previous thread >>121183402
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:
>18.104.22.168:27015 (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 [Embed]
>Trailer: [YouTube] Besiege Alpha Trailer
StarMade Steam Trailer
>[YouTube] Official Starmade Trailer
Robot Arena 2:
KOHCTPYKTOP: Engineer of the People
So I just bought Space Engineers.
How the fuck do you get ammunition? I've been blown up about six times by NPCs, and so I started building a fighter in an asteroid cave. But I have no way of arming it. Do I just ram shit?
>someone from another general just came by to make us a new thread
Welcome to Mareks wild ride.
I hope you enjoy your stay because there are no brakes on the nothing train..
Ammuntion is build in the assembler. Of course you could just build an heavy metal tip infront of your ship and ram the shit out of enemies but I don't think that's a good idea.
>implying no planets today
>guys know what's coming today
I drop it if no rocks.
- Space Master (ALT+F10)
- Building from cockpit (CTRL+G)
- fixed crash when reconnecting from cryochamber
- fixed wheels too fragile
- fixed hydrogen LODs
- fixed buttons misplaced in G screen graphics
- fixed sound block still playing when it should not be
>implying planets today
Please prove me wrong.
200 years later and still kicking ass.
My ships are starting to get to the point where I can't get the center of mass low enough to be inline with the propellers without sinking the damn thing if I put much more than the weapons on (read: anything more than the bare minimum superstructure, especially if it's not made of wood). I like the look of wooden decks and metal up top though, so is there anything I can do? Is it time for me to start using alloy?
Did I hear right in the last message at the end of the update video?
>you can see we're almost there
>Soon variation #36
Holy shit keen please just stop.
Remember that comic strip which shows an space engineer trying to leave through a door, but then getting smashed by lag?
They actually fixed that, you now lock onto whatever grid you stand on. Shit can then spasm and lag all over the place, from inside you can´t tell.
We cleaned the group (for now) and rebooted the server on a very small scale. As long as it's as shitty as it is, I don't want to deal with 400+ grids of 75+ players again.
Currently, there is 20 people on the list, 5 players active, and 17 grids.
Will open it up again when blaneds and MP more stable. We raged multiple times already. This is me: >>121356195
Nah mango. We are alive. Just bleeding from our collective buttholes.
Now I think of it, any /egg/ers want to play Starmade together and make a planet colony? I like the game, just hard playing by myself.
And I don't like joining established factions because they usually already have their base built up and don't have much room to expand.
>build from cockpit mode
>oh nice, finally i can build from my weldship
>hop onto serbian
>there is a range limit
>it is shorter than my cockpit is long
>Ctrl+G is literally not working for me because of this cockpit
I guess I need to build a new weldship. Gay.
It's more in line with the old weekly updates that added quality-of-life stuff and small features (like Remote Control blocks, timers, sensors, etc).
planets are never gonna come out anyways
Next week will most likely be voice chat, since MEngies already has that and spengies doesn't for some reason.
I need some help here.
Is there a list of which items fit through a small conveyer and which do not?
Secondly, In need a list of all base components.
Surely I could click on every block in the wiki and see what its base component is.. but thats a chore man.
Placing blocks from the cockpit is actually rather nice for building, but it seems that several existing cockpit blocks aren't made for this - or don't work if they don't have LoS (transparency breacks LoS regardless). Gotta investigate further. The testrig works.
And so do the admin controls. That shit is nice. STILL CANNOT SAVE GAME STATES THOUGH REEEEEEEEEEEEEEE
Every item below 0.1 in dimension. Rule of thumb: ingots, ore and ammo are small, components and missiles are large.
>a list of all base items
Scroll down and read.
It's a testrig, anon. My actual weldship is a bit more evolved.
W-what? Is it comms-based?
Okay, so, it appears if there IS a block in front of your cockpit, you CANNOT place anything, because LoS. If LoS is uninterrupted, for whatever reason (such as an open frame panel, see webm related), you can place blocks.
In other words, I need to ditch the folding cockpit (RIP) and rebuild a new cockpit that uses the same dimensions, but also open frames then I can place blocks with my current utility ship(s).
How does my shitty giant small ship look?
I keep trying to figure out if there's anything I should add.
Are tail planes uncontrollable via a complex controller?
I am trying to use them to turn my airship but the complex controller setup for them just has positive and negative which doesnt make sense since they are a rudder and elevator combined.
>Another great new feature is the Construction cockpit that allows you to place new blocks in the exact same ways as you were used to but from the comfort of your small or large ship (by pressing CTRL+G while in cockpit).
I NEVER HAVE TO EXPOSE MYSELF TO THE CRUEL OPEN EXPANSE AGAIN.
Does it work with drone though?
So I rebuilt the cockpit. Might need some tuning, but it's better than I thought. This is salvageable.
>add more guns
It's not really designed to be a fighter, but I can do a redux with a lot of guns.
I also really wish I had made it as a large ship because yeah, it looks fucking great and as a large ship would be even better. There's not some kind of upscaler, right?
I mean I've spent like ten or something hours on it over the past few days, I thought it was going to turn out shitty like my last ship but I'm pleasantly surprised.
I just sort of build as I go, I guess.
Sorta, yeah. It's just ... quite awkward. You move the camera's position relative to the ship, which is just ... inverted but not. I dunno. I don't like that.see webm related.
It works with every point from where you can project a "ray", including cameras.
I could give it to you, but that ship uses a lot of mods. And the kicker is, the open "frames" aren't DX11 ready, nor are they in any official mod. We hid it inside another mod, because the original source was ... very report happy about attempts to improve upon his builds yet did not dignify communication approaches with responses.
>tfw I will forever have a banned mod in my workshop
so what do you guys think of my ship? any tips? some of the rooms are still empty, no ai yet, just some missles and a cannon i was trying out, i think its decent
Im trying to make a strong ship, and so far my skills with making boats is shit, and i dont know how to do shit like control blocks, im about to fight OW and WF
>OW but not shit
I like it
Although maybe those alloy boxes need more texture to them, they look a little bland
maybe make them sloped like that metal bit at the back. On the plus side it's be better armoured
the above deck section has nothing in them atm, except for the very left and right sides, they have missles in them. everything is pretty much below deck and there is still more room
>makes regular bombs and missiles unable to reach you
>reduces the damage of lasers by 90%
>drastically slows cannon shells, to the point that they will almost all miss
Use jet stabilizers to keep it level
>I've only recently started to make tanks and it's only been like 8 or 9 months since the tank hype
So is there a better way of keeping the tracks from slipping out when turning and achieve smoother movement?
Water slows cannon shells I'm pretty sure
definitely reduces laser damage
missiles won't be able to get you
90% of AI torpedoes don't seem to have ballast so you won't need to worry
Subs are essentially invincible
To make them just use tonnes of hydrofoils around the centre of mass (a bit forward) and use control blocks to set them to -45 if above 50m and +45 if below 50m
Then put some on the front and set them to -45 if pitch is above 0 and +45 is pitch is below 0
Then spam a bunch of jet stabilisers, but make sure they're facing out from the middle or they'll flip you
Thought it would be better to have those ballast blocks be static but now it's like the tracks get stuck
So, how does spengies voice work? Does it need antennas? Does it get distorted if you go almost out of range?
Construction ship's lives matter!
>Are tail planes uncontrollable via a complex controller?
Pretty sure everything you can control is controllable via a complex controller. You just need to tell your thruster/spinblocks/rudders/whatnot how to respond to various inputs.
>want to join /egg/ multiplayer server on FtD because I'm new and learn best from watching other people autism
>the one server is 2/2 players
I just want to help and get an education on how to autism boats
>freejams forums have been set aflame with their new announcements about the future of the game
>try to make simple, fast hydrofoil trimeran with jet engines
how safe can your ammo possibly be?
FtD forums make me want to kill myself everyone seems to think uploading blueprints or making a goddamn video tutorial is better than just writing what I should do out like a normal person
this should be almost everything relevant
Working on replacing single blocks with beams where ever possible. This dude on the workshop makes nice looking german ships but the only place he uses beams is the fucking deck wood. Pic related, ignore the battle damage, I was fucking around before I started replacing shit.
Replaced the balance custom jet with some hydrofoils on the front and back to apply torque and keep me level, added a shitty torpedo bulge near my ammo stores and engine.
The two front turrets are timed flak, no head. The big one behind those is .5m HE shells like the anon with the beautiful bewts in the last thread recommended. Then there's the sabot cannon just fore of the bridge, and an inertial fuzed frag in the rear in case something has shields. Just realized there are no warheads aside from the sabot cannon, huh.
The missiles up top (3 are 4 long, 2 5 long) all have different flight profiles (# of fins, IR cameras, target guidance, etc) so as to increase the odds of a hit on an erratic target.
finished my harasser trimeran, goes 65m/s and turns on a dime. only real problem is that turrets blow for aiming at things with apn/fin missiles that don't have thrusters, they always fire wide while circling, magnet's not quite good enough.
still, fun ship, might just do this again with a vertical launch only ship, more missiles and engages at farther range but the speedy circling and rapid course changes are amazing for fighting stuff like the dwg, i was dodgin sledge missiles left n right.
>December 24 is Thursday
>Spengies update every Thursday
>Planets would make a nice present
Planets confirmed for Christmas Eve/Christmas Day.
>robocraft wants to remove all physical damage to bots, and give every a healthbar instead because people shooting off guns and wings and wheels is totally unfun guys!
>they want to get rid of redundant backups, meaning your parts dont get blown off as people shoot at you
>people cant blow specific parts of bots off anymore
>entire inner workings of bot will get automatically replaced by a "skeleton", so literally only the exterior of your bot is what matters
FtD question here
I know having flare sections next to each other on a missile makes them output a greater heat, but does this work for heat decoy blocks? Will two next to each other make a better target for IR missiles, or is one enough?
Jesus, se still has memory leaks?
Marek, run that shit through valgrind just once. Goddamn amateurs trying to make a fucking engineering game. Damn, I'm glad I fled that clusterfuck of unoptimized lavacode.
Its basically just their way of waving their hand and saying they are still going to do whatever they want and are ignoring all the feedback.
Mark does what Mark wants.
>you can place blocks from ships now
>think 'cool I can finally sit in my ship and build whatever I want without ever needing to leave an airlock to lay the plans'
>it doesn't work with remote control/camera
>there will never be a mod to
>it will never be possible
I ended up making two small rear engine props for turning.
I just couldnt get the tail planes to respond to a complex controller or they dont work as a rudder for an airship. Mind that this is my first time playing this game.
>want to make shit in starmade badly, but dont want to make shit until more updates come out with all the new shit they've been talking out so i dont have to scrap everything I make to accommodate all the new systems and changes to old systems
If I put a laser warner/smoke launcher inside of a sealed compartment but against the outside, will it still be effective? My previous ships have just had them littered across the deck and it looks like shit.
DON'T LET YOUR DREAMS BE DREAMS
I have an idea for a weapon in spengees: tandem torpedo. The weapon consist in a long 1 wide kinetic penetrator made of heavy armor followed shortly by another projectile made with warheads, so the penetrator creates a hole and the warheads can explode inside the ship. Is it a viable? Do warheads get shot by turrets?
>reading robocraft forums
>such quality posts as these
>Gun-beds really are not that strong, very few of the high level players use them, except maybe in the pit, but that is a poorly designed game mode to begin with. I don’t mind the CRF, it gives the players who are not good at building a chance to compete, which is a much better solution than taking building away from those who can…
>Conclusion. Maybe “The Pit” and “Deathmath” are modes that are the problem, not gunbeds. Better to concentrate on one mode -Battle Mode-. It would be too hard to balance everything for several modes that have different playstyles. Well, maybe The Pit could have some improvement, but deathmatch is sure obsolete.
Ah, the Billy. The untalented normie piece of shit who wants to claim the game for himself to turn it into something it was never meant to be so that casuals can into it as well.
Thanks to the Billy's greater numbers, the devs always cave in because muh shekels.
My sincere condolences,
>vanilla spengies sucks shit
You can do a lot of clever fucking stuff with vanilla if you're willing to use scripting a little, and use gravity for fun & profit.
Speaking of, planning on building a capital ship/super heavy monitor ship, but can't decide on what to use for the main turrets. Does /egg/ have reccomendations?
Like this one for sheer versatility, but it will likely either be a single turret or will need to see an extreme refit to have multiple.
The design is pure sex and might even have a higher RoF than most printed torp designs with a lot of tweaking. But it's completely busted/unsupported as the game stands.
I like the rate of fire on this one, but the payload is too explosive. Maybe I'll reserve it as a secondary armament.
Oh, and definitely a couple Whiplash guided torpedos as backup:
>vanilla spengies sucks shit
it's not that vanilla sucks, it's that i don't have 6 friends that play spengis and want to man my custom built turrets and weapons on my ship and some good modded ai turrets on my ship is far more easier to build and to use than one of those weapons
When the game offers me blocks a quarter of the size of the current ones to be used on any ship, I'll use vanilla. Until then I really don't feel like having simple turrets the size of a ship, especially when the game is optimized like ass and the pistons will clang everything apart.
Until then it's like trying to build a microprocessor with legos.
Dumping all I got, but no pass so It will be slow
Last one I got, Wish I had the drunk engineer from speengie.
How do I git gud at Besiege?
Want to play it when I get back from
A month stay in the middle of the mountains with kind of internet and kind of electricity run solely by a huge waterfall It's great so far thanks for asking, anon
I tried to play it when it was newer and just had endless issues. Could never keep boats stable, they'd either backflip or just not balance, later found engines are lighter than water.
Anyone recommend a newer tutorial/basic explanation of how they got started?
Heavy shit should stay under the water line, not on top of it, otherwise your ship will start listing.
There's also advanced cannons now so we finally have effective AA guns.
this server is hosted by some phillipino on LAN on the other side of the world, and shit just werks.
Movement feels kinda heavy, but I´m not sure if this fix or the gravity changes caused that.
They probably added this when they fixed docking to ships, it´s the same gridlock mechanic.
That was my plan originally, I put the engine in the bottom, I didn't anticipate the game calculating it as lighter than water however, fucked up my whole design.
The cannon rework happened? Awesome.
Is there a modern engine tutorial/tutorial for new cannons? The games UI always felt hard to slog through for me.
>tfw your comics are regulars in your main general
I think I drew this for someone about the same time
Just marathoned that entire show and the two movies, having only ever really seen the first season.
Was pretty damn quality, though a few too many episodes were about alternate universes, cloning or pulling funny faces.
I'm a huge fan of your work anon.
/egg/ and /tg/ are secret best friends, I think because it's all about creating stuff, be it engineering or worldbuilding.
If I'm allowed to request, an Ork Mekboy attacking marines with one of the completely non-functional docking devices in spengies would be fucking fantastic
Couldn't they solve the 'problem' in robocraft with redundancy by simply not having the smg be hitscan?
Without hitscan you wouldn't be able to snipe away components from long range, wings on aircraft would be safer since one would have to lead ones shots. And in long range the smg would have even more problems since the projectile might not reach the target before it moves. So smgs would only come into their own in mid to close range battles.
>It´s just that everybody uses the global chat instead
Of course, that doesn't work if you're planning a raid on another faction.
Then there's also the issue with global chat having no log, although Keo fixed this with a 3rd-party site for the NEETfleet.
>wheels with grip pads: 540 kph
>wheels with armor blocks: 738 kph
That was unexpected
I don't think so.
Placing more cannons pointing backwards on the middle and rear engines would be useless because the steam coming from the front would kill them, and cannons pointing up to give more power to the cogs would clip through the ground unless I made the whole thing taller
I think this is as far as this thing is gonna go without some big changes to its design. 1360 kph with modded wheels and 740 with all vanilla blocks is pretty good anyway
You mean here? I'll try it later but I'm not sure they will fit.
Wait, I have a question.
Are the middle wheels necessary? I mean, if I've learned anything from this sort of setup is the middle wheels are only needed if there's a large construction in the center of the build. If the wheels weren't there, the middle engine wouldn't need to either.
Try a quick experiment with only the front and back wheels, and just a frame connecting them.
>Try a quick experiment with only the front and back wheels, and just a frame connecting them.
That was the first variant and it was much slower.
4 wheels achieve 790 kph, 6 wheels can go supersonic.
Does this look like a good bot for grinding RP in t10?
It coud have a decoy dropper below? or place glass block around the top with a decoy inside.
I'll add a decoy dropper later.
Gonna see if I can take the Argentavis as is.
Man i really wonder what battles in FtD are going to look like with advanced cannons.
Right now anything with custom cannons is useless when it comes to range. I just built a puny unfinished piece of shit boat (not a ship, it's a fucking boat) with a 6 barrel 30 mil cannon and it just absolutely wrecks anything without lasers or missiles. Their custom cannons just can't make it into range before getting rekt.
Post more fighters
>start playing FtD
>I have no fucking idea what to do
>try to build an engine
>my shitboat runs out of fuel near instanteously
That reminds me that i need to make a fighter plane with advanced cannons.
Any chance that we could see the fighter on the right in action? I'm particularly interested in the effectiveness of that cannon on, say, a Flying Squirrel.
I can make way better subs then I can ships or planes.
I love FTD but whenever I play it I leave dissatisfied because I spend 8 hours on a ship just for it to be shit when fighting the AI.
The best ships I have made are a gauss sub which absolutely wrecks everything.
Then a missile pod turret that is only 12x5, has just enough buoyancy to float 30 feet underwater and processes its own resources as well as have two shields on top for protection.
Best part is they are under 10000RP and 6 of them can wreck two coffin nails.
Multiplayer air battles in Besiege when
>try it out against the flying squirrel
>first pass, the cannon fails to get the right angle to fire
>"oh well, it'll get it right the second pass"
>squirrel is now permanently on my tail
gonna need more thrusters on this brick
FtD coop is fun for defacing each others' craft
That's an improvement though. Everything becomes better with Nazi.
So I just found out its really easy to make a reaction wheel stabiliser with a few lines of LUA and a precision spin block.
Seems way WAY more powerful than the jet stabiliser, cheap as fuck too.
I kinda wish Besiege had two separate parts for the flamethrower, a piece for the tank and the nozzle. Make the nozzle have adjustable pressure so you can do stuff like a high pressure nozzle for a massive gout of flame, but unless you pack a bunch of fuel tanks its not gonna last a while. Alternatively low pressure would mean a small spout, but it'd last a good while on just one tank, saving a lot of weight.
In FTD, the more resource harvesters I use the more resources are taken and the faster the resources are replenished. So is there any reason not to build put 100 resource harvesters on my flying fortresses?
And is there any way to build an underwater fortress that can harvest resources?
these are the turds it bombs with, heavy armor head and 5 warheads set to explode when within 1m of a large ship or station
Does any faction actually uses nucannons with supercavitation shells?
Do they use zero-buoyancy torpedoes?
Also, HE shells are still dangerous, even is slowed down to a crawl.
Go ahead and test it against Bastion.
mods instead of engineering/10
waste of resources/10
Bombs are to be manufactured on the carrier/base, not on the bomber ya dingus.
>Bombs are to be manufactured on the carrier/base, not on the bomber ya dingus.
That requires much more steps, a carrier/base and it's much less time efficent
>mods instead of engineering/10
tried engineering, it clanged hard at slightest movement and it crashed the game a couple times
>mods instead of engineering/10
yeah i used quiet a bit of heavy armor even where i didn't neede it
>implying multiplayer spengis is even playable
>That requires much more steps, a carrier/base and it's much less time efficent
However it is A LOT more efficient resource-wise.
Should you lose your bomber, aside from vital systems like thrusters and power supply, you're going to lose a lot of welders and the contents of the ship's cargo containers.
And keep in mind that you will lose at least one bomber in any serious operation.
No, just a refinery fix.
don't feel like uploading yet, but here's a cutaway, since I was curious how much of a pain in the ass it'd be to do.
nosegun fires a 0.5x1 casing+HE shell on a beltloader which desu, is far far better than I expected it to be. velocity is low, but at altitude it's still very dangerous to OW ships. (I should remake this as a turret later)
just before the huge prop in the middle is the ammo controller for the 4 AA type guns. These do good accurate damage a block at a time at a high rate.
rear prop is on ACB's
the wheel up top is controlled by LUA (can upload the code though if interested, its really really basic). It could take up way less volume, I never built the vessel with it in mind.
The reason for the need to have the stabilisers is I figured I could make heli airships much tougher by simply moving the spinner out of fire. So the dedicated spinner is upside down, losing the magic self righting capacity but gaining huge boost to survivability. I can have the belly blown open and still be flying.
Okay, I think I am officially DONE with this guy.
What is the least cancerous way to share this? Why are people on the Workshop allergic to mods?
Test it, fly it into combat.
I found giant glaring flaws which I fixed that way in my TBLR-1.
Truth is though with a belt loader, this can reload in about a second. Probably takes a bit over a minute to load the belt. Has about 30+ shots in the belt. Cannon is 0.11 accuracy at its current length.
The only people that do this are SJWs because it hits them where it hurts.
The armor is pretty thing, it's designed to be a transport and not a fighter. Someone earlier in the thread mentioned that while I was building it. It's got three turrets as its only weapons. I'll probably design a fighter version of it.
Oh, right. But all the most popular shit is mod-free, is it just because people don't want to spend the five minutes it takes prepping a modded world just to get a cool ship and would rather dump a free ship into their survival sandbox playground?
I didn't actually take that long to draw this, I just procrastinated
I read this robokek review
>making battle arena only avaliable to the highest of the high. I mean, i love team deathmatch, but battle arena was the beginners only reliable source of income, what the hell?
can someone tell me what they did again?
I stopped when they removed tiers and I couldn't get a match at all, what did they fuck up after that?
I tried to make a plane without magically actuated steering hinges and blocks for the control surfaces and used magicall actuated winch ropes instead
The elevator works okay but the ailerons are pretty bad
Water cannons that provide pressurised steam when heated. They also have infinite ammo by default, so they're ideal for propelling strange machines.
Apart from that, pinning blocks in place and a few bug fixes, nothing's been added for a while
They've added a few new levels and blocks. The latest patch also brought an updated engine which apparently is much beter with performance and can handle huge machines without lagging like hell.
Mods are where the fun is though.
Also yeah, steam cannons are the shit. You can use them as rockets, you can make steam turbines and other types of engines with them
Also there's a glitch where if you point a water gun forwards and fire it at high speeds, the physics go full retard and it propels you forward, giving more thrust the faster you go which is why they call it the scramjet glitch
>all these games
>none involve racing
I want to engineer maximum fast and go maximum fast.
Then go make a supersonic car in Besiege, you just need a few steam turbines.
see once I take it a couple times upp the butt I loose all will to invest any further time into it
are you masochistic ced?
or just like things up the butt?
I've been building Z-style weldships for so long, it's contemplative.
>try the scramjet glitch on the steam car
Oi, how do I increase the ROF without either making the gauge tiny or the diameter tiny?
Please don't tell me those are my only two options because I really don't want cannons that fire once a week.
>take the same hull i made my cruiser from
>put a bridge on the back and an AA turret on the front
>fill every bulkhead to the brim with all the container placeholders
>instant oil tanker
who else is ready for the localized resource armageddon
A few more scramjets pushed it to 1393
I'm going to stick water guns everywhere possible and see how more retarded it can get
>tfw this never worked out as it should have
If only the real world worked like Besiege
three things to keep in mind with adv cannons:
>adding more autoloaders increases complexity and makes every autoloader take longer to load
>belt fed autoloaders are a thing and are vastly superior to regular 1x1 autoloaders
the downside to the belt fed autoloaders is the fact that they can't fire while the clip is reloading, meaning if you have few inputs and a low gauge there's a large downtime in firing (beltfeds are still worth it because webm related)
and finally, and most importantly:
>the smaller the shell, the faster it travels to input AND loads into autoloader
webm related is 50 gauge with 4 beltfeds per gun and 1-length HE shells (the only max gauge shell length that will fit into belt-feds)
dead engineer's dreams ced. you know this
I don't care, I'm still free, you can't take the sky from me.
Real-world rocketry is all about finding material exploits that let you go really fast, and they've had quite a bit of success.
Pictured is the Saturn V rocket. It is a giant metal cylinder, larger than most buildings, almost entirely filled with explosive chemicals. It was designed and built for the sole purpose of moving fast enough to escape Earth's gravity. If that isn't CLANG, I don't know what is.
Almost did 1600 kph
Shame I can't run this at 100% simulation speed and see how fucking fast it actually looks. Gotta try this on a plane.
Yeah but the idea was to do it just adding cannons to the existing frame
I got inspired to try and replicate >>121453579 (with some artistic liberties, of course), and I feel like I'm doing alright so far. Two 29.2cm guns up front, AMS up top, and a quad-barrel AA gun on the back. Any ideas on where I can fit the missile launchers?
Thanks anon, I achieved a laserbeam with a microgauge 1m shells. Now the problem is they don't do any damage at all. How would I go about using say 4m shells? Have a singe autoloader with a long ass clip?
>doesn't shake itself appart when you try to use it
No, it's not CLANG at all. Try to read up on N-1 sometime.
HOW MANY ROTORS DID YOU USE TO BUILD THAT ABOMINATION
One, to rotate the projected 69 inside of the super stargate that it's built around. :^)
So the MiG-25 is the CLANG of planes?
>jet engines so retardedly powerful they can push the plane to speeds where the engines start functioning like ramjets and destroy themselves
>what is overdrive defensive effect
Gotta go fast.
>FAST is not fast enough
Going FAST when?
>jumpdrives for long-range "teleportation"
long range that scales with ship mass and jumpdrive size block-wise
need to be charged before jump
limited to coordinates grid
>warpdrives for non-instant FTL
still faster than without it
gotta go fast
not limited to coordinates grid
not so energy-hungry
cost-efficient - more mass per module unit in scaling
cheaper than jumpdrive modules resource-wise
invisible to real space plebs
at warp factor 3 and higher you stop colliding with anything, including asteroids, stations, ships, stars, black holes and planets
it takes the 1:1 or more inhibitor modules to prevent going FAST
no jumps from/into subspace, gates included (duh)
unlike their jumpdrive counterparts, warpdrive inhibitors prevent the usage of warpdrives completely and cannot be negated with charging speed
even jumpdrive inhibitors slow you down
subspace sensors can detect your approach across 2 systems
other ships can chase you in subspace
suddenly leaving subspace damages your shields/hull
sudden stop at warp 10 can really ruin your day
up to warp factor 2 colliding with anything throws you out of the subspace and damages shields/hull according to speed
Whaddya think /egg/?
but why then all those grey thingies inside the circle are rotated? also that ship a qt