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A crap ton of mass, slow rotation speed of the cutter hear and automatic pulsing forward thrusters, you want to give the game engine time to do its calculations since it hasn't been fully optimized yet. The result is a slow moving but steady automated miner you have to do very little maintenance on.
dude bra, they don't get on here every day to check updates, but trust me they've seen your posts.
I don't live on my steam workshop page, bills don't pay themsevles! But i would be glad to give you some pointers.
i made 4 small thrusters with max thrust override active to push the rig foreward, and i modified the drill to be more efficient and to minimize collisions with the drill head and the surrounding rock, but im still running into issues while im digging, i still occasionally bump into the walls and bounce around, and im only digging at around 1 meter per second, is that a decent digging speed? i really could use the help :( also at one point i had connectors to allign the drill head when its turned off, but whenever i turned them off my 3,000,000 pound ship does a complete 180 in a quarter of a second, any ideas on why thats happening? im going to send you a friend request @Hertzahaeon so you can maybe have a look at my design and help me get it working
The rig is composed of 90% vanilla blocks with only 1 point of articulation at the cutting head and 4 landing gears. If lag occurs while near asteroids, it could be landing gear related. Try unlocking the landing gear while the cutter head is off.
If that doesn't help, the problem is most probably in the way asteroids interract with the build, in which case there is little i can do to fix this, KSW will need to do an other bugfixing pass on asteroids. Submit a bug report to them and it should get fixed.. eventualy.
Well then it sounds like an asteroid specific problem, something KSW will have to rectify. =/
does it lag when you stop the drill outside of an asteroid? like if you drill through a small one? Or only while you are inside of a large one.
Also, check to see you own every block the LCD system does not work if it is not owned by you, you may also want to update the (Info display computer)'s code with the latest (Configurable Automatic LCDs) script by MMaster, link provided in the description.
I'm glad you like it, here are some pointers i hope will help you troubleshoot.
The LCD's need the (Info display computer) and (info display timer) blocks to be turned on. The timer also needs to be started.
If the hangar does not fill with O² check to see if the vents are turned on or if there is oxygen in the tanks. Also check to see if the tanks are in (Stockpile) mode, that would prevent any air from being dispensed.
As for the lag while drilling, i can't really do much about that, it sounds like a game engine performance problem.
This could be due to the advanced rotor's offset being too low, iv not run into this problem myself.
I realize this design is not very.. blueprint projection friendly, due to its two grid nature.
Halp D:
You can thank the 8 diagonal drills for that, without them it would periodicaly break its outer edge. I can probably have it push faster too but that will have to wait until i simplify it with prog.
As for the industrial thrusters, you're gonna have to take it up with Sage, sadly have no control over how mods will react to future builds or people's machines, which is why i try to use as little as possible in my builds and only the most popular ones so people dont end up having to load a thousand mods for all the ships in their worlds.
:/
The DX11 related issues i mentioned are purely cosmetic, the shade of yellow i used just turns out to be too bright and it looks meh with all the bloom, otherwise it works just the same. Not really interested in focusing my work with DX11 until the devs flesh out their graphics engine some more, its a bloody pain in the ass to re-color the kind of ships i make.
And yes, no prog blocks were used outside of the LCD display circuit, i want to learn to prog for SE, would come in VERY handy for my industrial command cruiser, but i don't have the time to start from scratch right now.
http://walsingandmohr.imgur.com/
-1.0 gravity, inverts the field so it will push you up as opposed to pull down, since it's upside-down it keeps you on the ground.
(See third to last picture.)
Well feel free to use some of my ideas for your own designs, i certainly borrowed a few myself, i just wasn't happy with the mass / cargo cappacity ratio of other drills of this kind. :3
Yeah i was tempted to make a detachable cutter head but doing so currently would have overcomplicated the design and added many more points of failure, merge blocks have a tendancy to wreck anything around them when connected.
Mine had a detachable drill head, done by merge-blocks. The base of the drill-head had merge-blocks and the advanced rotor (as well as a a connector to connect the drill-head-conveyors with the rest of the machine)
Depending on how important detaching the drill head is for you, that is an alternative.
Jump drive came the day after i finshed programing the thing, it'l be installed at a later date, once i can find a good spot for it.