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Fun idea, not so fun to implement.
The idea came from jumping into and out of a planets gravity without worrying about crashing.
I don't think it yet went anywhere, though. The closest thing was an anchoring mod that kept something in a stationary position when powered to full.
Problem with that is you can't move, either lol
I had actually been wondering and searching through the workshop to see if anyone had made a mod to effect the mass of ships. My reason being, I found through some research that the impulse drive used in the star trek universe utilizes a Drive Coil. Powered by Deuterium Plasma from several fusion reactors. My research stated that when the Drive Coil was powered, it created a subspace envelope around the ship that shift a large portion of its mass into subspace. allowing the impulse engines to move the ship using only a small amount of energy. And when the Coil was discharged, mass would reassert and dissipate kinectic energy. thereby slowing the ship.
Without the Drive Coil, at least 70-80% of the ship would be taken up by massive fuel tanks. and the ship would take significantly longer to get up to full impulse.
WARNING: Sometimes mods corrupt when updating. Locate the 9digit number in the URL that corresponds to a 9digit.sbm file in the AppData/Roaming/SpaceEngineers/Mods folder. Delete that SBM file and it will force a redownload.
Finally! It took a while for me to get the update out since I got home from Florida but, all is well! My cousin's brain surgery went fantastically and he's returned to work. It's lovely to be back in Washington and have everything back that I missed. IE: My computer, bed, and amazing well water. :P
Thank you everyone for your wishes and being patient during that difficult time.
-This update brings everything to the current Stable SE version.
-Steam thrusters were quieted and white box shouldn't appear.
-Glass should be fixed.
-Many texture fixes to be in line with the new renderer.
-Steam Thruster 'should' be fixed and quieted down.
-Added support for the new variants system. (4000+ lines of code later)
-Cleaned up some code.
-No errors beyond "None File Extensions" present on release. I was able to place, grind, and weld all blocks without crashes.
The mod was released via the development branch, however no code changes took place that will break it for the stable branch. You will get a prompt about this, but you should have no issues.
-Glass texture changed temporarily.
-Many textures fixed, were behaving very weird, still more to do, lemme know if you see anything specific.
-Catwalk Stair should no longer be crashing
-Near every single texture has be reworked to be better designed for better compression and smaller size.
-SLANTED FORCE FIELDS! I know, I know, took forever.
-DisplayName changes. Viewing block names in game should be significantly more pleasant.
-Assembler/Refinery storage capacity tweaked.
-New Gravity Generator
-Airlock door reworked a little bit to stop clipping issue.
-Airlock collision reworked slightly to hopefully stop so many explosions from unmerging.
-Hollow rotor is a little less explodey... Use with extreme caution.
-Many block position fixes, blocks finally showing up in block menu properly.
As with all big updates, if you have corruption errors. Delete the 9digitmod.sbm file located in appdata/spaceengineers/mods and redownload. No SubtypeID's were changed, so no blocks should vanish.
And can i use 2 fore a mass drive , if theare are extra mass options ?
Bekos if i place a G generator with the gravety aiming up and have a mass block, or a gravety force whats greather, the mass can be canseld out til 0 if you like
can you if its not already ,put the Gravety slithe bar to 25 g ore -25 g ? and not 1 ore -1
The weight issue, well I don't use it because it is a bit buggy for me, but unless I miss my guess the autopilot seems to be unable to calculate the proper ship thrust to inertia slide scale as weight changes. Actually having a script or block that displays your inertia and thrust info would be THE biggest improvement I can think of at this time, for the whole game. You need to know how long it will take you to stop or get going, the weight and speed don't really matter as much.
I don't actually play the game that much... I mostly just mod, cause I think it is fun. I may start this Thursday, cause of reasons.
I'd say the difference between Sage and I, presently is that he has a public presence via his YouTube stuff, so you get something to watch. My stuff is fairly behind the scenes.
I get to do cool things, like see stuff before it's released to the public (see the bottom portion of the post) http://blog.marekrosa.org/2015/07/announcing-goodai-keen-software-house_7.html
I do a crap ton of stuff modding related. I had started a second modding tutorial series on YouTube https://www.youtube.com/user/Shaostoul (first tutorial series was outdated and confusing people, so I hid it all), but my PC died that was able to film, so that stopped (hence the GoFundMe). I teach tons of people via the Official KeenSWH skype chat how to mod and what not.
I signed a NDA, so I can't really talk about much else that I wish I could talk about.
-At the bar that says Home -Browse - Discussions - About
-Click browse should bring a drop down menu, click collections
-On the right you should see a button that says "Create Collection"
hope that helps!