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  1. #3571
    Ne réveillez pas le volcan qui dort...

  2. #3572

  3. #3573
    Voici la liste des changements annoncés pour la prochaine mise à jour. C'est du très, très lourd !

    https://www.spaceengineersgame.com/n...-combat-guide/
    Ne réveillez pas le volcan qui dort...

  4. #3574
    @Cassin

    La mise à jour approche !

    Ne réveillez pas le volcan qui dort...

  5. #3575
    Pour l'instant je ne suis pas en SE-mood, ça fait 3 mois que je suis quasi-non-stop sur X4
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  6. #3576
    Depuis quelques temps Youtube me propose les vidéos d'Apologies, c'est assez ouf ce qu'il fait



    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  7. #3577
    En voyant la première vidéo, je ne pensais pas que SE puissent faire autant de mécanique sans buggé

  8. #3578
    En voyant la première vidéo, je ne pensais pas qu'on pouvait inventer autant de mécanismes de pliages et de repliages
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  9. #3579
    Citation Envoyé par MikeFriks Voir le message
    En voyant la première vidéo, je ne pensais pas que SE puissent faire autant de mécanique sans buggé
    Du coup tes croyances on été rassurées avec la fin?

    C'est mega impressionnant en tout cas

  10. #3580
    Mise à jour imminente !

    Dernière modification par Volcano ; 18/04/2022 à 22h10.
    Ne réveillez pas le volcan qui dort...

  11. #3581
    J'ai pas le jeu alors je pose ma question très naïve mais... warfare contre quoi ? Y'a des ennemis dans le jeu ou une raison d'envahir ou de voler d'autres joueurs ou c'est juste des escarmouches pvp pour des roleplayers qui s'ennuient ?

  12. #3582
    Le jeu tourne pas mal en multi oui En solo il y a des mods qui donnent un peu de vie et ajoutent des adversaires IA parfois coriaces

    (mais pour moi ce n'est clairement pas le plus attractif du jeu, je suis un bisounours pacifique ^^ )
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  13. #3583
    La mise à jour est là !

    https://support.keenswh.com/spaceeng...-200-warfare-2

    Hello, Engineers!

    The time has come! The team has been working hard on this update and today, we delivered new blocks, enhanced gameplay mechanics, and a reimagining of warfare in Space Engineers!

    Warfare 2: Broadside expands and improves vehicle combat in Space Engineers. We are continually inspired by our incredible community and so we have created this vision of war based on community feedback. Your creations, machinations, mods, stories and visions of the world of Space Engineers helped guide our efforts and deliver one of our biggest updates ever!

    The goal of Warfare 2: Broadside is to bring you more fun and engagement with Space Engineers, both on planets and in space. Defending against pirates, boarding a freighter, having a tank battle on a moon or a breakneck dogfight through the canyons of Pertram, - we believe this update will change the way you play.

    While war is the theme, we mustn’t forget that this is Space Engineers. “Building and creativity” remains the center of the Space Engineers universe. With this update, we are introducing a series of quality of life improvements as well as entirely new mechanics.

    Marek's Blog post: https://blog.marekrosa.org/2022/01/s...broadside.html



    Update Features

    Target Locking, New Combat Mechanics

    Arsenal of new weapons and ammunition:

    Railgun (small and large grid)
    Artillery (large grid)
    Artillery Turret (large grid)
    Assault Cannon (small grid)
    Assault Cannon Turret (small and large grid)
    Autocannon (small grid)
    Autocannon Turret (small grid)

    Decoy block changes

    Custom Turret Controller block for subgrid turrets

    Projectile Drop; Gravity impacts projectiles, Railgun sabots and shells trajectory. Gravity Generators do not have any effect

    Large caliber shell physics; shells and Railgun sabots are capable of penetrating several layers of armor

    Weapon Damage and Armor rebalanced

    Ammunition and Tank Detonations;

    Any block that contains ammunition of any type will explode when destroyed by taking damage. The explosion is based on the amount and type of munitions that were inside the inventory
    Hydrogen and Oxygen Tanks explode and deal damage based on the amount of fuel left inside of them during the time of their destruction
    Hydrogen and Oxygen Tanks no longer lose all fuel upon being damaged below the red line, instead they slowly leak fuel. The fire particle is replaced by smoke when fuel hits 0%

    Improved particle effects for bullets, explosions and hit effects

    Mod API Improvements

    New Custom Start map: Asteroid Armory

    New block: Offset Passenger Seat

    Increased Beacon range to 200 km, Jump Drives are now able to set Beacons as a jump-target

    Added new graphics settings for Light Details

    First-person camera improvement: auto look return

    Removed the Good.bot chat feature


    Warfare 2 Broadside Pack

    Warfare Ion Thruster
    Warfare Reactor
    Warfare Hangar Door variants
    Warfare Rocket Launcher (Rocket Launcher re-skin)
    Warfare Gatling Gun (Gatling Gun re-skin)
    Searchlight
    Bridge Windows
    Passenger Bench
    Light Panel
    Helm
    Warfare Battery
    Heat Vent
    Sliding Hatch Door
    Woodland Camo Armor Skin
    Shark Mouth Helmet Skin
    “Rock-Paper-Scissors” Emotes
    “Salute” Emote


    Community Collaboration

    We would like to thank you, our community, for your continued support, collaboration and inspiration. You feed our “Need to Create”. A very special thank you to:

    Darkstar
    JTurp
    Jakaria
    AWG
    NinjaPirate
    Mexpex
    Okim
    Klime
    Math0424
    Whiplash141
    Dondelium
    Meridius_IX
    Gwindalmir

    ...and so many others that have, and continue to, inspire us with their creativity, ingenuity, and passion.



    Mod API Improvements

    IMyLargeTurretBase.GetTargetedEntity(): Now returns target grid bounding box center as Position, grid bounding box as the BoundingBox, and the targeted block position as HitPosition

    Fixed IMyShipController's MoveIndicator, RollIndicator, and RotationIndicator so that they sync properly. There is no longer a difference in behavior between clients and hosts in multiplayer. This opens up a ton of
    scripting possibilities!

    MyTransparentGeometry IMyBillboard interface

    GameLogic additions and the ability to read files from mod folder

    Added action for when characters use a consumable item

    IMyVoxelMaps Additions

    IMyShipDrill is now an IMyShipToolBase

    Added Missing Terminal and Controller ModAPI methods

    MySync Implementation in ModAPI

    Block Weapon Group UI compatibility

    Decals ModAPI Changes

    GetFatBlocks for ModAPI

    Grid Groups

    IMYCubeGrid interface to Physics.ApplyDeformation

    Fixed IMyLargeTurretBase - Azimuth and Elevation issue

    IMyTurretControlBlock | Expose ShootDirection and m_directionBlock to the script API

    Interface to CubeGrid.GridSystems.ConveyorSystem PullItem() and PushGenerateItem()

    Interface to Grid.GridSystems.ResourceDistributor

    Interface to GridSystems.GridPowerStateChanged event for ModAPI

    Interface to GridSystems.IsTrash() property

    Interface to GridSystems.mterminalSystem* group events

    Interface to MyProjectile.GetSurfaceAndMaterial

    Missiles detector for ModAPI

    MyMissiles and MyMissile ModAPI

    MyProjectile and MyProjectiles ModAPI

    MyTextureChange whitelist

    Projectile detector interface

    Animal NPC API Expansions

    Interface to GridSystems.m_terminalSystem_* group events

    Added events: MyCubeGrid.OnConnectivityChanged MyCubeGrid.OnMerge

    MyGridGasSystem Interface

    IMyModel GetTriangle & GetVertex

    MyGridJumpDriveSystem Interface

    Cargo:ExternalMass

    OnExplosion delegate to MyExplosions

    Expose AdminSettings Getter Methods

    Added INotifyPropertyChanging and INotifyPropertyChanged to whitelist

    Mod API Documentation updated

    Fixes & Improvements

    Fixed crash when toggling Ejector Override power transfer

    Fixed infinite joining when attempting connection to an EOS DS

    Fixed ability of DLC non-owner to weld up a projection with skins already applied (now it welds without armor skins if not owned)

    Fixed animation incorrectly keeping welding pose for male emotes if welder equipped

    Fixed Beacons being able to transmit ore locations (they are not supposed to)

    Fixed black screen appearing when choosing NO in dialog after attempting to load a save from a newer version

    Fixed block name field keeping its cursor position when switching from block with longer name to block with shorter name

    Fixed bullets going through voxel and hitting grids inside it

    Fixed chat command '/gps share' creating two GPSes (one activated, the other deactivated)

    Fixed Corner armor panels being harder to aim at and weld

    Fixed desync of predicted ship moving it forward and backward when trying to rotate with Q and E or changing status of dampeners

    Fixed displacement of a true full-screen window after alt-tabbing

    Fixed DSGUI being unable to create Scenarios directly through Save button

    Fixed Experimental check being skipped when joining server through Server Details screen

    Fixed F9 (formerly F7, spectator where the position is fixed and character controls are active) behavior when encountering highlightable objects

    Fixed factions turning to undiscovered when managing them as an admin with Creative tools enabled

    Fixed game stripping off DLC blocks incorrectly when paste merging grid onto existing grid on DS or in Lobby MP

    Fixed gamepad aim assist not working

    Fixed hit indicator not appearing around the cross-hair in 3rd person view

    Fixed inability to regain focus/selection with gamepad after refresh in faction selection part of respawn screen

    Fixed inconsistency of gamepad radial menus behavior allowing selection (but not placement) of unowned DLC blocks

    Fixed Jump drive being able to jump through an obstacle

    Fixed LCD image change interval not working correctly for values close to the update rate (Update10)

    Fixed Linux proton mono incompatibility (Linux still not officially supported as a platform, but hopefully fix allows for easier set up now)

    Fixed mod.io search not working at times (wildcard search is now available for <=3 characters, otherwise full-text only)

    Fixed ModAPI IMyCubeGrid.GasSystem crashing the game when accessed too early

    Fixed Oxygen farm incorrectly switching to full production before it updates after reload

    Fixed personal rocket launcher firing off into different direction than wanted when crouching

    Fixed Safe Zone being disabled on grid being split

    Fixed Safe Zone names not being updated for clients after rename and reconnect

    Fixed server saving on restart with "Save before restarting" being disabled because auto-save interval >0 was influencing it (moved outside of auto-restart and independent of interval)

    Fixed ship tools being able to be engaged twice by combining methods of input

    Fixed subgrids or landing gear locked grids taking over control of the grid

    Fixed the ability to jump into a natural gravity environment with a jump drive (now jump is prevented)

    Fixed thruster flames not being synchronized to others in case grid is a station

    Fixed visual duplication of inventory contents caused by incorrect splitting of network messages (new deterministic system introduced)

    Fixed wind turbines not checking area around pivot point for atmosphere

    Improved ModAPI ability to place voxel maps with rotation and material (procedural and predefined asteroids, newly planets)

    Optimized performance of placement check when casting a preview of a massive grid over existing massive grid

    Optimized performance when trying to open and handle large amount of inventories

    Fixed armor skin getting deleted from blocks in preview by using a line to delete existing ones

    Fixed artificial horizon indicator not being present when controlling through remote control

    Fixed character ragdoll bones not updating, not syncing and deforming after death

    Fixed cloud blueprints not having thumbnails

    Fixed collisions for Barred Windows being too thin

    Fixed cryo-chamber emissivity when built in atmosphere (used to indicate yellow, not knowing about atmospheric oxygen)

    Fixed descriptions for LS and RS actions in gamepad controller schemes

    Fixed emissive status of lights not being persistent through save/reload

    Fixed faction UI showing info about an already disbanded faction

    Fixed female arm clipping through body when aiming down with a rocket launcher

    Fixed female arm when holding a rifle

    Fixed female rifle stance not being aligned with the cross-hair

    Fixed female twisted wrist when holding a launcher whilst crouching

    Fixed gamepad hints overlapping with other text under Mods

    Fixed gamepad rotation hint axes staying in the world

    Fixed grids not rotating smoothly when rotation speed was too low

    Fixed idle male + female weapon idle animation (used to move the weapon in random directions, clipping into camera)

    Fixed male idle animations with hand tools while flying

    Fixed male idle pose with grinder equipped

    Fixed male pistol animation when aiming down

    Fixed minor art discrepancies on Passages

    Fixed mirrored danger stickers on Assembler

    Fixed non-block items in Toolbar config drawing description boxes over other parts of UI

    Fixed O2/H2 generator not updating processing sounds when work is done

    Fixed parachute not being synced to others on DS

    Fixed passage block shading

    Fixed ragdoll deformation on pushed disconnected clients because of weapon/tool position not updating

    Fixed Safe Zone block collision being only a cylinder

    Fixed Show all players admin option pointing out NPCs as well (now shows only players in sync distance for clients on DS and MP, MP host sees much further)

    Fixed Small Light Armor Corner having an invisible edge in construction stages

    Fixed static hints for entering/exiting symmetry setup

    Fixed Target dummy missing control panel highlight on Low and Medium graphics

    Fixed tooltip for button "Open in workshop" under Mods

    Fixed tooltip for Custom data button

    Fixed tooltip for Refresh button in Entity list

    Fixed tooltip typo for Show antenna range under Terminal>Info

    Fixed Turret control HUD not appearing after reconnecting/reloading while controlling a turret

    Fixed weather temperature info not being consistent with HUD temperature readings

    Fixed Z-fighting on kitchen block

    Fixed Z-fighting on the sci-fi bar counter

    Fixed visible line break in message when Jump drive jump has been truncated

    Fixed Advanced Gamepad control Help for Camera zoom

    Fixed capitalization for several items in Toolbar config

    Fixed Decoy description text to also inform about lightning

    Fixed Direct connect textbox tooltip to also include mention of hostname

    Fixed DLC Icons overlapping loading screen tips and quotes texts

    Fixed DSGUI save tooltip not updating after list refresh

    Fixed Emotes being available in Cryo chamber

    Fixed horizontal rotation movement of character not being precise/smooth enough for aiming

    Fixed non-descript tooltip for the optional Scripter role on DS

    Fixed shortened faction information in Online Players screen by adding a tooltip

    Fixed symbol 1 block in Sparks of the Future shuttle being upside down

    Fixed the ability to bind several actions to single key in controls (now one binding per key)

    Fixed the ability to have negative number Trash removal values

    Fixed tooltip on Continue button after last playing Uranium Heist

    Fixed tooltip on Enable area interaction

    Fixed wording on message when client lost connection to the server, but server was still running

    Support Site Fixes

    Fixed a crash in Cutscene editor

    Fixed a crash when setting Piston velocity to NaN

    Fixed a freeze in physics when using hinges at the border of a Safe Zone

    Fixed ability to remove online seated players by deleting grids which resulted in a crash

    Fixed game freezing on world unload when playing in offline mode

    Fixed game freezing when using a build planner to withdraw many components from a very complex system

    Fixed ability to bomb grids by accelerating unfinished blocks

    Fixed access to unowned blocks on otherwise shared grid for Faction members (same faction members can now access)

    Fixed an error when publishing and re-publishing blueprints

    Fixed armor deformation causing damage to surrounding blocks

    Fixed assembler queue continuing production visually when block turned off

    Fixed atmospheric thruster override slider being focused, selected and moved when using D-pad to change focus between panes

    Fixed AvailableEffects not restricting the list of effects when modding Exhaust Pipe blocks

    Fixed beacon signal disappearing after grid split even when still powered and enabled

    Fixed behavior when joining a server after connecting to the internet from Steam offline

    Fixed bottle fill levels not being synced to clients after auto-refill in hydrogen tanks

    Fixed build planner shortcuts not working with Freight blocks

    Fixed changes to block groups not propagating to the server properly

    Fixed character stats not updating on modded suit change

    Fixed Collision avoidance function of auto-pilot reacting to projections

    Fixed Convert to Station disable for worlds on DS not having any effect

    Fixed conveyor system not updating properly when using subgrids to convey resources on the same grid and breaking connection

    Fixed cylindrical conveyors being airtight

    Fixed dampeners on hydrogen thrusters not compensating for additional mass attached by a landing gear

    Fixed delay in start of Hydrogen engine functionality (filling up and producing)

    Fixed DS performance when drilling from cockpit using drills as active tools as opposed to direct on/off

    Fixed explosive behavior when combining drills and hinges on a wheeled vehicle

    Fixed Export model feature causing freeze when Ctrl was rebound to ship movement (like thruster down)

    Fixed Gate block doors having collisions outside of bounding block, preventing closing when block embeded in blocks

    Fixed Gatling Gun drawing power when turned off

    Fixed hidden and hard-coded Jump drive charge power efficiency (80%) by exposing it to SBC and to detail info

    Fixed Hydrogen tanks causing too high of a network load (made them update only when change is significant)

    Fixed IMyShipMergeBlock.IsConnected returning whether the connecting is happening (now returns connected status)

    Fixed inability to create a new scenario using a saved world in VST

    Fixed inability to select modded characters in Medbay Character customization screen on DS

    Fixed incorrect max required input readout for Hydrogen thruster

    Fixed inverted controls setting for gamepad not being persistent

    Fixed items in a block group not being interactive beyond first row in Toolbar config right-most tab

    Fixed jetpack consumption rate not updating after changing environment from planetary to space

    Fixed jump drive visual countdown (particles, sounds, etc...) not getting stopped when jump manually stopped

    Fixed Jump drives not ignoring its own grid's sub-grids

    Fixed LCD image change interval not working on DS with heavy usage (like Keen EU)

    Fixed Light offset going in the wrong direction

    Fixed lightning striking underground

    Fixed lights flickering when near the limit of available light sources (new graphics setting of max lights in a radius around you)

    Fixed misinformative tooltip for Enable respawn ships Advanced world setting

    Fixed ModAPI not having access to RaiseBeforeDamageApplied/RaiseAfterDamageApplied

    Fixed ModAPI not having read access to DLC status of blocks

    Fixed ModAPI ScreenArea no longer being whitelisted

    Fixed overflow in maximum grid mass by capping it

    Fixed overriden Hydrogen thrusters consuming fuel even when turned off

    Fixed oxygen not extending all the way down into canyons on planets

    Fixed performance in safety detach checks for mechanical blocks

    Fixed persistency of modded faction logos

    Fixed projector drawing power even when turned off or unfinished

    Fixed projector not getting reselected in terminal after loading in a projection blueprint

    Fixed scrolling when scrollable list is focused

    Fixed see-through middle barrel for Large grid rocket launcher block

    Fixed Sensors not detecting characters when seated

    Fixed Share inertia tensor option visibility being overridden incorrectly, making it disappear for certain mod and vanilla situations

    Fixed Show connected/interacted inventories not being persistent

    Fixed Solar panels working even if planet obscured vision of the sun

    Fixed sounds played by Host through sound block in MP Lobby not being synchronized to Clients

    Fixed tool skins changed in main menu not persisting into worlds

    Fixed turned off and misaligned merge blocks causing a split even when not being part of a successful merge connection

    Fixed turret settings not being synchronized to the server

    Fixed turrets not targeting characters hidden behind embrasures

    Fixed turrets still shooting at long detonated missiles

    Fixed Whiplash's turret based radar script not working properly on DS

    Fixed Xbox players not receiving achievement for finishing Frostbite

    Fixed a hole in Small Sci-Fi atmospheric thruster on distant LoD

    Fixed a typo in hinge block description

    Fixed a visual hole in the top of an extended Small piston base

    Fixed admin screen being accessible for Character screen

    Fixed bathroom LoDs changing inconsistently

    Fixed constant large grid ship sounds from occurring when all connected grids add up to over 500tons of mass

    Fixed default block names not being translated to chosen localization for the observer (renamed blocks are not localized this way)

    Fixed Enable autorespawn typo in advanced world settings

    Fixed exhaust particles appearing larger at a distance

    Fixed faction changes moving the faction screen for others

    Fixed flickering on base of Antenna model

    Fixed Gatling Turrets shooting lower than where the crosshair is (without planetary gravity affecting it)

    Fixed heart sticker on the interior of a small industrial cockpit

    Fixed Heavy armor sloped corner block not applying SciFi armor skin

    Fixed missing chrome material on Large Hydrogen Thruster, Conveyor Junction and Conveyor Sorter

    Fixed missing H key on keyboard texture

    Fixed missing LoD0 for 1x2 Inv Window

    Fixed missing workshop thumbnails for in-game Scripts

    Fixed projection of a Gatling Turret splitting in two

    Fixed red highlight in component window when welding with not enough components also appearing for the next block

    Fixed Sci-Fi One Button Terminal button not turning yellow when action is assigned

    Fixed script editor character count and "Too long" warning overlapping

    Fixed small air vent not having any emissive indicators

    Fixed small grid blast door edge not accepting armor skins

    Fixed top mountpoint being available for small industrial cockpit

    Fixed UI of welding/grinding info breaking upon cycling the visibility of the UI

    Fixed veteran suit being emissive (not emissive now)

    Fixed visual issues on 5x5 Offroad wheel

    Fixed visual issues on Beam block

    Fixed visual issues on Conveyor Pipes

    Fixed visual issues on Industrial Hydrogen Tank

    Fixed visual issues on Large Solar Panel

    Fixed visual issues on Small Solar Panel

    Fixed visual issues on Window Wall Left

    Fixed visual issues on Window Wall Right

    Fixed visual issues on Window Wall Center

    Fixed Z-fighting on Dispenser

    Fixed Z-fighting on Small Ship welders

    Fixed zombie helmet being emissive (not emissive now)

    Fixed a typo in loading screen tip about faction chat

    Fixed access being possible from cryo-chamber

    Fixed blast door block description

    Fixed component imbalance of small and large conveyor junctions

    Fixed First colonist faction being hostile to economy factions by default

    Fixed formatting of hydrogen tank max capacity detail info

    Fixed inconsistencies in integrity of specific Heavy and Light armor blocks

    Fixed inconsistency in the initial charge of a small grid small battery

    Fixed inventories in terminal not being sorted alphanumerically

    Fixed missing Font category on the workshop

    Fixed missing front mount points on Vertical windows

    Fixed missing mount points on Corner firewall

    Fixed modded radial menu pages not being numbered correctly

    Fixed Rotation light not having any units of measurement for the rotation speed (now in RPM in detail info)


    Et comme ses prédécesseurs, le DLC Warfare 2 Broadside ne coûte que 3,29€.
    Ne réveillez pas le volcan qui dort...

  14. #3584
    Ça c'est cool!!!

    La taille du changelog!

  15. #3585
    Bazookas, canons d'artillerie, DCA. Il y a du bon.



    Et les portes de hangar du DLC sont bien jolies !

  16. #3586
    Citation Envoyé par Pluton Voir le message
    J'ai pas le jeu alors je pose ma question très naïve mais... warfare contre quoi ? Y'a des ennemis dans le jeu ou une raison d'envahir ou de voler d'autres joueurs ou c'est juste des escarmouches pvp pour des roleplayers qui s'ennuient ?
    @Pluton
    Il y a des PNJ en vanilla, dont certains sont hostiles. Il y a des mods qui en rajoutent davantage, dont certains sont bien corsés. Et puis il y a aussi le PvP en multi.

    Il y a aussi des scénarios scriptés à jouer en solo ou en coop.

    Mais à la base le jeu est un bac à sable où tu définis toi-même tes objectifs. Mais les développeurs ont annoncé il y a quelques années qu'ils atténueraient le côté bac à sable. Les scénarios sont un des moyens qu'ils ont mis en œuvre dans ce but.

  17. #3587
    Les nouveaux blocs permettent à Splitsie de repartir sur des tutos

    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  18. #3588
    Et d'autres ont déjà trouvé des glitches à exploiter.

    Ne réveillez pas le volcan qui dort...

  19. #3589
    Une question, maintenant avec le nouveau système de visée il faut obligatoirement locker une cible pour que les tourelles tirent ? Je me suis fait sneaké par un drone tout à l'heure et j'ai l'impression que mes tourelles n'ont pas tirées avant.

    Et j'ai plus endommagé mon vaisseau en bignant la carcasse d'une drone qu'avec les dégâts qu'il m'a fait
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  20. #3590
    @Cassin

    La réponse à ta question est là : https://www.spaceengineersgame.com/n...-combat-guide/

    Les tourelles n'ont pas besoin de verrouillage de cible pour tirer.
    Ne réveillez pas le volcan qui dort...

  21. #3591
    Thx



    BlackArmor a fait un nouveau jouet ^^





    EDIT : la vidéo complète sur le pourquoi du comment :

    Dernière modification par Cassin ; 20/02/2022 à 09h55.
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  22. #3592
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  23. #3593
    Discussion à propos de l'ajout d'une "véritable" eau volumétrique dans le moteur du jeu.

    Ne réveillez pas le volcan qui dort...

  24. #3594
    Faudrait qu'ils gardent un peu d'idées pour Space Engineers 2 aussi ^^
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

  25. #3595
    Bon, j'ai repris un peu ma partie. J'ai finalement renoncé à l'usage d'un bras contrôlé par MArmOS pour ma mine de fer, et je me suis rabattu sur quelque chose de plus simple, des foreuses sur pistons, avec quelques commandes et des caméras pour les diriger depuis un siège de contrôle.





    Par contre ça ramasse tellement d'un coup que mon petit cargo atmosphérique petite grille ne suffit plus, même avec ses deux gros conteneurs. En le remplissant ras la gueule avec du minerai je peux en embarquer environ 95 tonnes à bord, mais là je ramasse facilement plusieurs centaines de tonnes de minerai et de caillasses en quelques minutes de forage. J'ai donc commencé à réfléchir à un cargo atmosphérique taille XL, capable de soulever un gros conteneur grande grille rempli jusqu'au ras des sourcils. Un peu comme le "Panini" de Splitsie dans sa série "Survival Impossible" actuellement en suspens.
    Ne réveillez pas le volcan qui dort...

  26. #3596
    Il a quelle tête ton euhhh choux à la crème ?

  27. #3597

  28. #3598
    Je l'ai constaté ce week-end seulement vu que je n'avais pas rejoue à SE depuis cette mise à jour, mais depuis la sortie de la mise à jour Warfare 2, les tourelles ne sont plus fichues de toucher les loups.

    https://www.reddit.com/r/spaceengine...incompetently/

  29. #3599
    Conception en cours d'un cargo atmosphérique lourd ! Au début, ça ne payait pas de mine.



    Je pensais d'abord caser deux gros propulseurs atmosphériques dans l'espace entre les conteneurs, mais j'ai finalement renoncé. Et l'inspiration était au rendez-vous aujourd'hui !







    C'est encore inachevé, bien sûr. Il me reste à finir la partie arrière du fuselage de façon pas trop dégueu et à rajouter des petits propulseurs dans des nacelles à côté des deux gros pour avancer, freiner et pour les déplacements latéraux. Et aussi à trouver comment caser des trains d'atterrissage, mais j'ai déjà une petite idée pour ça.

    En attendant, j'aime de plus en plus ces blocs de poutrelles rajoutés au jeu, mais il faudrait rajouter davantage d'options pour ces blocs, notamment des jonctions en croix et en T pour la version "demi" que j'ai utilisée pour figurer une armature de soutien des deux gros conteneurs de ce vaisseau.



    Et là c'est l'écoutille d'accès :

    Ne réveillez pas le volcan qui dort...

  30. #3600
    Nice

    Le nombre de propulseurs pour soulever ne serait-ce qu'un seul container est ahurissant, j'avais fait un vaisseau de ce genre (uniquement en créa, pas eu l'occasion de le tester en survie encore), j'en étais arrivé à 6 ou 8 large thrusters pour soulever un seul container je crois (pour qu'il puisse tenir le choc plein de steel plates sur Pertam ou Alien Planet), sans compter le nombre batteries pour alimenter tout ça.

    Je pense tenter un nouveau modèle mais full hydro, ils sont plus puissants que les atmo, et vu les faibles distances à parcourir entre la base et les sites d'extraction (je rêve d'un mod qui permettrait d'avoir beaucoup plus d'espace entre deux patches de minerai) ainsi que la baisse de conso d'hydrogène l'année dernière, ça devrait être plus jouable. Surtout maintenant qu'on a des petits réservoirs en 2x1x1 qui sont beaucoup plus faciles à caser (genre dès que tu as deux convoyeurs consécutifs tu peux en mettre un à la place), faut que je teste.
    Un écrivain qui se livre, c'est un peu comme un canard qui se confie.

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