Space Engineers

Space Engineers

T.N.F. Planetary Dropship 'Ghost' Mk.IV (C)
48 Comments
Malmhrid  [author] 5 Jun, 2019 @ 4:25am 
Thank you for the explanation, I'll use the projectors as you suggested from now on! The monstrous file sizes and performance hits of relatively normal sized ships has always been frustrating to me. Also, by removing the projector block from the projected blueprints that I need to keep on my ships (missile modules etc.), I've avoided the multiplying effect you mentioned.
Krougal 3 Jun, 2019 @ 6:44pm 
A little clarification on why keeping loaded projectors is so bad (I see you've started unloading yours) the blueprint files are basicly just XML. When you load a BP into a projector, that BP then becomes part of the host ships BP. So besides swelling the filesize, you've also now got an out of date BP (if it's of the same ship). Now if you go making updates to the ship and don't unload that projector, you've got a BP with a BP that contains another BP as part of the new BP. All of them older iterations of the ship now. It gets worse every time you do this. So while projectors are awesome, preloading them is not.
Krougal 3 Jun, 2019 @ 12:57pm 
I know I'm a little late to the conversation about projector blueprints. They've always been a problem. I've found this out the hard way. The worst is when you've got blueprints inside blueprints inside blueprints (AutoMcD and I found this out with some of his very old ships, and then Amphion modular Reef station is about the worst example of it I can remember). The swelled block count seems just the latest symptom. It's always best to just post the projector offsets somewhere but not include the BP.

Anyway, love your work! Keep 'em coming. Eager to try out the "U" model (love modular stuff) when I get home. You're cutting into time I should be working on my own fleet :P
Bodyboarder2528 2 Jun, 2019 @ 1:20pm 
Oooo goody
Malmhrid  [author] 2 Jun, 2019 @ 12:54pm 
Glad that it worked out for you! My latest (last) 'Ghost' variant is published, by the way. It is an all-in-one dropship with several modules. So if I want to expand further, I'll make new modules instead of new dropships!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1758273608
Bodyboarder2528 29 May, 2019 @ 12:14am 
just ask Malmhrid i spent like a week with a couple of his ships and asking questions lol im happy to return the help
papste 28 May, 2019 @ 11:00pm 
The problems on the Dedicated Server are fixed .... very nice:steamhappy:
papste 28 May, 2019 @ 10:59pm 
hi, thanks to the tip of bodyboarder I have the ships again reduced in size. Thanks a lot to you two
Bodyboarder2528 28 May, 2019 @ 2:49pm 
@malmhrid do you think you should make a ticket about it to keen and we all upvote it because all the gravity guns and the missiles you have made that have projectors on it will be really high in block count
Malmhrid  [author] 28 May, 2019 @ 1:46pm 
I'm just glad we're making progress towards a solution, finally I can try to fix the 1 GB monstrosity that the 'Charlie II' station has become :p -Shadow-, since you specifically mentioned the 'Broadwing' and 'Trespasser' earlier, I have adjusted those blueprints now. The 'Broadwing' blueprint in particular is now taking up very little space.
Bodyboarder2528 28 May, 2019 @ 11:18am 
Sorry for the bad news@malmhrid i noticed this when they made the console table and it sucks
papste 28 May, 2019 @ 10:33am 
omg....but you also have to know that oO :-D
Malmhrid there you have a little work in front of you at 50 ships ;-)
Malmhrid  [author] 28 May, 2019 @ 6:44am 
You cracked the case bodyboarder2528, it is my consistent use of repair projectors that contribute to the wrong block count number. Each time I have made an update to the ship since launch, I also updated its repair projector, doubling the block count over and over. After removing the repair projectors, the C-type went from 55 MB to 18 MB, and the H-type from 22 MB to just 3 MB. Block counts on both are down to the correct ones.

18 MB is still a lot for the C-type, so I'll keep experimenting.
papste 27 May, 2019 @ 10:47pm 
@ bodyboarder2528
ok, and how do you prevent the doubling when copying or saving? With every copy and every time you save, the size of the blueprint is doubled.
Bodyboarder2528 27 May, 2019 @ 2:06pm 
the Projection is now PCU due to being able to project it on the console i believe so if it doubled then thats why
papste 27 May, 2019 @ 12:23pm 
yes that is very strange. We sometimes have, not always, the problem when we change other blues, then a copy is a completely wrong number of blocks and the size of the Blueprint is many times higher than the original. Why is that we have not found out yet. Of course that's a shame that it hit your beautiful ships, I like the design very much. I hope you find the mistake, I think it's almost a bug. If we find out something I'll let you know.
Malmhrid  [author] 27 May, 2019 @ 11:40am 
How strange! I remember seeing crazy block numbers appearing in the f10 menu after the launch update, but ignored it as a bug. It seems that larger numbers increase the file size, even though the actual number of blocks are far lower.

Very frustrating. I think I'll try to experiment a little tomorrow. I'll ctrl+b at different stages when building it using a projector and see if/when the number increases. I don't understand why only I have this problem though.
papste 27 May, 2019 @ 11:08am 
So, I once removed the LCD's and the pictures the size of the blueprint does not change.
How many blocks does the Ghost MK IV have in the original?
In the blueprint stands 16275 blocks! oO that can not be right?
I load the blueprint in the projector is in the number of blocks 786! When I build the ship, there are 16275 blocks that appear and when I make a copy the copy has about 32,000 blocks. It almost seems like the number of blocks is doubling with each copy and so the copy blows up extremely even though the original may only be 1-2 MB in size.
papste 27 May, 2019 @ 6:03am 
OK.
I remove the entire LCD's with the logos and then copy the blueprint, let's see what it looks like then. Thank you first for the quick reaction.
Malmhrid  [author] 27 May, 2019 @ 5:51am 
They aren't necessarily made for multiplayer specifically, but I don't add anything that disqualifies them that I know of. I never add mods to my blueprints, and I use my own ships in my survival games, so I build them with that in mind. Could it be the monospace logos on the LCDs? "No Step", Ghost logo etc.?
papste 27 May, 2019 @ 5:29am 
Are your ships intended for MP and Survival?
papste 27 May, 2019 @ 5:22am 
Hi,
I do not think it's the scripts. We also use scripts ourselves.
Similar ships like yours use almost the same scripts and are not that memory-hungry :-)
We always wondered why the server had to work so hard and the simspeed was so slow. At the time we had 2 Broadwing, 1 Ghost MK VI and the frigate Trespasser in the game.
Then we noticed that the ships occupy a lot of memory in the Simfile, the Trespaser has a good 40 MB ingame just like the Ghost MK IV.
We think it's the size of the blueprints, but why are they so big compared to other ships? Do you have any Grafikmods running?
Malmhrid  [author] 27 May, 2019 @ 5:09am 
Hmmm, I really have no idea. Could it be the scripts? I'll do some experimentation and see if I can reduce the size. I'm glad that you like the ships though!
papste 27 May, 2019 @ 4:55am 
Hi Malmhrid,

your ships are really beautiful and successful but unfortunately we can not use them in the survival on our server. The ships have a huge size of MB in the Simfile.
Is there a reason for that? Other ships with similar numbers of blocks have 1-2 MB, your Dropship Ghost VI has almost 40 MB. This is a shame because I love the design but our admin regularly gets seizures when I want to use one of your ships. :-)
Bodyboarder2528 27 Apr, 2019 @ 10:40pm 
i just couldnt find it in the discription
Malmhrid  [author] 27 Apr, 2019 @ 10:10pm 
I use the change notes pretty consistently, so when one of my ships are updated you can in most cases find the details there.
Bodyboarder2528 27 Apr, 2019 @ 4:57pm 
what was the last update please
Bodyboarder2528 24 Apr, 2019 @ 6:21am 
ok ty
Malmhrid  [author] 24 Apr, 2019 @ 3:24am 
I'm using Whip's latest scripts, the radar script and new artificial horizon script. The horizon is shown on the cockpit's center screen, while the radar is displayed on the right external panel. The new programmable block for the radar script is right beneath the beacon.
Bodyboarder2528 24 Apr, 2019 @ 2:24am 
whats the new update please
Bodyboarder2528 18 Mar, 2019 @ 5:43am 
just realised the card is for the MK 2 and we have the mk 4
Bodyboarder2528 15 Mar, 2019 @ 5:27pm 
sweet also your pre flight inspection card that isnt the same as ingame
Malmhrid  [author] 15 Mar, 2019 @ 9:40am 
I updated the horizon script and LCD 2 script, I merely replaced the floor plan script with its manual refresh version.
Bodyboarder2528 15 Mar, 2019 @ 9:35am 
thanks for updating the floor plan but what about the LCD 2?
Bodyboarder2528 15 Mar, 2019 @ 3:27am 
and the LCD on the right isnt updating as i have turned the atmos thrusters off and it still says on
Bodyboarder2528 15 Mar, 2019 @ 3:14am 
and the preflight card is different to what is already set up in game
Bodyboarder2528 15 Mar, 2019 @ 3:02am 
LCD 2 script need to be updated
Stollie 8 Jun, 2017 @ 8:08pm 
Great ship! Moves like a brick though, I added 6 gyro's and its much better :D
Throbby™ 10 Apr, 2017 @ 4:01am 
Ah okay, you know what I hadn't even thought of that... Thank you :) I've tried it out and it works flawlessly, really happy with that :) Thanks for the quick reply :)
Kam Solastor 9 Apr, 2017 @ 1:16pm 
I used the Tiered thrusters to give it more oomph in all directions with it's thrusters
Malmhrid  [author] 9 Apr, 2017 @ 1:10pm 
I'm glad it is so useful to you! When I made the 'Ghost', I designed it to use its powerful downward-facing thrusters for breaking, so when closing in on a landing zone I will point the ship's keel in the direction of travel and quickly slow to a stop. Almost like the way a helicopter brakes. I looked into adding more forward thrusters, but found no way to make it look good without removing the gatling guns. Hope this helps!
Throbby™ 8 Apr, 2017 @ 11:20am 
Hi Malmhrid, can't express how much I actually use this ship, it's my go-to small ship for just about any small endeavour and for that, I love it! However, i've noticed that the stopping speed on this thing whilst going forward is pretty bad for such a nimble ship... It's a pain when docking on landing as you have to really be careful of your speed... Is there anyway to change that?
Kam Solastor 25 Dec, 2016 @ 1:49pm 
I loved this, but the biggest thing I didn't like was the lack of a co-pilot or passenger section - I ended up replacing the original reactors with Azimuth fusion reactors, which take up less space, and put a open Azimuth cockpit seat in there - thankfully, I even managed to get it on a conveyor so it can get air pumped to it. Love the look of the ship though!
Throbby™ 22 Dec, 2016 @ 6:59am 
This ship is absolutley excellent, already I can tell that I'll be using this a lot more... Brilliant design and it functions marvelously, thank you :steamhappy:
Malmhrid  [author] 22 Dec, 2016 @ 5:52am 
@Drake & JCapt: Thank you very much, I hope you like the ship!

@Styxx42: Thank you! Just remember to remove any Fleet identification markings, I hear that they aren't very popular in those kind of places.

Speaking of smugglers; the ship I am currently working on is a small (but large grid) crewed, atmospheric transition-capable and armed privateering/smuggler vessel, and I hope to finish it by the end of january!
JCapt 21 Dec, 2016 @ 11:09pm 
Looks so cool!
Styxx42 21 Dec, 2016 @ 5:57pm 
This looks amazing.
Can't wait to try it out.
Makes me want ot be a smugler visiting seedy hives of villany and scum.
Thanks for the work and sharing it.
Drake 21 Dec, 2016 @ 5:45am 
ANOTHER T.N.F. Awesome