OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!
I was literally just playing the dev build a few minutes ago
i sense a warhead torpedo launcher in the future. also while i was playing around with the fleets i thought that you know what would be really useful? another version of the core docking beam thats used to issue orders. like you shoot this order beam at a enemy ship to order your fleet to attack...
Its been awhile and the trailer for my next release plus the next chapter of the story(This one is quite interesting) is taking a little longer than expected so im going to show off what i've been working on lately.
This a new Anti-Capital Orbital Cannon/Mobile Space station that ive been...
no physical connections is the reason why i play this game instead of Space Engineers. The fact that everything needed to be actually touching one another and the ridiculous collision physics that made massive space ships feel like they were made of glass instead of metal is what put me off and...
Its a good idea but ultimately redundant as we have various work arounds already in place. this is similar to an idea i had about slaving docked entities in order to both increase the powers of the mothership and as a means of cleaning up the nav menu so that it only shows the things that you...
seems thats way. theres obvious indicators that we will be able to give them commands however i haven't figured out how to do that or even if we can yet. i can't seem to get them to do anything else. haven't tested wether or not if they attack an enemy they will go back to following me yet.
i think they might have changed the listing for dev builds. if you go under "DEV" in the build switcher you get nothing but if you turn it to "PRE" you get version 0.19558
was able to test some of the fleet functions. I was able to make a fleet that followed me around. now mind you the AI is...
HYPE!
Carriers are finally going to be a thing! I have one request, please make the AI naturally take over for me after i leave the core of my carrier so i can mix things up in my fighter. I don't want to have to fly out and then tell my carrier to engage the enemy like every other space sim...
in terms of time needed would you say that another two week cycle is in order or are we in a "As soon as its ready" release schedule? I'm just as hyped for the possible filming capabilities that AI fleets can have as well as the gameplay implications
try and upload some pictures so we can better help but it seems theres conflicts in the timing.
try and tie the blast door opening/closing to the platforms position on the rail. placing a activation module next to a rail will allow any rail entity to trigger it when it passes over that rail...
thanks! i appreciate that. The catapult is actually quite simple. Its a normal Cannon-Cannon turret + a transporter + gravity module. Use transparent blocks like area triggers or open plex doors and you can artificially extend the gravity well of an entity. since your in the gravity of the...
cool. now the only thing left is to archive the .smet files submitted to the old site. i would give anything to get my very first upload back. I was stupid back then and deleted older/obsolete versions of my ships
i've been absent from this thread for far too long. :p
Its again one of my characters from my shipyard story line. Perhaps I should actually do more space scapes again
I've been in a kind of'a non building mood for a while so i decided to start sketching again and was able to create another picture.
Its Joyce! I've modified some aspects of her original design such as giving her a mini skirt instead of jeans. I've also tried to emphasize her unkempt hair and...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.