Space Engineers: Any DBX pilots out there?

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.
The planet was a 'balloon planet', he clipped straight through the planet into it's interior, which of course was space still. But even getting that close ie. clipping through, the planet was small'ish. Curvature was so bad, whereas there shouldn't be any noticable at all.

Not surprising. Way back in Alpha (or was it Premium Beta? it was early, anyway), when I wanted to test what would happen when I tried to "land" on a planet, I chose a smallish world as well. Since the Supercruise denial zone scales somewhat with planet size, you waste a lot less time choosing a smallish one, as opposed to one that's Earth sized, let alone a gas giant.

And of course non-landable worlds have no collision detection. If Frontier had added that, they'd be landable. :p Let me show you an example.

This just happened to be the world I was nearby. It's a non-landable body, so the Supercruise denial zone was about 1.3 Megameters (1300 kilometers) from the surface of the planet. It would take the Hauler I was flying at the time almost two hours to get down to the surface of this planet.

Don't forget it's not seamless to planets in ED.

Actually, it is seamless to planets in ED. Players have managed to carry an SRV into a station, as well as flown from the surface of a moon to the planet its orbiting, in normal space. In the case of the former, it took the players eight hours to do it (after spending another six on a failed attempt), while in the case of the latter, it took the player 15 hours to fly between a moon and its planet.

There's a reason why players use Supercruise to travel between worlds. It's a lot faster. ;)

Legs would help a lot with scale in ED.

Legs would help a lot with the sense of scale of ships in ED. I have VR, and being able to stand on the surface of a planet, outside my SRV, and look up at my ship really helps drive in how huge these ships are. The actual scale of ED is 1:1.

The reason why planets seem "small" to you, is that:
a) You're confusing "small" and "far away." Feel free to insert the obligatory Father Ted clip here. :)
b) Speeds in Elite: Dangerous are way outside our personal reference frame.

We may think 100 m/s (360 km/h) is fast, when the fastest speeds we regularly encounter may be around 100 km/h (30 m/s), but that's the slow docking speed in Elite: Dangerous. We scoop fuel from stars at relativistic speeds, speeds that are so mind numbingly fast in real life, that we literally can't picture what that would look like if we saw it, and even that is slow compared to normal Supercruise travel.

The scale in Space Engineers is dialed way down out of necessity. If it was realistically scaled, it would take forever to get anywhere. The largest worlds in Space Engineers are about 120 km in diameter. That's less than half the size of the smallest world in Elite: Dangerous, and about the same size as tiny Minmus in Kerbal Space Program.

I'm still stranded on the Alien World in SE, thanks to being unable to find gold, and I've been doing a lot of scouting in my current iteration of my atmospheric scout. Spending that much time flying over the surface of the planet really reinforces how tiny the world is. Everything from the curvature of the horizon at max altitude, to how thick the atmosphere looks compared to that horizon, to plotting out a new search grid (since SE doesn't provide a latitude/longitude system for planetary surfaces) emphasizes how small these worlds are.

That and when I managed to crash my first atmospheric scout in a moment of inattention. While trying to figure a way out of that mess, I noticed that my initial base, which was below the horizon, was at the edge of what I'd consider to be walking distance... in real life. Not that I walked there in the game. I ended up salvaging some of my maneuvering engines so I could get my scout back up in the air. Unfortunately, I forgot to take that into account as I approached, and took out one of my two wind turbines.

oops 😊

(edited to correct an incorrect unit of measure)
 
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Size impression can come from various things. Speed, distance, the scaling of distance over time. These are usually done to represent the game better to a player. ED does a couple of compromises due to how travel works. I don't know if they actually "cheat" with the sizes, but it could just be that some logarithmic scaling of speed and distance doesn't "feel" organic. Anyway, games are always smoke and mirrors - it's just how good a trickster the game is to give a good show.
 
@Darkfyre99
I want to believe.. However I don't.. ;)

I have a 14km station in SE. Now it's only 14kms because KSH the devs have given us a scale. It isn't really 14kms as in real life. But scale is what gives a player something to compare too, the ability to believe. So it's based on block size which in turn is realistic to character size. So it is very easy to build something huge in SE then test flight speed/distance against it..

Once I have something to measure scale in ED, then I'll be much more happier. But they will have to rescale, those stations, they're so toy-like it annoys me. The trucks or vehicles going around that road, remind me of the train that used to go around the bottom of our christmas tree.

But as for scale on here, I'll leave there, it always causes arguments. For me the scale in ED is wrong, for you and other its right. I have no problem with that. It's only me that plays my game. So there is only me I have to settle it with. ;)
 
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But as for scale on here, I'll leave there, it always causes arguments. For me the scale in ED is wrong, for you and other its right. I have no problem with that. It's only me that plays my game. So there is only me I have to settle it with. ;)
FWIW, I myself have made arguments that the SENSE of scale in ED is lacking compared to other games:


VR has changed this to some extent, but in 2D I definitely feel Space Engineers does a better job at conveying scale than ED does. I'm sure part of this is because in SE we're people flying ships instead of being actual ships. The bigger you are, the smaller everything else appears, so if you ARE an Anaconda (rather than a person flying the 'Conda), everything will definitely look small.

Even in VR, the sense of scale is wrong in certain scenarios. I engaged an NPC Anaconda in my Eagle last night in VR, and while my Eagle feels totally immersive and to scale, it felt completely wrong to see a huge, massive ship flipping around as if it were made out of styrofoam. While size may be to scale in ED, mass and inertia are not. The acceleration curves on these ships (especially with lateral thrusters) are all wrong. Compare this to SE, where large ships feel like they actually have some mass, and I find myself disappointed... I should be able to strafe the deck of a Conda in my Eagle like a Spitfire strafing the deck of a WWII destroyer. Instead everything is a dogfight regardless of size and mass. This is why I hope games like Battlescape Infinity are successful, because ED fails at the very thing people praise it for - the flight model (another thing that SE does much better IMO).
 
FWIW, I myself have made arguments that the SENSE of scale in ED is lacking compared to other games:


VR has changed this to some extent, but in 2D I definitely feel Space Engineers does a better job at conveying scale than ED does. I'm sure part of this is because in SE we're people flying ships instead of being actual ships. The bigger you are, the smaller everything else appears, so if you ARE an Anaconda (rather than a person flying the 'Conda), everything will definitely look small.

Even in VR, the sense of scale is wrong in certain scenarios. I engaged an NPC Anaconda in my Eagle last night in VR, and while my Eagle feels totally immersive and to scale, it felt completely wrong to see a huge, massive ship flipping around as if it were made out of styrofoam. While size may be to scale in ED, mass and inertia are not. The acceleration curves on these ships (especially with lateral thrusters) are all wrong. Compare this to SE, where large ships feel like they actually have some mass, and I find myself disappointed... I should be able to strafe the deck of a Conda in my Eagle like a Spitfire strafing the deck of a WWII destroyer. Instead everything is a dogfight regardless of size and mass. This is why I hope games like Battlescape Infinity are successful, because ED fails at the very thing people praise it for - the flight model (another thing that SE does much better IMO).
That’s definitely true for ED as it is today. Waaaaay back in the early days of the game, before Frontier began its policy of Veruca Salt appeasement, the large ships actually maneuvered like large ships. A just out of the shipyard, E rated Anaconda is five times as maneuverable as the one in the Alpha/Premium Beta, A rated six times, and fully engineered about seven times.

If you ever want to see how an Anaconda originally handled, check out its maneuverability in Supercruise. It still handles like the slug it originally was.

Back on topic, I’ve pretty much given up on finding gold at this point, so I’m going to start building towards going into space. After the Buckyball Race, of course. :)
 
Back on topic, I’ve pretty much given up on finding gold at this point, so I’m going to start building towards going into space. After the Buckyball Race, of course. :)
I too have a plan B regarding certain hard-to-find materials, so now I'm looking to build a capable fighter that I can use to disable enemy ships and strip them for the materials and ores I need.

Speaking of the topic of SE - I just started watching The Expanse season 4, and having not watched it since getting Space Engineers, I can't help but see parallels between TE and SE (ship build, flight model, constant construction, deconstruction, and repair, modification). Now if only SE would release a VR patch!
 
I love a large lumbering ship that is just hard to land, control, navigate and maintain. I agree, it should not feel like a fighter..

Building in creative means I tend to go OTT, which is o.k. because when it's transferred to survival, it's a nightmare.. I like that, the challenge.
 
Continuing to watch season 4 of The Expanse, continuing to be reminded of Space Engineers! I love how many ships in The Expanse are all about function over form, especially Belter ships.

I was also reminded of my own SE Vulture when I watched the Rocinante land on a planet. I built my original Vulture planet-side (creative), and the vertical thrusters had enough power to keep it "afloat", but after taking it into combat in space, I replaced a lot of the light armor with heavy armor. When I returned to the earth planet, my vertical thrusters no longer had the power to lift my much heavier Vulture (something ED totally ignores), so I had to perform a vertical landing using the huge main thrusters, quickly welding on some landing gear to the back so I could set the ship down, just like the Rocinante!

So if you are a Space Engineers fan and have never watched The Expanse, what are you waiting for? Likewise, if you are an Expanse fan and don't play Space Engineers, shame on you!
 
Continuing to watch season 4 of The Expanse, continuing to be reminded of Space Engineers! I love how many ships in The Expanse are all about function over form, especially Belter ships.

I was also reminded of my own SE Vulture when I watched the Rocinante land on a planet. I built my original Vulture planet-side (creative), and the vertical thrusters had enough power to keep it "afloat", but after taking it into combat in space, I replaced a lot of the light armor with heavy armor. When I returned to the earth planet, my vertical thrusters no longer had the power to lift my much heavier Vulture (something ED totally ignores), so I had to perform a vertical landing using the huge main thrusters, quickly welding on some landing gear to the back so I could set the ship down, just like the Rocinante!

So if you are a Space Engineers fan and have never watched The Expanse, what are you waiting for? Likewise, if you are an Expanse fan and don't play Space Engineers, shame on you!

I certainly see where your coming from. Hadn't watched any of these, infact didn't know about it, so went into YT. This guy seems to have a few he talks about.
You could make those ships and probably stations inside SE, I should think.
:)
 
Keep adding to it.
Putting the labs (2) in next. Forward bridge section has its own air supply now and I've put a piston with landing gear as an anchor. Was just sitting it down on armour blocks as feet, but just in case I get an odd 'mod' planet plays tricks with the physics, I fitted the L/gear to lock it down.. ;)

Going to put some air lock bulkheads in and start compartmentalizing the decks. Living quarters are on the list too, although I have a couple done. It's going to be an exploration ship, so will have to think about crew numbers. Food will be an ore or possibly a refined item of some type (i.e. double for food as there isn't any in game yet), not decided yet. Once I have worked the crew numbers out I can work on supplies needed and tick down time. Ice is obviously water too, so an over store of that will be worked in too.

The refinery at the moment is small, but enough, as is the assembler. But I think I'll move these to another deck, got to think about it yet. Maybe double up.
The ship needs huge amounts of Ice, so will be adding a 'docked' small miner to the ship.
Engine/truster rooms are all done and air/locked, so I can get to most all thrusters on the ship from inside for maintenance, a few will have to be outside for repairs..

It's not so bad really, as I had a lot of the above in T1 and this just sort of crossed over. Although there are lots of changes, it's worked out pretty well.
I always give a launch to my ships, that is when they go into survival proper, I crew up ('numbers', may use some extra bodies here and there for effect) and begin tick down for supplies. The ship will have supplies when launched so there will be time to find and refine what we need.

I will also have a couple of drones for looking around, plus a 'bug' fighter, just in case. I have these built already, from a few years back, I tend to use the same small ships and odd items.

I reduced solar panels from the T1 to this T2, which isn't working for the ship now, need more power, so will put a couple more on (somewhere).

Anyway, planet approach in survival, sort of test running.

Source: https://www.youtube.com/watch?v=_OEqXW0EO6E


Not set on colours yet, but keeping it light.
I don't really go for fighter stuff in my larger ships, other than a few gatling guns for meteorites etc. I would rather take my small bug fighter for that, but tend to keep clear of enemy types. ;)

Still lots to do before launch and then into a working survival world.
 
Made a little 'Surface Miner' for the T2.

Completed the dock and transfer of mined items pipework.

This miner can scrap away the surface of materials to a depth of around 2-3mtrs. That is usually enough for getting along in survival. For selling and deeper mining I already have a ship for that, not sure if I'll use it for the T2 though.
Plenty to be had just scraping.. ;)




Edit: Giving areas separate air supplies and airlocks.

Source: https://www.youtube.com/watch?v=ixgnnvb73LA
 
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Space Engineers: Comic

It would be great to get these characters in-game, even if 'still' just for placing, would be very neat indeed. Community will be asking I dare say.. ;)

Edit: The new 'open cockpit' looks rather splendid.. In gold, even better.

__

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I built a full bridge in small blocks a couple of years back and put it into a large block build. It worked fairly well, but could at times be unstable.
Here I try a rough quick build, this time using a large landing gear to anchor.. I used small ones last time. The small ones are better. But I still think it would be unstable. :(

Source: https://www.youtube.com/watch?v=dtbF_hXkzlU
 
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Day 10, I believe - I've kind of lost track of at least one of the days I've been stranded on this planet. Been spending most of my time scouting for the resources I need to be able to catch up to Krait Caesar's Ghost. When I return home, I've been working on a prototype ice harvester, because my base's hydrogen tank is only a third full.

Day 11 - I've given up on finding gold the surface of this planet. Time to start looking towards space. While I'm definitely going want to build small space miner, I've started construction of the Cobra III, starting with a rough outline of its shape. Getting low on iron again, as well as silicon, so I'm going to have to go mining again. Which also means I'll be building a secondary base on the iron deposit, and all the resources that entails. I'll probably dismantle the ice harvester and rebuild it at the iron site. I need lots of iron!!!

The Cobra III so far:
 
I'll probably be getting back to this game during the Christmas break. I've been in VR heaven since getting my Rift, but even in VR I can only do so much in ED before I get bored. Maybe someday SE will follow both ED and NMS and offer VR!
 
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