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Space Engineers USG Ishimura Project 2 - The work continues

Another update. now with: reddit discussion https://www.reddit.com/r/spaceengineers/comments/mkkzse/the_11_usg_ishimura_project/ I spent a long time stuck deciding what colours/textures to use for the exterior and eventually came to the conclusion that I was stalling. So, I picked the best i'd found so far and finally updated all the tram stations to the newest iteration and stuck all the sections together. Talking of stalling, I decided to add some dead space sounds to the video for 'ambiance'. Off camera, I have updated the communications array as I somehow lost a lot of work between world changes and blueprint versions (suspected clang attack broke all hinged/piston/rotor objects, including a lot of early day lifts that I'm slowly rebuilding). The tram system for the comms array is also broken right now so i haven't shown it, but you can check it out in the world download below! https://steamcommunity.com/sharedfiles/filedetails/?id=2446817231 In an attempt to reduce lag, I have made the different sections activate/deactivate with their respective tram stations, so all the spotlights and any other mechanics won't be slowing things down unnecessarily when you are at the other ends of the ship, which can lead to problems if you are flying around with jetpack, but should be fine if I ever make a scenario for it. NOTE: The tram isn't actually that fast! I sped it up to 8x in editing as I'm experiencing pretty severe slowdown by now. Another few notes: At the flight deck station, the tram had suffered a technical issue that I cannot figure out; somehow it decreases its speed by too much too early and has to limp the last few metres to the station its supposed to stop at. The red screen at each station Indicates the last station that the tram has passed through, however there is a bug one of the many timer blocks that controls the system turns the tram sensing-sensors off, and that system has to be restarted manually, which i haven't got round to fixing yet :P Another thing! The tram has two buttons to go, they don't work as you think! You have to remember which way it traveled last, backwards simply reverses the direction it was traveling before it sets off. There is currently no way to prevent it from travelling past the last stations and if it does, it basically messes the whole thing up and you're best just reverting to a previous save.

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2 ноября 2024 г.
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Год назад
2 ноября 2024 г.

Another update. now with: reddit discussion https://www.reddit.com/r/spaceengineers/comments/mkkzse/the_11_usg_ishimura_project/ I spent a long time stuck deciding what colours/textures to use for the exterior and eventually came to the conclusion that I was stalling. So, I picked the best i'd found so far and finally updated all the tram stations to the newest iteration and stuck all the sections together. Talking of stalling, I decided to add some dead space sounds to the video for 'ambiance'. Off camera, I have updated the communications array as I somehow lost a lot of work between world changes and blueprint versions (suspected clang attack broke all hinged/piston/rotor objects, including a lot of early day lifts that I'm slowly rebuilding). The tram system for the comms array is also broken right now so i haven't shown it, but you can check it out in the world download below! https://steamcommunity.com/sharedfiles/filedetails/?id=2446817231 In an attempt to reduce lag, I have made the different sections activate/deactivate with their respective tram stations, so all the spotlights and any other mechanics won't be slowing things down unnecessarily when you are at the other ends of the ship, which can lead to problems if you are flying around with jetpack, but should be fine if I ever make a scenario for it. NOTE: The tram isn't actually that fast! I sped it up to 8x in editing as I'm experiencing pretty severe slowdown by now. Another few notes: At the flight deck station, the tram had suffered a technical issue that I cannot figure out; somehow it decreases its speed by too much too early and has to limp the last few metres to the station its supposed to stop at. The red screen at each station Indicates the last station that the tram has passed through, however there is a bug one of the many timer blocks that controls the system turns the tram sensing-sensors off, and that system has to be restarted manually, which i haven't got round to fixing yet :P Another thing! The tram has two buttons to go, they don't work as you think! You have to remember which way it traveled last, backwards simply reverses the direction it was traveling before it sets off. There is currently no way to prevent it from travelling past the last stations and if it does, it basically messes the whole thing up and you're best just reverting to a previous save.

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