Hello, The player sticking to pilot/passenger seat when two or more people are in same vessel need change. We need to allow players move freely inside flying ships. The current implementation is leaving people out in open space as soon someone accidentally press 'F' (use) button from the chair. Please raise priority for this important task. Cheers!
This has been asked for a hundred times, but it's not so easy to programm in the empyrion system. I think the devs want to do it but it might never happen anyway.
I'm not sure if this will ever happen. I'd be happy if they fix the transports/enemy ships so when you disable them you can move around in them to loot. Even those glitch out often and you run into invisible walls
I am not sure but more or less they try to avoid unwanted collisions by switching off colliders, there is no another real reason to do this. Probably they should just add speed and vector of ship movement to player when player move inside the ship, or make copypasted entity "filled with O2 ship" which is not moving anywhere, with the rule not to look in windows lol )))
It can positively be much easier to achieve in singleplayer, but it's obvious the feature is wanted for multiplayer, and sync issues would be a nightmare. They probably limit block collisions to "visible faces" (normals) for ship-ship collision and bullets. For players to move inside they would double collision checks, and it's already very flaky as it is now.
I do not know so close about syncro, i am more with concepts or visual part, but mesh colliders, not boxes or another primitives, is very common to modern multiplayer games. We should wait for answer from team.
We're talking about "compound" meshes here, derived from voxel constructs. The answer from Eleon was : the feature MAY be feasible, but first they have to fix/ re-work all collisions and other aspects too. And they also mentioned a few times that network traffic was the big issue to get everything working relatively ok. Like it has been said up here, this topic comes up regularly, and the devs always answer the same - when they do.
This is surely the most wanted answer. I know it was around before I joined the game. So we wait some more for a answer to most likely the oldest question in the game, next to crouching.
I'm sure everyone wants to hear the power above to say "YES we've done it" Everyone would then get to do their collective But until then it's
Here, one answer in post #119: https://empyriononline.com/threads/...-around-cvs-while-they-are-moving.8482/page-6 Here, one answer in posts #3 and #6: https://empyriononline.com/threads/an-idea-to-be-able-to-walk-around-a-ship-in-motion.23685/ Here another answer (more developed), in post #3 https://empyriononline.com/threads/walking-around-on-ships.86127/ Here, more of the same... https://empyriononline.com/threads/walking-around-cvs-mid-flight.36762/ .
At least on my servers i fixed animation on animals and enemies, lol, now they move not like they on drugs... )))
Meanwhile, in Space Engineers, I can go on a server with 80 ping that has the unlimited speed mod, get up to 1100m/s (normal speed cap is 100m/s), exit the ship (jetpack is automatically enabled and set to keep me traveling at the same speed as the ship) (or use magboots to walk on the hull/blocks) and build and remove blocks on my ship WHILE IT'S MOVING with zero problems. Empyrion has a long ways to go.
I said it obliquely when I posted in the "three things I dislike thread," but really - Space Engineers is the technically superior game. On the other hand, Empyrion is a better game from a general gameplay standpoint, and could potentially be better overall if the bugs and weirdness would get fixed. The bugs and weirdness are enough to turn me off it soon after I start playing for a while, however, and I often end up turning back to SE to get my "minecraft in space" fix. Edit: And before someone points out that SE has been around for twice as long as E:GS, I'll counterpoint that SE was way farther along at the 5-year point than E:GS. Second edit note: fixed up some awkward 5am wording in the post to make my point more clear.
Sadly they seem to be two end of the extreme - SE - all physics, no gameplay, EGS - gameplay, but severely crippled by lack of physics and/or really badly conceived and/or implemented physics. If there was an SE mod to simplify the physics (to reduce the associated lag/cpu load) and add the NPC from this, then TBH I would never touch this nasty hack with a barge pole, despite that many aspects of what you can build in this are far superior (at least until you hit the size constraint of the non adjustable crappy gravity generators in this). The big problem with SE however for me is even with a powerful PC playing solo, I so quickly reach the point where it becomes unplayable due to size of couple of grids, especially if you add an inventory script as well - and TBH my ships are not really *that big* and yet one of them can bring a server to its knees all on it own if SE is having an off day. Also it physics are really glitchy - clang, exploding rotors and pistons etc have pretty much killed the game for those I used to it play with. OTOH, I cant imagine this team ever being able to solve real technical challenges when they cant even get the most basic simple physics right, nor show and signs of a desire or care to either (*cough* flight model *cough*).
I think what Empyrion has managed is exceptional. They should be congratulated for what they have achieved, not denigrated for what they haven't. In the few years of playing the game I have had some amazing experiences with this game regardless of the flaws and I have also watched as the game has advanced way beyond anything I ever imagined it would. That is definitely something the developers can be extremely proud of. Don't get me wrong. There are some huge 'wants' I have for the game. I'd love to move around the ship whilst it's moving. I'd love to have stasis pods on ships to keep a team together when some players are logged off. I'd love to have the ability to mod character models. I'd love there to be a greater incentive to explore beyond 'find resources to build a capital vessel' (as all my games have fizzled out once this milestone has been reached in game). Having said that, the game still brings me great pleasure without these features. I'd love them to be implemented though (so please don't stop attempting to get them to work if you're reading this devs ) but game design is about compromise between the artistic vision and the technical challenge and sometime you just have to say the challenge is too great. Fingers crossed the devs keep working on all of these issues and find a workable solution but now we're out of Alpha, the likelihood is ever diminishing.
Couldn’t agree more. I’ve played Empyrion more in the last few months than I have played pretty much any game in my library. When I was first describing it to another buddy of mine he noted how impressive all of the stuff we >can< do was. This game has so much stuff we can do that I think people sometimes lose focus on that and concentrate on the few warts that pop up. And don’t get me wrong, some are some pretty big warts no doubt. But to me it’s like going to an all you can eat buffet with 200 different types of main courses, and then getting irritated that they don’t have the one or two sides that I really want.
I wouldn't have gone quite that aggressive about Empyrion's problems. However... To tweak your analogy, it's more like going to an all-you-can-eat buffet for years, and then realizing that there are roaches on the floor. Sure, your (oddly non-filling) steak is great, but the crawling "side dish" sure puts a damper on your enjoyment and makes you not really want to come back until it gets cleaned up.