That is good. How about auto-replication?I've developed a simple but very effective torpedo. It uses small blocks, so it's nice and compact and gets the job done. I was having problems with these being shot down by enemy turrets, because armed warheads are very sensitive to gunfire (queue up scene from Hunt For Red October). I added a second sensor, so now the torpedo travels most the distance unarmed, arming itself at around 20m from target and then detonating at 5m from target. Traveling at 100 m/s with a gyroscope on the nose (which is extremely tough), this torpedo can usually get through a screen of point defense turrets, especially if launched in a salvo.
The next trick is to write a script to extract GPS coordinates from a target and load that data into the torpedo, along with having a merge block so I can fire torpedoes from my ships.
I do want to automate the production of these eventually, either at my base or on a larger ship. I did most of my testing in creative mode, and that's why the timer block - it turns on the auto pilot 10 seconds after spawning (copy-n-paste) in creative, allowing me to quickly and easily generate a salvo. The GPS coordinates are preprogrammed for a pirate ship in the area.That is good. How about auto-replication?
Interesting video, but I don't know what that support person was smoking when they said that ED worlds are not 1:1 scale. They're demonstrably 1:1 scale.
Interesting video, but I don't know what that support person was smoking when they said that ED worlds are not 1:1 scale. They're demonstrably 1:1 scale.
Jump in an SRV and circumnavigate a planet in ED if you think it's small. Make sure it's a proper 1G or greater planet, not one of these 0.04G moons. Let us know in a couple of months / years when you cross the finish line how small ED's planets really are.I had a short message round with them, probably 3-4 messages in total. They were very helpful and this is going back some time prior to landing on planets etc 2015.
I only work from what I see in-game. Be much better if they give us legs, we have a known scale to compare to then. May have changed and for ED's scale they may be correct. But to me they look, when compared to SE planets (modded), very small.
Maybe FDevs are working to a very small scale overall. Must say many of the games building, vehicles, features etc, look toy like.
Could be they are large when on the surface (put in another box/instance).Jump in an SRV and circumnavigate a planet in ED if you think it's small. Make sure it's a proper 1G or greater planet, not one of these 0.04G moons. Let us know in a couple of months / years when you cross the finish line how small ED's planets really are.
I have trouble doing a hull and then cram in all the internals. Speaking "From the Depths" here - I went to do core internals (usually weapons I want on the ship) and build hull around. How do you do it?
I think the problem in Elite is that non-landable planets (and stars) keep you at a much further distance than can be achieved in Space Engineers. I've always complained that stars appear way too small (they should fill the horizon forever when scooping them), but when scooping larger stars we're actually the same distance earth is from our sun! I think that's a mistake on Frontier's part. Same goes with gas giants, which look like gas "kinda bigger than earth, maybe" in ED, but again this has to do with the artificial distance limit which for some reason scales with planet size, which inadvertently make big planets not feel that much bigger than small planets.However when I fire ED up and go in game even today, the planets still look much smaller in comparison to modded SE planets ( when in-space), even 1200km wide ones look much larger than ED's in-game.
Just saying..![]()
As I said, I don't doubt on the ground they may be large, but in space they're clearly not. I know regards the false distance thing, but I watched a video some time back where whoever it was had got by the limit and gone to the planet (prior to planetside), this is going back again to 2015'ish.I think the problem in Elite is that non-landable planets (and stars) keep you at a much further distance than can be achieved in Space Engineers. I've always complained that stars appear way too small (they should fill the horizon forever when scooping them), but when scooping larger stars we're actually the same distance earth is from our sun! I think that's a mistake on Frontier's part. Same goes with gas giants, which look like gas "kinda bigger than earth, maybe" in ED, but again this has to do with the artificial distance limit which for some reason scales with planet size, which inadvertently make big planets not feel that much bigger than small planets.
The other thing that makes planets and stars feel small is our supercruise speed. We're orbiting a large star in under a minute when it would take a planet going very fast over a year to do the same thing at that distance. SE gives a sense of size because we're always in normal space limited to normal speeds.
So I agree with you that many planets FEEL small in ED, but they are not actually small, as can be proven by my challenge above.
There may be something on workshop, not sure, but worth a look.I know there is some design program for Lego building. And since that is blocks I wondered if anyone uses something like that for planning. I often end up with blocky designs - intricate curves are hard and time consuming.
I'm good with small designs. Had a particularly nice one with welders on one end and deconstructors on the other. Small, nimble. Good handling. I called it the "Janus" and it was a bit of Swiss army knife for all construction jobs.There may be something on workshop, not sure, but worth a look.
Another way, find a ship you like on workshop and take it apart. That will give you ideas, I would think.