Space Engineers
Moderator: Forum Moderators
Re: Space Engineers
It's pretty galling to be shot out of a perfectly good ship in seconds after you've spent hours building it. I've not had the inclination to log in since it happened to me, I just can't be arsed to build another. Hopefully it'll pass.
-
- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
Re: Space Engineers
Yes, It fucking sucks, I'm utterly disinclined to build a fighter after my last.
I feel like multiple mid size battle cruisers armed to fuckery and with an onboard medbay would be the way to win, but that's a massive pain in the arse.
I feel like multiple mid size battle cruisers armed to fuckery and with an onboard medbay would be the way to win, but that's a massive pain in the arse.
Re: Space Engineers
Put the cockpit behind armour and mount a camera on it? Also do whoever designed that bulletproof glass you need to build a cockpit under the trades description act.
-
- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
Re: Space Engineers
Could work, lots of heavy armour might help also, and fuck the manual guns. a million turrets will do it
No, I am not loading the carrier with guns and taking it to war.

No, I am not loading the carrier with guns and taking it to war.

-
- Turret
- Posts: 8090
- Joined: October 13th, 2004, 14:13
- Location: The house of Un-Earthly horrors
Re: Space Engineers
Having buggered about a bit in singleplayer, disabling the red named ships is only step 1, you then have to get control of them. This is often not easy. At least one I grabbed was rigged to massively explode the second you applied any reverse thrust, including the inertial dampeners. I had to dismantle and rebuild things on a moving ship before it fucked off out of the world, which is not easy on your own.
In fact, thats possibly what happened to your ship, Johnson. It might have just buggered off at high speed till it hit the despawn limit.
If/When we do go after these ships, I reckon we need at least two ships. One to go in all shooty, one to go in as a tug boat. First ship takes out the guns, someone boards it and disables the reactors, tug boat clamps on and brings it to a stop with minimal explodo.
In fact, thats possibly what happened to your ship, Johnson. It might have just buggered off at high speed till it hit the despawn limit.

If/When we do go after these ships, I reckon we need at least two ships. One to go in all shooty, one to go in as a tug boat. First ship takes out the guns, someone boards it and disables the reactors, tug boat clamps on and brings it to a stop with minimal explodo.
-
- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
Re: Space Engineers
That sounds like fun.
I reckon we need to nick some military escorts for the job
I reckon we need to nick some military escorts for the job

Re: Space Engineers
I had three lading struts and oversized engines on my fighter so I could tow my kill back. Maybe the red ships are meant to be hardcore though. Thing is I can't compete with the massive build projects so fighting was about the only thing I could think of to do.
-
- Mr Flibbles
- Posts: 4957
- Joined: August 10th, 2006, 10:58
- Location: belgium
Re: Space Engineers
The signal was set to broadcast at the maximum which I believe is 5000 metres but I was not that far out. It bothers me more that I lost all the resources I put into the ship than the actual ship itself.Joose wrote:In fact, thats possibly what happened to your ship, Johnson. It might have just buggered off at high speed till it hit the despawn limit.![]()
I might build a new, smaller, sleeker ship that will be much lesser missed and is better for kamikaze missions. If I succeed in taking down the turrets but get destroyed (very likely) someone else can do the harvesting.
Re: Space Engineers
Could you remote control it? That was if it goes down you have a better idea of where it ended up
-
- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
Re: Space Engineers
http://steamcommunity.com/sharedfiles/f ... =323581080
See that? That nearly fucking worked, I lost gear on impact, but managed to assault the enemy ship relatively successfully, only died of phonecall.
See that? That nearly fucking worked, I lost gear on impact, but managed to assault the enemy ship relatively successfully, only died of phonecall.
Re: Space Engineers
I nearly had a successful attack on a business shipment but I didn't have my weapons on my quicklaunch 
I was using my face and an angle grinder

I was using my face and an angle grinder

Re: Space Engineers
You've made another Gonk. You realise that? Also, my cock is upside down. Also also, I've had an awesome idea which has rekindled my interest and is less likely to be shot out of space.Dr. kitteny berk wrote:http://steamcommunity.com/sharedfiles/f ... =323581080
See that? That nearly fucking worked, I lost gear on impact, but managed to assault the enemy ship relatively successfully, only died of phonecall.
Re: Space Engineers
My idea:
Step 1: Implement Berk's idea of creating a production line on the Big Pink Monster
Step 2: Build drones. Lots and lots of drones. - They're pretty cheap: 1 gun, beacon, remote control etc (possibly 2 remotes for redundancy)
Step 3: Implement Beacon Trick (not sure if this works, not tried it): attach antenna, take control, set antenna to 1m range; add beacon; set beacon to infinite range. You now have a control range of your beacon relay range.
Step 4: ATTACK SWARM.
Step 5: Recover broken drones once red ship has moved away far enough.
Step 6: ....
Step 7: Come with new idea.
Step 1: Implement Berk's idea of creating a production line on the Big Pink Monster
Step 2: Build drones. Lots and lots of drones. - They're pretty cheap: 1 gun, beacon, remote control etc (possibly 2 remotes for redundancy)
Step 3: Implement Beacon Trick (not sure if this works, not tried it): attach antenna, take control, set antenna to 1m range; add beacon; set beacon to infinite range. You now have a control range of your beacon relay range.
Step 4: ATTACK SWARM.
Step 5: Recover broken drones once red ship has moved away far enough.
Step 6: ....
Step 7: Come with new idea.
-
- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
Re: Space Engineers
Do as you will, the ship is there as a mobile platform anyway, for once the current rock is looked at by the joosamid again, so fettle as suits. 

Re: Space Engineers






I caught something!
-
- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
Re: Space Engineers
Aids?
Re: Space Engineers
Yep!
I sneaked in the back and burgled him so does that mean it's bad AIDS?
I sneaked in the back and burgled him so does that mean it's bad AIDS?
-
- Turret
- Posts: 8090
- Joined: October 13th, 2004, 14:13
- Location: The house of Un-Earthly horrors
Re: Space Engineers
Sounds like the best kind.
Re: Space Engineers
As if Spack Engineers knew about our 10th birthday, it's on a free weekend as of now. Hurrah!
-
- Site Owner
- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
Re: Space Engineers
I managed to join and then er.. couldn't build anything. The video tutorial only applies to creative mode. Not convinced to buy it thus far.tandino wrote:As if Spack Engineers knew about our 10th birthday, it's on a free weekend as of now. Hurrah!
Looks like there are other, more helpful videos I can watch though.