Building

Discussion in 'Feedback' started by EleonGameStudios, Jun 26, 2015.

  1. jwturp85

    jwturp85 Lieutenant

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    I'll have to give that a try! I had thought that there was a threshold of sorts at the base the doors, so it would split the space in half. Thank you!
     
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  2. Kassonnade

    Kassonnade Captain

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    I edited to add the shutter doors in my previous post. ;)
     
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  3. Moonsugar

    Moonsugar Captain

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    We need the possibility to set a symmetry plane not only on, but between two blocks for building with even blocknumbers.
     
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  4. [Ghetto]Two Shoe$

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    "Small" SV and HV modules
    Open-air cockpits [exception]
    T2 HV Thruster [3x1] (exception)
    Generators
    Fuel tanks

    Arguement: with one exception to the following, the open-air cockpits really ought be x3 long by x2 high.

    This would not just be an aesthetic improvement, but a logical one as well.
    Just by way of observation the top of said open air cockpits, none of its proportions extend into the 3rd high block volume.

    This would allow a truely compact cockpit, and would allow volumetrically much prettier "freehand" or custom enclosures.

    Also, if possible, the player experience would benefit from the perspective coming forward (towards the nose) about half of a block, possibly a quarter.

    Statistical adjustments I reccomend (request really) that the mass be adjusted to 90kg, and its hitpoints adjusted to 450 to reflect on its compact advantages.


    #2&3

    A small generator ie. : 1 block
    A small fuel tank ie: 1 block



    Together all of these items would lead to much more economical "starter" craft of either HV or SV class of vehicles and thus allow a starting player to compose a more economical "early" vehicle. And it would also compliment those players whom prefer to build sub vehicles of this kind on the light side.


    Lastly. The t2 HV Thruster is troublesome to me when I analyze any of its advantages.

    On carefully considering its output it is apparent the thruster needs about 50% its current thrust output to make it a viable selection in building an HV.

    Its too heavy, and its output does not compete with its inferior [the 2x1 thruster]

    Perhaps a simple solution would be to add a reasonably higher power cost for a better thrust output.

    Thank you
     
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  5. jwturp85

    jwturp85 Lieutenant

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    Sure enough, it works like a charm! I noticed as well that they act as one when combined
     
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  6. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    Can do that with Ramps too. :)

    For the Topic: Any chance of a version of Ramps that can be Airtight? They can be handy for use as 'Pseudo Diagonal Doors'. :D
     
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  7. rainyday

    rainyday Rear Admiral

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    I use them as doors sometimes because they are not automatic. And you can make them airtight quite esily with block trickery :) For example placing the thin ramp in front of it in the ceiling or floor.
     
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  8. Caelen

    Caelen Ensign

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    I would like a way to turn off whatever it is that requires bases to be structurally sound. I want to build floating bases.
     
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  9. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    Actually there is a Console Command for this, though I forget what it is off the top of my head... but one warning: This only lasts for that Playthrough, & upon exiting & re-entering that game the SI will be restored & next block Update on that Structure will have catastrophic results if ya don't remember to re-implement the Command on that Structure every time ya re-enter game.

    There's times when i've wondered if a Planetary Base equivalent of Hover Engines could be interesting... but until then, the current closest possible analog to this is Space Bases.
     
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  10. vxsote

    vxsote Lieutenant

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    The restrictions on building near an enemy base go too far. I understand there is some need to prevent griefing tactics, but it goes too far.

    Examples of where this is a problem:
    When I'm raiding a base and land an SV on or near, I can no longer place blocks on the SV. This is especially bad if the SV becomes damaged and unflyable. My only choice then is to go get another ship and try to salvage my cargo.

    When an opposing base consists of multiple close structures, deconstructing with the multi-tool is prevented unless you find all the nearby cores, not just the one for the structure you want to take apart. This rather sours the prize of finding a core and taking it out.
     
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  11. Skavn

    Skavn Lieutenant

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    Placing multiple blocks:
    - show the amount you're about to place ("is this wall really 20 blocks long?")

    Symmetry plane:
    - add a slider to set the transparency/"intensity" of the symmetry plane: this huge green rectangle can be quite obstructing
    - allow multiple symmetry planes?
    - add proper symmetry for "even"- blocks ? (Fuel Tank T2 ...)
     
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  12. Browar

    Browar Lieutenant

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    Hi. I want to create exploration CV which can survive in PVP playfields (stand against weaker enemies or survive long enough to warp out to safer places). Server limitation is CV size class 3. I don't have much PVP battle experience. Can you give me few tips?
    1) how many armor layers: front/sides/rear
    2) hide thrusters behind armor?
    3) shape of ship (pyramid, cube, low profile?)
    4) which weapons should go to the front? All homing?
    5) should I leave distance between armor layers?
    6) does strong side thrusters help to evade artillery and other projectile ammo like for SV? Suggested acc rate?
    7) how much ammo take? I usually take enough ammo to fire from all turrets constantly for 10 min. (I have excel sheet for that if someone needs.)
    8) if you beet someone on PVP playfield do you allow your oponent to get remainings of his ship?
     
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  13. Dinkelsen

    Dinkelsen Captain

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    Type 'si off' in the console
     
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  14. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    1. Never less then 2. 3 - 4 recommended.
    2. I personally think that's cheese, but to each their own. I myself tend to have them properly Thrusting to Space but also tend to at least Inset them & favor the Armored/Enclosed Thrusters.
    3. Being limited to Size Class 3 suggests to me that your best bet might be something along the lines of "Gigas SV".
    4. I personally put ALL CV Weapons forward cause Max Weapon Count band aid fix + CVs being able to be so big = I think it's currently literally impossible to cover all angles & have enough concentrated Firepower (for my liking...) at the same time so I just go full guts to the wall & concentrate everything forward.
    5. Only if you're trying to armor against the Lagshot Bug. I'm outta date on how much or little needed that still is.
    6. Yes, recommended.
    7. More the better.
    8. Personal preference/Moral Code.
     
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  15. Browar

    Browar Lieutenant

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    I did the math today. I checked how many layers of armor can have brick like ship without reaching certain size class (with new formula from alpha 6.6).
    Inside of ship is free space: 30x10x5. 270 devices, 28 lights. (data from my previous design). And the results are funny:
    Size class 2: 10
    Size class 3: 17
    Size class 4: 23
    Size class 5: 28

    Can someone check my calculations? They are in attached file.
     

    Attached Files:

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  16. BCD

    BCD Ensign

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    Have you guys ever considered the idea of block movement devices, such as pistons or barrings?
    It could create some interesting new veicals and builds (from legs, to retracting landing gear, even hidden doors and transformers).
    I dont know if its possible to do with your engine, but I feel like it would round out some of the building methods
    everything feels a bit too "static" with current methods.

    Also Id love to be able to build under water. I was able to create a sealed room under a lake, but had no way of draining it of water, so it ended up being more of a tank. Water and Ice worlds would be a lot more fun with that ability (grated whenever I get a hovercraft or other ship near water it does not end well). I dont know, maybe I am odd. I did also note that it is harder to target blocks under but right at the waters surface with anything (possibly a glitch).
     
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  17. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    *Wonders if Space Engineers's Pistons & Rotors STILL randomly bug out & explode everything & fling their Propellers or other such into everything to destroy even more...*

    Might not be a bad idea for us all to be careful what we wish for... :eek:

    With that said, the Trap Doors we got now are a good start imho. :)

    Also, by "veicals", did ya mean "Vehicles"?

    I wanna be able to suck up & move Lava for Traps & Custom Moat use someday. :D

    Also, I can try to be of help to your Hovercraft Design if ya Screenie it & stick the Pics here... it shouldn't be such a problem for ya to smoothly drive off Land onto Water & ride along it effectively. It may not be a bad idea to have a look at how it was built. Can even stick a BP of it here if need be. Usually the most that may ever be needed to transition from Land to Water smoothly is be at Max Hover Height, & if entering it at a angle that's a bit steep, then to move your Mouse up to pull the HV's Nose up a bit as ya Transition.
     
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  18. geostar1024

    geostar1024 Rear Admiral

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    Yeah, I put this sort of thing in the same category as wheeled vehicles. Definitely nice to have, but a truly massive time sink for the devs because of the physics programming involved.

    Proper liquids would be most excellent; I'd totally maintain a pool on my CV in that case :).
     
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  19. Kieve

    Kieve Captain

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    Maybe not the best idea...
     
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  20. BCD

    BCD Ensign

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    >-> yes
    and thanks! I have been more messing around with base building, but my last attempt at a hovercraft stuff was some builds ago (way before they even added in the weather conditions stuff). I did have a flying brick however. it flew.. well like a brick. I will have to play around with it more.
     
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