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Laporkan kesalahan penerjemahan
if you've set up the sensors properly, there should be an equilibrium between 1.5-2m where you are not being lifted or falling, as neither thrusters or mass blocks will be activated. this will keep you from constant bouncing.
the main things to consider are 1) make sure you are far enough away from the ground so that you can perform maneuvers and give the sensors room to adjust things for you 2) make sure your pull down or thrust up is not so strong that it blows you out of the 1.5-2m range and you get constant bouncing. this is all about balance.
After that, you set up your sensor system, and you'll need two sensors.
the first sensor will activate around 1.5 meters (the distances are up to you, really). it will turn off the mass blocks (so your tank is no longer being pulled down) and turn on the thruster override for the bottom thrusters (pushing you away from the ground)
what happen? well the track system broke and no fix in site till planets get here.
so i scrapped the torrsion bar idea. to go with a hover tank aproach out of the same hull. i set it up so. after a certain distance, the hover tank would engage thrusters, then got far itd turn them off. but this only worked about HALF the time. im using the increase thrust and decrease thrust options and aparently you have to double tap + or - thrust sometimes to get it to work. no idea why.
if you're interested in hover vehicles, i'd be happy to give you more of a tutorial or answer any questions on how the hover system works. However, if you're looking for rolling vehicles, then there's certainly better designers than me in that area which could probably help you out better in the end, as i've only ever made one rolling vehicle. There's a good one made by another Phoenix member which you can find here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=510569001 i don't know if he ever works on commissions, though, but it could serve as some inspiration for you.
i have nothing to lift it with...
ik this is a request that might intrest but your designes are quite unique and very diverse. theyre one of a kind.
my drop ship is a heavy lift, light item cargo transport.
it can lift from loose jeterson'd (i think thats the right word) cargo to ground vehicles and station cargo. it is suppose to be lightly armored as is. droping military is suppose to be fast and simple
so im looking for someone to develope a land vehicle large enough and heavy enough to test my ship. (tbh dont have to worry about weight. its moreabout size that matters)
if all goes well and i dont need to edit. i can even give you the dropship for your own editing. :D
http://images.akamai.steamusercontent.com/ugc/385413871783186495/D9EBDF3A8B2313825CDDD63B7F4E02D10E31D1D2/
(unfinished in this pic)
SOO. this is where the new stuff is coming... planets are about to collide with us going lightspeed anyweek now... if the devs are still going well. so the design of ground vehicles are being made more frequantly. your hover system is at amaze... even though i try to make the same thing, it seams to faulter and not work... but anyways. after my hover type system didnt go so well. and actual gravity isnt implemented yet, so wheeled vehicles are held off till such gravity can be made to acomidate them. i jumped the gun and went inbetween that; with drop ships.
iv made my first array of prototypes based off other video games. but most didnt work well. and iv finally come to the conclution of a drop ship based off a real life helicopter know as the "Sikorsky S-64 Skycrane". it is modular to the lifting part very well. so now heres the issue.
Hello Dark.
i am a R&D head for a SE group. i wont say the groups full name, but it is abriviated as TSU.
i have developed many ships from the ideas they have given such as special class type ships which diverse a polare oposite in base abilities that its original would hold (i.e. a special destroyer would be slower but more agile, slightly under armored, have side fire batteries, and other such features that the original destroyer would not include) Special type ships are taking the base original ship and editing it to acomidate a new fight style or new role in general.
then we have self repairing ships that have a very complex system of repairing and repairing other welders to further repair the ship outwards from its core. ect.
@haloboy, it's not a bad design, if a bit simplistic. the main things i would say would be to hide the engine nozzles by building around them. don't keep them sticking out of your ship, as that makes them very vulnerable. same thing for the antenna. it would be better for you to put it inside the armor entirely, if you plan on this thing getting shot at. other than that, give it greebles and other details to keep it from being so flat. this will also help you defensively by disrupting shots, especially against kinetic weaponry.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=507123948
can you get the ship and you can tell me what i did wrong with it and if anyone would like to look at it i dont mind but be warned the ship is roughly 500 meters long and will slow the comp down.
I built this ship in SE on a laptop
@imglidinhere - too much KSP, combined with real life ;) also anticipating planets to come out relatively soon, which will upset many designs due to the introduction of natural gravity, so i figured it best to wait for the most part.
@Captain - this is a world not a blueprint, you load it via the workshop tab on the main menu
I can't spawn it on Creative and it isnt a spawnship in survival.There are no blueprints for it
sorry, but to use the word "submission" sounds very official to me, so it's a bit off-setting.
If you simply wish to show it to me, then by all means go ahead.
They will still break off on extreme maneuvers. that's just Space Engineers for you. Can't really do much about that.
thanks for the report, though. As for the exterior connectors, they are just for decoration.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530894466
just confused about the conveyor lines on the bottom of the ship, they arent doing anything.
simply hitting 'suscribe to all' would immediately give you what you require. but it really doesn't matter anyway, as i send all my modded ships out as worlds so you don't have to get the mods.
Default SE lacks beds, appliances, toiletries, and any catwalks that you can see through (or if you grind them it lacks catwalks that don't look like you'll fall through)
therefore, until such a time as can achieve the same aesthetic without mods, i will (reluctantly) use them.
@Metylan - thanks for mentioning, hope Ste gets better soon. I'll look into that mod.
I have a suggestion for you
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=490036307
For a Replace of Uncle Ste's Ramps, because he is in Hospital and cant update his Ramps to dx11.
You can replace the mods without any Problems.
Especially the color-schematics of the different sub-/conveyor-systems, very well thought of!