What did you do in Empyrion today?

Discussion in 'General Discussion' started by Slam Jones, Oct 17, 2015.

  1. Atomino

    Atomino Captain

    Joined:
    Aug 17, 2019
    Messages:
    112
    Likes Received:
    333
    Born to be wild.........

    Cool bike by the way....
     
    #20761
  2. Demonic

    Demonic Captain

    Joined:
    Feb 2, 2018
    Messages:
    143
    Likes Received:
    422
    Took a brake from the Alien POI to try something different. Tried to step out of my comfort zone and design an upgradable T1 SV that doesn't look like a brick or pencake. So far I'm quite pleased with the progress - it has decent storage, two gatlings and decent thrust and the thrusters and cargo are placed in a way it makes it easily possible to upgrade it to T2 when I got the components.

    [​IMG]
    [​IMG]
     
    #20762
  3. RazzleWin

    RazzleWin Rear Admiral

    Joined:
    May 22, 2017
    Messages:
    622
    Likes Received:
    1,464
    I agree with
     
    #20763
  4. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    I hate using multi-tool/drill turrets upside down :)
     
    #20764
  5. TRX

    TRX Commander

    Joined:
    Apr 23, 2020
    Messages:
    57
    Likes Received:
    152
    Hmmm .... Am I insane for trying ? ... or will I simply get frustrated and give up :-? ... hmmmm ... anyone else up for a challenge :)

    20200513214515_1.jpg
     
    #20765
  6. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,291
    Likes Received:
    11,948
    Only thing I can't stand is slow constructor and blueprint speed and I mod the armor so it has more durability (it gets damaged way too fast even on slow degradation). :D
     
    #20766
  7. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    Switch on blueprint spawn limit as well :)

    You may find that the portable/small constructors are not fast enough to fuel anything, so most likely you will need several of them to keep up with demand. Even on fast I end up with about 4 of them so that 2 can be on fuel non stop.
     
    #20767
    Last edited: May 14, 2020
    Tyrax Lightning likes this.
  8. Fractalite

    Fractalite Rear Admiral

    Joined:
    Aug 10, 2016
    Messages:
    4,315
    Likes Received:
    8,845
    So after some tinkering/analysis, I am not sure one of my design approaches will work with the current thruster vs RCS vs Flight model:


    20200514005652_1.jpg 20200514005704_1.jpg 20200514005850_1.jpg 20200514005925_1.jpg

    This is Fate - what the approach is based around. The whole point was to create a modestly functional design style that used shapes to keep things sexy yet deceptively generate voids to keep costs down. Keep things extremely simple. Plus, at least for the moment, the *enemy turret health has seen a gigantic boost so gatling cannons barely scratch them which means.... turrets. Also, some of the thrusters are embedded(not horribly so) and that will soon(the next version or two) be a problem.... AND, tinkering revealed I should space the little bastards out.

    HHHHHHHHHHHHMMMMMMMMMMMM...

    What to do, what to do...
     
    #20768
    Last edited: May 14, 2020
  9. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    I managed to get all the CV space only weapons working planetside now as even a max set of cannons takes a long time to grind them down. Laser + plasma seems to work much better :)

    Finally a late game ship that actually feels 'late game'...
     
    #20769
    Tyrax Lightning and Fractalite like this.
  10. Robot Shark

    Robot Shark Rear Admiral

    Joined:
    Jul 3, 2016
    Messages:
    2,198
    Likes Received:
    5,768
    Ok, I will start nerfing it once the final design has been decided.
    I replaced 2 of the small side thrusters with mediums, I hope that helps.
    I also moved the O2 filling station.
    The blinkers below the cockpit have been removed.
    The thing that is driving me nutty about that turret is that you cannot color/texture individual sides of it.
    If I put it on the bottom I cannot make the floor of the cabin match the rest of the ship, or the hull where the turret is will not match the rest of the hull.
    If I put it on the roof I run into the half-width blocks I used in the ceiling to make the interior look bigger.
    At least it's a non-weapon turret.:)
    I see you are having the same issue I have been debating on.
    Honestly, I agree with you. I have asked the Devs to allow changing the view when using side mounted and upside-down mounted turrets but I'm not holding my breath. I'm going to go with the design that puts it on the top.

    The update has been posted, if you have additional suggestions they would be appreciated.

    CV-Treefrog.jpg
     
    #20770
  11. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    TBH this kind of thing could be easily made automatic - no need for a control. They only need to look at the orientation of the turret relative to your current cockpit seat and adjust for that - the math for this as almost trivial as far as 3d vector math goes (cant remember how many times I have this kind of transform in scripts for space engineers). Of course if you are not in a seat/cockpit, then it cant be automatic, but tough.
     
    #20771
  12. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    Yesterday I did level until 11, spawned my HV in, with it collecting stuff is more easy than carry it in your pocket on the Motorcycle ;).

    A12ExpPE_2020-05-13_21-28-22.png

    Found in some POI seeds and cultivated my little Farm. Today I start with collecting Material for a CV I like to build. No BP for that only an Idea that fits into a new Concept I still have to figure out how to do...:rolleyes:. Also, as a "Roman" stuck in the Future I thought about this Letters... S.P.Q.R.
    I will use a similar form but more suitable for the Galaxy - S.T.A.R. - translates into SenaTus Astrum Romanum - as we are no longer confined to Earth.
     
    #20772
  13. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    I would put the center back rocket turret on some kind of mount so that its direct forward firing line not obstructed.

    Of course I would like to say make the tool turret retractable instead - but with broken hit cubes on them - that wont help ;)
     
    #20773
    Robot Shark and Tyrax Lightning like this.
  14. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    20200514103626_1.jpg
    Nein! das ist verboten!!!

    Something to keep me going until Reforged Galaxy does the job properly :)

    Even with only 2 drills and having to wiggle around to dig a bigger hole its still better than using an HV...
     
    #20774
    Last edited: May 14, 2020
    Tyrax Lightning and Alhira_K like this.
  15. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,262
    Likes Received:
    8,940
    Finished the main load of the items and weapons today.
    I finally got around to balancing the Flamethrower, which is apparently in high demand.
    I also tried to get those damn hand grenades to work. There's no class or sub-class that allows a usable weapon to consume itself as ammunition so grenades are no-go. The only device or item related to it is the Explosive Charge, which places an entity, it doesn't "shoot" or "throw".
    So I made a grenade launcher for the grenades to go into instead. But since it's not much different from the rocket launcher, I disabled it.
    RG_TEST_2020-05-14_16-56-37.png
    Later though, Ravien also had a suggestion which yesterday I would've thought was impossible at present; but not today since I saw a function that could make it possible: A gun that can change between full and semi auto.
    So I created a Submachine Gun with multiple firing modes. Full-Auto, Semi-Auto and an alternative reload mode in Full-Auto with AP ammunition.
    Which opened the door for the T3 Assault Rifle: An assault rifle with a grenade launcher attached. Which works.
    RG_TEST_2020-05-15_00-49-04.png
    Full auto.
    RG_TEST_2020-05-15_00-50-11.png
    Frag Grenades.
    It also has a scope, but because of the way the mode-change works, the scope is useless. You can look through it, but can't shoot while doing so.
    It also suffers from ammo-confusion. So it looks like this one won't make it in for anything but a few weapons and only as a secondary firing mode. No radically different ammunition, unless the devs want to pitch in and give me some more features to work with.
     
    #20775
    Last edited: May 14, 2020
  16. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    Four Hours RL Time or 3 Days on the Planet DREAD. That is the result -> 50 tons of Loot/Harvest
    A12ExpPE-200513-2128_2020-05-14_14-43-21.png
    Those four Large Optronic Bridges...no, I did not find them. But I looted 2 T3 CPU Extenders for BA, moved it to anouther reactivated Base, who had De-Constructors and...
    A12ExpPE-200513-2128_2020-05-14_12-43-51.png

    The Ore is mainly a result of transforming Crushed Stone into it.
     
    #20776
    Last edited: May 14, 2020
  17. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447

    For this - they should down tools and work on nothing else! ;)
     
    #20777
  18. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,262
    Likes Received:
    8,940
    Since my post i've been adding some extra firing modes to the weapons with no scopes to be broken by the firing mode.
    Minigun and Epic Minigun: Safety Mode, you get low recoil and lower DPM vs High-Output Mode, where you get insane recoil but maximized dpm.
    Epic Plasma Cannon: Normal mode and Anti-Ship mode. Anti-ship mode is a high-recoil version that fires an SV plasma round instead of the standard anti-personel one which can damage ships and bases. Not much of a difference in damage though.
    Normal plasma cannon doesn't get a bonus mode.
    RG_TEST_2020-05-15_03-02-35.png
    From doing all this, I found a bug that's gone unnoticed for probably years. Which, when it's fixed will hopefully let me do some more interesting things with alternate fire modes.
     
    #20778
  19. Khazul

    Khazul Rear Admiral

    Joined:
    Jan 15, 2020
    Messages:
    825
    Likes Received:
    1,447
    Nice - I assume this is done using the child declarations in the weapon definition?
     
    #20779
    Tyrax Lightning likes this.
  20. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,262
    Likes Received:
    8,940
    Yep, with the Radial Menu taken from the survival tool.
     
    #20780

Share This Page