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In gameplay sake, warp drives are fine. I already upped the speed limit in my game to around 700m/s which still breaks a lot of NPC ships and such. Normally when I create a planet too, I go into the files and edit its gravity falloff to be twice as large even. One planet I placed had gravity so wide it affected you 700KM from the ground. xD
I disabled some things, and left some things for gameplay sake. We can't fix everything, but we can bring it closer.
There's not really a way to nerf artificial mass blocks, you see any gravity they provide can be used by a gravity drive. If you disable large grid ones, people will exploit the small grid rotor attachment or just attach a small grid ship somewhere inside the ship, and use small artificial mass blocks. Though that will require one hell of a well positioned system to make sure the whole ship moves evenly with center of mass. :P
Space Balls I might be fine with, due to the infinite ranged firing capability of them. Removing their gravity components while allowing them to somehow be fired from a ship would be interesting though.
The sphere one wouldn't really simulate ring stations unless you can invert the gravity but that is an interesting idea. I'll probably enable them again.
While near-instantaneous travel is useful, we're probably not going to develop FTL anytime soon unless it's gifted to us or we discover it by accident.
Spherical GGs were meant for artificial planetoids and round ships/stations. For the latter you could build a centrifugal ring instead but the physics are janky and the automatic mag boots interfere. For the former... yeah I don't see us achieving that in ~52 years.
What if you disabled large grid mass blocks and nerfed small grid?
Space balls really shouldn't exist.
The only uses I can see for spaceballs:
>Decor as the only sphere in the game (build a solar system model or something)
>Zero-G sports
>being hurled by a mechanical contraption
>having their lack of power requirement exploited as ammo for "gravity guns"
Keen's "Sparks of The Future" world has a rover on a asteroid which requires artificial mass.
I don't mind you nerfing mass blocks, but don't disable them.
Don't like the mod, don't use it!
Gravity generators? Pretty much impossible. But for gameplay sake, they are fine.
Jump drives? Also pretty much impossible. But, again, gameplay's sake, its fine.
The rest I've already explained. But I get it, you're one of them kids who just wants a space shooter and space lego smasher. Its fine, thats what KeenSWH designed because it was easier and made them more money while not having to do anything creative and unique. Don't like the mod, don't use it.
If you read the original mission statement, and the current one, you'd see that they failed, big time. They did no research of any kind to even slightly come up with accurate information. They could have done so much better while keeping the game entirely enjoyable. They just didn't. Cause research is such a pain in the ass. Imagine spending a week or less reading science journals on the internet! :|
This mod simply disables the blocks that defy physics, since there's no way to make them accurate from my skill level or the fact that parts of the game are just too hard coded.
Why do I make mods? Because I don't like something in a game. Why do I have contempt for the devs of this game? Because they are corrupt lazy people who ditched their community and reject all input. I used to love this game, thats why I made mods for it. I gave up now, because the game is too hard coded to change for the better, or requires coding skills above my capability.
Plugins and such already exist to add more realism than I've even suggested, proving it was possible in the first place for the devs to do. They just didn't. You might have to pay for such in their next DLC.. I mean "Update".
I suggest you play Kerbal Space Program (with realism mods) or Children of a Dead Earth if you want a realistic experience. You'll find Children of a Dead Earth is cool but lacks that special engagement of SE and that is in my opinion almost entirely attributable to the fact that it is very realistic. Its more like chess than a visceral experience you take part in.
Realistically all space warfare would be done by throwing asteroids at each other using orbital mechanics or sending nukes or missiles on months long orbital trajectories, but that's no fun in real time at a human scale. Keen needs to fix things but I think the primary impetus behind this mod is a misunderstanding of what this game is for.
If you are referring to the fact that my mod is one of those "Actually, this is what is scientifically accurate" mods, then yes, I made a mod to try and remove some of the magic in Space Engineers.
If you look at KeenSWH's website, their mission statement proclaims "no magic, no fantasy, only science", which is why its surprising that there is almost nothing but magic in this game.
One method of doing something like what you want, is to make the jump drive's chargeup time slower based on the distance, and add a disable ship timer that also grows based on distance.
Simple teleport is done because it needs to be simple and easy to process.
I know the FSD warpdrive mod let me take Sevastopol station and a star destroyer a few thousand KM with only my PC starting to reach max on a single core. Server SIM seemed okay through. That was a core at 5.1GHz
Perhaps a few seconds after the warp till engines come back online as if its restarting which would add a bit of PvP/PvE mechanics so people could use the FSD Drive mod to fly fast to locations but nothing is faster then a warp drive, at the cost that once warp has begun your course is locked unless you disable warp potentially causing damage to the ship and once you leave warp based on the number of engines the ships thrusters and gyros are disabled for a period leaving someone vulnerable but also the fastest way of navigation possible and no guiding except lining it up being required.
Maybe have it so there is time it takes to charge up the jump drive but also time it takes to calculate the route which is faster if there are jump computers on-bored/connected to it..
There is no such thing as pure energy thrust. You can do things like solar sails and whatnot but those require massive amounts of surface area and produce very little movement and the further you are from the star, the weaker they become.
And yes, I wish to rebalance ice to hydrogen, but its a complex hard coded untouchable system really.
aaaaaaand no hard feelings, those are just my thoughts
My description is entirely accurate, I mention this in the description.
I hope that the success of SE does prompt them to develop a sequel on a more suitable engine, but I both fear and suspect that if they ever do develop a sequel it will most likely be on the same engine, and re-using as much of the code as they can to save on time development costs.
The game was also designed with a semi-bad engine at start and ill equipped because it was just a tech demo. They didn't wanna bother starting a NEW game like they did with ME to make a better game from the start, so instead they just kept building on SE's bad crappy engine with tons of hard coded crap in it. A shame really, they could have made this game great if they had simply rebuilt the engine in a new game.
I'm trying to create a more grounded and realistic Space Engineers, where the player is confronted with realistic, practical problems, for which they must engineer realistic and practical solutions, within the boundaries of what is fun and mechanically feasible within the game.
Personally I've never truly had issues with hydrogen thrusters except when trying to escape a planet I made way back when I made planets 512KM and such.