Pfff... where should I begin... I was hoping to make a "sitting" character in Blender to have a reference when making SV blocks, so I took some screenshots of the player character sitting in an open cockpit (SV and CV) and at a table, so I can use these screenshots as guides to position the model in Blender. And while I was editing/ cropping the images, I just couldn't keep my focus on the objective, because... Because look at this guy. He's not even holding the "steering" dammit. He's not even looking forward, not even at the table. Then look at how that guy is "seated" : Poor guy is "melted" in his seat. I just took a break and went roaming on the web looking about all the cool stuff and games and models and assets and whatnot. It's all about money, I know. But that doesn't explain why this poor guy has not gotten any help over all this time. He's our main buddy in game ! He's our hero ! Why can't he just get his frickin' head fixed in a decent position ? Look at his legs : it's like he's been dropped in that seat from the 4th floor up and frozen in pain for eternity, with that head and look like he's still trying to yell "Ooouch ! "... Come on... It's not the first time I see it, but tonight it just hit me harder. I'm a guy of details, I don't take it lightly when I show something I know I could have easily fixed, or at the very least I will say something - anything - as an excuse for my lazyness. I will hide him under the snowman's head forever... He looks so cool when he's walking, and then when he's taking that pilot seat to become the hero of the galaxy... he just looks like a *****. I'll go make a fuel tank or something.
I prefer to enable the Steam overlay and take screenshots using F12. The .JPG files Steam generates take a lot less space.
So testing out my new SV I found another of those crashed capital vessel POIs. It appears they have sort of fixed it. You can still core it but doing so doesn't disable the spawners.
I released a few ships yesterday and today. But... I am particularly fond of the new camper van i made xD I built a ton of these back in alpha 6 maybe, they were 3 blocks wide. 5 blocks wide this new one is and I wish I had done it sooner aha, looks so much better and fits tons of stuff and free space and yet is still just around the size of some iveco vans xD https://steamcommunity.com/sharedfiles/filedetails/?id=2373675475
Look out ! Its the rozzers ! OHHHHH I hope someday I will be able to stick a signal name to transmit FROM a light, so that I can send that signal to the roof and grill projector bar and alternate between redblue/bluered LCD projectors. I got red and blue sequential flashing lights see and if they toggled projectors too the police signs would alternate colors
I'll play around with a concept later. I *think* that you should be able to hook up a delay signal with a not signal and be able to achieve a continuously alternating signal? Unless someone else already knows that's not possible (I know the game has some ability to detect when loops are instantaneously feeding back on themselves continuously, I'm hoping that it doesn't extend to such a delayed feedback loop.)
There is a LCD set on the Workshop that has 2 LCDs that alternate using a delay. I have downloaded it and spawned it in creative to check it out, but I still don't understand logic signals anyway. You could probably just copy their settings.
Long time no see, friend. I am now smiling like a child, can't you see? It's been weeks since I left you, my CX4 Scythe. Parked besides my space station. Fueled and gorgeous. With that threatening look even when I turned you off. Unlit. I moved all your food to the station, pulled all seeds from your garden. Just to find you again. Unharmed. Ready to embark in a new adventure after weeks gathering rust. So shall we?
My experiments were sadly largely unsuccessful. While I was able to achieve a signal that cycles, it's on a roughly 6 second cycle (3 off, 3 on) and involves devices that almost continuously make noise (either ramps or doors that open or close alternatingly). I was looking around on the workshop and wasn't able to find this. Are you by chance able to link it? I'd love to see what they did.
He looks a little more natural sitting on the crapper, but yes, his ass penetrates the lid. Now if the lid could be raised, he would be just about right except for his feet not reaching the floor. Perhaps another little project for your spare time? btw: It's a Lunar outhouse.
I just remembered yesterday why I took a break from Blender for many years. Sometimes the program will do just what it wants and there's nothing the user can do to prevent it. And slamming the mouse on the desk shows that even hardware has flaws... One funny thing to test (with any 3d package, really) is "how long" will a program "resist" doing what it wants with the following setup (just one example among many) : Make a planet, not "to scale" but big enough to create a good illusion. Make a "space station" in orbit, at scale, at roughly the same "altitude" as the IST in real life. Zoom out to see the whole planet, render a shot. Zoom back in to see the station. If the station has not become a chaotic pile of vertices, go buy a lottery ticket. There are so many things that can go wrong that "being free" can't be an excuse anymore. All these freebies (Firefox...lol) are usually "sheltered" from genuine improvement because when they hit the limit that the Big Products have also hit, well... there's no miracle for them either. That's the point where we are in time-space. People will have to rely on dreams for a long time still, because for now it's all relying on creating illusion. Seems like everything is just "proof of concept" and not applicable in real contexts unless "military grade" C-MOS types of devices, for limited usages. We're far from warp drives and teleports. I'll just keep learning, because that's the only reliable outcome from all this : we can learn, even if all we learn is that we can not do as much as we thought we could. Blender is still one frickin cool package, but sometimes I wish I had paid for it so I could storm their forums and yell at someone...
https://steamcommunity.com/sharedfiles/filedetails/?id=2133129514 This is the LCD set I was talking about. Not sure if it is what you are wanting. There is one setup that uses 2 LCDs to alternate a pattern (on the far left I believe). Hope this helps
I gave a couple of the basic LCDs a try with mixed results. The large keyboards did not work in small blocks. The letters and squares didn't line up and I didn't see a simple solution to rectify. On large blocks, they seemed alright but no color. One of the "Terminal" signs showed up in colors but seemed oversized on L blocks. Looked much better on S blocks. I really have to read that Rich Text guide. In any case, they look great! All I can think is that it requires quite a bit of work to get the results.
So after playing with my SV a bit more I've tweaked it quite a bit. I ended up extending the front a block and did quite a bit of arranging to space the majority of devices to prevent chaining. I noticed after testing thruster placement that nothing really changed the Pitch or Yaw values. I assume this is because of the shape of the vessel? Regardless it's not really sluggish. Certainly not as maneuverable as my Zephyr but given the listed values I assumed the performance would be worse. Are the values bugged or am I missing something? Constructive Feedback welcome https://steamcommunity.com/sharedfiles/filedetails/?id=2377192564 I also spawned in dpburke2's Begin and rearranged a couple of the towers. A lot of room to grow into here.
Been a while since i've been able to build anything. But since RG is more or less done for 1.4, i'm rushing to update, overhaul or replace a buttload of POIs. Been adding full Legacy stuff for most of today. 3 POIs today, 11 yesterday. And I expect to do another 2-3 later.
Brilliant designs as always, @Escarli and @Vermillion. The game wouldn't be the same without you guys (and many others in this community, of course) But please, enough with those tough mother frakkers. Maybe more enemy SVs? I have a reputation in the galaxy for running away from dreadnoughts... Now there's a new beast in town and her name is Kamirat Class Battlecarrier. (nevermind me... I'm just rambling on. )
Fellas and I took a trip out to Progenitor space on our MP server and I was blown away by the time and effort put into just the gate alone! After spawning a ship on the other side, ferrying some supplies across, and venturing to a few planets I was amazed by the work put into it. I fully understand it is a WIP, but man, even at this point its impressive. We decided not to spend too much time across the divide as we had a few other things that caught our attention, but I am looking forward to following this quest line to its completion in the future. Just watching some of the epic space battles at the Dyson Sphere was enough to get my attention. Each time I play through EGS I learn something, and this current MP experience has been remarkable: 1. Ive learned to navigate the map. The extended warp distances offered in RE is helpful, but finally learning how to move between sections of the galaxy feels much smoother. 2. Ive learned how to fight, at least using RE rules, against some of the largest ships in the game. I used to flee in terror at the first sighting of a Dread, but now after learning their weaknesses and capitalizing on my strengths, I have somewhere around 15 or so under my belt. Hunting legacy ships in black hole systems is no longer a mystery, and farming quantum cores is a fun and efficient way to upgrade both personal gear and ships. 3. Ive learned that big guns dont always win fights. More guns often does. Artillery looks cool on a ship, but I am finding that against mobile targets it is of limited use, and I often shut mine off just to conserve ammo. Now, againt POIs, they rock. 4. More importantly, not just more guns, but the right guns. Each weapon in EGS has a strength and a weakness. Arty hits hard, tracks like garbage. Cannons always hit, but have short range and low damage. And so forth. Missiles and pulse lasers...hard to go wrong with either. But I think, most importantly, this playthrough I have learned that the journey is far, far more enjoyable than the destination. When I think back to the "high points" of this play through it wont be the 18th dread I killed, or the 50th quantum core I farmed. It will be finally getting off Roggery. Finally mining enough gold for a new capital ship. Finally defeating the Abandoned Assembly Yard without dying 50 times. Finally clearing a planet to call my own and setting down roots. Meeting up with new friends for the first time and seeing our "home" system form. Flying into a fight for the first time with two other players. Being shown where and when to hit an Infector or Decimator to take them out quickly. The first time I charged forward to a Dread as opposed to running away. The first time I placed my own core into a wrecked dread using a ship that I had upgraded and personalized. Enjoy all of the firsts in a playthrough before they just become routine.