Empyrion: Galactic Survival - First Impressions

I really wish you were WRONG about this, but apparently you are not. I never noticed because I always design my ships with COG in mind.

This is so strange, because center-of-gravity DOES matter when it comes to wheeled vehicles. I actually built "ballast tanks" on my big wheeled cargo transport, otherwise the sags in the back as I load it down with ore.
Same here. At first, I thought that was the case, because I do the same thing, coming from a Kerbal Space Program background. Then I started noticing something was off when I lost a downward thruster due to an accident, and noticed I wasn't having to compensate for it. Then I deliberately made an unbalanced ship and...

I think wheeled vehicles behave differently because the developers spent a lot of time getting the wheels to work right in the first place. Its one of the things I miss from SE in EGS. The hovercraft in EGS are okay, but there's something about tweaking the suspension, power, and braking force of wheels until they're fit to purpose that's fun IMO. Not to mention what can happen to a vehicle when you get that kind of thing wrong. :D
 
One of the things that happened last session was that I reached level 20, allowing me to unlock the Deconstructor, which allows you to break down blocks, and even some components, back into the components they were made from. It took every flux coil and half of the neodymium ingots I had scavenged to date to build it, but I figured it was a better investment than the Advanced Constructor, since there were several wrecked ships with intact engines I could salvage for their flux coils. I excavated a big hole beside my underground farm. It's not pretty to look at right now, but I figure I'll do the prettying up while I'm waiting for one of the inevitable Zirax attack. ;)


The other thing that had happened last session was I reached Friendly status with the Polaris Corporation. Since I had a demand that needed to be met, I figured I'd pay them a visit to see if they had a supply of neodymium or flux coils.



A weapons dealer, a medical supplies dealer, and a food vendor. Nothing on the technology front. I did sell most of the medication I had on me for cash. At least the stuff that's essentially renewable. ;)

It's at this point I decided to see what resources are available on the nearby moon. Why scavenge and salvage for scraps, when there might be a nice big deposit of neodymium just waiting to be exploited on the moon? But first, the Flying Brick needed a renovation. Its carbon composite body might be light, but it wasn't durable. It also had trouble carrying some of the heavier components. Plus, it looks like a flying brick. ;) At any rate... behold, the Flying Brick Mk II, now 50% less brick like!







The pitch, yaw, and roll rates are maneuvering thrusters only. When moving forward in an atmosphere, the ship is more maneuverable, thanks to the control surfaces on its wings and tail. Especially when pitching and rolling.

With the ship's armor upgraded to steel plating, as well as doubling its fire power, I flew into space, and descended towards the moon.


The moon is tiny, but while there are deposits of pentaxid and cobalt, both of which are scarce on the planet, there's no sign of neodymium. There's also Zirax on that moon.

A lot of Zirax... who are apparently better armed than their planet-bound compatriots.

To make a long story short...

Behold! The Flying Brick Mk III... featuring larger engines at the rear capable of producing twice the thrust of their predecessors, as well improved armor on its belly, nose, and tail!

(I can't believe I forgot to take a screenshot of what made it back to base...)





 
I've been doing more building in SE, and the thing that I dislike the most is the need to use these large blocks as walls. Granted, I can do silly things like use catwalks to simulate interior walls, but they still take up 2.5 cubic meters that nothing else can share (so no putting a panel up against the thin wall), nor do they really work for exterior walls. I really wish there was a way to mix block size or subdivide larger blocks into smaller zones.

So back to your topic, how does EGS handle block size? You said there are more blocks, so can a person make something that doesn't look like a flying lego brick if they so choose?
 
So back to your topic, how does EGS handle block size? You said there are more blocks, so can a person make something that doesn't look like a flying lego brick if they so choose?
There are over 300 variants of each blockin the game. Besides the full block, there are:
  • half blocks with a wide variety styles
  • “thin walls” in a wide variety of styles
  • cylinders in a wide variety of styles
  • “anti-cylinders” blocks with a round open space in the middle
  • thin-shelled cylinders
  • slopes in a wide variety of styles, some carved from blocks, others thin shells
  • curved blocks in a wide variety of styles
  • misc blocks like the “small pipes” rused on version one of my base, suitable for greebling
When I get home from work, I’ll take some screenshots of the four pages of block selections.
 
The last two days have mostly been maintenance sessions. I’ve been playing around with signal logic, mostly. Added an automatic garage door opener for to door to my underground garage. Lights that turn on when I’m in the area. A light that will turn on when my “Flying Brick” (now less brick-like) is properly centered on the landing pad. Little things like that.

By far my biggest signal logic project has been working on getting all my assemblers to conserve power when I’m not at the base, without switching things off manually. They use a lot of power, even when idle, and unless I want to rebuild my base north of the equator, where days are longer, it’s time to make my base a little smarter.

This is, of course, done between frequent Zirax raids. I’ve noticed that it takes me a while to orient myself properly to respond to Zirax raids. I’ve decided it’s because my base is south of the equator, and I subconsciously think my solar panels are facing south, rather than north.
 
There are over 300 variants of each blockin the game. Besides the full block, there are:
  • half blocks with a wide variety styles
  • “thin walls” in a wide variety of styles
  • cylinders in a wide variety of styles
  • “anti-cylinders” blocks with a round open space in the middle
  • thin-shelled cylinders
  • slopes in a wide variety of styles, some carved from blocks, others thin shells
  • curved blocks in a wide variety of styles
  • misc blocks like the “small pipes” rused on version one of my base, suitable for greebling
When I get home from work, I’ll take some screenshots of the four pages of block selections.
There's a big Steam sale in June, and perhaps EGS will be on the list. If so, I will likely grab it. In the meantime I'm building a Krait III in Space Engineers (screenshots forthcoming in the appropriate thread).
 
There's a big Steam sale in June, and perhaps EGS will be on the list. If so, I will likely grab it. In the meantime I'm building a Krait III in Space Engineers (screenshots forthcoming in the appropriate thread).
I’m finally going to be able to do my Cobra III project once EGS’s Alpha 12 goes live myself. EGS has one thing SE doesn’t: human scale doors for the small scale ships. It’s a pity the game doesn’t require actual functioning pipes for connect everything together, but I’m fine with faking it. ;)
 
I’m finally going to be able to do my Cobra III project once EGS’s Alpha 12 goes live myself. EGS has one thing SE doesn’t: human scale doors for the small scale ships. It’s a pity the game doesn’t require actual functioning pipes for connect everything together, but I’m fine with faking it. ;)
Even Space Engineer's piping is a bit lax. I can transfer fuel, oxygen, ammo, and cargo all over the same pipe at the same time, so I can't say my builds are the most realistic. Considering a "pipe" takes up an entire block, I can't afford to be!
 
Hmm... I could've sworn there were three full pages of shapes to choose from, with a fourth partial page. Still, 225 block shape variants are a lot to choose from.






Hadn't noticed this variant before. I can think of a few places where I could've used this on "Flying Brick".

 
Even Space Engineer's piping is a bit lax. I can transfer fuel, oxygen, ammo, and cargo all over the same pipe at the same time, so I can't say my builds are the most realistic. Considering a "pipe" takes up an entire block, I can't afford to be!
Yeah. At one time, I gave the "Red Power" Minecraft mod a try. That was a lot of fun, until the author abandoned it. Compared to the level of detail in that mod, both SE and EGS are amateurs. IIRC, I could make a hollow wall, with redstone wiring on both sides, and a pipe between them both.
 
If you ever wonder why my soon to be ironically named "Flying Brick" has waaaay more thrusters than necessary to hover, this medium capital ship maneuvering thruster is why. Its twice the mass of the armored "Flying Brick itself." When properly salvaged, it gives four flux coils, plus some other components I can't manufacture at this time. I had to make three trips just to get enough for my advanced constructor, and I wasn't about to bring my hover utility vehicle out that far.




Hmm... what is wrong with this picture?



I'm heading south, and the compass on the HUD is say's I'm going north. Hopefully this bug will be fixed when Alpha 12 is released.

🎶 Fly me to the moon, and let me play among the stars. 🎶 I need a decent supply of cobalt, and that moon is nearby. I didn't notice it at the time, but the last time I went to the moon, it was a straight flight. This time, I had to fly around the planet a bit.


So far, the only cobalt I've seen is deep in Zirax territory. However, I did find a very small pentaxid deposit... which had no pentaxid. The very small gold deposit on the planet was the same way. I'll ignore them for now. Hopefully this bug (assuming its a bug, and not a feature of the increased rarity of resources) will be fixed in Alpha 12 as well. Thankfully, there's pentaxid crystals on the surface as well. I'm also taking some radiation. Nothing bad, but I'll want to decontaminate when I return home.


After that, I found a promethium deposit outside Zirax territory, which also wasn't guarded, which I decide to harvest. I might need more of it in the future! Thankfully, I decided to dig it out personally, rather than use the fiddly drone, because I was underground a Zirax patrol showed up. Since they couldn't shoot at me, they started shooting at my ship instead! In the short amount of time it took to get out of the whole I dug, they managed to penetrate some of the armor. Thankfully, nothing vital was damaged.

✊ This was neutral territory, you maniacs! ✊




Unwilling to take further chances with my ship and its precious cargo, I return home, following the waypoint I'd set above my base. Again, I'd failed to notice that I didn't have to fly around the planet on the way back. I did notice when said waypoint dropped me about 12 kilometers away from my base, deep into Zirax territory. I beat a hasty retreat, and then thought to take a screen shot.


If I found a cobalt deposit outside of Zirax territory, I was planning on ditching the stone for the cobalt. Alas, I still don't have any cobalt!


After repairing the "Flying Brick," I decide to play around with the various transition blocks. Behold, my Hovertank! Includes a retractable turret so I can get it into the garage, whose ramp I'd redesigned to get things into and out of the garage more easily. ;)






A bit top heavy, which affects pitch rate a bit... but it's a hovertank, so it should fly level anyways. :D
 
The problem with having a huge variety of block shapes to choose from, is that I occasionally hyperfocus on unimportant details. I spent enough time working on the Flying Brick Mark IV to go through two Zirax attacks. The Mark IV isn't much different from the Mark III. I removed a relatively massive portable constructor in favor of more cargo, and moved some of the heavier components so that the ship was better balanced. I also replaced the sharp corners at the front with rounded ones. This took less than an in-game "day," which was when the first attack was due. I then spent three days, the time between attack waves, blinging out the rear of the ship.


At any rate, behold, the Flying Brick Mark IV.






Aside from the fact that it still pitches down noticeably slower than it pitches up, the variations on other two rotation axis are barely noticeable. And it's all done by thruster distribution alone. I'd like to armor it up some more, but the forward, lateral, dorsal thrusters are barely enough to keep it airborne when empty. I'll need to upgrade them before armoring it up any more.

To do that, I need a good source of elements which I can't find on this planet or its moon. That means I need to either continue scavenging the ruins, both ancient and modern, that are scattered around this planet, and hope for some good loot; creating a warp capable ship to explore other planets... or perhaps raiding the Zirax for the stuff I need.

Okay, Zirax... I tried to place nice. I stayed out of your territory as much as possible, and only destroyed your drones when they attacked me. Remember, you brought this upon yourself. 😡

I return to space, determined to mine some cobalt at all costs!


Objects definitely aren't static in space. Nice! 👍




Revenge is mine! Bwa ha ha ha ha ha!










Okay, poaching 314 units of cobalt ore from their land isn't exactly anyone's idea of a roaring rampage of revenge, but it's really (ahem) annoyed them. It's been a while since my reputation with them had dropped permanently below "hostile," but mining that ore has dropped my reputation down to zero! That increases the chance of a raid from 37% to 53%? Yikes!

With this much cobalt, I can finally add to my base again. First up, a project that could no longer be delayed: a repair station, so I can repair my light armor. I've gotten two from scavenging: one modified for every day use, and one modified for EVA work. I also have a medium one for more hazardous environments, and a suit of heavy armor... that barely allows me to jump, so I don't use it all that much. The second, of course, is the Advanced Constructor.




New power draining machinery also means even more signal logic work... which is well worth it in the long term. My base has gone from a net loss to a net gain, solar energy wise. Solar Capacitor levels had fallen as low as 17% under normal use, and it's now up to an all time high of 63%. Some people post pulse pounding action vids of the games they play. I post screenshots of my base's "fuse box" and signal logic page. :D






I've also done something similar, though smaller scale, for my various vehicles, allowing me to easily conserve power in the field without shutting everything down. Next up: designing a warp capable ship that isn't a glorified fighter. Oh, and doing a bit of a redesign of the surface portion of my base. I want to include a lever in my base that will activate the base's defenses. Not just the the defensive turrets, but also lower metal shutters over the base's windows. While the "armored" glass windows stops most of the damage from a drone attack, it seems like some of bullets are getting through to damage the taller equipment in my workshop, and I'd rather not move them to the basement and operate them remotely.

edited because proof reading before posting is a thing I keep doing..
 
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When last we left Cmdr Stevenson, she had ambitious plans for her future. Little did she know that danger was just around the corner! Under the cover of a radioactive fog, the Zirax struck once again!


Soon enough, the renovation of my modest base was complete.


Pull the lever!


The base is now ready to repulse another attack by the aggressive evil Zirax


Just in time, too. The Zirax attacked soon afterwards, like clockwork.


Is it odd that I'm starting to mark the passage of time according to Zirax attacks? :D

At any rate, now that the base is a little more secure, it’s time to start building my first interplanetary ship. I didn’t want another fighter so I planned a modest little home away from home. It’s about 11 meters long, and ten meters wide, including the future nacelles.


Not pictured: the more modest ship I was about halfway finished with, before discovering that the small, short-ranged warp drive is highly radioactive. Thus the nacelles. I want that thing at a safe distance from where I’m likely to spend any time...
 
Sorry about taking these pictures at dusk. They turned out considerably darker that what was on my screen at the time. When Zirax attacks were three to four days apart, I tended to turn in early to work in the sun. Now that they’re two days apart, I keep working late into the night. Good thing sleep isn’t being tracked (yet.)

My interplanetary ship project continues. Just about done with the cockpit... though it’s considerably more box-like than I’d originally pictured it. I didn’t have a corner window block I needed. :(. I’m kind of wishing there were better looking “instrumentation” paint options available, or better yet actual instumentation blocks... wait, there might be a better looking option. I’ll check it out when I get home


Main hold of the ship, looking aft. I’m going to move the two thrusters in the floor so they’ll be hidden by bulkheads when I work on the interior. Fun fact, the thrusters, when in operation, put out a lot of heat.


And speaking hot, the small warp core puts out a lot of heat, both thermal and radioactive.

Exterior view. Mental note... on future projects like this, work on the interior stuff first, and then pretty up the outside. Mental note number two, Alpha 12 is bringing the ability to crouch, so the next ship will be able to have actual crawlway spaces. :)


Tomorrow, I’m going to take a little time to see what the difference is between the thrusters I’ve been using, and the larger “jet” thrusters I just unlocked.
 
That’s my assumption. They have a “multiplier” that the regular thrusters lack, and I want to see what it does. Based on a pure power consumed to thrust produced comparison, regular thrusters are better, but these things are a separate branch of the game’s tech tree.
 
That’s my assumption. They have a “multiplier” that the regular thrusters lack, and I want to see what it does. Based on a pure power consumed to thrust produced comparison, regular thrusters are better, but these things are a separate branch of the game’s tech tree.
Maybe they are more fuel efficient. Is there different fuels?
 
Maybe they are more fuel efficient. Is there different fuels?
So far, with one notable exception, the various types of "fuels" are interchangable. They're more of convenient storage medium for energy than they are a proper fuel. Fuels that are put in a fuel tank get converted into generic power-unit-hours, which a generator then extracts to actually provide power to the rest of the devices.

The one exception is Pentaxid, which only provides power to the warp drive and shields... at least so far. I'm not sure how extensive the tech tree is, because most of it is hidden when you start a game.

Depending upon how these "jet" jet thrusters actually work, they might be more power efficient. It all depends upon how this "multiplier" operates. That's why I'm going to need to test them out. Thankfully, the ship summary page contains a surprising amount of detailed information.
 
So far, with one notable exception, the various types of "fuels" are interchangable. They're more of convenient storage medium for energy than they are a proper fuel. Fuels that are put in a fuel tank get converted into generic power-unit-hours, which a generator then extracts to actually provide power to the rest of the devices.

The one exception is Pentaxid, which only provides power to the warp drive and shields... at least so far. I'm not sure how extensive the tech tree is, because most of it is hidden when you start a game.

Depending upon how these "jet" jet thrusters actually work, they might be more power efficient. It all depends upon how this "multiplier" operates. That's why I'm going to need to test them out. Thankfully, the ship summary page contains a surprising amount of detailed information.
I was thinking about KSP way. You leave the oxidiser away -> Jet fuel and need for air intakes.
 
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