Space Engineers

Space Engineers

STAR WARS B-wing (Outdated)
42 Comments
Vollstrecker  [author] 4 Sep, 2021 @ 1:17pm 
I never said it was designed to take out the Nebulon B. The Nebulon B was the Empires answer to attacks on capital ships and the Rebel's countered that move by developing the B wing.
OriginalBadJoe 4 Sep, 2021 @ 11:59am 
The B wing was NOT designed to take out the Nebulon B, as although the nebulon B was originally an Empire design, the Rebels were famous for using them. the B wing was also a fairly poor fighter, atleast the Mk. 1 was.
Ugroza 17 Apr, 2018 @ 9:37am 
FIX PLS
Z 4 Jan, 2018 @ 6:40pm 
so fix it plz
Z 4 Jan, 2018 @ 6:40pm 
when i try to use the ship it just catches fire and blows up
Vollstrecker  [author] 28 Oct, 2017 @ 8:59am 
Actually, SpockTheBuilder just reminded me of something. You can also paste it via the creative tools menu while in survival if you have admin rights. Hope this helps.
Vollstrecker  [author] 28 Oct, 2017 @ 7:09am 
Like I said below, that's not something I can fix, that's just how the game is made. If I attach the grids then this ship won't function. I suggest changing your game settings to creative, copy and paste it, save and exit, then switch your settings back to survival. Also side note, thruster damage will not work with this item either as it states above. Good luck man!
Don't Stop Alex 28 Oct, 2017 @ 6:11am 
can you update that attacking the other grids to the biggest one?
Vollstrecker  [author] 27 Oct, 2017 @ 11:45am 
@Don't Stop Alex
They are on rotors (i.e. separate grids) they will not appear in a projection, so you must copy and paste sadly. That's a product of the game itself, not something I can fix, sorry buddy!
Don't Stop Alex 27 Oct, 2017 @ 11:40am 
why i can't build the wings and the cockipt?
Vollstrecker  [author] 1 Feb, 2017 @ 2:28pm 
Thanks Switch
[U.N.] Switchblade 31 Jan, 2017 @ 3:22pm 
Excellent work!
Vollstrecker  [author] 20 Jan, 2017 @ 12:33pm 
Awesome! That's what I love to hear! ;)
InnerSpace 20 Jan, 2017 @ 12:28pm 
Its working great!
Vollstrecker  [author] 19 Jan, 2017 @ 10:06pm 
Spaceboy720 hows it working?
Vollstrecker  [author] 19 Jan, 2017 @ 2:17pm 
There is a new collision dynamic with the large thrusters that came with one of Keen's updates in which they explode if anything enters it's collison field (even if it isn't physically touched by another object... I know rediculous), so I had to delete a section of the wings that were entering that field unfortunately, but it's minimal and hardly noticable.
InnerSpace 19 Jan, 2017 @ 2:14pm 
what was the issue?
InnerSpace 19 Jan, 2017 @ 2:13pm 
WOOHOO
Vollstrecker  [author] 19 Jan, 2017 @ 12:37pm 
The exploding engines have been fixed, you can now use block damage again!
Vollstrecker  [author] 16 Jan, 2017 @ 2:10pm 
It can, unfortunatly only with destructible blocks switched off until a solution is found. I will get to the bottom of it eventually so just bare with me
InnerSpace 16 Jan, 2017 @ 8:29am 
so it cant switch positons?
Vollstrecker  [author] 15 Jan, 2017 @ 9:20pm 
@Spaceboy720

It's the hydrogen tank. I have no idea why and can't seem to fix it no matter what I do but it has been doing it since one of the updates so I think it is an issue on Keens end.
InnerSpace 15 Jan, 2017 @ 7:23pm 
Whenever I try to switch into attack positon, something explodes and the ship is disabled, any thoughts?
FireFox 14 Jan, 2017 @ 7:58pm 
Faved and subbed.
Vollstrecker  [author] 9 Jan, 2017 @ 3:03pm 
p3st|cIdE  [author] 5 Jan, 2017 @ 7:05pm 
Bunch of tuning settings in the CustomData, be sure to tune the GyroResponse1 and 2 to your liking, will work better with more frequent updates (if UpdateFrequency is set to 60, if your world can take it)
p3st|cIdE  [author] 3 Jan, 2017 @ 1:58pm 
When I hide thrusters internally, I like to point them at each other and have them all mostly share and re-use the same common thrust damage plume space, to give that "wasted" space as much re-use as possible. Helps. Probably not enough though. Now that I made it possible to have those internal thrusts be smallship thrusters, it may help... probably not, I did the math already and small thrusters don't scale up well. A really massive ship will still need large thrusters for mass efficiency. Conserving mass during design seems to be the real key.
p3st|cIdE  [author] 3 Jan, 2017 @ 9:57am 
I noticed the safety lock got turned on halfway through transformation once. Maybe that is related to the deployment issue.
p3st|cIdE  [author] 3 Jan, 2017 @ 9:55am 
ftfy: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=833712175 I'd much rather you do it though since you can hide the PB and set it all up nice like you want. But it flies pretty good with my script!
p3st|cIdE  [author] 2 Jan, 2017 @ 6:34pm 
lol I'll ping you when I publish the script. Maybe tomorrow at this rate.
Vollstrecker  [author] 2 Jan, 2017 @ 12:33pm 
p3st|cIdE

Idealy, that is my goal when I set out on any project. Unfortunately, in order to preserve authenticity, and given the space/weight requirements of many my builds, I have to hide thrusters in order for them to look good but function properly.

That being said, I like your scripts and I like where you are going with that new one from the sounds of it. Also, I have a current project I would love to bring you in on. I'm loosing detail space to thrusters and I think we could both work out a way around that possibly with some scripting... of course, I'll have to have you meet my legal team and sign a non-disclosure and all that before hand haha :P
p3st|cIdE  [author] 2 Jan, 2017 @ 6:28am 
sorry not gyro, a *rotor* on the corner, with a flight seat on the rotor head. Not enough coffee yet.
p3st|cIdE  [author] 2 Jan, 2017 @ 6:27am 
I think I will try it out on your B-wing and see if can get it to work there, if so, will be a good test and might be time to go ahead and finally publish it, as it seems working pretty well now and should be super useful to certain insane ship builders like me. My plan was to have a large ship use mostly small ship thrusters, but in process of testing script I made a giant H2 thruster cube, put a gyro on the *corner*, turned it 45 degrees, mounted a flight seat on it, and with my script running on the main cube was able to fly the ship around just fine, almost like normal. Needs tuning on the damping. Slooooowly loses altitude while thrusting.... but it's almost there.
p3st|cIdE  [author] 2 Jan, 2017 @ 6:22am 
P.S. I have a script. A script that might help with the flying from rotated cockpit scenario. I have not yet published it.
p3st|cIdE  [author] 2 Jan, 2017 @ 6:21am 
I hope you come back at some point and find a way to hide the thrusters internally in a way that does not destroy the ships with thruster damage on, so these can be used in survival.
p3st|cIdE  [author] 2 Jan, 2017 @ 6:20am 
RIP Carrie.
Niklas123 25 Dec, 2016 @ 10:58am 
for your at-at, I have a question. can I use it for a scenario?

ps: looks really nice with the new models
Vollstrecker  [author] 21 Dec, 2016 @ 3:54pm 
Actually I had looked into that with his script. I am no expert at scripting by any means but unless there is something i just flat out missed (likely), or just doing something wrong, there was no way to make that work without attaching thrusters to the cockpit section, of which I have no room to accommodate. Have you been able to make such a function work in the past?
Hellothere 21 Dec, 2016 @ 3:33pm 
If you used digis VTOL script you might be able to get the turning cockpit without sacrificing flyability.
Vollstrecker  [author] 20 Dec, 2016 @ 8:02pm 
Thanks Hailey, plenty more to come
Kriegsmarine Königstiger 20 Dec, 2016 @ 2:12pm 
daaaaaaaaaaaaaang this is amazing :D