
it has an ejection seat connected to 2 mid axis independent of each other, on each axis where 3 hovers also independent/not connected to each other, block shell around hovers connected in few places to hover blade's support, eplates connected on the hover's shells, could also spin easily, smgs literally had to go through all of my shields before they could start blasting my block shell.
ironically bombers where the usual ones to take out whole hover modules
shit was FUN, design and knowledge of game engine quirks was rewarded. BUT BEING SMART IS UNFAIR/HAX
I have a ded game, it's called Rawbots, and its homepage is even ded.
None the less you built the bot and programmed it to.
It is fun.
Download: https://www (dot) mediafire.com/folder/93r7909gqfv6h//rawbots_windows_0_1_4
yeah my missile defense is just 2 of these 3 length missiles set to fire if a missile is within 900 or 700, so they stagger launch.
Variable Thruster @2k
they work extremely well, if the missile that triggered them gets diverted on to attack the flare it's a guaranteed intercept, and any others that are nearby get taken out in the blast too. they're also pretty cheap to field, way cheaper than a LAMS.
>try making rocket sled in robokeks
>goes fast but always instantly takes off into the air
>controls like shit on the ground
>always an easy target
>can fly through the air with ease and turn on a dime at a million miles an hour
Its like they are telling me I should just play thruster sticks or something.
... what is that on either side of the crank-shaft?
>Variable Thruster @2k
Just an ejector or two is more than enough to launch the b8 missile, which could consist only of one missile block - flare and missile interceptor modules.
Way cheaper and reloads faster.
you can use those too, I like sending an actual missile towards the offending missiles, if they don't take on the IR flare they might still get intercepted.
in all honesty none of this really matters though, we should have a lua cannon aiming script with timed detonation of flak rounds for an anti-missile weapon soon enough.
>the maximum acceleration will never exceed 15.3g.
Why would it need to? I'm strapping on more solars to increase the payload, not the maximum operational gravity.
>Your assumption about surface gravity never exceeding 1g
That doesn't even matter, as long as the thruster assembly can lift more than its own weight in the target gravity. And saying that it'll be considerably less than 15g seems like a safe assumption. The hover platform won't work in very strong gravity fields, but that should be obvious without doing the math.
If you find a single planet where a human could realistically stand up, you'll be able to build it.
And whatever the gravitational force is, it'll be constant at the target altitude. If a single thruster assembly can lift a payload m, then n thruster assemblies will be able to lift a payload nm, for all n and m.
For any fuckheavy payload M = mn, there will exist a sufficiently large n, as long as m is positive.
>All that for 580k
Learn to engine
It's been ages, but does anyone remember the rock bombs in space engineer? I used to love the webms of them
In case its an old dated concept, it was shooting a storage container with a rocket and a damaged storage container filled to the max, and something to destroy the container the rest of the way, that way the rock inside exploded out blowing apart its target
That isn't actually the best way to determine true ratio. That displays only the actual amount of blocks attached, and ignores the fact that most blocks are going to be counted more than once.
What's bothering me is all these people making similiar weapons are testing them on fucking gravity-less walls of armor, instead of an actual ship. Like, download a fucking ship from the workshop and then try your weapon, a wall that just has the rock sit in it is useless
That's not how it works at all, I don't know where this meme came from.
The ideal number of superchargers is exactly one per carb. As in each carb is touching one and only one. If a carb is touching more than one then you'd probably do well to replace it with a tank unless that supercharger is the one supercharger for a few other carbs or something.
The exact ratio doesn't really matter at all. I have a 3x3x2 engine that is super optimal in that size and it has a 1:1 ratio.
That engine probably does have too many though.
Soon, a squadron of Cobras.
Real ships are gonna have gravity shields.
Is it possible to make a flak weapon effective against these?
Okay, so I have the missile warner on a spin block. Do I put a wireless receiver on there, too? Does the ACB need AI connectors to the mainframe? I feel like I'm almost getting this
>Do I put a wireless receiver on there, too?
>Does the ACB need AI connectors to the mainframe?
No. ACBs are stand alone blocks. They pretty much just work as an if-then statement.
>ACBs are stand alone blocks. They pretty much just work as an if-then statement.
But then won't all my weapons fire? Or does it just fire the weapons connected to the mainframe closest to the ACB? Or is it that it only fires weapons that aren't connected to any mainframe? That would make sense, I guess.
That's something that's always confused me about SE weapon designs. I've still found one of the best weapons is a single massive rock dropped "over" a ship in relation to their own gravity.
Once their gravity catches it, it rips the rock through
So it turns out missiles beats missiles
More missiles is unfortunately not capable of beating missiles
the interceptors all get the same target from the AI so you have 40 incoming missiles, 40 intceptors, and they're all aimed at one of said 40 incoming missiles. it's awful.
interceptors are for small amounts of incoming missiles, and should be used in long delay stagger fire only so after the first one goes you get a retargeting of missiles that can still maybe hit another missile.
or use a LAMS and ignore missiles entirely.
there are clearly 4 different AIs there
They also re-target once the one they were aiming for is destroyed, and are agile enough to weave back into an incoming swarm and take out another one
>single flare section
I doubt they're hot enough to be preferred over any vehicle you've built except maybe no-engine ones.
Might still work if missiles get distracted by them before the vehicle get in their seeker's arc and you keep it that way.
Why do 90% of matches in robocraft end with us killing their whole team, getting on cap, and then taking damage from an invisible bot for the next 5 minutes?
I know there's a exploit to get under the map, but does it also make you appear as dead in the stats screen? Can't even find out who is doing it since their whole team appears dead.
Working for me. What version is that?
Also "MOVE&TURN" activates with WASD QERF SPACE and SHIFT
That must have changed.
Last I checked flares were 1k per section-10. Two seperate flares that were close together would follow the same rule.
I guess I can make my jet that much cheaper and more well protected now that I don't need 3 sections of flares.
>have to clean my save immediately afterwards because of over 9000 1.1kg meteoroids flying off into space everywhere
-Have your refinery ship have a collector with a large funnel made of unfinished blocks. RescueShip has a collector on top and lots of useless armor blocks that can be turned into a funnel.
-Crank gravity up so it's maximum 150m height.
-Have your small mining ship have a minimal cargo bay and several ejectors pointing towards the back, eject all.
-Place refinery ship "over" where you want to mine.
-Finally use small mining ship to break up the ore which then fall into the gravity of the refinery ship, which the funnel directs into the collector.
Eventually once you have the materials you can improve the design with a spherical gravity generator which reduces the needed size of the funnel and add large ship drills to your refinery ship.
Is there a newer one? That's what was on the site.
If my DNS wasn't fucked i would be able to see that.
Now loookee that, the patchnotes say something about free joints
From google translate:
>Change the joint-free setting of the "slider left end -1" (purge setting a FREE double)
Take that as you may
>ship explodes, other ship starts spinning and I'm flying 104m/s
Don't forget this:
>The unified JointP and JointB to Hinge (press the modifier keys in the parts list and can be selected the old JointB)
>Change the boost of Thruster in the "slider right edge +1" (meaning is lost in the double set)
>Change the joint-free setting of the "slider left end -1" (purge setting a FREE double)
And the last one:
>Change the specification of the Mirror (Normal: invert the parameters in the automatic left and right only, modifier: maintain the action settings such as joint)
If I understand this correctly, building walkers with twist joints just got a lot less tedious.
Nope. Here's the past tier brakes. 15m isn't halfway, it is tier 9.
In FTD, how can I make my ships less... boxy? I mean, being new at the game, I typically have V shaped bows with flat or near flat bottoms, but I'm not sure how to remedy this with the parts available into something more aesthetically pleasing.
Experiment with blocks and shapes. You'll get a hang of things, as well as discover something you actually like instead of chasing the bewt shape.
See this heliturd? >>120946748
Before building it, I was trying to replicate the conventional helicopter appearance but after I decided to just let my creativity run wild, I came up with this simple, modular and expandable design with simple geometry that is actually helpful against incoming enemy fire.
tl;dr: just relax, stop holding yourself back and constraining your imagination to the familiar real world-alike stuff.
>go into robojew garage
>look at robots for sale
>click on tab to see the most rented robots
>they are all black and orange edgelord gunbeds covered in Carbon6 guns and thrusters
Build up the sides of your ship above the deck a bit, curve them over. Experiment with bow shapes and hull designs. Personally, I'd recommend you start small first. Big ships are cool, but they're a big challenge for someone just picking up the game.
Super structure helps to break up the boxy-ness as well, but don't just place it on the main deck, make smaller layers on top of the deck where you place your super structures. Assuming you want any. A sort of 'tiered' system, if that makes sense.
Also, look at pictures of real ships if you want something to model after. Again, assuming that's what you want. Really just look at pictures of anything. It helps to start with inspiration, instead of just doing it off the top of your head as you go.
If you do look at pictures of real ships though, bear in mind the scale. Even IRL destroyers are like 150m long, which means around 35-40 4m blocks.
Good to know, I was having trouble getting a sense of scale on them, and I wanted to scale up what I had more anyways due to size constraints.
One thing I was wondering though, where are the secondary (the ones not next to the top cockpit) gun mounts on a Cobra MKIII?
They're out near the tips of the 'wings'
There really needs to be a wrench item for moving "small" blocks around in survival.
this piece of shit I made in 5 minutes seems to be perfect bait
Anon who did the Missouri from the last couple threads here, I'm working on a more faithful reproduction of CB-1 USS Alaska (pictured directly below the Missouri in pic related). Any recommendations for improvements over the previous one?
Though I'm still working on the other one as well.
yeah, I'd rather they had added a way to get power into an otherwise unpowered vehicle than make batteries start with enough power to merit the cells being destroyed on grinding.
exhaust is cheaper and only occupies one space but >>121015635 is the most important reason by a long shot.
This >>121015635 and this alone.
On an unrelated note, has anyone been having issues with the captcha getting cut off and not being able to do it?
>plasma if played right could make or break a match
This anon speaks true, plasma can work wonders. Especially if the enemy team bunches up near a chokepoint or is retarded in general.
>that one fucking dam map, using pic related
>my team and enemy team camping at both ends of the bridge
>jet through the ice field over to the other side
>no one is the wiser until I start firing from their flank
>two smgs and a medic break off from the main squad to chase me back down the hill
>as soon as I lose my last mortar, I send the battle call
>I'm dead, but it worked
>my team steamrolls across the bridge and kills the stragglers at the enemy side of the dam
>the three guys who chased me get rekt as they try to push back up the hill
you wont be making any worthwhile money unless you are consistently selling top tier bots and for that they need to be awful carbon 6 hovers or some retards awful attempt at tri-forcing that makes his shit look like a deformed sea urchin
Connector or merge blocks?
Because I haven't had any connector related problems beyond ships disconnecting when the game loads since they're unpowered for that first second. Reason why connectors have landing gears right next to them on the example ships.
Not sure what's worst DX9 or DX11
DX9 has fucked up lods making mining a pain in the ass and DX11 has shit bloom, shit screen adaptation and shit performance.
Do you also get the weird simspeed bug where you need to restart the game otherwise it literally drops into 0.0000001 simspeed for some reason?
Granted, I was playing on mods, but still.
It migh t be different but back in the days before the MOBA update the game was largely about DPS.
If you didn't have enough DPS the medics would outheal you and you would lose.
Railguns had extremely low DPS. Plasmas were a bit more okay but SMGs were definitely best.
Flanking still had its rewards and could definitely turn a game but most of the fight was just upfront DPS on DPS clashing. Tactical retreats were also a good idea sometimes if you could manage them.
That's how I saw it all, anyway.
Amazingly, flanking will still win you most games if your team actually goes through with it.
Most Robocraft players are so fucking stupid they dont even notice the ENTIRE ENEMY TEAM sneaking up beside them and blindsiding them.
They'll literally sit there shooting at a guy on the other side of the map while your team just steamrolls them from the side. Its part of what makes me still think the game is largely populated by bots that are set to follow something on screen like teammates, and then shoot at the first target they see until it dissapears from view and then finds the next one.
I still think medics are fucking cancer in Robocraft and dealing with attrition damage is better.
Nanos would be great if they healed less, and did good damage when used as a weapon. Id LOVE to be able to have Nanos and defend myself with them again. SMG babbies bitched that "OMG nanos are stronker than my SMGs at close range! plz nerf!", and then Nanos got fucked in the ass and can only be used ot heal because they worthless damage.
Hell you could even boost their healing rate a bit more, but give them an overheat mechanic so firing that shit builds up "heat", and if they reach the limit they have to sit there and chill the fuck out while their systems cool down and let them heal again. So they can either fire in small bursts to heal things, or heal alot in one go and then overheat and be left defenseless while you cool down.
Being able to just fucking sit there holding your right mouse button forever for auto targeting heals is retarded.
Not the guy you're responding to, but I agree. I would love nanos to be able to defend themselves better. I feel like they should do shittons of damage to anything that isn't armor blocks (weapons, movement parts, electroplates, etc.), that way they can disable/disarm enemies. It would keep them in a support role while giving them a decent option for self defense without having to rely on teslas.
>/egg/ will never get their hands on all the materiels needed to basically just take Robocraft, modify the values of all the parts and weapons, and host their own server where all parts are unlocked in unlimited amounts
why do you have to hurt my feelings anon?
Machine Craft is close, but it has no point to it, and creations taking damage really sucks right now.
All there is to do is build stuff, and then join a server and fuck around in what is essentially a giant lobby where people just hang out with their builds.
Id love to see a Robojew style game with better building, more parts, and actual fucking physics.
>Hey guys, we're just making sure things are in order for the big update! (you know which one)
>Hey guys, next update is our xth anniversary!
what the fuck makes you think they are going to release it now?
so, i'm making my first sub type ship, and it has got 2 rapid fire aa guns, and 2 12 missile batteries, one pointing up, the other down.
i'm having trouble getting the lower battery to do anything but shoot torpedoes straight down.
any advise? if they manage bounce off the sea floor, then head towards a target, they track fine, but pretty random otherwise.
well if i can't grill post i can still post blaneds right :DDD?
kryv, stop lurking, just leave and come back one day. Planets never. Multiplayer smooth never. Clang banished never. 64bit multicore server never.
And stop talking about "netcode", you butthole.
Muh spikes and edges
I had to restart the game and rebuild this thing like 8 times until the game stopped freezing and giving me errors when clicking on the save button
sob you triple fucked up one one post.
that wasn't me, surprise surprise multiple people want useful multi
you know I'm too jaded to even play the game, even if it's magically fixed in all aspects
you also fucked up my name
My take on a midgame ore funnel.
Did some custom cannon testing, and it turns out AP cannons are much more cost effective. The HE cannon pictured has twice the cost of the other cannon, is bigger but arguably performs worse. webm coming up
Of course, both are much more cost effective than any comparable advanced cannon at close range.
note how the AP cannon pretty much instantly goes right through the 5 layers of metal. this might be less obvious against beamed ships
Is my destroyer worth the 65k metal it would cost to build? Armament is 2x2 HE cannons, 10x sticky flare launchers mounted astern, and 4 missile launchers just in front of the helm.
I also gave its belt a fancy shield covering, but in mock fights it eats missiles to the engine room constantly, rendering it useless. This is after the sticky flares draw maybe one or two missiles off their mark. Did I do something wrong?