Space Engineers

Space Engineers

T.N.F. Planetary Dropship 'Ghost' Mk.IV (C)
48 comentário(s)
Malmhrid  [autor(a)] 5/jun./2019 às 4:25 
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 às 18:44 
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 So besides swelling the filesize, you've also now got an out of date BP (if it's of the same ship).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 às 12:57 
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 às 13:20 
Oooo goody
Malmhrid  [autor(a)] 2/jun./2019 às 12:54 
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/mai./2019 às 0:14 
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/mai./2019 às 23:00 
The problems on the Dedicated Server are fixed .... very nice:steamhappy:
papste 28/mai./2019 às 22:59 
hi, thanks to the tip of bodyboarder I have the ships again reduced in size. Thanks a lot to you two
Bodyboarder2528 28/mai./2019 às 14:49 
@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  [autor(a)] 28/mai./2019 às 13:46 
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/mai./2019 às 11:18 
Sorry for the bad news@malmhrid i noticed this when they made the console table and it sucks
papste 28/mai./2019 às 10:33 
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  [autor(a)] 28/mai./2019 às 6:44 
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/mai./2019 às 22:47 
@ 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/mai./2019 às 14:06 
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/mai./2019 às 12:23 
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  [autor(a)] 27/mai./2019 às 11:40 
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/mai./2019 às 11:08 
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/mai./2019 às 6:03 
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  [autor(a)] 27/mai./2019 às 5:51 
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/mai./2019 às 5:29 
Are your ships intended for MP and Survival?
papste 27/mai./2019 às 5:22 
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  [autor(a)] 27/mai./2019 às 5:09 
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/mai./2019 às 4:55 
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/abr./2019 às 22:40 
i just couldnt find it in the discription
Malmhrid  [autor(a)] 27/abr./2019 às 22:10 
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/abr./2019 às 16:57 
what was the last update please
Bodyboarder2528 24/abr./2019 às 6:21 
ok ty
Malmhrid  [autor(a)] 24/abr./2019 às 3:24 
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/abr./2019 às 2:24 
whats the new update please
Bodyboarder2528 18/mar./2019 às 5:43 
just realised the card is for the MK 2 and we have the mk 4
Bodyboarder2528 15/mar./2019 às 17:27 
sweet also your pre flight inspection card that isnt the same as ingame
Malmhrid  [autor(a)] 15/mar./2019 às 9:40 
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 às 9:35 
thanks for updating the floor plan but what about the LCD 2?
Bodyboarder2528 15/mar./2019 às 3:27 
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 às 3:14 
and the preflight card is different to what is already set up in game
Bodyboarder2528 15/mar./2019 às 3:02 
LCD 2 script need to be updated
Stollie 8/jun./2017 às 20:08 
Great ship! Moves like a brick though, I added 6 gyro's and its much better :D
Throbby™ 10/abr./2017 às 4:01 
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/abr./2017 às 13:16 
I used the Tiered thrusters to give it more oomph in all directions with it's thrusters
Malmhrid  [autor(a)] 9/abr./2017 às 13:10 
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/abr./2017 às 11:20 
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/dez./2016 às 13:49 
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/dez./2016 às 6:59 
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  [autor(a)] 22/dez./2016 às 5:52 
@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/dez./2016 às 23:09 
Looks so cool!
Styxx42 21/dez./2016 às 17:57 
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/dez./2016 às 5:45 
ANOTHER T.N.F. Awesome