Is this a new thing? It's been a few months since I've played space engineers but I use to do them by hand all the time. I never downloaded a mod to specifically make it possible but there's also a possibility some other mod added the ability to hand weld contracts and I just didn't realize
I'll just need to add that the speed cheese is not compatible with the official servers. It is basically a desync machine and messes up your dampeners, so you will crash while having the mother of all rubber-bands if your are on a planet surface.
There was a persistent glitch from May 2023 to May 2024 that caused phantom damage at random inside all player and NPC stations from thrusters (they would drop to 0% completion, but reset if you moved far enough away). Periodically during weird moments this damage could result in a block being deleted. However, in May 2024 until the latest update in October that phantom damage became real. Thrusters would erode blocks from blast damage, voxels could be destroyed by smashing into them (or if parts got flung by the zone), and if you enabled shooting inside a safe zone at any time your grids within could be blown apart by returning fire from enemy ships. When this happened was entirely random, and you could test it multiple times a day. Sometimes it happened, sometimes everything would be fine. But, while the weapon damage glitch would give you an immediate result, the thruster damage glitch was sneaky. Simply put, you needed to burn the grid then try to weld it, and only after hitting it with your welder would you know if it was present, as the parts list in the block would change and you'd get scrap in your inventory (in which case you're screwed), or nothing at all would happen (in which case you were fine, for the moment). All of this meant that you didn't want visitors entering your zone with their ships, and you didn't want you faction members to be silly and park their craft on the roof of an important building. It also meant some nefarious players would try to grief the NPC stations. I'm quite relieved Keen FINALLY fixed that.
Your clang drive makes the ship look even more like a paper aero-duck... the survival kit made it look pregnant though... maybe it will lay eggs that hatch into litte missiles? You need to tell us the things real name soon, its survived you this long, it deserves a name.
Totally agree with your comment on the hauling missions. You need a jump drive ( arguably end game block) to make enough money to buy a ship. But you need an advanced ship to make that money....
It wouldn't be so bad if the ones requiring a jump drive actually paid good money, but it's typically better to do the acquisition quests. Given that's not the case in this series. Though if he could get his hands on a small grid prototech jump drive he could be in business
Q few minutes in and I am already hearing that great Blacksheep jam "Klang Drive". Rare (and great) sight to see is Splitsie contemplating one, let alone building one.
You should note down the distance from your origin that you stop accelerating. This is the distance from your destination that you need to start breaking at. By the way, a Brachistochrone trajectory is a trajectory where you accelerate continually until the midpoint then turn around an break the rest of the way. It is the fastest possible and least fuel efficent trajectory between two points in space for a given thrust. You should try a Brachistochrone trajectory with the plasma engine. It won't be faster than the clang drive but I think it will be faster than you think.
Yeah, I was trying to pay attention to that when I was using my thrusters but then got so carried away with the speed boost that I completely forgot to note it :D
@@Splitsie Total starting distance was 107.9km on your trip between stations, and you hit max speed of 1067.5m/s at a distance of about 85km to the target station, so it seems that it takes you about 23km to accelerate. I would guess you probably want to aim to start your flip at about 30km out, and start your braking burn at about 25km out, just to give a little bit of leeway in case the rotor head breaks or it takes you some adjusting to get your aim right.
Giving a like and then watching. Really enjoyed the series thus far. Not sure how long it will last, but it's fun seeing you tackle this challenge. Hopefully 1.206 will spice things up for space + space encounters
That "Spur" drone or any other larger drone during those escort missions have a chance to drop around 100 Platinum, or 100 Gold, so they're quite worth farming! (You can sell each platinum for around 100k, so that is like 10 million if you're lucky.)
Trick: If you are taking a battery from an unknown signal, attach three unwielded armor blocks to it and break the connection-the battery becomes an ordinary grid.
About the negative standing with the factions: There is a faction rivalry mechanic which is very weird and not well explained anywhere. I really dislike that you basically lose the same amount of reputation you gain with one faction from several others while only gaining a tiny fraction of that with factions allied to that one faction. It basically forces you to limit yourself to only a small subset of factions that are allied or at least don't care about each other. As soon as any factions are enemies (-500 standing), you basically have to give up on them. The most frustrating thing is that you cannot see the target of hauling contracts before accepting. It can end up to be an enemy faction, in which case finishing the contract is impossible even though you are literally at their doorstep with the package. The best thing to do is only do acquisition contracts as they pay really well while hardly affecting faction standing
I hope someone mods these things so stuff like hauling missions penalize no rivalries. Delivering goods is free. defending ships? That's neutral too, because screw pirates. As to what should impact faction loyalty? When you start stealing stuff or participating in their wars, otherwise you are just an independent. Who knows how hard that is to mod. Plus while making that mod, making haul missions that don't require jump drives is sensib
@@glenmcgillivray4707 What I have seen from workshop mods, almost no economy features are accessible via the Modding API, except maybe relation gain/loss. Other things like custom contracts literally require changes to core code which can only be made with plugins. I have only come across one such plugin and it is not on the official plugin hub afaik.
My hope is that Keen will finally see sense and open this stuff up to the mod API as it would be incredible to see what the community could do with it and make it actually good
Just as a FYI for future reference that station you were at during 5:00 has like 5k Uranium in that small reactor. You can sit in a chair in the station and use that to access the control menu and convert the station to a ship, then push it outside of the zone bubble, then grind down the reactor to steal the Uranium. I know you're not going to use it on this series but perhaps at a later time that info may come in handy. Also, the Uranium automatically restocks every 20 minutes so you can push the station back into the zone to keep it protected then return every so often to collect an unlimited amount of fuel.
The trade stations should not be accessible in that way, if they are you should inform keen as it would be a significant exploit for their servers. Which does make me wonder if it might already have been fixed or it was a mod that allowed it in the first place?
@@Splitsie As far as i know it's already been reported. People have already been using the exploit in the official servers for a while now. Some people are taking beacons from stations and using them to lure people into ambushes and even weaponizing entire stations themselves. There really isn't a good way to fix it as far as i can tell because you'd have to rework all couches, tables, beds, and benches to exclude access to the control menu while sitting in them. Perhaps they could just have the convert to ship option greyed out if the person sitting in the chair doesn't own the grid but that would mess with multiplayer where people are on the same team.
13:57 *Splitsie: I need 2 motor and I have none* Looking at 23 motors in the chair And going after the drones with just a grinding seemed ... ambitious at best, but mostly foolhardy.
In order to stop the unknown signal battery from exploding, add 3 blocks all in a row to it then grind off the block attached to the battery. The 2 remaining blocks are now the unknown signal grid and the battery is safe. The batteries didn't use to explode after you pressed the button, but an update within the last year or so broke that.
Planetary Search contracts are the best way to get money it usually spawns it 10km away from the stations and search is straightforward you need to look for a blinking bright orange light in a 750m zone and just need to come close to it and that's it easy few 10k Credits
Once you've smashed out this challenge I have an idea for a potential next one.... Getting every fraction to hate you as much as possible then get them to love you as much as possible without setting foot on earthlike. So you would need to get every faction to maximum hate before starting to get any of them to like you again. A lot of building, trading, mining but also a focus on military defences.
Long time watcher first time commenting. I just wanted to say thank you. It was only a few years ago that I seen your videos that convinced me to purchase and play this game that I love so much. I’m looking forward to more of your videos and adventures.
@@MegaLokopo "dumb little engine" 😂😂😂 i was writing physics engine for the last 6 years and know what im talking about. it is still impossible to correctly solve high velocity collisions with current technologies. in fact, they are using thirdparty physics engine, so it isn't even their fault
I'm sorry to say this but, you should have called something out when you first started flying with the door/piston - "Look Capac, No Thrusters!" Maybe you should lean into the clang-drive in this series and make yourself a large clang-ship? Perhaps make it the first of a couple of non-traditional drive ships that you build - you can call it research... Do it for Science...!
Imagine Clang stuff being like harnessing quantum physics :D It's just nonintuitive way of the universe, which you are tapping into. Piston into doors makes absolutely no sense as a propulsion, but if you think about it, the way that game was programmed is kind of like the rules of the universe, so it is just a hack on reality, like black holes or smthn :D Who knows, maybe in couple thousands years people will travel between galaxies by slamming pistons into doors and it will be so obvious to do it like that no one will even question the logic :P The fact that there is top speed on that thing tells me that god wanted it this way, just didn't want it to be obvious. Exactly like quantum stuff :D Btw. I seems a little bit naive for a faction to give an escort mission to someone who came on a space bike and stands there with a grinder and a welder :P Imo factions should at least verify player's Grid score before allowing them escorting things.
Oh that's hilarious. The hauling contract at 24:40 is actually a no-drive contract, and you just wished for those. ^_^ Guess they through ahead. Should be doable in 17 minutes without klang-drive.
So with the speed limit breaking glitch, you are technically still a subgrid of the static grid you built which means your center of mass is somewhere between your ship and the static grid. This doesn't work very well with normal thrusters as they apply their force at the center of mass which can cause your ship to spin. This doesn't give you a lot of options that I can think of. 1. Don't accelerate to fast and don't get to far from your static grid. 2. Use a lot of gyros on override. 3. Use a Klang drive that doesn't act at the center of mass. If you keep with your current drive you might want add a block to the end of your piston (preferably a pointy one like a pillar) as this won't be affected by the bug that courses piston heads to take damage when pushed into things (even with block damage off). 4. Use an artificial gravity drive. This is arguably just another type of Klang drive and doesn't work in strong gravity.
@@Splitsie It's actually not as bad as I remembered but I was still able to spin out after 50km using 4 large small grid hydrogen thrusters with one gyro on override so it's something to keep in mind when adding more thrust
AndrewmanGaming had such a good mini series on the economy when it first came out, really got into the nuances of everything, he was even using spreadsheets to track costs between stations lol, highly worth a look
Yeah hauling contracts set into two types that let you know if you need a jump drive, also I wish you could do hauling contracts on planets with rovers.
Yup, completely agree. I'm planning to add some of the economy mods that are out there - like the one that adds proper grids to be hauled and I really wish that had been the method they used. Becuase then you can make something hard to move and potentially hard enough to move that a rover could possibly do it better
I have a crazy idea for a new series. Have you seen stargate destiny. You should have a large ship witch will jump every day, you have 24hours to compleat a task could be a repair job or a scavenging mission for resorses, just random stuff. If your not back at the ship In time your options are to wait till it comes round again or build a ship and try to catch up. You can only scavange from the surrounding stations, and ships no mining.
I've often thought of trying a concept kinda like that, but with a drifting hulk instead (something moving at say 30m/s or so) but I've not come up with a satisfactory reason to keep coming back to it, or to stop me from just slowing it down with the first thrusters I get hold of :/
Splitsie build a mother ship that has everything on it like drills that you can extend out the ship and welders and grinders it would make a great survival series. Imagine drills on pistons you extend out and don’t have to get so close you hit things
Yes. I always turn respawn with tools off. I find it makes dying more anoying as i cannot just use grind and respawn cheese. Same reason i keep auto respawn on. To prevent health kit hopping.
You can still health kit hop with it, just needs some fancy timers ;) (I used it for moving about during my collector series on Keen's server) As to tools off, it's my preference to not have them but most of the people I play with really hate it when I do that :D
I do indeed, though I'd need to be sure the survival kit is safe as I wouldn't want it attacked by drones while I'm off getting my totally legitimate salvage :D
Buying a hauling ship and trading without contracts could be a way to go as well. The shops do have a "sell" tab. Maybe allow yourself to mine only if you purchase a mining ship and if you restrict yourself to selling the ore or refined materials? But, that also would mean trying to keep your mined mats separated from stuff you've bought? Random thoughts.
Dono how to feel, everyone loves some cheese every now and again but ive gotten use to the salt savoury delight that is Splitsie. If ye started on the moon the story would be diffrent but desperation leads to drastic measures and i dont talk polotics🎉
It feels really weird at this end too, but I think I liked it because it's also a way of pointing out just how broken the mechanics are for the economy while having some fun with it :D
Splitsie Contracts are good and all but you can also trade components between stations. I would either keep track of or look up the variance of the component's worth and buy materials when they have a good deal and then sell them when the price is high. You can make far more money by buying cheap and selling high than just contracts, but you'd have to know the price variance set by the game to know a good deal. Sometimes stations will actually buy the same stuff they sell for a net loss.
Yeah, I really should start a little notepad in game to keep track of it. I'll try to remember that for part 4 (I've already recorded part 3 and it should set me up fairly well for some hauling like that) :)
Hey, remember me? Anyway, thanks to watching more of your videos, i now know a bit more about the contract stations in this game. Before you ask, id never bothered with them and just grinded the whole ztation down for parts 😅
The Splitsie needs 2 Motors The Splitsie looks in seat that has 23 Motors. The Splitsie doesn’t see them… The RBLF realizes that getting the Splitsie to see the Value of the Glorious Red Batteries will be an uphill struggle… 😂😂😂😂😂
The gap between the two was larger than it would normally be as I was away for almost 2 weeks (the last video released while I was away), so I couldn't get the recording and editing done to release it sooner, the next wait won't be as long :D
the extreme long haul missions are my fave, can take hours and you can upgrade your ship/scout/pirate all along the way. course it's much easier when you have 10 jump drives
It's nice to imagine KSH implementing a mission spawner from the contracts block. e.g., an escort duty where an npc ship docks with the station, you board and try to keep it alive while it travels to another.
I like this series so far. It really shows the flaws of the economy system, in principle its great but the execution is terrible. Needing a jump drive for the hauling contracts and needing alot of guns for the escort missions show the biggest problems of it. Only reason to use it is to acquire zone chips on servers.
Yeah, it's been interesting and fun to play with this way, but it really shows off how broken it is. All I can hope for is that Keen decide to open the system up to the ModAPI so modders can make something good of it
By the laws of salvage I believe you should be able to take the wreckage. Now, did you cause the wreckage by failing on the escort contract? …well that’s something for the courts to decide. 🤷🏻♂️😅
Ooooh, welcome to the dark side and its far more fun pistonhead-sacrificing rituals. But it really would have been golden if you had added a little montage or timelapse at the end with the official clang drive song as background music 🤣
One idea to make the slowdown process easier would be to have a second piston which generates phantom forces against the door from the opposite direction. This would let you generate breaking force without having to play with the gyro to align with the reverse vector.
its a small detail but it makes me really happy that you can buy the old space starter ship. i wont diss the new starters but i do miss the yellow brick
I'd put a second piston on the other side for the "reverse" speed on the klang door. Rotating the whole ship to stop while going 600+mps is playing with fire.
Maybe not, especially since I sorta need one to get to the prototech stuff anyway. But if one's close enough I might be tempted now that I have a survival kit 🤔
From the title I thought "oh, another one who used mods or cheats and still claim its survival series" but you did everything in vanilla survival so its 100% legit in my books. Now I wonder if this system can be more compact so it could be used as a module inside bigger ship 😅
The speed limit breaking module is still capped at the normal speed limit so you can't take it with you unfortunately. Technically your ship counts as a subgrid of the speed limit breaking module even through it isn't attached and thus gets the higher subgrid speed limit.
You know, when you mentioned the combination of a static grid and pistons, I was expecting a pistonjolt cannon - I've seen those launch projectiles above the speed limit, so I thought you were basically gonna set up a gun that fired your ship towards other stations, with the static grid helping to mitigate the recoil and stabilize the aim of what amounts to a clang-powered slingshot
I wasnt expecting to see Splitsie use cheeses. For a second i though i was watching another S.E creator. Everytime Splitsie says "exploded in my face" drink a shot 🤣 What would happen if u used a landing pad and locked into the escort ship and clanged all the way to victory at 1 km/s 🤔🤣
good ole clang drive requires good brakes, but she is reliable may want to consider making you drive reverse capable, i think you can just put a piston on the other side of the door
Not sure if anyone else mentioned this, but I believe unless it is one of my few mods doing this that you claim the unknown grids in the k menu ui or even the inventory screen where there is a little claim npc grid button in the top right corner that is red
I just use the Speed of Light mod to remove the speed limit and thus hauling contracts don't need a jumpdrive, they just need fuel and patience and a little bit of math
One thing that is not clearly stated about reputation from missions is that it does have the not uncommon thing of also adjusting your rep with allied and enemy factions. IIRC, it is set up to be net positive overall so you can balance your missions to make everyone at least OK with you. (Of course, just about everyone likes it when you go after pirates.)
You should check how far you get from starting point when you hit full speed on clang drive. That way you know how far from destination you need to turn around and start slowing down ;)
Renaming the GPSs of the stations you get from the datapads is something I've tried before. Having them be named is invaluable to sorting through them, however it has the caveat that if you get another datapad with the same GPS, it won't be able to recognize it as a duplicate since it is named differently, and it will creates a second GPS in the same location. This can waste some time, since now you are figuring out which planet a station is near multiple times for the same station.
I personally would've used hydrogen thrust for slowing down instead of adding more ion thrusters. It would use up the hydrogen needed for batteries, sure, but if you used it sparingly it wouldn't cause any issues.
If you built a thrusterball with a grinder on it, set it to neutral ownership, and set up a button to toggle the grinder, I bet you could grind stuff down without the consequences. Not really piracy, just some good old-fashioned scavenging.
-We need to go faster than the limit.
+Ooh are we getting a basic mod for ship speed?
-No you silly we make an offering to please the Almighty Klang!
Being terrified while flying a Clang Drive is normal. :-0 :-)
"A pilot who doesn't have any fear probably isn't flying his plane to its maximum."
You need a welding ship in order to do repair contracts btw. Cannot hand weld them. Figured that out the hard way
That's...a silly and unnecessary restriction. Do the contracts even note that requirement?
@@KaedysKorno, it seems to be more of a mechanical restriction honestly
@fleetofwarships ah, the almighty spaghetti code strikes again
Is this a new thing? It's been a few months since I've played space engineers but I use to do them by hand all the time. I never downloaded a mod to specifically make it possible but there's also a possibility some other mod added the ability to hand weld contracts and I just didn't realize
I've done it before hand welding and it's worked. Maybe they changed it?
13:57 - Splitsie saying he has no motors when he is staring at 23 in Passenger Bench 2.
I was literary pulling my hair at that moment!
He suffers from Streamer Blindness.
I think those were reserved for his emergency assembler
@@bennigek7196 all 23 of them?
Guess he was meaning spare motors, since those 23 might have been reserved for other stuff like the assembler
We are going to the moon to get cheese, Gromit.
No, we are going to the moon with the help of cheese, Splitsie.
It's worth keeping an eye on acquisition contracts, as sometimes they sell the required items at the same station for a discount.
and other times you can get raw materials even cheaper to craft required components.
I'll just need to add that the speed cheese is not compatible with the official servers. It is basically a desync machine and messes up your dampeners, so you will crash while having the mother of all rubber-bands if your are on a planet surface.
That's good for people to know :)
But you'll crash at a 1km/s speed, so totally worth it 😂
The Completely Legal and Honest Adventures of Definitely-Not-a-Pirate Mr.Exploitsie 🤣🤣🤣
One of these days keen will make the safe zones not so safe.
And blammo. No more ship
lol
I was really cautious in them, i just tought that it disables ammo damage etc, until one guy in server just rammed in with full speed 😂
I noticed when you add space coalition mod it is the case sometimes
That would be a great April Fools joke
There was a persistent glitch from May 2023 to May 2024 that caused phantom damage at random inside all player and NPC stations from thrusters (they would drop to 0% completion, but reset if you moved far enough away). Periodically during weird moments this damage could result in a block being deleted. However, in May 2024 until the latest update in October that phantom damage became real. Thrusters would erode blocks from blast damage, voxels could be destroyed by smashing into them (or if parts got flung by the zone), and if you enabled shooting inside a safe zone at any time your grids within could be blown apart by returning fire from enemy ships. When this happened was entirely random, and you could test it multiple times a day. Sometimes it happened, sometimes everything would be fine. But, while the weapon damage glitch would give you an immediate result, the thruster damage glitch was sneaky. Simply put, you needed to burn the grid then try to weld it, and only after hitting it with your welder would you know if it was present, as the parts list in the block would change and you'd get scrap in your inventory (in which case you're screwed), or nothing at all would happen (in which case you were fine, for the moment).
All of this meant that you didn't want visitors entering your zone with their ships, and you didn't want you faction members to be silly and park their craft on the roof of an important building. It also meant some nefarious players would try to grief the NPC stations. I'm quite relieved Keen FINALLY fixed that.
Good thing you painted that thing yellow.. that was some premium spray cheese :D
The shape was very fitting for the task.
It looked like a half eaten large cheese wedge taken out of a cheese wheel.
A ClangDrive, Splitsie? Welcome to the dark side of propulsion. We have cookies. :D
Except all the cookies are covered in thick layer of cheese.
Your clang drive makes the ship look even more like a paper aero-duck... the survival kit made it look pregnant though... maybe it will lay eggs that hatch into litte missiles?
You need to tell us the things real name soon, its survived you this long, it deserves a name.
Maybe the eggs will hatch into mini Capac's and TFEs to cause chaos?
I really like the look with the tail, I think I'm going to rotate the connector just so I can keep it even after I get rid of the door :P
Clang: "You are dwelling with forces that you can't control, sun child"
Nah, she'll be right mate ;)
I just started playing Space Engineers, and you have helped me so much on my adventures. I only wish I had more people to play with
Some end with a bang.. Splitsie ends journeys with a crash.
Totally agree with your comment on the hauling missions. You need a jump drive ( arguably end game block) to make enough money to buy a ship. But you need an advanced ship to make that money....
It wouldn't be so bad if the ones requiring a jump drive actually paid good money, but it's typically better to do the acquisition quests. Given that's not the case in this series. Though if he could get his hands on a small grid prototech jump drive he could be in business
Yeah, oddly it seems my best path forward in an economy run is to go full into combat just so I can become a space trucker :P
Q few minutes in and I am already hearing that great Blacksheep jam "Klang Drive". Rare (and great) sight to see is Splitsie contemplating one, let alone building one.
You should note down the distance from your origin that you stop accelerating. This is the distance from your destination that you need to start breaking at.
By the way, a Brachistochrone trajectory is a trajectory where you accelerate continually until the midpoint then turn around an break the rest of the way. It is the fastest possible and least fuel efficent trajectory between two points in space for a given thrust. You should try a Brachistochrone trajectory with the plasma engine. It won't be faster than the clang drive but I think it will be faster than you think.
Yeah, I was trying to pay attention to that when I was using my thrusters but then got so carried away with the speed boost that I completely forgot to note it :D
@@Splitsie Total starting distance was 107.9km on your trip between stations, and you hit max speed of 1067.5m/s at a distance of about 85km to the target station, so it seems that it takes you about 23km to accelerate. I would guess you probably want to aim to start your flip at about 30km out, and start your braking burn at about 25km out, just to give a little bit of leeway in case the rotor head breaks or it takes you some adjusting to get your aim right.
In a career of janky engineering decisions, this might be the apex. I approve.
Giving a like and then watching. Really enjoyed the series thus far. Not sure how long it will last, but it's fun seeing you tackle this challenge. Hopefully 1.206 will spice things up for space + space encounters
That "Spur" drone or any other larger drone during those escort missions have a chance to drop around 100 Platinum, or 100 Gold, so they're quite worth farming! (You can sell each platinum for around 100k, so that is like 10 million if you're lucky.)
Nice, hopefully I can figure out a way to capture some of them and take advantage of it :)
Trick: If you are taking a battery from an unknown signal, attach three unwielded armor blocks to it and break the connection-the battery becomes an ordinary grid.
Good reminder, I really need to remember to do that, if for no other reason than to make it more well known 👍
31:11 my heart just dropped as soon as that asteroid came in view
About the negative standing with the factions: There is a faction rivalry mechanic which is very weird and not well explained anywhere.
I really dislike that you basically lose the same amount of reputation you gain with one faction from several others while only gaining a tiny fraction of that with factions allied to that one faction. It basically forces you to limit yourself to only a small subset of factions that are allied or at least don't care about each other. As soon as any factions are enemies (-500 standing), you basically have to give up on them. The most frustrating thing is that you cannot see the target of hauling contracts before accepting. It can end up to be an enemy faction, in which case finishing the contract is impossible even though you are literally at their doorstep with the package.
The best thing to do is only do acquisition contracts as they pay really well while hardly affecting faction standing
I hope someone mods these things so stuff like hauling missions penalize no rivalries. Delivering goods is free. defending ships? That's neutral too, because screw pirates. As to what should impact faction loyalty? When you start stealing stuff or participating in their wars, otherwise you are just an independent.
Who knows how hard that is to mod. Plus while making that mod, making haul missions that don't require jump drives is sensib
@@glenmcgillivray4707 What I have seen from workshop mods, almost no economy features are accessible via the Modding API, except maybe relation gain/loss. Other things like custom contracts literally require changes to core code which can only be made with plugins. I have only come across one such plugin and it is not on the official plugin hub afaik.
My hope is that Keen will finally see sense and open this stuff up to the mod API as it would be incredible to see what the community could do with it and make it actually good
In case you missed it, we decided that you should call the giant rover in wrong way out the tumbly wumbly.
Just as a FYI for future reference that station you were at during 5:00 has like 5k Uranium in that small reactor. You can sit in a chair in the station and use that to access the control menu and convert the station to a ship, then push it outside of the zone bubble, then grind down the reactor to steal the Uranium. I know you're not going to use it on this series but perhaps at a later time that info may come in handy.
Also, the Uranium automatically restocks every 20 minutes so you can push the station back into the zone to keep it protected then return every so often to collect an unlimited amount of fuel.
The trade stations should not be accessible in that way, if they are you should inform keen as it would be a significant exploit for their servers. Which does make me wonder if it might already have been fixed or it was a mod that allowed it in the first place?
@@Splitsie As far as i know it's already been reported. People have already been using the exploit in the official servers for a while now. Some people are taking beacons from stations and using them to lure people into ambushes and even weaponizing entire stations themselves. There really isn't a good way to fix it as far as i can tell because you'd have to rework all couches, tables, beds, and benches to exclude access to the control menu while sitting in them. Perhaps they could just have the convert to ship option greyed out if the person sitting in the chair doesn't own the grid but that would mess with multiplayer where people are on the same team.
13:57 *Splitsie: I need 2 motor and I have none*
Looking at 23 motors in the chair
And going after the drones with just a grinding seemed ... ambitious at best, but mostly foolhardy.
REVERSE! You should attach a piston for the other side of the door to reduce your speed.
Yeah I totally should have
In order to stop the unknown signal battery from exploding, add 3 blocks all in a row to it then grind off the block attached to the battery. The 2 remaining blocks are now the unknown signal grid and the battery is safe. The batteries didn't use to explode after you pressed the button, but an update within the last year or so broke that.
Same thing as the spawn ship/pod/rover
Yup, that's why I mentioned the spawn thing, as I've already shown all that in a video a couple of years ago :)
Planetary Search contracts are the best way to get money
it usually spawns it 10km away from the stations and search is straightforward you need to look for a blinking bright orange light in a 750m zone and just need to come close to it and that's it easy few 10k Credits
Once you've smashed out this challenge I have an idea for a potential next one....
Getting every fraction to hate you as much as possible then get them to love you as much as possible without setting foot on earthlike. So you would need to get every faction to maximum hate before starting to get any of them to like you again.
A lot of building, trading, mining but also a focus on military defences.
@41:51 You flew into a machine gun in space in a space suit. This was never going to end happily ever after. /lol
Long time watcher first time commenting. I just wanted to say thank you. It was only a few years ago that I seen your videos that convinced me to purchase and play this game that I love so much. I’m looking forward to more of your videos and adventures.
I'm glad you've had so much fun with it, it's no exaggeration to say that Space Engineers has changed my life in some really amazing ways :)
KEEN! Next update should be: Velocity (like make the max 1km/s or something)
it is hard to make it work properly. just install a mod
Their dumb little engine can't handle it, if you go even 120 you can with practice clip through blocks.
@@MegaLokopo "dumb little engine" 😂😂😂 i was writing physics engine for the last 6 years and know what im talking about. it is still impossible to correctly solve high velocity collisions with current technologies.
in fact, they are using thirdparty physics engine, so it isn't even their fault
Still enjoying the Capac curser, now if only it would curse as well...
klang dive nice..your ship should be re named to..the cheese wheel 😂
I really need to take some notes for my own run of that. Plus i need to borrow your luck :P
Accelerating, then flipping and decelerating makes me think of The Expanse so much. Been listening to those books while I play SE
I'm sorry to say this but, you should have called something out when you first started flying with the door/piston - "Look Capac, No Thrusters!" Maybe you should lean into the clang-drive in this series and make yourself a large clang-ship? Perhaps make it the first of a couple of non-traditional drive ships that you build - you can call it research... Do it for Science...!
Nah, I'm not ready to delve that deep into the dark side :P
You can take the engineer out of the pirate, but you can't take the pirate out of the engineer. Or something like that.
Imagine Clang stuff being like harnessing quantum physics :D It's just nonintuitive way of the universe, which you are tapping into. Piston into doors makes absolutely no sense as a propulsion, but if you think about it, the way that game was programmed is kind of like the rules of the universe, so it is just a hack on reality, like black holes or smthn :D
Who knows, maybe in couple thousands years people will travel between galaxies by slamming pistons into doors and it will be so obvious to do it like that no one will even question the logic :P
The fact that there is top speed on that thing tells me that god wanted it this way, just didn't want it to be obvious. Exactly like quantum stuff :D
Btw. I seems a little bit naive for a faction to give an escort mission to someone who came on a space bike and stands there with a grinder and a welder :P Imo factions should at least verify player's Grid score before allowing them escorting things.
lol :D
More like black magic
It giveth and it taketh and it boometh
Nah, Clang physics work. They may be unlike real-world physics, but they are predictable and consistent. Quantum physics on the other hand...
Oh that's hilarious. The hauling contract at 24:40 is actually a no-drive contract, and you just wished for those. ^_^ Guess they through ahead. Should be doable in 17 minutes without klang-drive.
For flair, you should add warning/spinning/blinking lights for whe. You turn the clang drive on/off!
For safety, add parachute hatch, juuuust in case.
So with the speed limit breaking glitch, you are technically still a subgrid of the static grid you built which means your center of mass is somewhere between your ship and the static grid. This doesn't work very well with normal thrusters as they apply their force at the center of mass which can cause your ship to spin.
This doesn't give you a lot of options that I can think of.
1. Don't accelerate to fast and don't get to far from your static grid.
2. Use a lot of gyros on override.
3. Use a Klang drive that doesn't act at the center of mass. If you keep with your current drive you might want add a block to the end of your piston (preferably a pointy one like a pillar) as this won't be affected by the bug that courses piston heads to take damage when pushed into things (even with block damage off).
4. Use an artificial gravity drive. This is arguably just another type of Klang drive and doesn't work in strong gravity.
I wasn't getting any weird behaviour when using the normal thrusters to dock so I'm not sure it's that big a deal (this was while 100+km away too)
@@Splitsie It's actually not as bad as I remembered but I was still able to spin out after 50km using 4 large small grid hydrogen thrusters with one gyro on override so it's something to keep in mind when adding more thrust
AndrewmanGaming had such a good mini series on the economy when it first came out, really got into the nuances of everything, he was even using spreadsheets to track costs between stations lol, highly worth a look
Yeah hauling contracts set into two types that let you know if you need a jump drive, also I wish you could do hauling contracts on planets with rovers.
Yup, completely agree. I'm planning to add some of the economy mods that are out there - like the one that adds proper grids to be hauled and I really wish that had been the method they used. Becuase then you can make something hard to move and potentially hard enough to move that a rover could possibly do it better
Fun series, looking forward to seeing how this develops. :o)
I have a crazy idea for a new series. Have you seen stargate destiny. You should have a large ship witch will jump every day, you have 24hours to compleat a task could be a repair job or a scavenging mission for resorses, just random stuff. If your not back at the ship In time your options are to wait till it comes round again or build a ship and try to catch up. You can only scavange from the surrounding stations, and ships no mining.
I've often thought of trying a concept kinda like that, but with a drifting hulk instead (something moving at say 30m/s or so) but I've not come up with a satisfactory reason to keep coming back to it, or to stop me from just slowing it down with the first thrusters I get hold of :/
Am I the only one who gets uneasy when Splitsie does the Honri Bonk to stop at space stations?
Splitsie build a mother ship that has everything on it like drills that you can extend out the ship and welders and grinders it would make a great survival series. Imagine drills on pistons you extend out and don’t have to get so close you hit things
Yes. I always turn respawn with tools off. I find it makes dying more anoying as i cannot just use grind and respawn cheese.
Same reason i keep auto respawn on.
To prevent health kit hopping.
You can still health kit hop with it, just needs some fancy timers ;)
(I used it for moving about during my collector series on Keen's server)
As to tools off, it's my preference to not have them but most of the people I play with really hate it when I do that :D
Would love to see a scrapyard survival speed run or race / collaboration speed run to another planet.
Have to agree that hauling requiring jump drives is problematic.
That speed is unsettling but I am envious.
Yeah, it's just a bit meh. Making something a simple as a hauling contract require a very high level block has always made me a bit sad
I guess now with the Survival kit you have the ability to throw clones at Pirate stations and see what happens 🤷♂
I do indeed, though I'd need to be sure the survival kit is safe as I wouldn't want it attacked by drones while I'm off getting my totally legitimate salvage :D
Buying a hauling ship and trading without contracts could be a way to go as well. The shops do have a "sell" tab. Maybe allow yourself to mine only if you purchase a mining ship and if you restrict yourself to selling the ore or refined materials? But, that also would mean trying to keep your mined mats separated from stuff you've bought? Random thoughts.
Dono how to feel, everyone loves some cheese every now and again but ive gotten use to the salt savoury delight that is Splitsie. If ye started on the moon the story would be diffrent but desperation leads to drastic measures and i dont talk polotics🎉
It feels really weird at this end too, but I think I liked it because it's also a way of pointing out just how broken the mechanics are for the economy while having some fun with it :D
You know it's going to be a good video when Splitsie starts performing black magic rituals.
Splitsie Contracts are good and all but you can also trade components between stations. I would either keep track of or look up the variance of the component's worth and buy materials when they have a good deal and then sell them when the price is high. You can make far more money by buying cheap and selling high than just contracts, but you'd have to know the price variance set by the game to know a good deal. Sometimes stations will actually buy the same stuff they sell for a net loss.
Yeah, I really should start a little notepad in game to keep track of it. I'll try to remember that for part 4 (I've already recorded part 3 and it should set me up fairly well for some hauling like that) :)
Hey, remember me? Anyway, thanks to watching more of your videos, i now know a bit more about the contract stations in this game. Before you ask, id never bothered with them and just grinded the whole ztation down for parts 😅
Umm... you shouldn't be able to grind these stations down, if you can then a mod is messing with them :D
@Splitsie I mostly play by myself, so I just use the admin tool to turn off the safe zone :/
Can't cheat if I'm by myself
The Splitsie needs 2 Motors
The Splitsie looks in seat that has 23 Motors.
The Splitsie doesn’t see them…
The RBLF realizes that getting the Splitsie to see the Value of the Glorious Red Batteries will be an uphill struggle…
😂😂😂😂😂
you could use event controllers connected to thrusters, and a second piston to have a 2 way controllable drive
bro just missed the motors that were in the seat.
yep, def plays space engineers
LITERALLY JUST COMMENTED ON THE LAST VIDEO ABOUT WHEN THIS WAS COMING OUT!! haha
The gap between the two was larger than it would normally be as I was away for almost 2 weeks (the last video released while I was away), so I couldn't get the recording and editing done to release it sooner, the next wait won't be as long :D
the extreme long haul missions are my fave, can take hours and you can upgrade your ship/scout/pirate all along the way. course it's much easier when you have 10 jump drives
I would imagine so :P
It's nice to imagine KSH implementing a mission spawner from the contracts block. e.g., an escort duty where an npc ship docks with the station, you board and try to keep it alive while it travels to another.
Honestly, that's what was in my head at the time they teased the economy update, I really wish they'd open it up so modders could make that happen
I like this series so far.
It really shows the flaws of the economy system, in principle its great but the execution is terrible.
Needing a jump drive for the hauling contracts and needing alot of guns for the escort missions show the biggest problems of it.
Only reason to use it is to acquire zone chips on servers.
Yeah, it's been interesting and fun to play with this way, but it really shows off how broken it is. All I can hope for is that Keen decide to open the system up to the ModAPI so modders can make something good of it
Bring foth the arcane scrolls of secret knowlage.. Activate... The CLANG DRIVE!
26:36 you can actually see the piston head ping off into the distance
41:25 I knew exactly how this was going to end because I've done the same thing only with a level 4 grinder.
By the laws of salvage I believe you should be able to take the wreckage. Now, did you cause the wreckage by failing on the escort contract? …well that’s something for the courts to decide. 🤷🏻♂️😅
Ooooh, welcome to the dark side and its far more fun pistonhead-sacrificing rituals. But it really would have been golden if you had added a little montage or timelapse at the end with the official clang drive song as background music 🤣
Multiple thrusters in a single direction is the way to go! While you are at it, add vtol script :)
You don't fly a clang drive. Clang drive Flies you.
One idea to make the slowdown process easier would be to have a second piston which generates phantom forces against the door from the opposite direction. This would let you generate breaking force without having to play with the gyro to align with the reverse vector.
Yeah, I totally should have done that :)
its a small detail but it makes me really happy that you can buy the old space starter ship. i wont diss the new starters but i do miss the yellow brick
Yeah, the old ships being in there are a nice touch :)
I'd put a second piston on the other side for the "reverse" speed on the klang door.
Rotating the whole ship to stop while going 600+mps is playing with fire.
Yeah, I probably should have done that :D
I was going to suggest trying to get a prototech small grid jump drive to do the hauling contracts but that probably isnt as easy lol!
Maybe not, especially since I sorta need one to get to the prototech stuff anyway. But if one's close enough I might be tempted now that I have a survival kit 🤔
A refreshing Change of pace.
Well played 🤔
From the title I thought "oh, another one who used mods or cheats and still claim its survival series" but you did everything in vanilla survival so its 100% legit in my books.
Now I wonder if this system can be more compact so it could be used as a module inside bigger ship 😅
lol I do wonder if it can be done with a grid that's just been set to 'static' then grabbed by the fast grid to make them all move quickly
The speed limit breaking module is still capped at the normal speed limit so you can't take it with you unfortunately. Technically your ship counts as a subgrid of the speed limit breaking module even through it isn't attached and thus gets the higher subgrid speed limit.
You know, when you mentioned the combination of a static grid and pistons, I was expecting a pistonjolt cannon - I've seen those launch projectiles above the speed limit, so I thought you were basically gonna set up a gun that fired your ship towards other stations, with the static grid helping to mitigate the recoil and stabilize the aim of what amounts to a clang-powered slingshot
That would have been fun too 😂
Just remember kids, It's better to fly poorly than to fall well.
I wasnt expecting to see Splitsie use cheeses. For a second i though i was watching another S.E creator.
Everytime Splitsie says "exploded in my face" drink a shot 🤣
What would happen if u used a landing pad and locked into the escort ship and clanged all the way to victory at 1 km/s 🤔🤣
Yeah, it felt weird, but I was hoping I might have had a vanilla way to fulfill more of the contracts so I figured, why not? :P
I wouldn't say crashing into stations is fine. Don't you remember that rover that you embedded into the railing of a station?
lol :D
And the station that went spiralling off into space!
good ole clang drive requires good brakes, but she is reliable
may want to consider making you drive reverse capable, i think you can just put a piston on the other side of the door
Not sure if anyone else mentioned this, but I believe unless it is one of my few mods doing this that you claim the unknown grids in the k menu ui or even the inventory screen where there is a little claim npc grid button in the top right corner that is red
That button only claims the 'PCU cost' so that people can't avoid the PCU limits on servers, doesn't do anything for usable ownership unfortunately
Re exploding unknown... just open control panel and claim grid.
No, that doesn't work, that's just for PCU, it doesn't stop that behaviour
I just use the Speed of Light mod to remove the speed limit and thus hauling contracts don't need a jumpdrive, they just need fuel and patience and a little bit of math
Is there anyway to predict where the stations will spawn?
None that I'm aware of
One thing that is not clearly stated about reputation from missions is that it does have the not uncommon thing of also adjusting your rep with allied and enemy factions. IIRC, it is set up to be net positive overall so you can balance your missions to make everyone at least OK with you.
(Of course, just about everyone likes it when you go after pirates.)
Yeah it's a weird system, hopefully I'll manage to balance it with all the missions in losing as well 😬
absolutely love your vids :)
I was this old when I was introduced to the Klang engine, and now I gotta test this out myself...
You look at the GPS Distance Helper mod. It makes it much more convenient to see what the distance is to each GPS marker.
I really should try to find some time to get used to the GPS improvement mods
Powered by Klang®️
You should check how far you get from starting point when you hit full speed on clang drive. That way you know how far from destination you need to turn around and start slowing down ;)
Yeah I should have been paying more attention 😂
24:40 that is hauling contract possible to do with regular ship if I math correctly :)
Yup, should arrive in a bit over 18 minutes if you can accelerate quickly :)
Renaming the GPSs of the stations you get from the datapads is something I've tried before. Having them be named is invaluable to sorting through them, however it has the caveat that if you get another datapad with the same GPS, it won't be able to recognize it as a duplicate since it is named differently, and it will creates a second GPS in the same location. This can waste some time, since now you are figuring out which planet a station is near multiple times for the same station.
Yeah, no matter the solution they all end up a bit painful :P
Scooty puff TARDIS 😂
I personally would've used hydrogen thrust for slowing down instead of adding more ion thrusters.
It would use up the hydrogen needed for batteries, sure, but if you used it sparingly it wouldn't cause any issues.
Hydrogen thrusters use a lot more hydrogen, but the main advantage of ions is that I can power them with the sun, which is free :)
If you built a thrusterball with a grinder on it, set it to neutral ownership, and set up a button to toggle the grinder, I bet you could grind stuff down without the consequences. Not really piracy, just some good old-fashioned scavenging.
While I feel ok stretching the regular space engineers rules, stretching my own feels much more wrong so I won't be doing that :D
Is there a reason you don't add a reverse clang drive piston or 2 to slow down more reliably?
Mainly because I figured it was only going to be temporary and also I didn't have enough motors 🤔