Space Engineers vs Empyrion - Galactic Survival: Cobra Edition

Empyrion - Galactic Survival: Cobra Edition!
Round Five
Suprises


As a concession to the need for defense, one of the first things I did was build a turret for my Hovertruck. I figured if I couldn’t set up turrets immediately, I could at least add a little more firepower to my on-foot defense.


I returned to the starting grounds, and scavenged the few modules I considered worth retrieving. The Hovertruck’s cargo hold still had enough room for what I wanted to retrieve from the Wreckage. I immediately noticed a slight difference in handling, as the center of gravity shifted backwards. I realized that it was going to be an “interesting” trip back, with the Hovertruck fully loaded.


As I approached the Wreckage site, I saw an old friend. I guess it may have been the smarter move to follow the plot line after all…


I worked my way through the quest’s objectives, and saw my true objective…


… only to discover that my plans had come to naught.


Eleon had made the wreck unmodifiable!

I have mixed feelings about this development. On the one hand, knowing that this wreck, and it’s cornucopia of useful blocks, was out there has definitely shaped how I approached survival in this game. Not to mention I liked the idea of entirely destructible environments.

On the other hand, it’s literally a cornucopia of useful blocks, that simply required finding the right resource to unlock, that was placed there for story purposes. It felt like a bit of an exploit, to be honest. And it’s one more incentive to ignore the storyline. 🤷‍♀️

It’ll require more scouting for salvageable wrecks, at the very least. Scouting for exploitable resources is why I play these kinds of games in the first place.

At any rate, since my plans had been stymied, and I didn’t need a Hoverbike, I salvaged it, and returned to base. Naturally, the Zirax showed up when I returned to base.. It was three drones, so I took my armed Hovertruck out to meet them half way. Between the HT’s automated turret, and my assault rifle, we made short work of the dreaded drones.


I inspected the damage inflicted upon my Improvised Fighting Vehicle. It didn’t look too bad. Mostly damage to the cockpit and turret, with some minor cosmetic damage.


At least until I finished my visual inspection…


If this had been Space Engineers, there might’ve been billowing smoke, just to emphasize just how badly I’d failed. My heart sunk as I took in the damage.


The next morning, I ordered and installed the large assembler.


I then squandered my remaining silicon on repairing my green house, rather than focusing solely on building my long-neglected defenses. The large constructor produced only one defensive turret. Naturally, I was too busy rebuilding my greenhouse to notice. 🤦‍♀️

I certainly realized my mistake the next morning, when the Zirax showed up again! Thankfully, it was a troop carrier, so my shotgun made quick work of them.


Needing silicon, and not having found another source of it yet, I set out to scout in my IFV. I set some waypoints, so I could fill in some of the points I’d missed. I eventually found some, dug it up, and set course back to home, stopping only to search for more promethium. Visiting irradiated lands was a harrowing experience. Visiting them during the day brought new challenges.



Radioactive contamination AND heat stroke? Fun!

I’d no sooner returned home, when the Zirax showed up again.


I met this one far enough out that my IFV bore the brunt of the damage.


As I was repairing the damage, I saw that it’s two friends had been delayed.


My base only took minor damage, this time. Since it was already night, I climbed j to my survival tent, and got some sleep.

Next round, it’s time to build my defense towers!

But first, in SE, work on the roughed out large-grid Cobra continues. More out of curiosity, than anything else. I still want to build the whole thing small-grid, after all. ;)
 
The core is in the location shown.
You can get to it by digging underneath :)


heidelberg.png
 
The core is in the location shown.
You can get to it by digging underneath :)


View attachment 271079

Feel free to remind me when I miss the blindingly obvious (Oh… they added a core… duh! 🤦‍♀️ ), but please put actual spoilers behind spoiler tags!

Sorry, but no. The blue. It's unacceptable and I'm a blue nut. But this is an abomination unto the eyes and I can't wait for its inevitable fate to meet. And no, fates would be spraycan or missile to the face - not curtains.

If there’s a shade of blue you’re a fan of, please share the RGB code. I’m kind of lazy when it comes to changing default color pallets. ;) I pretty much do it for wooden furniture in SE, and even then I just eyeball it.

In other news, last night in SE on CA2, their simulation speed struggled to exceed 0.6. There’s nothing more frustrating than being short on time, and finding you’re swimming through molasses… :(
 
Feel free to remind me when I miss the blindingly obvious (Oh… they added a core… duh! 🤦‍♀️ ), but please put actual spoilers behind spoiler tags!



If there’s a shade of blue you’re a fan of, please share the RGB code. I’m kind of lazy when it comes to changing default color pallets. ;) I pretty much do it for wooden furniture in SE, and even then I just eyeball it.

In other news, last night in SE on CA2, their simulation speed struggled to exceed 0.6. There’s nothing more frustrating than being short on time, and finding you’re swimming through molasses… :(
I'm just teasing. But Lapislazuli is good. There is also a nice one:


...

Saturated but not plastic maybe? I made very good use of saturated "brazilian flag colours" Those colours just go well together.
 
Sorry, I thought it was more or less common knowledge now rather than spoiler territory.
I'm not the type of gamer who keeps a web-browser open with a game's wiki when I'm playing a game. I generally avoid how-to guides, online maps, walk-throughs, and things of a similar nature. I think sites like eddb.io to have contributed to many players feeling like ED is "grindy," and I don't use them to play that particular game. When it comes to gaming, I think failure is often fun, constant success to be extremely dull, and occasional moments of frustration to make success all the sweeter.

That being said, it's alright to point out obvious mistakes I made. I'm familiar enough with this game to have given myself a "spoiler" (i.e. there's a constructor on the wreck in Chapter 2 of the story), but it's been long enough since I last played to have forgotten a game mechanic... or at least realize that that mechanic now applies to the story wrecks.

Going forward, just don't post specific things like "the core is located in this part of the ship," or "make sure you bring plenty of anti-parasite medication when exploring this ruin," unless you use spoiler tags. I feel like it turns what could be a fun bit of searching, or an "oh crap" moment, into a dull grind.
 
... I think sites like eddb.io to have contributed to many players feeling like ED is "grindy," and I don't use them to play that particular game. ...
I might see that maybe for repetitive stuff to farm something specific. I haven't really used such sites - the constant tabbing keeps me out of the game experience. I called it grindy because success and progress was glacial and it was a pain to find the right stuff.
 
I might see that maybe for repetitive stuff to farm something specific. I haven't really used such sites - the constant tabbing keeps me out of the game experience. I called it grindy because success and progress was glacial and it was a pain to find the right stuff.
That’s definitely a YMMV thing.

I found progress to be about right before ED went live, and has reached absurd degrees Monty Haul Campaign rewards over the last seven years. I can see how that might be the case with engineering if you do nothing but PvP, but I had no trouble outfitting my ship collection to G5 over the years without using any repetitive “relogging,” and despite not playing regularly, I’ve got G3 suits and weapons in Odyssey by playing normally, and I’ve found that’s more than enough for what I enjoy doing if I don’t act recklessly.
 
That’s definitely a YMMV thing.

I found progress to be about right before ED went live, and has reached absurd degrees Monty Haul Campaign rewards over the last seven years. I can see how that might be the case with engineering if you do nothing but PvP, but I had no trouble outfitting my ship collection to G5 over the years without using any repetitive “relogging,” and despite not playing regularly, I’ve got G3 suits and weapons in Odyssey by playing normally, and I’ve found that’s more than enough for what I enjoy doing if I don’t act recklessly.
I've played during the initial release of engineers and found the slow credit progress with broken reputation unlocks and layered RNG mat collection was just too much and gave up on it. I just hadn't the nerve to juggle around 120 ingredients with just like 100 inventory slots. That's not how you release something fun to players.
 
Space Engineers: Cobra Edition!
Round Five
Experimentation


This round is going to be a bit of a short one. Between Keen's CA2 server still struggling to rise above 0.7 simulation speed, even after a reboot (during my narrow window to play last night, naturally), Space Engineers limited selection of "armor plate" blocks, and my own desire to try to build folding landing gear, I decided that I'm not going to finish the large-grid Cobra III.

That being said, I'm glad I did rough this one out, because it did allow me to confirm my notes are fairly accurate.

Tuesday night, the simulation speed was really slow. It struggled, once again, to reach above 0.7, and frequently dropped to almost 0.5... which meant it effectively took twice as long to get anything done.


Eventually, I got the basic shape of the Cobra finished. It's amazing how big even the smaller Elite ships are.


It was getting late, and I had had about all I could stand when it came to the slow simulation speed that evening, so I called it good at that point. I hopped on briefly yesterday morning, hoping to get a little “hollowing out” done before work, and despite being the only one on, the simulation speed was so slow, that I logged back out without doing much work.

After supper, I had another hour available to play, so I logged in, and was greeted by a 0.55 simulation speed. I wanted to finish my “rough cut,” so I powered through. I’d finished the “top deck” when Keen announced the server soon would be reset. I wasn’t keen ( ;) ) to lose five minutes, but I’d gladly lose five if it meant gaining 20 minutes worth of progress.

After the server reset, speeds were at a more acceptable 0.85… for a while. Not perfect, by any means, but at least it didn’t feel like my avatar was moving through molasses. At that speed, it didn’t take long to remove most of the excess surfaces in the lower two “decks.”


Note I said “most.” While Keen had added some flat panels, Space Engineers still don’t have the assortment of blocks that Empyrion Galactic Survival does. I placed new flat panels at the back of the Cobra, added some faux details, and took some pictures of my “prototype.”


Needless to say, working at large grid scales meant no landing gear or boarding ramp, so I used blocks and panels as a stand in.


I was pleased to see that when I looked it at the top of the ramp, I saw that the door at the back of the Cobra’s bridge would line up perfectly with the door at the top of the ramp. I’d long suspected that a ladder or lift connected the two.


And just for completeness’s sake, I also cut out a spot in the hull for the cargo hatch.


Even with the massive ductwork of large-grid ships, there was plenty of room left for other things like cargo and machinery.


I was going to clear out my prototype before calling it a session, but simulation speeds were falling again, and I wasn’t in the mood to struggle against Keen’s servers again. I’m this 🤏 close to starting a modded single-player game rather than put up with this online crap anymore.

Tonight, I’m going to log in long enough to remove my prototype, and hope I can finish my round of EGS by Saturday night. I’ve got defenses I need to install on my base. I’m sick of repairing the damage the Zirax keep doing to my greenhouse, and some defensive towers and a light fighter/scout should do the trick!
 
Interesting. I find I need to build the systems first to figure out the room I need. It would never work out for me doing the hull first.
I normally do it that way too, but the theme of these play throughs is trying to build Elite ships, complete with interiors, so I need to get the exterior correct first. It’s how I normally play survival games: decide in a project, and see how far I can get before I inevitably die and delete the save. I rarely complete a project, but then again I find the fun is in the attempt, not the completion. As long as the early game is fun, I’m happy.

It’s why I uninstalled NMS. The mandatory tutorial really killed the early game to me, and I wasn’t a fan of the management-style game NMS seems to morph into near the end of said tutorial. YMMV
 
I'm not the type of gamer who keeps a web-browser open with a game's wiki when I'm playing a game.

Neither am I.
"make sure you bring plenty of anti-parasite medication when exploring this ruin," unless you use spoiler tags. I feel like it turns what could be a fun bit of searching, or an "oh crap" moment, into a dull grind.
I always play through POI's my own way and don't care how anyone else goes about it - thanks.
 
Empyrion - Galactic Survival: Cobra Edition!
Round Six
First Flight


Here in Minnesota, we're finally transitioning from Not-Winter and Winter, and one of the things I'm determined to do is not put on the inevitable Holiday poundage. I bicycle to work during Non-Winter, which gives me plenty of exercise without cutting into my precious free time. Holidays in retail, OTOH, really cuts into my free time, so it's hard to resist not going to the health club first thing in the morning as a replacement for my bicycle. I'd go after work, but I need to go home to prepare supper, so turning in early to get up early enough to work out is now a thing. :)

At any rate, during my brief Thursday night session, I installed my base's four defense towers. One of the things I've always liked about Space Engineers is the ability to build structures that blend in well with the surrounding terrain. EGS always required me to "flatten" the terrain around my base, or even dig down into it, which leave ugly scars around my base. It suddenly occurred to me that there was a better way of doing what I needed to do, which includes hiding connections between my defense towers and the main base: placing the block "upside down," then rotating it into place!


I was working on decorating my new defensive towers when the Zirax decided to check out my new additions.


It was shot down moments before it was going to land. :D Once I finished with my decorating, I turned in for the night.

Friday night, I started work on my fighter/scout. I was initially thinking of something more traditional, but I decided I wanted to try to make an Imperial Fighter. Unlike Space Engineers, where you can start construction anywhere, you have to start construction with a new core... and in the case of small-grid vehicles, a 3x3 grid of steel blocks, with a grid in the center. This make things... difficult... if you want that core in the center of your ship. So I used the "floating core" trick by placing the "starter kit" on a block, and then removed the block. This allows my new ship to float in place... until something resets its "state."


Once I'd removed the unnecessary steel blocks, I added an appropriate cockpit and placed it right before the core, and put the generator, fuel tank, oxygen tank, and drone range extender into the space behind the cockpit. Finally, I added twin cannons below the cockpit. The dimensions of the Imperial Fighter definitely restricts how much space I have to work with, so I'd have to build wide from the cockpit, rather than back like I'd normally do.


A pet peeve of mine is that people use the word "immersion" when they really mean verisimilude. Immersion is the ability to lose yourself in a game or book, which is what happened as I built my Imperial Fighter. I kind of forgot to take additional screenshots of the process. 😊 I placed an "ammo controller" and eight modular storage blocks so that they wrapped around parts I added previously. The ship's fridge and sensor package are nestled between the two "main" engines. I then added steel armor around the everything, trying to make it resemble the ED fighter.

I was in the process of finishing the two engine pods at the tips of the wings when the Zirax showed up again. It was three drones. I turned on the base's defenses, thought I'd activated my Hovertruck, and ran out to meet them on foot with a tier 2 assault rifle I'd looted from them previously. I was hoping to minimize the damage they did by giving them something else to shoot at. Sadly, they approached from across the water, and I'd left the Hovertruck idling overnight, which had drained the fuel tanks.


Still, it mostly worked. With the Hovertank dead in the water, and me in the water, the rocket drone only directed one shot towards my base. Which provided proof that my Imperial Fighter's armor was fairly solid...


Still, I winced at having to use precious multi-tool charge for repairs. I really need to find a good deposit of promethium. Searching for the occasional boulder isn't my idea of fun. :(

Once I'd finished the engine pods, it was pretty much time for bed, both in-game and in real-life, so I callid it a night.

Saturday evening, I took it out for a test flight.


Turned out that it needed more lift, and it wasn't as responsive as I liked. In particular, it wasn't rolling as fast as I would've liked. In addition, the vertical asymmetry necessitated by trying to match ED's design made it slow to pitch down. I ended up adding two thrusters on the underside of the ship, as well as two RCS modules. A second test flight confirmed that it now had the responsiveness I prefer for this game.

With the design finalized, I started the detail work. Naturally, the Zirax interrupted my flow.


My fighter and the base defenses made quick work of the three drones approaching from the south.


Soon after, I finished the last of my detail work, and added some signal logic so I could turn off systems parts of the ship without turning off the whole. Granted, it it's more appropriate to take these at near sunset or sunrise, but I wanted to do some scouting before bed.

And so, it's time for that old tradition... Behold! The Imperial Fighter!






With that, I set out into the sunset to explore this world.


Though as I followed various signals, this led me into the southern hemisphere, where I finally found what I was looking for.


Naturally, there was a lot of nastiness near where I wanted to dig. My fighter made quick work of them. Sadly, though, I missed a couple Alien Scorpions, which managed infect me when I went to harvest the bodies. I also took too much radiation when I mined out some of the Promethium. Treating both conditions did additional damage, since I still don't have the more effective higher tier treatments. Thankfully, I was well equipped to handle both.

I continued exploring to the south-west, where I found a second source of Promethium, not all that far from the first.


I really should've turned in for the night, but I didn't have to work today, so I decided to return to base before heading to bed. That, and I was having fun exploring. It wouldn't take all that long, right? ;) Along the way, I passed wrecks, abandoned facilities, and ancient tombs, temples, and ruins.

I also discovered a "new" biome, which I'd only seen on the desert planet: an Oasis. I landed briefly to harvest the plentiful alien flowers in the area, and stumbled upon another new resource:


Okay, it only gave me three gold ore, but that stuff's hard to find. I searched the area for more, but it was a very tiny patch compared the surrounding biomes. At least if I spot another Oasis, I'll know to search for gold! 💰

There wasn't anything too exiting on the way back to base, though I did see something in a savannah biome that made me reconsider landing to get some alien thorns...


It was midday in the game when I returned to base. The Zirax would attack "soon," so as soon as I unloaded my cargo, I turned in for the night.
 
Space Engineers: Cobra Edition!
Round Seven
Construction


I just realized that the last few posts of SE have had the wrong numbers. Oops! Anyhoo... the Keen's CA2 server has been behaving recently, so I started construction of my small-grid Cobra Mk III. Naturally, I started by creating the front outline, plonking down large blocks to act as scaffolding. Even though I don't have to worry (much) about hydrogen, using "scaffolding" means I can either carry more raw material, while minimizing the number of times I need to "recharge" my suit's systems.


Eventually, front outline was complete.


I moved onto the side outline, which included roughing out the cockpit canopy.


By the time I finished the side outline, the magnetic couplers on the connectors were failing to keep the Cobra grid parallel to the ground. It would remain attached, but I eventually placed a block underneath the front part of the ship to keep it level.


With the outlines of two planes finished, I did the third, which really helped give the Cobra it's iconic look.


The next thing I did was try to get the slope connections correct. This game doesn't quite have the same variety of transitional blocks that EGS does, but after playing around a bit, I found one that worked well enough. At least they added some more options recently!!!


I also decided to add the Cobra's bank of spotlights on the nose.



Before continuing with the hull, I turned my attention to working on the Cobra's cockpit. One of the issues I have with SE's doors and connectors is that they're three wide. There's no wider and/or narrower options. Having options whose dimensions were even, rather than odd, would've made it easier to get the dimensions of the cockpit just right. As it was, it turned out that my original canopy design, which was one block too narrow, didn't allow me to pass between the two chairs. The new canopy is one block too wide, but works better for placement.


Since I used control seats, rather than full cockpits, I needed to use transparent LCD's as the Cobra's HUD. It's a pity that there weren't any diagonal T.LCDs, I would've liked to have a wrap around HUD. ;)


This is the current state of the Cobra Mk III.


The view from the cockpit is decent enough, though naturally I still wish for a greater variety of window blocks so the canopy wouldn't be quite so blocky...


Once again, I'm reminded of how everything lines up internally on this particular ship. I built the cockpit independently from the front landing gear, based on measurements I made in VR, and the doors were perfectly aligned. 😲 It does make me wonder how Frontier envisions connecting the two decks of the C3. 🤔 Both doors open also directly into space above the cargo hatch... so I'm wondering if I can get make a smaller design for an SRV than the Ladybug.


My next plan for the C3 is to fill in the rest of the hull.

But first, in EGS:CE, it's time to add some living spaces to my base, and to use stronger materials... especially on my greenhouse windows! If the Zirax are going to show up every other day, I don't want them ruining my crops with a lucky shot!
 
PSA - I've added my alt account (Jenny Diver) to the HMS faction. This is everyone's favorite hack to get around the ridiculously low PCU limit on Keen's servers. Jenny should allow me to build my Krait on the public server someday :D

This means I've had to open a single medbay to the faction. If for some reason you spawn on my ship / starbase, feel free to turn off the medbay so you can respawn back at your own base. I keep a survival kit is set just to me, so I'll make it home one way or another. Someday I may create a separate survival kit / medbay just for Jenny.

If you decide you'd rather be solo (no faction or a private faction), I'll won't take it personally. Of course you're welcome to stay part of HMS if you want. Speaking of, if you ever want a helping hand, just let me know. I get that you want to do all the design work yourself, but if you have 10000 blocks that need welding and not enough time to actually weld all of that yourself, I'd be happy to point my welder at your framework. I'm guessing you'll fine on your own with a small grid ship, since those weld up way faster than large grids, but the offer is on the table all the same.
 
PSA - I've added my alt account (Jenny Diver) to the HMS faction. This is everyone's favorite hack to get around the ridiculously low PCU limit on Keen's servers. Jenny should allow me to build my Krait on the public server someday :D

This means I've had to open a single medbay to the faction. If for some reason you spawn on my ship / starbase, feel free to turn off the medbay so you can respawn back at your own base. I keep a survival kit is set just to me, so I'll make it home one way or another. Someday I may create a separate survival kit / medbay just for Jenny.

If you decide you'd rather be solo (no faction or a private faction), I'll won't take it personally. Of course you're welcome to stay part of HMS if you want. Speaking of, if you ever want a helping hand, just let me know. I get that you want to do all the design work yourself, but if you have 10000 blocks that need welding and not enough time to actually weld all of that yourself, I'd be happy to point my welder at your framework. I'm guessing you'll fine on your own with a small grid ship, since those weld up way faster than large grids, but the offer is on the table all the same.
Dang... I was going to reply to this, but I got distracted over the last two days by various stuff. :oops: I'm already missing my early morning hour of free time. Being able to combine my commute with my exercise period is a great way of picking up extra time, and of course at work we're in retail during the Holidays inevitable overtime!

I'll be staying with the faction for the time being. And thanks for the offer. If I ever do desire a hand, I'll let you know.

I'll also PM you my new base's coordinates once I log onto CA2 again. Hopefully tonight!
 
I'll also PM you my new base's coordinates once I log onto CA2 again. Hopefully tonight!

I can send you some cool POI locations in return, things like a new public station / player hub, a huge faction asteroid outpost, etc. This way when you get that Cobra up and running, you'll have places to explore and meaningful missions to run (if you're interested in that sort of thing).

Speaking of, what's your plan for FTL? There is no small grid jump drive. You're going to have to build a fleet carrier next :)
 
I can send you some cool POI locations in return, things like a new public station / player hub, a huge faction asteroid outpost, etc. This way when you get that Cobra up and running, you'll have places to explore and meaningful missions to run (if you're interested in that sort of thing).

Speaking of, what's your plan for FTL? There is no small grid jump drive. You're going to have to build a fleet carrier next :)
I have a cunning plan to get around that limitation! But I don’t want to ruin the surprise! ;)
 
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