Space Engineers

Space Engineers

2cm Beam System
oOAlastorOo 30 May, 2019 @ 7:03am
Suggestions
Hey there,

while i love the Mod, i noticed a few Things not already mentioned (as far as i know).

1. You can place an Camera directly on the Laser Output that wont get damaged, wich would greatly help at aimeng, but unfortunately it has the Laserbeam jumping around the Image obstructing mostly and irritating. This happens even if you place it on an Capacitor that is charging, rather than firing.
While it might not be desired, that this Camera doesnt get damaged, if you could somehow remove the constant Laser at the Capacitor, it might help a bunch with aiming.

2. Maybe adding the Option to Stack Capacitors and reducing the individual Chargetime and Damage would create further uses...
- 1 Capacitor 1/4 chargetime and maybe 1/4 Damage of the current
- 4 Capacitors same Output as the Current
Or maybe adding different Capacitors for it...
Currently the System is useful as Spinal Weapon, but with modified Capacitors it could be useful in combination with Turrets also.

3. Adding an "Discharge on/off" Toggle at the Capacitor, so you could load him up, without directly firing it.
ATM in my "Livetests" against a Friend, 80% of Shots miss the Target, as each Ship is in Movement and you have no Way of controlling or viewing the Capacitorcharge.
I tried it by Grouping all Generators but one and toggling them off at Times where an Shot would be a clear Miss, but it is still like gambling...

4. Adding an "constant Output" Slider to the Capacitor, so you could have an constant Beam of desired Strength that acts as a Kind of Laserpointer and also showing the Enemy, that you are loading up.
At the Moment of Discharge the Pulse would "ride" along the constant Beam, creating another visual pleasing Effect.

Would be coul to add this, but i know, it might be a bit much to code in...
Anyways, i love the Mod and i hope it gets the Love it deserves :)
< >
Showing 1-5 of 5 comments
Gryphorim 30 May, 2019 @ 6:51pm 
Constant output could be achieved by combining a single laser gen input at ver low wattage on one side of combiner, and capacitor beam inputing on the other side. That would mix the constant tracer beam with the pulsed beam.

I'd personally like to see laser capacitors charge on input as they do now, but holding at full charge until inputting power removed, somewhat like Ion caps, but still fitted in-line as laser caps do now. As soon as input is removed, cap discharges. This would allow for trickle charge pulse lasers, as well as lower power pulsed lasers. Relatively easy to set up timing chains for pulsed output at a range of intensities.
oOAlastorOo 1 Jun, 2019 @ 3:16am 
yeah that would save the "different capacitors" as you could use an timer to online/offline the generators for an moment to discharge and you could set the desired charge via onlinetime..
great idea indeed and most likely very easy to code in!

The workaround with the combiner and gen seems a good idea.. never thought about putting an combiner AFTER the capacitor...
I ve been under the impression it would do damage right after the capacitor ;)
Zodifrias 11 Jun, 2019 @ 9:30pm 
Perhaps make a reasonably powerful small grid one, also i would like to look at the turret.
Doska 23 Jun, 2019 @ 9:11pm 
I like the idea of having the capacitors to include a switch of types to choose when it can fire/charge
Church.exe 5 Oct, 2019 @ 5:40pm 
I know I probably have the unpopular opinion here but I actually like most of these things as it means that spinal weaponry is easy to get running, and hard to perfect, smaller turrets will ALWAYS have downside, my solution has been using custom laser capacitors that are larger and require constant power, but that is offset by their aimable, high power (like, can cut a large ship in half powerfull) beams. Currently I have made two of these mega capacitors and I actually find it to be a fun engineering challenge where I have to decide if I want high energy storage or reliable firing and every single block changes both its charge and its reliabilty, for instance my "Spinnerette" module is much smaller and holds a smaller charge but can fire more reliably on a lower charge whereas my other capacitor is much larger and can hold a huge charge.(this is the one that split an entire large ship in half long ways on one charge)

(I tried to post them but the posts kept failing so ill just explain how to make one roughly here) To make one you pretty much just make a loop like you would an ion system but instead of capacitors on the edge you weave them into the main loop at varying frequencies (ie if you have a long chain of them in a line you have a large charge because you have more capacitors, but lower reliability since they all have to charge before it fires) then once you have a a line of capacitors and combiners put a splitter at the end, set it to 100% and turn it off and have it face the start of the loop. If you do it right this should mean that the laser is generated, sent through capacitors, then if the splitter is off it goes back into the loop and if its on it fires.

With this system you can do insanely complex systems by having some generators be in parallel and others being in series as well as many other things like changing the splitter ratio to be say 30% and having a really consistant charge which you can fire for long periods of time, but having a lower power beam.

Anyway to get back to my original point while yes it is an issue I see it as a fair one which you can engineer your way out of if you take your time with it. (by the way this is primarily focussed on suggestions 2-4 since the 2nd one is about configuring your capacitors to have different charge times and strengths, the 3rd one is about on demand firing, and the 4th one is about constant output which you could set via the splitter ratio of the mega capacitors)
< >
Showing 1-5 of 5 comments
Per page: 1530 50