Space Engineers

Space Engineers

EHI MCF-700 Command Module
14 Comments
Canofjuice  [author] 10 May, 2020 @ 12:32pm 
Part 2:

4) Set your FoV to the minimum (40 degrees) for most of your screenshots. I really only turn it back up when I want a mild fisheye for interior shots. This flattens the perspective a bit and gives a nice telephoto effect.

5) Disable post-processing when you're taking your images. This gets rid of the default radial blur and vignetting around the edge of your screen.
Canofjuice  [author] 10 May, 2020 @ 12:32pm 
2 Part comment:

So there's a few tricks I've learned so far:

1) When I take screens I have all graphics settings cranked to maximum. Having those shadows as sharp as possible makes a big difference.

2) Make sure you have your screenshot multiplier turned up. I'm taking screenshots on a 4k monitor with 2x multiplier resulting in 8k screenshots. If I went higher my PC would probably die. I take my absolutely massive screens and downres them in photoshop as smart object layers. In PS there's a byproduct from the downsampling that gives you this really crisp look wherever you have high contrast.

3) I use the background I do for reasons other than my love of Homeworld. That particular orange/purple color palette works really well against the base green color I use on most of my ships. In-game textures are set up to pick up and reflect light from the background so it all sort of plays together.
LeonserGT 10 May, 2020 @ 12:15pm 
Anything special you done to your screenshots? It looks almost like borderlands graphics, me likey
DeadMechGaming 1 May, 2020 @ 6:43pm 
Sounds good :D

I usually use it on all of my capital class ships; Keeps them from being easy targets for other players and drones when I leave them in orbit. Enemies can't find a target if it's constantly moving.

I've noticed the newer version even allows for changing altitude and speeds with just a push of a button now. Should make for gradual entry when landing on planets. Great for people like me who use the dangerous re-entry mods; can't tell you how many ships I've burned up on re-entry :P
Canofjuice  [author] 1 May, 2020 @ 6:16pm 
Sweet! I'll probably replace the aligner script in the ARV-150 with this :D
DeadMechGaming 1 May, 2020 @ 2:10pm 
Looks like there is a newer version of the Orbital Autopilot with some new arguments for control

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1876439809&searchtext=orbit

Might try it instead.
DeadMechGaming 1 May, 2020 @ 2:22am 
Ah, didn't notice you'd already updated it :steamhappy:

Understandable with the rotors, it's just something I end up doing. Really hope Keen eventually allows us to print everything on a ship, including whats past the rotors.

Here is the link you asked for:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1401338706&searchtext=orbital+autopilot
Canofjuice  [author] 30 Apr, 2020 @ 8:42pm 
The ladder should be fixed as of yesterday. Mainly the reason I don't do a rotor system for condensing the computers, is to keep the ship printable for survival. That said, I'll see if I can find some room to add a problock for LiDAR (and a projector too while I'm at it). Link that orbital autopilot script, I'd love to check that out :)
DeadMechGaming 30 Apr, 2020 @ 7:05pm 
I'll have to take a look at it.

A few things I noticed on this build is that there isn't a ladder leading to the upper catwalk, there is space for it next to the cryopod; and that this isn't using the lidar script that most of your other ships use (therefor it can't scan or relay any info to your other ships if it spots anything). Not sure if either was intentional.

If you're having trouble finding room for all the program blocks, you could always build a large to small grid rotor and place multiple program blocks on that. I typically end up replacing all of your program blocks into a system like that to save on space since there are some other scripts I like to use too (orbital autopilot for one).
Canofjuice  [author] 30 Apr, 2020 @ 6:23pm 
Hey, thank you for your support! I actually have some stuff to release this weekend (so I can finally be caught up) when I'm off work, I'm just being lazy since putting together the titlecards and whatnot take a few hours to make. :)

I actually devote as much if not more time to iterating my old stuff as I do to working on new stuff. I recently completely remade the interior of my Tison warship.
DeadMechGaming 28 Apr, 2020 @ 11:00pm 
Nice! Can't wait to test it out in game. Glad to see some new works coming out finally. I know you said before you get tired sometimes but in all honesty your line of ships is just amazing work. Hope to see more in the future.
Koekiemonster125 5 Apr, 2020 @ 2:02am 
thanks mate
Canofjuice  [author] 3 Apr, 2020 @ 3:52pm 
That's exactly where I get them from. You can only really do stuff with them in creative mode. I build a piston, then remove the back end so the head falls off, and cut/paste it. They get retained in projections which makes them viable for survival builds.
Koekiemonster125 3 Apr, 2020 @ 1:28pm 
very awesome i love your builds i have one question how do you use those piston heads i cant find them anywhere except on a piston but then i cant use them if i cut the piston off thanks in advance and keep up the awesome builds