This guy means here: https://steamdb.info/app/244850/depots/
Also, in the last week, there has been a lot of movement on the mptest branch. Besides that, an old_multiplayer branch appeared, which seems to be a fork of the public branch.
The automatic branch is now ahead of the mptest branch.
Come oooooon netcode!
This is basically just the same texture, but altered so it doesn't show up with their additive shader. If you want to just make it smaller, you can edit your original .dds files with image editing software.
I'd note that this won't remove all the flashing, a lot of that comes from the light on the clouds that appear while you weld.
You can reduce the apparent light a bit more by hiding that welding "dust" by changing line 62329 in \Content\Particles\MyParticlesLibrary.mwl (Always back up files before making changes!) using a text editor from:
<Value>0.4941176 0.5647059 0.6039216 0.3764706</Value> to
<Value>0 0 0 0</Value>
If that makes welding look too boring for you, try altering line 62086 from <Value>100</Value>
to something higher (this number influences the number of sparks that appear when you weld).
This is for SE version 01.027, later versions may have different line #'s.
None of these changes actually remove the effects, they just hide them. (Got some weird crashing and graphical issues when I removed them entirely.)
Yes. You can do that by putting 3 widgets on top of each other, one for each color, and using the hide condition to hide the red and the yellow ones until the weigh reaches a certain level.
So, if you replace the [FFI_CargoWeight_Value]
widget with this, it should work.
The example is set up to have the maximum cargo weight be 100000kg, turning yellow at 85000kg.
Voila. This might take a little getting used to how to make each shape, but it's perfect for space engineers.
You start with basic cubes, which you can slice on angles, creating slopes, or join with other cubes, which you can slice those to make ramped blocks. It's a little more of a hassle than having every armor shape at your fingertips but I've found it to be very helpful when I'm on the go and had an idea pop into my head.
> This guy means here: https://steamdb.info/app/244850/depots/ > Also, the last week there has been a lot of movement on the mptest branch and an old_multiplayer branch appeared, which seems to be a fork of the public branch. > The automatic branch is now ahead of the mptest branch. > Come oooooon netcode!
Amen to the netcode !
It looks a lot like the sample object used by the Blender wiki for demonstrating shaders.
I am thoroughly floored by the number of people upvoting it. I have a tendency to simply speak my mind on Reddit and it's often met with severe opposition / downvotes for not running with the popular opinion. I don't care - I care more about saying what I want to say than fake internet points.
I'm glad people agree with this. I don't want to incite riots against KSH because I know they're working hard on something but every week I see their list of updates, small fixes here and there and my heart just drops. SE is in severe need of big changes. Not as big as planets, but bigger than "fixed rifle clipping".
They appear to be spending a lot of time fixing non-game-breaking bugs. I won't pretend to know exactly what they're up to or working on and I'm absolutely not an expert on the software development cycle but it seems to me that they're trying to polish an unfinished product. Alpha is the time for big changes. Gutting features completely, adding new ones to see how they work then fixing them up so they don't blow up the game. Why bother fixing rifle clipping until you're certain that's the final model you're going to use for it?
Maybe it only seems like the above is happening because KSH feels pressured to come up with a large list of things they fixed every week so they do as many things as they can to make it look good. I would rather they report in like Facepunch does with Rust with each dev team putting in a brief blurb about what they're working on or things they're considering. SE doesn't need to update every week. I'd be fine with a monthly update cycle (and maybe the option for nightly build opt-in?) if they just told us more specifically what they were working on. And they don't need to bother with a video - that's just more time taken out of their schedules.
I can dream.
> Somebody higher in the food chain at Keen Software House seems to be over their head: whether that's Marek or the SE project lead, I don't know
Well said. The weird thing about this is that Marek seems so disconnected whenever he is on a stream; xocliw was frequently having to explain what was going on in SE when they were looking at SE together. I want to point out that this isn't bad. It is to be expected if he is running KSH rather than SE. This makes me feel like Marek isn't running SE. But if he isn't ... who the heck is?
Next:
>It boggles my mind not only how a developer can be so apathetic to the community's feedback
Again this is a weird one. Apathy would be understandable (to some degree, if perhaps not good business) if the devs had a clear vision. Subnautica has been beset by people asking for weapons and MP forever, and they have gently and firmly been shut down every time. But Subnautica devs have a bad@ss trello outline of where they are and an equally bad@ss roadmap of where they are going. They have a vision, justifying their resistance to community feedback.
Like you said though:
> the real problem with Space Engineers isn't technical, but managerial.
I have been so frustrated by this it made me rage quit the game several times.
I literally asked a couple of modders to add some shapes, and they delivered, but still amount of shapes needed in single freaking cube is mind boggling, as you said. Some want even 4x4x4 shapes, so... yeah.
In this regard, Sauerbraten )sadly, dead game) has absolutely brillant scultping engine - it allows any cube size that's power of 2 of smallest cube, and on top of that, you can shape cubes by moving any corner vertex along any edge, if I remember correctly, in several discrete steps (I can't remember if there were set in stone, like 4, of any increment in the smallest cube size). I remember people crafting absolute architectural marvels (game didn't had moving grids).
If KSH only had balls to implement procedural armor blocks, it would change building in this game forever...
If you use android you can use Qubism to build a 3D model of it. Takes a bit of practice to figure out the app but it's great for when you think of an SE build away from your PC.
FYI: The_Farseer on Moddb recently released an update to his EAW FOC project called "Rise of the Mandalorians."
For the moment it's Land and Space Skirmish only, but the overal polish of the mod is astonishing. Thought you (and others) be interested given that this is (in lore) a Mandalorian design. Can also be a good source for more Space Engineers ships as the designs are quite varied: https://www.moddb.com/mods/rise-of-the-mandalorians
I built a small powerful ship with 8 landing gear on top (https://imgur.com/a/0Nb5P). I fly this lil guy out and dock with the cargo ships and engage the Inertial Dampeners(ID). Bam, ship can be dismantled at your leisure. I tend to just disable the booby traps and fly the bigger ship in with my lil ship hanging on (remember to disengage the ID of the small ship otherwise it will make it hard to steer). This kind of approach is most useful for ships that are rigged to explode, but I capture all my ships this way for the practice of docking 2 ships without ID engaged. This may seem a little resource intensive but you'll find that capturing 1 ship pays for this little guy right away, and since the initial .5 uranium I fueled it with I've kept it fueled from the cargo ships themselves.
I'm with you so far, and I'm interested in where the developers take the game; don't be discouraged by thoughtless or overzealous downvotes from asking this worthwhile question. Right now it feels just about 50% built, which is maybe what one would expect at this stage of development. I think it's currently plenty of fun in a LEGO way, with the addition of austerity-driven strategy. I'd like to see them develop the survival aspect a little more, though apparently they've decided that food/hunger is off the table (a need for hydroponics would make for great gameplay!). On that note, the novel The Martian makes for keen inspiration. Seriously, the devs need to read that book.
Some enemy AI might be nice, or an optional goal like getting back to your home planet/colony (I favor the latter).
Alternatively if it's just about building things then maybe not much more is needed beyond more component types that expand functionality. Maybe more challenges beyond mining and combat that require ingenuity.
Whatever the case, I'm interested in seeing how Space Engineers grows. So far it's been interesting to watch, and a measure of fun to play.
I would you suggest you look up the definition of vibration, it will answer your question. I would also suggest looking up the definition of sound while you're at it.
To be sure run Combofix. One of the most powerful anti virus programs out there. It don't even ask you if you want to delete the virus or not, it just does it job.
This is what I think is the best thing they did: https://trello.com/b/theYNOul/planet-nomads-development-overview
More developers should follow Unknown Worlds (Subnautica devs) steps. It makes the development of the game much more open to the community.
Usually the worst block to creativity is a completely open-ended assignment. Constraints, rather than actually constraining you, tend to provoke new ideas and inspiration.
This is why I keep Notepad++ open on my second monitor and write up a simple design specification before I plunge into a new build.
It should do this role, be able to do this, this, and this. It should have this much capacity. It should use this many of these weapons or other doo-dads. It should use these types of engines and weigh no more than this. Etc etc. It can be as specific or general as you like, and you can decide for yourself how rigid or flexible those defined features are.
The important thing about a design specification document is that it points you in some direction and limits you to some degree. An easier and more enjoyable process with better results tends to follow.
Life tip: this applies to any creative project, not just making cool zoomy-zoomy-pew-pews in Space Engineers.
Hey there, StarMade dev here!
So if you've been out of the loop for some time then you might be pleased to hear that docking was entirely redone. A new rail system is in place that serves to add new aesthetic functionality to builds as well as accommodate docking in the game.
This video will explain it further: https://www.youtube.com/watch?v=PUEGEXCbwww
Now I'm not sure what you mean by the landing gear comment. But I will say that the rail system will eventually have magnetic mechanics. That said, I do not believe there are plans to implement some sort of magnetic feet, that would be up to schema. You still need to place the connecting pieces in order to dock to specific locations.
Oh, and docking is no longer based on a box dimension. If it fits, it sits.
Also infinite chain docking, with shield sharing as well!
There are plenty of other changes as well. The latest patch reworked combat, essentially eliminating the core-drilling technique that dominated combat in the past.
Our public roadmap is viewable here if you want to see what's next. https://trello.com/b/9Kg5Jn6g/starmade-roadmap
Only just recently has the team been organized. We hope to improve the game a lot in the coming year. We will even be attending twitchcon! So yeah... lots of stuff. Just thought I'd let you know whats been happening since you voiced some concerns!
This is one of the posts I was reading. If you scroll down past the nonsense of the original post here, you'll come across what I was leading to believe. Also as the guy mentions (Comrad), look through the old forums.
This originial post though just made me laugh. I just sat back thinking "This isn't at all the Space Engineers I've come to love"
That's true. Much of what was discussed in the video would go a long way to alleviating the issue. I remember reading somewhere (it may have been discussed in the previous Patchology video) that planets may end up having things to discover; such as ruins and crashed ships/stations. That alone would go a long way to making things more interesting; though not dynamic.
For example, Subnautica doesn't have much in the way of content yet (there's still a decent amount, just not as much as there will be), but just exploring the environments and discovering weird and wonderful sights/flora/fauna is fun.
You probably won't get the best help in this subreddit, as BlueScreen crashes are caused primarily by hardware; in your case, likely the overheating GPU. Another issue I see is your specs barely meet the minimum specs listed on the website. If you want a more indepth answer, download something like this and send me a screenshot.
You mentioned that you built a new PC, did you copy over the %AppData%\SpaceEngineers\ folder entirely from the old PC? If you did, then you may want to delete the ShaderCache/ShaderCache2 folders if present as they may be referencing the wrong hardware (Steam/SE will recreate them next launch), possibly the ProfileOptimization folder too.
echelonleft is pursuing the hardware side with you, but you may want to run something like HWMonitor to see if it highlights any issues, such as excessively high GPU or main ram utilisation (considering SE still has a few memory leaks).
I edited the photo so that the centre of the circular view port was the centre of the image. A little off-topic, but it bugged me and I think it looks a lot better now
OK, I can't work out exactly what is causing the crashes. I'm guessing there might be some rogue characters somewhere that cause the objectloader to error, but XML Explorer isn't finding them for me.
So, I rebuilt the RespawnShips from the current version, and converted your prefab to a BP, copy-pasted it to a new BP and turned it back into a prefab. Apart from that the only thing I have changed is shortening the name to just Refugee (spaces should be allowed in the subtypeid but just in case)...and this now works without crashing for me https://files.fm/u/pn4wqagf
Give it a test, and hopefully that will now work for you too :)
Have you tried:
https://play.google.com/store/apps/details?id=jquinn.qubism.android&hl=en
Probably not exactly what you are looking for though. Pretty sure it was posted here somewhere before...
It's probably a typo, but EST is also in one hour:
http://www.timeanddate.com/time/zones/est
It's EDT right now (summer time). I know I'm nitpicking, but this confused me ever since the announced the AMA.
I can understand the easy to learn.
Also any interpreter uses an 'engine', its how its integrated at runtime with the main language (https://www.quora.com/What-is-a-scripting-engine). It isn't a free cost to run an interpreter ever. It's not expensive, but it is if you start having multiple interpreters running. You know like people here wanting Python, Lua and Perl. That's some serious overhead.
There is no reason to have two, it reduntant and wasteful effort.
Also its most likely compiling the C# for the scripts. If so its still going to be much faster than Python.
Also ComputerCraft really taxes servers, I write code for it all the time especially to balance all the green power vs non-renewable power, touch doors and food consumption tracking.
But that's probably more Minecraft fault than just using a performance heavy script language.
Thing is when dozen of people write complicated scripts it becomes performance disaster if written poorly.
C# inherently faster since its strong typed and it be JIT compiled basically.
The performance advantages can be huge.
I'd would like them create a friendly coding UI, that way they can bridge the difficulty gap.
Chucklefish did/is doing it partially with starbound for the last updates. Subnautica has their own planning board public (https://trello.com/b/yxoJrFgP/subnautica)
But yeah, I agree it's not a good idea, even more with the vast majority of people that buy early access games thinking it's a finished product.
Some better UI elements for the HUD with gimbal mounted guns so I don't go flying into whatever I'm shooting at all the time. This is supposed to be the year 2077 in a game called space engineers- where is all the practical stuff?
EDIT: also, decals and research!
I've found a more sleek design than the one in your post / what you generally see on Warhammer pictures. But it does look better in my opinion.
Comes with different models too (which have different weaponries).
You can go to a online STL viewer if you first want to look at the models before converting of course.
I tried, the quality is too high (making it too low on that small scale) Here is a stripped down version if you want it https://www.mediafire.com/?1mywxacv9kjczur Put it in \Steam\SteamApps\common\SpaceEngineers\Content\Textures\Models\Cubes
If you want to try it yourself, the long screen is upside down in the picture, and the center about the size of the keyboard-pad is not used (have to split the image around that piece)
like /u/trudar says, but with more detail:
it's in your save directory, it'll actually be ...%appdata%\spaceengineers\saves[some numbers, usually. i think this has to do with your steam account.]\ [name of your save]\sandbox.sbc
i highly recommend sublime text for everything code related. seriously, everything that it supports is better in ST, but notepad will work.... (sublime text is better, though).
somewhere around lines 87-90 are the ones you're interested in.
<InventorySizeMultiplier>1</InventorySizeMultiplier> <AssemblerSpeedMultiplier>1</AssemblerSpeedMultiplier> <AssemblerEfficiencyMultiplier>1</AssemblerEfficiencyMultiplier> <RefinerySpeedMultiplier>1</RefinerySpeedMultiplier>
keep in mind, if you ever "edit settings" in game, you'll have to open the file again to change it all back.
How about this, let’s try to get something working and work from there. Has anyone gotten any version of space engineers working (or any piece of it for example getting the splash screen to show up)
If you get something to work, let’s post it along with what - distro - wine version - any potential workarounds - wine tricks - configs - gpu type/driver version
I just tested and neither the latest (1.187.1) nor compatibility dx9-32 bit launch at all in ubuntu with proton through steam I was running on a amd gpu (either rx460 or rx560)
Edit some links i found on google https://www.playonlinux.com/en/app-2628-Space_Engineers.html
Protip if you ever need to search an image : https://images.google.com/imghp?hl=en&gws_rd=ssl
Go to that and click the camera icon and upload the picture, Google will search through the internet to find a match. Good luck!
As you suggested checking your profile, you've posted over the last few weeks about your PC randomly rebooting and it not being connected to a game as it can do it before you even login.
Sounds like a deeper problem with your build, and there are so many potential causes (hardware, software, driver, over-clock), you'll need to do some digging and testing to find out what.
You can start by looking at the event log for times when it shuts down, (https://www.tenforums.com/tutorials/78335-read-shutdown-logs-event-viewer-windows.html explains how) and try some simple hardware monitoring with an app like https://www.cpuid.com/softwares/hwmonitor.html to make sure things are running within expected parameters (you'll need to find out what those are for your particular hardware).
People are going to tell you to just turn shit off but sometimes windows doesn't listen unless you regedit the function.
Basically you could do that or let https://www.oo-software.com/en/shutup10 solve all your problems.
http://paletton.com is a free interactive tool for designing color palettes. There is a LOT going on in this tool, so play a while until you've discovered all the little things that can be clicked, stretched and moved.
Be subtle, not gaudy. Unless you're making a float for the Pride parade (NTTAWWT), you want to use mostly low saturation colors. Combine a few of the variants (from the right hand side) with neutral greys to make up a final palette to paint your ship.
You will need to also convert from RGB-hex to Space Engineers' HSV color model, because Paletton lacks that feature. Here's one such converter: http://serennu.com/colour/hsltorgb.php
Remember: SUBTLETY.
Once upon a time, there were Fallout 3 mods which added radio stations to the game; the original radio station in the game, Galaxy News Radio, played an assortment of 50s music. Mods expanded both GNR and added new radio stations; one of my favorites featured music from "Atomic Platters," pop from the late 40s and 50s dealing with Cold War issues (tensions with Russia, develops in atomic power and weapons, patriotism, etc.). At some point, I managed to find archives that contained the MP3s of most of the music supplied in the various radio stations and extensions and turned it into a playlist on my machine.
Fast forward to the present - I was hunting for music to play in SE after wearing out the ambient soundtrack and unearthed that old FO3 playlist again, and it meshed so well it was ridiculous - all these songs about the original "uranium rush" of the late 40s and 50s and atomic power and other things while I had my own uranium rush in space; it was awesome. That said, like before, that playlist got a little worn out playing it.
So I opened up Pandora one night, and pumped the names of as many of the songs and artists in that playlist that I could into this channel, and the result was a smashing success - it plays a great mix of 40s and 50s tunes from a variety of genres. Occasionally it goes a little off the rails with contemporary tunes that I guess share some traits but I keep training it and those incidences are rare.
I also have an association of late night talk radio with long overnight drives and journeys (surrounded by the night sky), so come midnight CDT I like to turn on Coast to Coast AM. I figure it's related because they get into aliens visiting Earth in spaceships, and I'm driving a spaceship, so it fits.
I can't imagine programming in SE requiring any serious programming knowledge. My guess is that you'll need a basic knowledge of what variables are and how to use them, basic logical operands (IF-ELSE will probably suffice for 90% of your needs) and a basic understanding of the object-oriented programming idea. All of which are programming 101 and can be learned in an hour or two. After you know that you'll probably need a printout of what different objects in the game can do (eg that a Door object has an Open() and Close() methods, whereas an InteriorLight might have SetColor()) to save time and you're good to go.
The advantage of using a real programming language is that people with actual programming experience, or who are simply willing to go the extra mile to learn, will be able to do seriously amazing stuff for everyone to copy-paste and play with. Another benefit is that players will be able to ask professionals for help in pleaces such as The Code Project (http://www.codeproject.com/) or maby even Microsoft forums for extra lols.
yes and Visual studio decompiles them for that :P take a look at ILSpy for example, its sometimes easier to use that to find something then fiddling around with the visual studio object browser
Adding a ton of programmers to a given project rarely results in the project taking up less time.
If you want to read more about this topic, check out The Mythical Man-Month, a short story on the unintuitive mechanisms behind software development.
It sounds like the underlying goal behind your idea is to organize the community around fixing mods faster.
I encourage you to instead create an online space where mod-fixers can communicate and co-ordinate their efforts. For example, compile & keep up-to-date information on all known broken mods:
This could take the form of anything from a google doc, to a full-on hosted forum website.
I think you can check the build id on this page:
https://steamdb.info/app/244850/depots/?branch=public
When it changes, there's been an update.
edit: it probably doesn't update often enough for you, though.
You can just export an FBX with the scale set to meters. No triangulation needed. It won't matter if they're in the same FBX or split into one for each block. They'll get reexported anyway. And personally, I always work with quads unless a specific part of the mesh demands a tri.
These are pretty simple objects, so the UV mapping should be pretty simple too. The thing is, the vanilla armor blocks and textures are actually not as simple they look. If you haven't already, download the SDK for the game (you can get it through steam). If you look in Original Content/Models/Cubes/large/armor, you'll see what I mean. There are only 4-6 blocks of each type (light, heavy, rounded), but there are 203 FBX files used to build them.
It would probably be easier to make something that keeps with the style of the original armor blocks, maybe even using the vanilla texture, but without actually setting it up to work seamlessly with the vanilla texture. I only ever saw one mod that managed to get the seamless texture working, and I'm pretty sure it hasn't been functional in over a year.
The vanilla DDS files are definitely available in the content folder of the game itself, but unfortunately I've never found a way to edit them. You can view them with something like Pico Pixel, but something about the conversion tool that Keen built makes the data inaccessible for editing purposes. It's easier to make textures yourself in photoshop that you can actually reopen and make changes to (you need the Nvidia tools for that). I have a chart for how SE textures work, if that's something you're interested in.
Thanks, solved the Error for me aswell! But now i got another error: http://tinypic.com/r/jgioo2/8
SE pops up for a second and then there is a window telling me that SE couldn´t work correctly without steam running. But steam is running and i do own SE. Any idea about that?
I'll tell You my secret: markers I can't explain how useful they are. Take a good idea, add some lines and this boys will do the rest.
While someone suggested an SE specific circle guide generator, heres a more general one that is helpful pretty much anywhere.
https://play.google.com/store/apps/details?id=com.saranomy.minecraftcircle
Awww i love how you used the right and unambiguous date format! <3
Even though i can code already, i will join your stream today :D
Edit:
To also follow a proper non-regional timezone standard, the time is 2015-02-27 23:30:00 UTC. So people dont have to look it up themself.
Edit2:
Also this countdown > http://www.timeanddate.com/countdown/generic?iso=20150227T2330&p0=%3A
There's a couple of books that still fit pretty well:
<strong>Janitors of the Late Space Age</strong> and <strong>Hail Clang</strong>
Mods I tend to use for QoL and that kind of thing.
Particularly with ALT+F4 not working it sounds like your system is either being pushed to it's limit, and/or there may be a threading/process or similar issue (possibly mod-related).
You could have a look at the logs and see if they show anything happening at the times you get pauses.
You could run a hardware monitor of some sort (like HWMonitor) and see if the system is hitting capacity, thermal throttling, etc.
Sometimes clearing the caches can help. Open the Run dialog (Windows key + R), copy/paste %AppData%\SpaceEngineers\ and OK to open Explorer at %AppData%\SpaceEngineers\ delete the ShaderCache / ShaderCache2 folders if they exist, also delete mipMapTextureCache.B? / mipMapTextureCache2.B5 file if it exists.
You could try a new vanilla world and see if that has the same issues, and then gradually add mods to it to see if a particular mod is causing it.
Github seems to be outdated, and it doesn't work. Steam workshop sucks and sometimes items fail to download. The best fix is to completely exit the game, unsubscribe to the script and resubscribe. It should get the necessary file. If it still doesn't work, I pasted the workshop version here. The setup is pretty straightforward after that, just follow the steps to add the programmable block inputs to the cockpit and done.
Thank you! The ship you saw in the corner is indeed a carrier based on the Wyvern from Eve. Images can be found here or feel free to grab the world on Steam. That carrier was one of my first builds that predates heavy armor and rotors and such. Eventually i'll armor that guy up too, redo the interior and get it fully operational.
Well...
Some days ago i just showed to a coworker how to load eclipse on a ramdrive and he was amazed, so, considering that you have the whole game loaded directly on your RAM, that's not missleading at all.
As an anallogy, what is faster, writing, saying or thinking the sentence: "i love bacon and cheese, but sometimes i eat salads".
EDIT:
Some aditional info regarding ram: http://superuser.com/questions/617864/why-not-use-ssd-space-as-ram
I'm not going to go into the whole bug fixing, triage, engineering debacle, it's been done. Suffice to say you can't strong-arm them into submission by making noise, they are actually very attentive to their forums, even the steam community area (That's pretty unheard of generally!).
What I will say is I love how transparent issues are with games like Subnautica using Trello: https://trello.com/b/eLEWpq3P/subnautica-playtesting, it would be a wonderful thing to see, akin to the bug fix thread on the Keen forum but in an easy to digest format, clearly showing priority and status. This in itself is another overhead for them to maintain, but I love the principle and I wish more developers would consider it.
Also to quote the mod author:
>Ok, stop whatever you started to do, issue is noted and will be fixed. We can achieve working functionality only after getting that >issue fixed in patch, so patience, most of the stuff is there, just waiting to be uploaded (when it's working)
Hey, two quick reality check/questions here.
On PC at least, the "deluxe edition" does not seem to include all past and future DLCs. source. I can't find a listing for a deluxe edition for XBOX. I can find a link for an "ultimate" edition, but if you read the description it might only include 2019 DLC. link
What DLCs are you looking for? Some may not be released yet on Xbox. Although from what you say it sounds like you are looking at a store page, so presumably everything you are looking for should be out!
I totally agree! And yet the game I linked to is clearly being sold on xbox even while in beta (or alpha?).
I wonder if it is a special circumstance, or if MS standards are slipping? (I really have no clue). This seems to open up the possibility for an alpha/beta SE in Xbox, which I think would not work very well. What do you think is going on here?
Note subnautica is clearly still in development and is no way feature complete - or even close.
There's a lot of irritation on it. Personally I think EVE's response is outright the funniest way they could have done it. Got their humor and moved on.
http://www.systemrequirementslab.com/cyri?gameName=space-engineers&itemId=11880&p=r
And do the auto system detect option when it pops up. It scans your hardware and compares it to what is the minimum and recommended. Very useful.
If you're still new to image manipulation so you haven't gotten too locked into Photoshop yet, give The GIMP a look. Free and Open Source image manipulation tool that is as good as Photoshop for most things (despite what some people might say).
Fyi: https://www.blackmagicdesign.com/products/davinciresolve/
Is a videoeditor - FREE version have no watermarks and most features available.
/sEi
This is flat out wrong. Different language vary speeds, typically related to their layer of abstraction from what's actually going on--even if they're compiled. Think of it like a manual vs an automatic car -- the programmer knows what they wants to do better than the compiler, so they are able to optimize better for said scenario.
Ontop of this, C#'s compiler has not had nearly as much time to mature nor is it open-source(propriatary software doesn't usually have as many contributors), so it's not going to be as good as the very mature C++ compilers.
Also http://www.codeproject.com/Articles/212856/Head-to-head-benchmark-Csharp-vs-NET
It worked fine a year ago, but patches introduced after 1.1 kept breaking it. Only recently, rotors have become stable enough allow it to work again. It's not entirely fixed as it still explodes at times and lost some other functionality (when did sensors stop working?).
Just wanted to let everyone know that we are up to 6th on GameTracker ( https://www.gametracker.com/server_info/68.232.162.28:23010/ )
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Pop in and say, "Hi"... or build a ship and blow someone up. No rules.
Check out the"Last Bastion" server for faction based survival/war play. It's mostly PVP, and they change the scenario regularly so there is always something new to learn and play with. Here is a link to their Discord room. They have been around for years, and they rock! But they do also have some rules you gotta follow (which are explained in discord welcome room).
My second comment is more philosophical. The vanilla game, no matter how optimized, doesn't encourage significantly multi-crewed ships. If you and I are on a team, in 99% of situations we can do more damage if we are in separate ships rather than the same one. Sure, we can both see how it would be helpful for me to be a marine on your battleship in case you were boarded. But not as helpful as having a second battleship that I am driving instead.
There are some interesting exceptions, especially when the game is modded. In Last Bastion, for example, sometimes they've played with no turret Ai, and a turret designator block. In this case, having a gunner suddenly becomes enormously helpful. But even in best case scenarios I feel that it's extremely hard to justify more than 3 total crew.
you guys might be intrigued (and enjoy playing perhaps!) an old DOS game called Inca. there was a sequel too. you'll need DOSBox probably for these to work.
both are pretty dated (1992 and 1994) but did some pretty interesting stuff for games of that time. definitely a good piece of gaming history :)
The price isn't really higher as you are buying a bundle with Space Engineers, Mine Wars 2081 and Mine Wars Arena
Game | Price |
---|---|
Space Engineers | 18,99€ |
Mine Wars 2081 | 18,99€ |
Mine Wars Arena | 4,99€ |
Total | 42,97€ |
56% | 18,90€ |
G2A^1 | 18,99€^1 |
Per Game | 6.33€ |
If price truly isn't a factor, perhaps splitting the cost of a decent dedicated server is what you're looking for. You'll have full control over the server and should almost certainly have better performance than many of the game server providers because you aren't sharing the resources with anybody else's server. As far as I know, the game only uses one core, so you don't need to look for quads. I'd do some research and see which providers CPU offers the best single core performance.
You could be looking anywhere between $100-200, which shouldn't be too bad if all 12 people pitch in. I'm not in the loop anymore to know which place offers the best servers, hopefully somebody else can chime in.
edit: I always hear people speak highly of OVH. Dedicated servers have the benefit of being able to host whatever game or software you want too, which is a plus :).
Digitalocean provides a vps from as little as $5 a month. Here is my referral link, https://www.digitalocean.com/?refcode=df9ebf0754ea they will give you $10 to use. you don't have to have the server running 24/7, you can start/stop it anytime.
I found it on this site.
http://gameslikefinder.com/games-like-minecraft/
which is actually interesting since it's not on that list. I bought a bunch of other games on steam that were and eventually steam suggested it as "Similar to games you play" and one or two of the guys on youtube that do minecraft let's plays started doing a video on it when it first came out. I added it to my wishlist and the following sale picked it up.
Oh yeah, I'm an under-employed Network Engineer from Colorado who also does Music Production, Carpentry, Astrophotography, and Blacksmithing. I also have ADD. bye!
You can get it free from their website http://star-made.org/ I think it is free till the game is released. There are a few features SE should steal. Cloak , Shield and money system with shops. Also star systems with jump drives.
I love the game and still play it from time to time, but 'engineer' stuff i do not see much of. Once you have put a cockpit, gyro, powerplant and at least one thruster in each direction on your ship then you are all good to travel in space and there is not so much more. Ok atmosphere flying and ships is a bit more challenging.
I find a bit more 'engineer' stuff in the game from same developer: "Medieval Engineers" but only some.
For engineering stuff i go to KSP. :)
That said, then i totally love Space Engineers and have been playing from the very start from where there was no planets... Flying through space and explore, building large structures. Build elaborate logistics handling materials and other automation.
SE have a great community and the workshop is gold.
/just my 2c
i get alll of those. Funny story, my first experience playing Halo during the Library was "Why is the lady in the room up there shooting lasers at us?" ^(it was sentinels but Cortana was speaking at the time)
The Halo 2 Multiplayer experience makes me even more nostalgic than the Halo 1 campaign.
Unfortunately, I'm opposed to getting an Xbox One and I don't know how to handle the loss of the entire Halo series in my life :| its devastating..
I assume you have heard about this...https://www.halowaypoint.com/en-us/games/halo-the-master-chief-collection
Take a look at Factorio ( https://www.factorio.com ). These devs spend a lot of their time on fixing bugs after each release. That's also the time the designers design instead of implementing new features right after they've come to mind. (Many of the small updates of SE feel like this, maybe just my imagination)
My real problem is stopping!
Could you pop a link down to the forum post? It would be helpful to get all the info from various reports : ). I don't want to ask questions that may have already been answered too!
I've been working a lot with windows 10 installs/upgrades recently and found that running tweaking.com's 'Windows All-In-One Repair' fixes a wide range of operating system issues. You can get the portable version here.
Basically, run the Repair_Windows.exe as admin, select the 'repairs' tab along the top, click open repairs then just hit Start on the next screen. I appreciate that you have done a fresh install of 10 but from what i've seen over the past few weeks, the OS doesn't deploy in a very stable state!
Edit: Just added some more tips...
It could be that you are getting a BSoD, but don't see it if the settings are to restart instead of showing the error.
Perhaps Blue Screen View can be of assistance, if you do indeed get a BSoD that is.
It can show you the minidump files, which can then help you identify the possible cause.
So I should add what I use:
I'm using the (windows binary of Antimicro)[https://github.com/AntiMicro/antimicro]
And the (Logitech extreme 3D pro)[https://www.logitechg.com/en-us/products/gamepads/extreme-3d-pro-joystick.html]
My control scheme is X Axis controls roll, Y Axis controls horizontal look (pitch) , Yaw control horizontal Look (or yaw ;) ), the D-pad up and down control space bar and C respectively, while left and right control S and D respectively.
Full throttle is controlled by the throttle axis (the 4th Axis)
And the trigger does what every trigger should do MORE DAKKA
There are a lot of potential causes to stuttering, so you'd need to do some sleuthing to find out what is the likely cause.
You can try verifying game files and clearing the shader caches to make sure it isn't a damaged/missing file issue: https://www.reddit.com/r/spaceengineers/wiki/faq/pc
Try playing with the Shift+F11 debug display up, and check the simspeed, etc, before and after stutters.
Try a HW Monitor to see if your CPU, GPU, RAM are peaking in any way.
There are some things the game does that can cause stutters; spawning new grids (NPCs or pasting blueprints), trash cleanup, etc, that you can see in-game, other things like the engine running GC memory cleanup, you won't see in-game but can see in the logs.
Mods can have a performance effect, some more than others. You can try to rule out mods by running a vanilla world and see if you have issues there. Then add your usual mods gradually until you see issues.
And finally, as Zikofski says, SE can be sensitive to certain hardware configs, network latency in MP, etc, and sometimes it is just SE being SE.
The 'graphics driver crash/overheat' message is a generic DirectX/SharpDX response when software doesn't get a 'timely' answer from the drivers/hardware. It can mean the driver/GPU is too busy to tell the software why it can't answer right now, or the software didn't ask the right question so assumes the GPU is overloaded.
If you run a hardware monitor (CPUID, or similar) while playing you may see the GPU load peaking before the crash, or it may point to an issue elsewhere (CPU or RAM bottleneck).
Its also a good idea to run the basic troubleshooting steps; update drivers, verify game files, etc, and if it is a persistent issue report it to the official support site in case it's a more widespread problem that Keen need to look at.
As UKZzHELLRAISER says, likely sim speed drop. Check the (Shift+F11) display and see if the sim speed / server sim is dropping appreciably below 1.0 when the lag occurs.
If its happening when the game is loading/unloading voxels/grids then it may be worth using a hardware monitor (ex: https://www.cpuid.com/softwares/hwmonitor.html) to see if some part of your system is 'bottlenecking' under those conditions.
If you leave voxel cleanup running then you should still be able to have meteors on if you want.
More ram is always handy, Windows will gobble up however much you want to throw at it, regardless of if it really needs it :P But seriously, whether you need more is going to be down to your system load. You can use Task Manager / Memory or a 3rd party hardware monitor like https://www.cpuid.com/softwares/hwmonitor.html to track your memory usage whilst playing and see if it's constantly peaking and causing excessive page file writes.
Find out what GPU you have. I know you said it's intel but i'm guessing that you could do with a driver update. If you know how, run DXDIAG and that might tell you. Otherwise get this program:
https://www.techpowerup.com/gpuz/
And use it to find out what you have for graphics. Then find and install the latest drivers for it. Hopefully that will take care of your problem.
Points for functionality and asymmetry.
If you're keeping the full cladding, consider that armor is slightly more effective when there's a gap between it and the stuff it's protecting. Therefore, nudge the armor out a bit where there's something extra special under it. This gives you license to break up those dull flat expanses at almost no cost.
That, and I echo the standard greeblies-and-a-good-paint-scheme advice. Start with a nice palette design of colors that work well together and some variants thereof. Here are a couple of sites that might give you ideas:
https://www.colourlovers.com/ (use other people's submitted pallettes)
http://paletton.com (interactive pallette builder, LOTS of controls to play with)
They're always docked outside, adding an actual hangar would take up too much mass/volume. Plus the idea is that it's mainly designed to fly solo, or with a couple of fighters that are pretty much only docked to recharge/rearm or jump to a new sector.
Thanks! Black with an accent usually looks pretty sexy, and blue is my favorite color. Plus it helps the ship blend in with space if you use darker palettes, so that's kind of a bonus. If you're having trouble coming up with a color scheme, try adobe's color wheel app.
I used this to align space engine cube map exports. Pos_z is front, neg_z is back, pos_y is up. Neg_y is down. Pos_x is right. Neg_x is left. For some reason I need to rotate the Neg_y one by 180°. Hope that helps.
I wonder if anyone has tried Wings3D? It's free, easy to learn, and most importantly, able to make the kinds of meshes that can be easily imported into other 3d apps. Try it out.
I've made a rough implementation of SVG specs (very small subset at the moment). That allows me to use vector drawing soft (like Adobe Illustrator, online tools such as Vectr.com, etc) to generate SVG code representation of my picture. Then the code can be pasted into LCD CustomData and the script would draw it using LCD sprite API.
Currently supported tags/commands are line and path (including cubic Bezier curves), style supports line width and color (no paint fill yet).
The whole stuff is at super early raw stage. Because Xml utility namespace is blocked in SE PB I have to parse xml by hand and that makes the code not too reliable if you know what I mean.
good looking out, i appreciate it. my content is automatically monetized because of the music, which is fine because i don't want to develop any affiliations to one specific platform. since i stream to 8 at once i like having a presence on all of them, and partnering with one will severely restrict my ability to diversify like that. for instance, mobcrush offers a restream service that you can use while partnered with them, but theirs doesn't offer as many platforms to stream to as restream.io like i use. the tradeoff is that mobcrush's client would allow me to partner with mobcrush and monetize content through them while still being able to restream to more than one platform.
OBS (Open Broadcaster Software) because it allows for saving with the desired compression settings and the wide variety of options when it comes to placing objects such as images, webcam or other stuff into your capture and of course because it doesn't add any latency to my game! https://obsproject.com/
>Agree to disagree on this one.
Actually according to Aumann's agreement theorem, two rational actors with common prior can't agree to disagree.
it is still crashing the game.i fixed duplicated opening ship tag and removed the white space.
edit: maybe i need to add vanilla ships to prefabs?
I don't know if it will work in China, but you might try a VPN service such as Hola! - or better yet, Hola's browser plugin.
Thanks to the UK nanny states efforts to preserve it's feeble minded peons the horrors of the internet, it's increasingly nessecary to use VPN's here too.
I recommend Cobian Backup http://www.cobiansoft.com/cobianbackup.htm for this job. It's entirely free and does make unintended leveled incremental backups. Many others do this only in the paid version.
Thanks for the info! I just started a multiplayer game with some folks, and will try out out next!
I'm actually thinking of making an automated grinder using a rotor too. This could save me a few parts! http://codepad.org/zr4BoL2Q
In a game about assembling functional blocks, it would be interesting if the programming could be also abstracted in such a way, think Blockly or SNAP.
Just think about that for a second, you drop out of 'meatspace' and into VR Space (the size of your 'space' is a representation of actual storage/execution space, i.e. your construct/program needs to fit in the available space), where your block options are, instead of physical blocks, programming blocks (I think minecraft does this with redstone?)
That's not to say remove or neglect the direct programming method which people who are familiar with actual programing will use, but it would provide a thematically similar experience.
I'd get him to see if the log is picking up anything before the crash: https://www.reddit.com/r/spaceengineers/wiki/faq/pc
Try adding the launch option (in Steam>RMB on SE>Properties) to bypass the intro movie: -skipintro
A recent Windows Update caused issues for some with older VC redist files: You can re-install them from https://visualstudio.microsoft.com/downloads/, under Microsoft Visual C++ Redistributable for Visual Studio 2019
If you don't want to use a mod, you can still edit the thrust value locally. It's in the file "C:\Program Files (x86)\Steam\SteamApps\common\SpaceEngineers\Content\Data\Characters.sbc"
Load the file in a plaintext editor like Notepad or Notepad++. Search for the string "ForceMagnitude", which is on line 146. Default value is 3200, try 320 instead.
Just spent a moment looking around in the .SBS file of a savegame and <blockgroups> do indeed seem to be stored as a grid location (specifically a Vector3I object), not using some kind of object index. That certainly lends strong support to the theory.
So in principle, you could manually fix your broken group by searching in the file for the group name and then deleting any Vector3I objects that don't point anywhere useful. I recommend Notepad++ for editing big plaintext files, if you don't already have it (free at https://notepad-plus-plus.org/) As fascinating as it is to explore .SBS files, it would be a hugely complex pain in the ass and prone to errors to fix the problem this way, however.
The easier way would be in-game: make a new group based on the members of the old one, then just delete the old group. That should cleanse the savefile of any orphaned Vector3I references.
You may want to do this for all groups while you're at it, and in grids dating back to the survival update.