previous ded >>120885836
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:
>126.96.36.199:27015 (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
Thanks for the copy OP
>Play Robocraft after years of not playing
>Remember that the only things you could really make were cars and hovercrafts
Everybody's getting fucked by forced metas.
time to just build doors because they won't be able to destroy blocks
don't say they will because keen will fuck it up somehow and they will disable spiders ability to destroy blocks as a workaround
>tfw they won't crawl inside your ship's conveyors and lay their eggs in your containers, taking up space, clogging conveyor paths and adding weight to ship
If you make a rail, don't make it paper or all shields.
It's good to be able to frontline with your SMGs and medics.
I briefly thought I was onto something but this thing sucks. It takes forever to turn over properly and its cycles invert every so often for no reason.
I also dunno how the fuck I'd connect it to anything practical.
here's the best tip you could ever get
Don't play robokek
it's honestly not fucking worth it anymore, years ago, sure. not now, not ever anymore
Well butter my fucking biscuit, I connected it to some shit just to see if it had any potential, and it works better now. That's the only steam design I've made that works better connected to a bunch of stuff it has to power.
Put one more torch behind/next to the current one, so the water cannon is always heated.
Also, try attaching another cannon on the other side, or at 90 degrees to the current one.
Bam, V2 engine.
With a few of those stacked you could maybe make a huge ass pistong engine. Whether it would have enough power to move anything is another story.
I once tried making that same type of engine only with steam cannons pushing piston blocks, but the pistons barely even moved an inch
I don't know what to do with steam engines now that my car has managed to go supersonic. I'm not super imaginative so you won't see me building any crazy-ass machines with a trillion complex gear arrangements or anything.
...no, since the steam is what's pushing the cog around rather than the cannon's force (which is actually far less than the backforce from it, leading to troll physics).
The piston itself isn't what's driving it, which actually makes the thing pointless.
He should really be using something like piston blocks to move it.
> the steam is what's pushing the cog around rather than the cannon's force
Only partially. If I disconnect the piston from the cog its speed becomes more consistent but slower in general. This design was meant to double-dip on the energy of the steam by making a hybrid piston type and water-wheeel type. Its only kind of a success, since a lot of the power is still coming from the water wheel.
But yeah, here's a quick and dirty redesign where the steam can't be driving the cog. It works great, and I delete the connection from the piston and the cog to show its not troll physics just pushing the thing. Without the cog connection it doesn't move at all. Its a proper piston driven type.
> Build my first actual ship.
> Guns too big.
> Ship too topheavy because I armored everything.
> Falls flat in the water.
Back to the drawing board. The base of it is excellent for a corvette, but it would only work if I used mostly wood.
On the bright side, I'm much better at building ships than before. My prelimary 'designs' were boxy monstrosities, at least this one looks aesthetically pleasing to an extent.
Thank you for doing so OP.
Lets just say that, theoretically, I stocked up on codes during the sale, how many here would still like one?
I can't believe this doesn't light the wooden parts of the cogs on fire but fuck I'll take it.
incase anyone was wondering, the airship gantry has 150k metal, 400k natural and a bit of crystal. it has an AI at the base of the tower at the rear and in the general center of the ship, that's it, pretty easy.
The flame isn't touching the wheels.
That's an incredibly old pic of the first vehicle I ever made. I plan on refitting it today.
I'm not just giving them away, they're going to be shittily hidden like the one in the OP.
I think I'm thinking of something similar. My first foray into steam.
>what one hidden in op
Nice. Next time, include some numbers to make it more convincing
Also, Nice trips >>121198000
>tfw railguns are completely nonviable
maybe when the next patch hits they'll provide enough m/s to warrant bringing 169 fucking batteries and 3-4x as many chargers to get a single shot off every 2 minutes with some actual velocity.
the Goliath will have to wait for 8m shells for more gunpowder slots i guess. shame. oh well, might as well build the frame for now.
In FtD, what provides more buoyancy - wood submerged in water, or air per block, and by how much? Obviously, wood has the added boon of acting as armor, and the negative of having weight.
I was actually about to ask almost the same question. I'm currently building a ship - a very stupid ship - that doesn't have a lot of interior spaces, and it's a bit...sinky currently because it lacks buoyancy.
What's the best way to add buoyancy in FtD with minimal volume increase? Is anything more buoyant than air pockets?
So I should replace my wood with alloy if I don't give a damn about cost and I need something to float better?
Can somebody post a pic of a good nucannon that isn't fuck huge. I just got the game and i feel like i'm smacking my head against a brick wall every time i try and make one that doesn't suck or takes up huge amounts of space.
>So, myself and Sergii feel that Rails are frustrating in Robocraft as they have no possible ‘counterplay’. This means that as soon as you see the red laser you pretty much cannot do anything about it. All you can do to prevent getting killed by Rails is to avoid parts of the map where the Rails can see you.
>We feel for a game like Robocraft where the craft are slow moving a ‘hitscan’ style weapon that can kill you in a single shot is always going to cause these issues.
>If you nerf Rail, then they become useless, if they are powerful enough, then they get frustrating.
>Our feeling is that if we converted them to a fast moving projectile, and perhaps buffed them (so allowed them to fire more than 6 shots, or reduced reload time, or something like that) then they would.
>1. Require more skill to fire, having to ‘lead’ your target (Note: the projectile speed would be a fair bit faster than Plasma)
>2. Give players a counter to play when the red laser appears
>3. Be more fun to fire, and more fun to be shot at by them
>Let us know your thoughts on this? We wouldn’t want to make a change like this unless you liked the idea (perhaps we’ll put it to a vote).
>SMG is still hitscan with unlimited range
>They want to nerf railguns instead
I don't even play Robojej any more and I still think that's 250% retarded
>We feel for a game like Robocraft where the craft are slow moving a ‘hitscan’ style weapon that can kill you in a single shot is always going to cause these issues.
>the craft are slow moving
Hmm I wonder why XDD
>aerofoils and rudders nerfed
Maybe the robots being slow is an issue?
using the biggest shell.
incidentally, i tried to make my heavy bomber with a fast setup, 6 rotors on the sides eventually and 2 custom jets in the back.
then i realized the front of my bomber was the least-fast thing that could ever happen. ah well, i expect with enough custom jet power i can still get to 100m/s without too much trouble, should be fast enough.
>12 50cm/4m shells with 1 inertial fuse and 7 HE
i can't wait to take a dump on a bulwark.
sigh. too tired for this shit.
it has no other weaponry on it, i'm gonna put a few side-firing flares on the back though
This is retarded but way too fun to just crush stuff with. Don't be too harsh on it, 90% of the ship is basically an afterthought to making the blade and I just kinda threw jet engines on wherever.
what shall the shell composition look like for this monster when i get around to making it this weekend?
also were 8m shells ever fixed?
When attempting to increase proper protein folding one method to do so is attaching the protein to a protein that folds very easily. This hybrid protein will allow the desired protein to fold faster.
Your machine does this as the cogs all work properly they just need a power source. The cogs keep the power source in line and help it preform properly.
Now then, when will you make it fold?
1,750,000 kg this encumbered
59l x 49w x 15h
7.5MW in solars
The Deck is finished, now I just need to rip apart the noob centre.
>wind effects get put in place
>random chance for map to have wind in play
>usually a slight breeze on the ground (ocasional heavy winds, maybe a sandstorm), but wind speed increases the higher off the ground you are
>fliers and hovers affected the most by it, for obvious reasons
>wind direction affects shot trajectory
This would make sense, considering that Mars usually has mad sandstorms going on, so some real-world symmetry and physics would be a nice change. What Freejew would end up doing is far less optimistic, assuming they implement it at all.
>anything more than a meter off the ground ends up staying pressed against any nearby walls/slingshotted across the map due to high windspeed
>rails gain a boost in popularity because muh accuracy
>nano duels become commonplace because muh hitscan
>smg and plasma bots will become useless at anything beyond point blank to midrange because kids can't into aiming
>fliers and hovers become even less prevalent due to unpredictable and unwanted movements
>walkers and crawlers can never jump for fear of being completely separated from their team
>Bobda finally gives up playing, and Freejew loses the last bit of free advertisement they have
can't get the fucking guns to fire though. i don't know if it's a bug, they only fire if i'm actually controlling the weapon group and pointing in the general direction of an enemy, and they fire without my input. if i hover right on top of something they can easily shoot, they just ignore it.
it's a rather infuriating problem given i spent like 3 hours on this thing and it is otherwise amazing, though the missiles at the front have to go as they apparently detonate whenever i fire them, despite having a fucking safety fuse on them. gonna make apache-styled missile racks sticking out of the middle instead.
anyone got any ideas on the guns not firing? they're all facing straight down, i tried them with or without fire restrictions and they just don't fire. the firing piece is facing down oriented towards the front of the craft, tried re-placing it a few times, no dice. it's a shame, when i did fire them and got a hit it was basically a small nuke, split a marauder in two with just one of the 14 shells.
I have decided that a more complicated challenge than my previous works would be something that operates like the Spooky or Specter, using ACBs to circle the target.
No idea, but I did have some problems with weapon safeties only attaching from some sides of the LWC, which I've never encountered before. Maybe some of that shit got slightly messed up in a recent patch?
not using safeties, just regular lwc's with no restrictions, firing pieces with no restrictions and no failsafes.
i wish i could make this happen consistently, this really shouldn't be so damn hard. the building of the thing and figuring out where to put shit, what the optimum gun setup was for space etc, that was hard. this should just work.
Rate my area defense /egg/men.
I named it Dragons Teeth, had a little inspiration from Total Annihilation from an object of the same name in that game, except this one shoots back.
Tried making it -relatively- cheap, a 66,600 rp.
I'd figure poppin this suckers around early game would be great to stop DWG, but after getting past them they could at least be useful as a temporary slow down until I can make a more advanced version of it.
not really very informative is it.
I can hover above these guys all day and nothing happens unless i take control of the weapon group, then they'll fire basically indiscriminately, no idea why.
>people who don't know what dragon's teeth is a reference to are allowed on the internet
and for some reason, on this pass they fired. i don't really get it, i'll play around with it some more tomorrow.
i do really enjoy the whole heliblade jet hybrid ship thing though, very stable, surprisingly fast, can be nice and big.. gonna make me some more airships for sure.
And people here insist there isn't any autism floating around.
Have another picture /egg/ers
On the topic of CLANG, this is what happens when HE COMES when you're on the freeway and your exhaust valve decides it's done hanging out with mister cylinder head and thinks Piston-san is going to plow his steel boy pussy.
The atmosphere on Mars is so thin that 300kph winds would barely knock over a paper cup.
>freejew wouldn't do it anyway because the scrub preteens would squeal about not having 100% control over the gameplay.
working on a pylon turn plane, what do you guys think I should use for shells on this fellow?
eh, I'm not sure how much I like this. Figuring out the turn radius and all that will be a pain, but I'll work on it tomorrow. It's 3 in the morning here, I'll be turning in now.
How do I make it to the point where I'm able to field more than one or two shitty cheap ships in FtD? I'm several hours in and running into a baby paddlegunner or similarly armed ship in every encounter now, plus they travel with escorts. Metal is seriously scarce, even though I have three outposts. Missiles are seriously tearing me a new asshole, so do I just need to build ships completely out of wood and spam as many of them as I can?
However, I will definitely be modifying this cockpit for greater forward visibility and using it for a fighter of some type.
Wooden boats work fine, especially if you use what metal you do earn to make long range guns for them.
Standoff distance is your friend earlygame.
You could start a war with the OW as well.
Capture their southernmost outpost, pay them back in natural or something to get peace again, and scrap the captured outpost
Final thought (posting this more so I remember it in the morning than anything else, though you guys might appreciate this):
Put the cannons in front of the CoM but in line with it vertically and remove all recoil mitigation, perhaps that will push it off course enough for it to circle the target.
I really want it to circle under AI control, and I know I can manage to get that to work if I spend hours and hours fucking around with ACBs but I really don't want to do that.
It's at the point where I'm sending two rapiers off to their death, building two more and repeating. I literally can't afford anything more effective.
>Standoff distance is your friend earlygame.
My bigger ships are armed with slower, longer range advanced cannons, but they get out-DPSed super hard by the ships I'm running into now even when I try keeping them further back. Is there a trick to that that I've missed?
>You could start a war with the OW as well.
This seems viable, but I have no idea where the OW are. I explored up to [?,3] before pulling back and going east from the spawn area, and that's where I'm at now. I have like 30k crystal though, so bribing is definitely an option.
>you probably dont have enough resourcecollectors if you are having that much difficulty fielding forces
Unless the resource collector tooltip that tells you how much stuff is in the area is lying to me, I'm running all of mine at their maximum sustainable capacity. My spawn outpost has natural+metal+scrap but can only support one collector, the second outpost has only crystal with one collector, and my third outpost has natural+metal+crystal and supports two collectors, but all together they still only feel like a trickle. Am I supposed to be getting more?
the rate at which resources are restored is proportional to the number of gatherers you have there. Slap a ton of resource gatherers in there, leave them out of play and rake in the dough.
OW is directly to the north of your initial outpost.
I haven't even touched OW this campaign yet due to
You can stack collectors for days
And here I was feeling impressed my refitted XF04 broke 115... Also I'm glad I'm not the only anon that enjoys jet colour schemes so audacious they look like Decepticons
post more rad color schemes
TOMORROW'S THE DAY
I'm not sure this is an improvement visually yet but it'll be easy to make an area with life support now.
That's them at combat speed, anon.
At this speed the missiles tend to hang in the racks and detonate, though.
Especially if it wasn't launched during a turn
>SE rotor/pistons fix, can now make all the moving parts I wanted
>FTD nucannons to make, can go full autism on guns
>Besiege steam engines to play with, no longer have to bow to clang in order to generate energy
This has never happened before /egg/, I actually want to play all of them.
What is this going to do? And why is it so flat
>tfw starmade got new stuff but all desire to play is gone
what is this feeling
we need the arstotzka fags to stop circlejerking on the starmade forums and come back to us
Mine is a block with a beacon on it so I don't lose my ships. Your looks like the start of a vehicle rather than a platform.
It's still a favorite, I did like the basic but clang-free logic and motion systems. Haven't had the will to pick it back up since the last server.
robokeks pls go
also blaneds soon fellow friends
>make basic metal fighter
>Oh ok, i guess i can put wood on it and make it go faster
>eh, maybe alloy will do the trick
WHAT FUCKING GIVES
>Are you building your vehicle backwards? (Most propulsion is facing backwards)
That's how propulsion works
Is this just a badly worded way of saying it's SUPPOSED to face backwards?
now if only it was faster somehow
I think it means backwards relative to the way it's normally facing.
It also depends on how you interpret that to begin with. Facing forwards could mean the same thing as facing backwards, if by forwards you mean that it's pushing you forward and if by backwards you mean that it's thrust goes outward behind you pushing you forward.
But really, I think it's just trying to say it might be facing the wrong way as opposed to literally "backwards".
>medic has to be told to heal other people when hes just focusing the megabot and letting everyone else die around him
>hit tier ten
>"finally I can enjoy the game and look at everyone's creative bot designs!"
>smg thruster sticks
>lawnmower thruster sticks
>gun stair megabots
guess I'll go back down to tiers 1-7
Different blocks have different conductivity values but I don't really know how far you can expect the damage to reach, would be interested to know if someone has specific information about this.
It has thrusters but it has sat immobile since I left the asteroid I started building it on. It functions exactly as a space platform for building/mining would. But when I run out of resources/planets arrive it will serve as a carrier - until I get to planet, where it will sit immobile again.
Actually if I had to call it by a nautical ship name it would be a barge.
Also this thing has some serious vibration issues
>played probably 10 matches in a row with my megabot
>lost every match because every time I look around my teams not even fucking shooting anythign, and medics are off doing fuck all
>every time I die I look around and see my team has wandered away from me or is hiding around a corner not doing anything
Fucking NPCs with retarded action wheel to tell them what to do would be more usefull than having actual player sin this fucking game.
Just telling an AI to follow you and target enemys is smarter than these fucking people.
>Also maybe there are better angles than 45°
Yeah probably, but using weird angles is a pain in the dick
>angle a block 30 degrees
>expect the block I'll put on top of it to be at 30 degrees too
>it's placed at like 51 or something
>blocks placed on the side of this one will be 28
Random numbers but you get the idea.
>firing the laser cannons while flying sets my own plane on fire
>laser beams travel at less speed than the plane so they hit it/the plane intercepts the beams
It's a real shame I can't use this on my planes
Then again I probably wouldn't even be able to line up any shots
>my team's megabot runs ahead of cover so medics have to stand in the open
>all our medics die within 20 seconds obviously
>get the same megabot next game
>watch him wander out into the open again
>me and the other medics let him die this time
>he whines and rages in chat the rest of the game
What is it about megabots that induces retardation?
Its not just megabots. Its the robojew playerbase in general thats retarded.
Doesnt matter how good of a player you are in in the game, youll still get dragged down by 90% of your team being complete fucking idiots.
>have to essentially scream into the team chat to kill the flyers that are killing our only two medics whicha re me and one other guy
>thruster stick with plasma fliping aorund like 30ft over top of us and SMG gunbeds right beside of dont even look up to shoot at it as it bombards us all
>team all hiding behind cover expecting the megabot to just walk out by himself and do all the work while they circlejerk behind a wall
>teams that just want to turtle and then get steamrolled the instant the enemy team starts to push closer
>there are people who literally want Freejam to keep railguns as a hitscan weapon
Hitscan railguns and SMGs are literally the only fucking way to even be able to damage thruster sticks.
If they manage to remove thruster sticks from the game, Id be fine with non-hitscan rails.
Hitscan SMGs need to fucking go though, and have their range reduced big time. They should be a close-medium range weapon only. Plasma should be medium range weapon, and rails should be long range.
Rails need more damage, Nanos should be pretty lethal up close because they are super short range, and all movement types should have their CPU amount increased dramatically while also being given built in electroplating like the new legs have.
Then add more weapon types to the game like rockets, missiles, "rifles", shotguns, flame throwers, ramming spikes, big ass gundamu laser beams, grenade launchers with bouncing timed explosives, mine layers, etc.
But too bad because LOL FREEJAM
robokeks please leave
Also mixed weapon usage. I fucking want mixed weapons to be allowed.
Make it so you can take 2 weapon types and one sub type like teslas. If you chose Nanos, you cant take an extra weapon type, but can still take a sub weapon.
Over the past year or two Robokek has existed, nobody has ever suggested hitscan is good.
Do you think you HAVE to have hitscan weapons to hit thruster sticks?
I absolutely fucking love to get a rocket launcher
Aim it into the sky
And take down fucking planes
That's my favourite thing in games like Planetside2. That one guy who murdered so many people
You just go up onto the roof
Look that farming motherfucker in the eye and
Boom, you've been taken out by a little man standing on a roof with a slow, unguided rocket.
I love rocket launcher type weapons. There's nothing in the game like it anymore.
You used to be able to have overtiered plasma for that. You fire a big ball of fuck-you at someone every now and again and rip bigs chunks off of them.
Hitscan weapons aren't fun to play with or play against, however.
I made a suggestion since I knew people would complain about thruster sticks, why not add something?
Like, aside from the collision damage idea...
Railguns could disable thrusters or movement types. This means a vehicle like a plane could still fly but a thruster stick will suffer for a moment as it tries to get back on course.
I'm sure there are plenty of better ideas out there, though. If people think for a bit. And Freejam actually does it.
Reminder CS:GO is the second most popular game on Steam, and you have created zero (0) games that come close so you are not qualified to dispute the FPS formula.
>hitscan is good
When I play an FPS game
I avoid using guns
Because they're so incredibly boring
You just walk up to someone, hold the mouse down, win.
I don't understand it.
Also games often use hitscan because they're close-quarters fast projectile weapons. Games with longer ranges and more realism don't use hitscan.
Freejam has always used hitscan 'because it would be laggy otherwise'
>infinite range hitscan machine gun that is the best weapon in the game that can fight at close to medium range and shits all over plasmas
>can also snipe better than the fucking sniper rifle
>people think this is okay
Mark plz. Quite being such a fucking hack.
>good to be able to frontline with SMGs and medics
But that's completely wrong.
Railguns are TERRIBLE for team play.
Railguns are specifically good at targeting bots isolated from their medics. You can easily shoot out their components and leave them crippled while they can't do shit about it.
In front line combat any damage you do will be easily covered by enemy medics. Your DPS is vastly inferior to SMGs.
Maybe things are different now but back when I was playing that was completely wrong.
If you took out the gun it'd just be healed right back again. Fights were all about balancing DPS and if you didn't outdamage the enemy's shields and medicpower then you didn't do any damage at all.
You know what else also removes guns? SMGs.
Dont forget the giant red fucking laser beam that rails have when they zoom in that lets anybody being targeted know right away to take cover, making rails even shittier to use!
And dont forget you have to stay totally still and be a huge fucking target sitting in the open firing a bright red laser beam to hit something accurately!
My viewpoint is as is in the .webm, so it's probably ~7 months out of date.
The railgunner here keeps trying to take out that one gun.
>it was so good when they weren't around
>nonstop KEEEEN WHERES MY PLANEEEETS for 300 posts
>people talk about something else for once
>FUCKING ROBOSHITTERS RUINING MY THREAD
Meanwhile there's still only two people playing Besiege
Warbros server here,
If we blaneds tomorrow, we'll open up slots for people to play on again. For the time being, it'll be limited to 10 active slots at a time, and we'll have to play nice - no megalomanic super structures, sensible drilling, no army of hundreds of small ship grids everywhere, and so on.
PvP is opt-in, but allowed. Offline raiding is douchey but between to consenting parties, I don't give a fuck.
Name your grids. Small Ship 12562562245 is much easier to be mistaken for garbage than "Dick Tracy's Love Yacht 3000".
Make saves when you leave. Even if you did nothing. Distributed backups are our only disaster recovery avenues.
If you have questions, ask away.
I'm not actually playing anything at the moment. I left my gamecomputer behind because I have university stuff to focus on.
I play machinecraft sometimes - it doesn't require a lot of computer power.
I only post here if I'm playing an /egg/ game. When I get bored of Besiege I leave the thread
On an unrelated note it's amazing what upgrading from airscrews to rockets can do to a plane.
A-Arstotzka feels the will of her people
enjoy some joke propaganda made for council elections for comr4de
>cannonballs still don't inherit the velocity of the cannon
Hey I'm here too. There's at least three of us.
The Elwyn Eternity server is coming back sometimes soon, with a bunch of custom faction changes so people will actually have to fight over turf, and people who slack off will get their shit taken over and stolen.
Ill start playing again when that server comes up.
>I'm running all of mine at their maximum sustainable capacity
>caring about sustainability
Burn the forests and strip the bare land of anything useful.
Hover your cursor over a resource node in the RTS map to see how many resources are stored in it.
If it's greater than 0, then there's capacity for more harvester.
So mech legs seem to be incompatible with every other movement block.
I've tried to make a plane with mech legs or copter blades, and it seems like it has asolutely 0 effect on the bot, the mech legs just take over.
>infinite cannon ammo + exploding cannonballs
The mod also lets me increase the power of the cannons aka how fast the cannonballs go to a maximum of about 720 kph, which is gonna be great for cannon-armed aircraft.
>Its just going to be basic "shoot the thing until its health is gone"
>No strategy of stripping off their weapons
>No hobbling them without movement parts
>selling point of game is block by block destruction
>okay guys it wasn't fun so we're removing it
glad that they are at least implying that they are considering reworking weapon rules for redundancy
>ground attack aircraft
>in an engineering game
>If we planets tomorrow, we'll open up slots for people to play on again.
>If we planets
Any tips? Im building kinda a smaller fast boat for maybe using to intercept big boats to seize them, or just have this as an annoying fast bastard. i know i wanna do some smaller cannons but idk if i should add missles or maybe torpedos
>Starmade literally has star trek transporters now
>tfw not willing to go through 40+ hours of play just to get established on a server again
whatever is wrong with starmade doesn't get talked about and it doesn't get talked about much here at all
robokogal has blatant glaring problems that get complained about constantly and there are very vocal players here
how does this happen
>make small fortress with a simple advcannon turret, start marching it to the east
>encounter some DWG boats, kill them from a sector away
>oh hey, i can afford a new turret!
>fast forward 10 hours
starmade is unfortunately still the most clunky game to get into even compared to machinecraft
i'm convinced starmade can only be good with many people to play with, and either some enforced gentleman's agreement or admin spawned events forcing people to not sit passively and spawn progressively bigger ships and not fight
I played it for two straight years up until this January, and haven't played it since
I can't really speak for how it is for new players, since I have no idea.
Honestly the crafting system and ship building systems are pretty great once you understand them, it just takes a long time to piece together a salvage ship which can effectively mine ore fast enough to matter
Speaking of ore in Starmad, 'roids respawn now which means turf war is a thing now, at least in schoomer's mind.
Capture enough systems and with enough manpower you can gather shitloads of ore to build 'em deathborgcubes.
At least some incentive to capture systems and a way to gather resources without blowing and strip mining entire planets.
What would you guys love to see in spengies? inb4 planets
>fatal damage to the reactor makes it explode like a warhead and triggers secondary explosions
Probably. But at least they respawn now, that's good right? R-right?
>tfw same happened with Firefall
Why did they have to shit on their own game? Why? Fucking why? It was perfect. WHY?!!
>people want reactors to explode when the only time that ever happened in the history of nuclear energy is SL-1, under very special circumstances
>people don't want ammo containers, which contain GODDAMN EXPLOSIVES and have been the cause of countless catastrophic failures of naval vessels, to explode when damaged
That shit is scary
>As the ship rolled over to port, her magazines exploded and she quickly sank with the loss of more than two-thirds of the crew
>Out of a crew of approximately 1,184 officers and men, 841 were killed
I can find literally nothing that would indicate that the explosion was caused by a boiler explosion, aside from the account of a captain of a nearby battleship commenting that he saw water pouring into the funnels of the ship shortly before the explosion. If you can show some source indicating that it was boilers instead of the magazine, I would welcome it.
>bright white light shooting from the breach, and an increasingly intense glow
>it's only a matter of time before the ammunition cooks off and tears the ship in half like >>121267794
>if there's no earth-shattering kaboom, it's more like a slow-motion explosion as the shit breaks apart, the debris being slowly pushed in every direction by an expanding cloud of gas as the portions of the ship closest to the reactor are vaporized.
I can agree with a reactor coolant failure potentially causing ammo cook-off, but that would require simulation of heat, which would require keen to not shit themselves daily.
But unless there's a detonation of something else, I don't see how a nuclear reaction could cause the destruction of an entire ship. As temperature increases, the chain reaction slows down. Nuclear fission is an inherently self-limiting process.
>The explosion killed 1,177 of the 1,512 crewmen on board at the time, over half of the lives lost during the attack.
>over half the lives lost in Pearl Harbor on 1 ship in 1 explosion
FtD level of weapon and subsystems customization.
More passage-like blocks
rip laddersfor small airtight corridors. Bonus points for seamlessly connecting to doors.
Round maintenance tunnel doors.
Small landing gear and landing pad with and without locking.
a real piston and rotor fix; be able to project multiple grids with a projector; fix the astronaut's animations; fix all the random bug shit happening (phantom systems in the ship, ghost ships and the like); fix the bugged oxygen; fix the bugged autopilot; fix multiplayer, fix the simulation speed dropping to unplayability; add HUD elements to cockpits (like leading module for fighter cockpits); make buttons and in general interacting with the world less painful (aka remove the fucking yellow box and add real interactive shit to the game like in PULSAR); add hands so i can carry stuff physically; or even drag very small ships by hand, or push myself around a ship without the use of the jetpack, or throw something into space to propel myself; add high poly models to the game; fix lights.
>The MV Wilhelm Gustloff was a German military passenger ship which was sunk on 30 January 1945 by a Soviet submarine in the Baltic Sea while evacuating German civilians, officials and military personnel from Gdynia as the Red Army advanced. By one estimate, 9,400 people died, which makes it the largest loss of life in a single ship sinking in history.
To put it bluntly that's way, wayyy too big an explosion to be a boiler failure. The QE class battleships used numerous individual boilers, and whilst crown sheet failures on steam locomotives are much like a bomb going off, it's not enough to peel apart the belt armour of a warship and casually toss it hundreds of feet into the air. Even if you somehow ended up with a chain reaction where one boiler's explosion damaged the next one for it to also fail, you'd see a ripple of explosions, not one massive blast.
Whilst there are no citations on the Barham explosion on Wikipedia, the explosions of the Barham and Hood have been extensively compared to one another, mostly as a point of comparison that the Hood apparantly suffered a magazine explosion like the Barham, but wasn't torn to shreds by the blast. The conclusion was that the Hood explosion found a path of least resistance and 'vented' up through the deck; the Barham was rolled onto her side and the deck was mostly submerged, forcing the explosion to build sufficient pressure to rupture belt armour, leading to a much more violent demise.
It's a shame that some of the effects that make the game look good are disabled in cockpit or first person view. The Tolbrynd levels are so pretty.
Also fuck off 4chan there are no embedded files here
>starmade has plans for NPC crews and weapon computers requiring someone to man them in order for them to work
>silent-hunter style crew management planned
>crew needs their own quarters where they go to rest when it's time to rotate
>interiors actually will become a requirement
I've worked on my torpedo launchers. It's supposed to go in the middle of the ship, rotate to face the enemy and automatically rebuild torpedoes. I have some doubts on its practicality, I must say.
For some reason, the batteries inside torpedoes automatically turn to recharge when built, messing up my firing procedure. And I can't directly switch recharging off from the timer.
the reason why few people talk about starmgoym in /egg/ is because stargoymers are too busy playan to funpost here and cry about how other vidyagays are more interesting than others
the retards flying solo premade xboxhueg autismboxes are already crying about having to actually put effort into maintaining a battleship
this is really my main gripe with starmade. the ships don't feel like ships because you're not flying a hull+bulkheads+maintenance corridors+cargo bay+engineering central+command central+recreational areas+auxilliary systems, you're flying a solid cube of shield, thruster and cannon blocks with a cosmetic exterior. As much as you can try and put make up on your ships like >>121272371 it's still either a solid cube of shields thrusters and cannons, or something that moves like a brick, shoots like a brick and breaks like a brick.
definitely looking forward to what schine does with the NPCs, but for now i simply can't get into E-Penis Engineers
I did exactly this >>121275232, it's a fun game with a lot of
depthto it. Definitely worth full price, even better if that bundle is still going. It's the only /egg/ game I've played that I would actually say is worth any amount of money.
There's also this awful ghosting effect
So, I'm building internal heli airship about 2k blocks in size.
What nucanonns would be good? So far, I want two miniguns, four tank cannons and three max gauge flak mortars.
Do they actually work as miniguns and mortars, or just as smaller cannons?
please take what people say here with a grain of salt.
it's the most
deepgame of all the /egg/s, but the graphics will make you throw up.
then, the UI will first confuse you and then make you throw up
then, the horrible community contributed "story" will fail to catch your attention, and when it does, you will throw up
the engineering makes up for all of that
I've finally made a advanced cannon gunboat with combat performance that I'm satisfied with. Its missiles actually hit targets, the shields hold up reasonably well, and the missile interceptors work about as well as I'm convinced they can. It's a little costly for such a small boat, but not so much that I wouldn't be able to field one or two against the DWG if I were doing well.
With the shields up, showing off the sick vitals protection.
proven by the game
don't take my word for it, go play
I tried playing starmade, seems really fun, but every time i start off a bit and get a ship with loads of salvage beams and go to a planet i blow up. I tried twice already but I don't know what I do wrong.
Yeah, that's actually damn close to the problem for me. I love that you can decide to build your engines/guns/whatevers in whatever shapes you want, but I'm a big believer that restrictions actually foster creativity as people seek out workarounds. And while Spengies has a huge slew of problems and more restrictions that I'm happy with, it's still much easier to design around those constraints than try to deal with the more artisianal Starmade.
This meme needs to stop. Vanilla spengies does not have a single redeeming quality.
Hey, my ship keeps tilting to the right and i cant figure out why, the center of mass is where it should be but it just does this anyway
Looks good, warhead will need timer or sensor keen "removed" collision explosion. Warhead looks to be place a little bit close, coud use more space to maximise damage.
The blueprint you are using should deside what the settings are on the batteries.
Benis/10, Nice cockpit mod.
Okay, how do you folks taper your hull in FTD, especially at the ends? I always end up with the 4 piece slanted triangle, but I have no fucking clue how to taper that close to the bottom. Even the sides, how do you make it more gently curving?
That picture was actually just at a flattering angle, I didn't do such a good job on this one. Still trying to get the hang of this. The end is just flat with a cutaway bit below the waterline for the props, which isn't the most accurate but feels much cleaner.
I love how explosions send NPCs to the fucking moon
I think I got brain cancer reading the op.
You could try recycling the starting stuff then building a from there, just remember to attach the gatherers to the hull as well and you'll be on your way.
This is my current junkyard cruiser, just cut through 5 DWG fleets and a fortress.
>how far into the hull does the cooling extend
It doesn't. The entire assembly sits on the deck
>what kind of fire rate and velocity do you get out of that
Stats are in the image, though the stuff on the right is the projected stats
On top of the turret spinner thing itself, just below the firing piece.
Here you go, buddy. Here's hoping this is what I'm supposed to be sharing
>724m/s at 17m barrel
Why not build into the deck for a faster fire rate and at least a slightly longer barrel to get more velocity out of the shot? Not trying to tell you how to build your ship, just curious.
>FreeJews again doing everything in their power to kill the game
God damnit, at least it won't be too long until they go bankrupt after these changes, hope they at least have the decency to make their source public when they do
I have it saved as a subobject for a more universal turret design. It's quick and dirty, but I can set it up with zero effort. I also wasn't getting any cooldown reduction from extra cooling units somehow? I don't know how to optimize cannons, so there's that.
Oh okay, in that case they're at 8.98s cooldown. I could do with a slightly longer barrel, and I usually do, but I recently switched over to big composite warhead shells instead of small HE ones.
It's time, /egg/
Even Bobdabiscuit has made a video of himself deleting Robocraft
We shall remove Robocraft from the OP.
>when I realize that engines don't have to actually be physically connected to propellers, etc in FtD
Jesus fucking christ this changes everything. The ONE thing I assume about all this complex shit turns out to be completely wrong, fuck me.
>can't shoot off weapons
>can't shoot off mobility
>game becomes point and shoot with no kill strategy
>whoever has more/better guns will always win
>caters exclusively to SMGs' ability to do lots of damage very fast
It's a very bad thing.
That said, no one here expects anything out of robokeks because the developers keep actively trying to kill it for some reason.
Just wait for the engine overhaul. Everything will be different
What the hell happened to Khrizto? I heard he got banned. Not that I'm complaining or anything
>get the first vote
Eh, I don't play robocraft, but let the people who do talk about it. This is the best place for them to discuss it, as long as people are playing it then we should acknowledge it in the op and everything.
put a sloped block directly infront of the missile launchers, use ejectors to fire them down or to the side when launched, that'll cut some more drag.
really if changing your parts to reduce mass doesn't increase your speed, you're at the drag limit for your engines, you either need more engines or less drag, not less mass.
you also go fastest in low atmosphere, or <350m, above that you get slower and slower as you approach space, with speed rapidly dropping after 450m.
also no reason to put shields on a plane, if it gets hit by a cannon shell at all you're doing planes wrong, cut down on the engine and replace it with flare launchers and some more jets if you want proper speed. or if you've got a 3m cube area at the back, use a huge jet thruster, you get way more force.
make sure the pontoon connectors are above the waterline when the ship is fully laden or you'll get massive drag from them. you can extend them down a bit and put upwards facing hydrofoils to get tons of speed, then put huge jets on the back near the center of mass for sanics
if you wanna kill ships and go fast, i highly recommend a missile launcher on a 360 2axis turret that fires 4 length magnet mines which are mostly explosives + some frags, you don't need fins or guidance if you just launch magnetic mines directly at enemy ships from close range, and they'll do stupendous damage for small investment. with speed you'll be able to get close and it shouldn't be too hard to avoid most fire, use flares on the back for missiles and you're set.
If someone makes the space mod I suggested at the forums I might try to send a spacecraft to space by bombing its ass to sanic speeds.
make anything fast that flies, go find the airship gantry in the DWG lands (usually to the right), ai's for the houses are in the roof or corners, ai for the gantry is in the base of the tower and the center of the rear of the ship. pop those and you've got about 450k wood, 160k metal, ~4k crystal. enough for a proper starting ship that can singlehandedly wreck the dwg.
or, make what you'd normally make, out of wood, and make a bigger engine with shields. that's really all you need to do to retain most functionality and make it cheap, it's the metal thats a killer.