PLEASE let them add electrical cables too I want to be able to stick a bunch of light sticks in an asteroid as their own grids, and connect them all with cables so they don't all need batteries
Something like an "air shock" setting on a piston could work. You could set it at a distance and give it a spring K-constant, so it always tries to push back to the set point, and pushes back harder the further you get from the set point.
it looks like the bounding boxes when placing blocks are ever so slightly larger than the armor blocks themselves. I wonder if the bounding box they show when placing is the actual collision box? I'm also curious if they are already planning to refine collisions in a later vertical slice.
@@Beef4Dinner22ya that does seem like some they can go back and redo… been practicing my JavaScript following some people and for most games, projects you make a creative mode “editor” first, before you go back and make rules or advanced elements
Springs and rotors that can be used as a proper wheel motor would unlock a lot of options for custom suspension set-ups on rovers, especially if they added more built-in options for direct sub-grid control like they did with the turrets.
Fun fact, I found that holding a very large heavy object, such as the Drill with a small ship DOES create torque on the thrusters. Even got it live on stream.
If an object is connected as a sub part eg on a landing gear, then the thrust is often applied to the centre of mass of the parent grid, not to the centre of mass of the combined grids and that's what allows for torque to be generated. So it's similar to how I managed to get effective torque out of the setup here 🙂
Really happy to see you and a few others cover whats new and interesting and stay positive. I remember what SE1 was like on release, and if they stick with this its promising. Thanks!
21:21 I can just imagine what the starfighter dogfigting scene is going to look like once people start incorporating larger thrusters into their "small grid" ship designs. Or gunships? That's going to be so cool to see develop.
This just goes to show how freaking innovative the Space Engineers community really is! I mean he made a semi-functioning door from blocks and thrusters 🤯
"There's an unknown signal down there. I'm getting me some sunken treasure. Geronimo!" What would make that perfect is if there's a cannonball animation.
@MMuraseofSandvich meanwhile TFE and Wasted are just sitting on the sidelines drinking Clang Cola while Splitsie desperately tries to fish Capac out of the ocean before he gets eaten by the Reaver submarines down there (we all know the Reaver encounters mod is gonna get added to SE2 asap).
The main reason I don't talk about rails is that I don't know how I'd want something like that implemented, so I can't answer the most obvious follow up question 😂
@@Flipsie Hmmm... I would say that a 2 part block. A rail"road" and a rail"ski". With the road I would like a few options. Straigth, 1 SE1 big grid turn and 3 sections for a paralel turn. For convenience, I would like to have them in 3 modes - Imitate: Copies settings of the nearest non Imitate railroad that is conected to. - Move: Exert a force just like a piston. - Shove: Exert a force but dont stop the ski from falling.
Springs would be really cool! I hope we eventually see more types of mechanical blocks in general. A universal joint has been on my wishlist for a very long time.
The ships with all these intricate designs are going to be awesome. Imagine all the tight maintenance corridors between the main ones and stuff. Gonna be fun!
So what about implementing a sort of "sideways" piston, like the rail/jack of a forklift? And that could help us in making doors for different grid sizes, and naturally, they could be tall enough at .5m size for an engineer to walk under the bottom mounting, and the 2.5m for say a 7.5m tall vehicle to drive under. Sort of an option inbetween using straight up blast doors, or pistons, as pistons in SE1 have a 10m limit, and blast doors a 5m limit, 10 if doubled. This would also allow us to make much thinner hangar door segments that are still larger, and could be designed to be specifically non airtight to avoid decompression issues
Re door: you could consider opposing slopes at the beginning and end of travel to allow for more space in motion, but more restrictions just as you approach the ends of travel.
This is how I wish things were. That we don’t get functional blocks premade for us but we get to design, engineer and share our own functional blueprints. Hopefully the new mod tools are amazing enough to let us do that :)
Devs need to understand that you can't do early access twice. Players don't want to go back to an empty game after playing a full working one. This is what killed C:S 2 and KSP2. Early access only works with a fresh new concept, not with a sequel
Gotta disagree with you there. KSP2 died due to horrible mismanagement and over selling what they had, cities Skylines 2 had had issues due to over selling what they had and struggling to deliver. Keen have been very open with the state of the game/tech demo/toy at this stage and it shows in the Steam reviews, at last check they were at 80% which is much higher than the other 2 games had at launch.
I'll have to look at what can be done with slope blocks to keep sliding doors on the rails so to speak. Maybe put a rail above and below the portal too.
You could have made the door 50 cm thick with the 25 cm blocks that way you could have Incorporated the thrusters into the door design and have the push buttons inset so they were not sticking out.
speaking of the subgrid stuff at the beginning. what I really want is some form of tracks. that actually work, like in starmade. because wheels are janky at that
Hey, what settings are you running it at, I heard you say in the Keen stream you're running on a 3090 in 1440p? I tried maxed out in 4k and was only getting ~60fps with my 4090, I personally prefer something a bit higher than 60. I then lowered it to just high but the frame rate didn't seem to change at all. Hopefully we'll see support for DLSS in the future, but I was wondering what other people's experiences were?
60 is effectively the current max, TFE? (or someone, I am very sleep deprived so I might be wrong) was talking about something he read on discord suggesting that it's a hard cap right now. My 3090 gives me a stable 60fps at max settings with 1440p, drops to 30fps at 4k though
Looks like it has potential. UI is going to take some getting used to but it's mainly the lack of survival that's holding me back from putting the money down for it. Has Keen mentioned an aproximate date for survival to be added?
@Flipsie fair enough. After ksp2 I am a bit more hesitant to do early access to support developers especially if things like scheduling is a bit vague. Did get my money back on that one as one of the few.
@samuraidriver4x4 Yeah general advice in the community is to buy SE 2 when it has the content in the game you want right now, don't buy it in anticipation of gameplay you want. That's why I'm waiting for VS 2 or if the mods from VS 1.5 is really compelling.
I really hope that multiplayer comes in and when you, Capac, TFE and Wasted play that Capac gets killed by a random door flying through the vastness of space! 😂😂😂😂😂
Idea for door up and down. On the inside of the frame that the door rides in. Put a row up and down of buttons on each wall where you cant see them. The door should rub on button on each side and not bounce back and forth.
Necessity is the mother of all invention... This is something Keen should realise. The game would be 100x better if they observed this simple yet fundamental concept
I think they are hoping to work on that aspect this time, but they need the sandbox before they can put constraints or goals on top of it (at least this was the impression I got from talking to the devs last week)
Not sure how to reproduce it or report a bug, however when I jumped in last night for a short bit, I wanted to crash things, of course. So I took the blue ship and was going to crash it into the facility next to the red ship, I missed at 300m/s and hit the asteroid at a jaunty angle, when I was kicked out of the ship due to the control seat being destroyed my engineer's arms and legs where like wet noodles in a tornado, it could be seen flickering in first person and in third person, oh boy the torso and head were static with the arms and legs flopping about every which way. It was funny, could not reproduce with other ships though.
That particular thing has been posted on Reddit a few times and people were thinking it was due to the cockpit being destroyed in the collision. Hopefully someone has reported it
Are there Antennas in SE2? Could you put one on each grid for the pin door and then it's controllable from either grid or anywhere else on the main grid for door controls? 🤔
"Content creators are the modern day press" That's a loaded statement. I think that really depends on how you define "press." I think I get what you mean and you did clarify that's how publishers market their games and that part is true. But I wouldn't call content creators press. There are some exceptions to that. I think Capac's comment was misguided. Kind of surprised he'd make a statement like that.
Yeah, I was only meaning in this context. Where once we had magazines with demo disks attached, now we have content creators who show off gameplay instead.
@Splitsie me again :) I heard and idk if it is true that if you buy the pioneer dlc you get access to early water?? or few more features is that true? Or is it just the art and concept art content?
My understanding is that it's just the concept stuff. I presume there is some stuff they haven't fully scrubbed from the game files too that relates to the early testing they'd done with water, so I expect we'll see some images of what people are able to uncover, but it's all rather pointless from a gameplay perspective, since if it was good to play with, we'd already have it
I'm running at lower resolution than se1, but I'm also playing with all the things like ray tracing, but overall people with lower end systems have been reporting that things are going well which is consistent with my tests on my laptop 🙂
I'm only about 54 minutes into the video so far, but I wonder if using cylinder shapes on the ends of the "T" surrounded by slanted blocks on the main structure would control the positioning better.
@Flipsie Thanks, and at 4:04:43 is not the greatest banana ever made. It is a tribute. 😉 Edit: Oh, and since you had to take the floor out beneath the banana anyway, you could have put the spotlights so they were shining up from below.
They changed the dampners button to be Y for QUERTZ keyboards. Is there any QUERTY user out there that can tell me wether its still Z for them or if it was changed to Y for them too?
Are lights also 25cm? They look not as high, maybe you can put them in the keyways. And override the downwards thruster to always push it down. (The door xD)
i'm reeeeeeeeeeally really curious if you would be able to make a centipede ship with free moving hinges but you have thrust in all directions ? like a snake in space OR thrust in front only and free hanging segments behind, imagine a centipede cargo hauler. ( one side has to be more open for the next segment and the other side has to be narrower to allow free snakelike movement atleast in left/right movement.
Probably looking at 2-3 years before we get half of the contents, does this mean the first se won't be getting anymore content/updates. I waited several years before purchasing se, I first played it when space was the only option but it definitely was more complete then se2 🤷♂️
2:54:36 I have been playing with Proton and it works really great (on a rtx 4060 with an i5-13600KF). The only bug I have encountered is that raytracing isn't working.
I bought the game, installed it but the building options are quite limited. There are so many things missing that we are used to building with. There is no function to delete an entire grid. Rotating objects is a bit awkward... I have a project that I wanted to implement in this version because with the small cubes it is quite promising to make a much better ship... however, thousands of components are still missing. The ships that I had made with CE1 will become much better with the new building method. For the moment, however, everything is too limited and thousands of things are missing. Someday, maybe in a year, when they update the game...
Yep, it's pretty limited right now, this is definitely a case of wishlist and wait until they have whatever blocks/functions it is you want, then buy it :)
Yeah, that particular message is what's separated keen from the Chris Roberts and Sean Murray's of the world (even if the latter eventually redeemed himself in some people's eyes)
Can't agree more. But thanks to SE1 they can do this. ( And some other games they developed like medieval Engineers, and that space arena game or whatever it's called) They're learning and that's important. And listening for good feedback
Love keen, kinda like coffee stain studios. Little disappointed in the Cris Roberts style alpha release. All pretty but hardly any game here yet. Either way, here for the ride.
The only part of that comparison that feels different to me is the level of transparency and with Marek saying 'don't buy it until it's ready' that's a very different message to the Roberts style over hype approach. Even before I spoke to him in Prague I felt reassured by that level of confidence in the end product that they hope to deliver eventually. It's easy to wishlist and wait so no one should hand over any money until the product that's there is worth it to them 🙂
@Flipsie I trust keen to produce, I supported the early build and all of SE1 DLC. 1000hrs of fun and counting for less than 100 bucks, hard to beat. Can't wait for the next episode of wrong way!
@@Flipsie Any time thrusters are involved, dampening ON will make thrusters fire at full thrust. If you are, for example towing, then the towed craft will activate thrusters to counter your craft's action. If you could modulate dampening force, the towed craft would still fire thrusters, but at a reduced rate. This would allow much better towing behaviour. Thrusters mounted on ground vehicles would also benefit when towed.
couldn't you round off the part you're trying to hook toand make the hook part more rounded that way the ship you're towing isn't flopping around like a fish out of water .... just a thought
oh yeah, it seems to me to be missing half a segment or something. Thumb looks a bit thin to me too, like a flipped index finger. Though I'm sure there are many variations here, even just amongst healthy humans.
@@Flipsie Haha I think you mentioned something about having an RTX3090 or RTX3090TI. That being said, the world is already at the 5000th generation of Nvidia GPUs... Well, almost anyways. It would be safe to say that, in my case, if the RTX 4080 can achieve more than 90+ fps in SE2, it would be worth the upgrade. My 3080Ti still sells for a considerable amount, and I'm sure you could also get a good price for your card too. For me, it would be one-third of the price of an second hand RTX 4080 already lined up (super Ti or whatever it's called these days lol need to do some research Hehe) I'm not heavily invested in top-tier cards like the X090's cards, so if I can see some game benchmarks of the 4080 series cards in SE2, I'll be able to decide if it's worth it or not. BTW, been watching your content since I started playing. Spend a lot of time consuming your content and it's inspired a lot of my own gameplay, designs and builds. Just want to say that I'm grateful for all the knowledge you've shared! Can't wait to see what you have in store for us when things start to get interesting with SE2 XD
Now that we've seen your face, moving Doors with it maybe a viable career choice....... JOKE! hehehe btw I was thinking door going sideways but same thing.
Yup, 100% wishlist and wait until it has enough for it to be worth it. That way if they get there, you're ready to go, if they don't you won't have lost anything :)
@@Flipsiemy biggest concern is that they might increase price when survival and mp drops. But paying current price for a product that is hard to call even a demo is also unfair for people who live in countries with shity economics.
Had I not stumbled on ways to make rotors etc I think I'd probably have been similar, bought it, loaded it up, mucked around a bit, then waited for survival. Which is kinda what I did with SE way back :)
Since you released this stream, 5080 showed even more disappointing improvement:(. 5070ti and 5090 were the cards to look out for since they released the specs, others don't look good at all.
Yeah, it's feeling a bit like the 20 series launch right now - cards with marginal improvement and some (at the time) nonsense extra features that most won't really use and aren't really that good yet. For the 20 series that was raytracing, for the 50 it's the AI compute stuff Obviously RT is now useful in a lot of cases, but it really wasn't when the cards first came out
@@Flipsie I have RX 6750xt so AMD's first gen RT, and SE2 is the only game that wants me to play with Ray Tracing turned on. Maybe someone sells high-end, used rtx 4000 for cheap.
Lol I think this might also have been me poking the bear a little, after some of the comments from people upset that I got early access to produce a tutorial 😂
Wishlist and wait, that's my new favourite phrase 😂 Don't buy until it's got enough value for you at whatever the price is, until then I'll be prodding at it and hopefully keeping everyone up to date so they can keep evaluating their choice even if they don't own it 🙂
Ray tracing is the new standard, I think the implementations are getting better than those early days where it felt like it barely did anything except in minecraft
Do you even know what the word alpha means? Why am I even asking? Of course you don't. You probably don't even know that SE2 was released as alpha with the devs mentioning multiple times that you should not buy it if you're not on board with being an active part of the development journey. You're only here to spread hate!
This is an area of discussion where people (quite understandably) have difficulty separating themselves from the topic at hand. It's one of the reasons I tend to steer clear of it when I don't have the mental capacity to talk about it properly, but here goes anyway 😜 Is it valid to be sceptical about SE2 given its current state? Of course! We've got creative mode with a small block set. Is it valid to be excited about SE2 given its current state? of course! We've got signs that this version of the physics sandbox is much more capable than vrage2 would ever have enabled. Is it fair to be annoyed about the general state of gaming in a world where we have many incomplete and often unplayable titles being sold for full price, seemingly to appease investors? Yeah, the scourge of recent sequels have made many of us despondent. Is it reasonable to treat keen differently because of an apparent transparency that's been shown in the launch of SE2? Yeah, I think that's fair. Even if you don't agree with that trust, it's not unreasonable for someone to feel that way. Similarly it's not unreasonable for people to still be concerned given where things ended with mediaeval engineers. In short, even within the one person, all these perspectives can be true, so we should all probably be nicer to each other about it and accept the reality of a world where perpetual development is a thing, developer transparency is valuable to many people and that the product we have is worth it to some but not to others, even accepting that it is a toy or a tech demo in this state. Because ultimately, most of us are hoping for the same thing: a better space engineers game.
Isn't it funny, how quickly you are attacked for standing up for your own opinion. I haven't said anything bad to anyone else about theirs. I don't often side with him on many points, but WastedSp4ce is correct about his stance on Keen and Marek. Splitsie said it best, SE2 is currently RayTracing with 2014 SE1 content. It will get better for sure.
For a lot of people the current state of the game is very much 'wishlist and wait', keen have themselves been telling people to only buy when it's got the stuff that people want :)
It would be cool if they made steel cables and pulleys. In the first 5 mins Flipsy living up to his name.
use some of the Tech from Medieval Engineers would indeed be awesome,
PLEASE let them add electrical cables too
I want to be able to stick a bunch of light sticks in an asteroid as their own grids, and connect them all with cables so they don't all need batteries
Springs=clang cable but sqish
@@Voron_Aggravthat’s where my Keen adventure started… Medieval Engineers!!!
Ohh Springs.. Yes please.. We need springs so that Splitsie can finally get to build a proper Capac-ult (sorry, it's hard to write a Capac Catapult)
Capacapult?
@@rishoh ooh, I like this one
Something like an "air shock" setting on a piston could work. You could set it at a distance and give it a spring K-constant, so it always tries to push back to the set point, and pushes back harder the further you get from the set point.
22:40 Seems like Keen has forgotten about the lesson they learned about block collision boxes being _exactly_ at their reported measurements.
It does appear that way
it looks like the bounding boxes when placing blocks are ever so slightly larger than the armor blocks themselves. I wonder if the bounding box they show when placing is the actual collision box? I'm also curious if they are already planning to refine collisions in a later vertical slice.
@@Beef4Dinner22ya that does seem like some they can go back and redo… been practicing my JavaScript following some people and for most games, projects you make a creative mode “editor” first, before you go back and make rules or advanced elements
Springs and rotors that can be used as a proper wheel motor would unlock a lot of options for custom suspension set-ups on rovers, especially if they added more built-in options for direct sub-grid control like they did with the turrets.
Fun fact, I found that holding a very large heavy object, such as the Drill with a small ship DOES create torque on the thrusters. Even got it live on stream.
If an object is connected as a sub part eg on a landing gear, then the thrust is often applied to the centre of mass of the parent grid, not to the centre of mass of the combined grids and that's what allows for torque to be generated. So it's similar to how I managed to get effective torque out of the setup here 🙂
Really happy to see you and a few others cover whats new and interesting and stay positive. I remember what SE1 was like on release, and if they stick with this its promising.
Thanks!
21:21 I can just imagine what the starfighter dogfigting scene is going to look like once people start incorporating larger thrusters into their "small grid" ship designs. Or gunships? That's going to be so cool to see develop.
The small detailing blocks and creative mode only remind me of early days of Scrap Mechanic
Yup, the main differences being collision mechanics and at least for me, this is running better with more stuff going on
This just goes to show how freaking innovative the Space Engineers community really is! I mean he made a semi-functioning door from blocks and thrusters 🤯
Would be nice if they added the option for compression to pistons so you could somewhat use them as springs
Yeah, I'd completely understand if they have to be separate parts though
can't wait to watch capac drown in SE2 in 2027
"There's an unknown signal down there. I'm getting me some sunken treasure. Geronimo!"
What would make that perfect is if there's a cannonball animation.
@MMuraseofSandvich meanwhile TFE and Wasted are just sitting on the sidelines drinking Clang Cola while Splitsie desperately tries to fish Capac out of the ocean before he gets eaten by the Reaver submarines down there (we all know the Reaver encounters mod is gonna get added to SE2 asap).
You ask for springs. Wile I want them to, I think we all could benefit from rails. Sliding doors, hooks, feet, drills,...
The main reason I don't talk about rails is that I don't know how I'd want something like that implemented, so I can't answer the most obvious follow up question 😂
@@Flipsie Hmmm... I would say that a 2 part block. A rail"road" and a rail"ski". With the road I would like a few options.
Straigth, 1 SE1 big grid turn and 3 sections for a paralel turn.
For convenience, I would like to have them in 3 modes
- Imitate: Copies settings of the nearest non Imitate railroad that is conected to.
- Move: Exert a force just like a piston.
- Shove: Exert a force but dont stop the ski from falling.
Funny because this is effectively how Star Trek TNG doors worked on set. Just replaced thrusters with people pulling. (:
"Capac, are you building a trebuchet?"
"Yes."
"This isn't Medieval Engineers."
"This is Medieval Engineers in space!"
Capac... Building a trebuchet? I wonder if he'll fear subgrids as much in this one as he does in the first?
Springs would be really cool! I hope we eventually see more types of mechanical blocks in general. A universal joint has been on my wishlist for a very long time.
You should check out a game called gearblocks.
The ships with all these intricate designs are going to be awesome. Imagine all the tight maintenance corridors between the main ones and stuff. Gonna be fun!
4:51 omg imagine a slingshot spacestation. you have a hook ready to detach at the proper speed.
I really think bearings would be a great moving-part addition, like a double ended rotor. you could make gearboxes with it!!
So what about implementing a sort of "sideways" piston, like the rail/jack of a forklift?
And that could help us in making doors for different grid sizes, and naturally, they could be tall enough at .5m size for an engineer to walk under the bottom mounting, and the 2.5m for say a 7.5m tall vehicle to drive under. Sort of an option inbetween using straight up blast doors, or pistons, as pistons in SE1 have a 10m limit, and blast doors a 5m limit, 10 if doubled.
This would also allow us to make much thinner hangar door segments that are still larger, and could be designed to be specifically non airtight to avoid decompression issues
Re door: you could consider opposing slopes at the beginning and end of travel to allow for more space in motion, but more restrictions just as you approach the ends of travel.
Yeah, I think that's a good idea
I remember doing doors like this back in SE1 when it was 3 years old
1:58:38 looks like a Starfleet ship crashed into a meteor! 😂😂
0:30 in the video "But since we have reduced collisions"...
And thus the great Clang technology appeared once again 😂
The opening with the "tug" boat somehow makes me think of what I would do on a deserted island with a ton of paracord and a lighter...
Probably make a few tangles 😜
More along the lines of melting the cord into hooks.
This is how I wish things were. That we don’t get functional blocks premade for us but we get to design, engineer and share our own functional blueprints. Hopefully the new mod tools are amazing enough to let us do that :)
Devs need to understand that you can't do early access twice. Players don't want to go back to an empty game after playing a full working one. This is what killed C:S 2 and KSP2. Early access only works with a fresh new concept, not with a sequel
Gotta disagree with you there. KSP2 died due to horrible mismanagement and over selling what they had, cities Skylines 2 had had issues due to over selling what they had and struggling to deliver. Keen have been very open with the state of the game/tech demo/toy at this stage and it shows in the Steam reviews, at last check they were at 80% which is much higher than the other 2 games had at launch.
Keen needs to add - Red Battery Energy Drink - to the game beside their Clang Cola. 🤣🤣🤣🤣🤣
Well, they say modding will be easier ;)
A door powered by ion engines is pretty smart, how about a space station elevator that moves the entire station instead of moving the elevator?
this is making nostalgic of when SE 1 was in alphs
@08:05 At least the text on the right hand side says "Block is working".
Yup, it's doing things, what things? we don't know, but they're definitely things :D
well, if the button is at work, no wonder they're not replying to my text messages
I'll have to look at what can be done with slope blocks to keep sliding doors on the rails so to speak. Maybe put a rail above and below the portal too.
You could have made the door 50 cm thick with the 25 cm blocks that way you could have Incorporated the thrusters into the door design and have the push buttons inset so they were not sticking out.
Oh yeah, that could allow it to be more neatly built :)
@Flipsie it could also help with rotational forces if the door binds up and the center of mass is in the center of the door.
The control grouping looks great, they should add this in SE1 also.
speaking of the subgrid stuff at the beginning. what I really want is some form of tracks. that actually work, like in starmade. because wheels are janky at that
Hey, what settings are you running it at, I heard you say in the Keen stream you're running on a 3090 in 1440p? I tried maxed out in 4k and was only getting ~60fps with my 4090, I personally prefer something a bit higher than 60. I then lowered it to just high but the frame rate didn't seem to change at all. Hopefully we'll see support for DLSS in the future, but I was wondering what other people's experiences were?
60 is effectively the current max, TFE? (or someone, I am very sleep deprived so I might be wrong) was talking about something he read on discord suggesting that it's a hard cap right now. My 3090 gives me a stable 60fps at max settings with 1440p, drops to 30fps at 4k though
@@Flipsie Ah I see ty, before I go crazy trying to tweak all my settings :)
I'm looking forward to seeing what I can achieve with a 1080 (ti?) and a ton of RAM.
You could have tried to build the door vertical door up with thrusters and down the same, it might move smoother.
Looks like it has potential.
UI is going to take some getting used to but it's mainly the lack of survival that's holding me back from putting the money down for it.
Has Keen mentioned an aproximate date for survival to be added?
They're sensibly being vague about timelines to avoid disappointment for people, but my impression has been that we're looking at a year or more
@Flipsie fair enough.
After ksp2 I am a bit more hesitant to do early access to support developers especially if things like scheduling is a bit vague.
Did get my money back on that one as one of the few.
@samuraidriver4x4 Yeah general advice in the community is to buy SE 2 when it has the content in the game you want right now, don't buy it in anticipation of gameplay you want.
That's why I'm waiting for VS 2 or if the mods from VS 1.5 is really compelling.
I really hope that multiplayer comes in and when you, Capac, TFE and Wasted play that Capac gets killed by a random door flying through the vastness of space! 😂😂😂😂😂
Now we can make Hammer head ships and push other ships
A much more involved door, i was thinking of just making a cat flap
Lol 😂
Idea for door up and down. On the inside of the frame that the door rides in. Put a row up and down of buttons on each wall where you cant see them. The door should rub on button on each side and not bounce back and forth.
Yeah I wonder if the buttons have a small enough collision to fill some of the gaps
Necessity is the mother of all invention... This is something Keen should realise. The game would be 100x better if they observed this simple yet fundamental concept
I think they are hoping to work on that aspect this time, but they need the sandbox before they can put constraints or goals on top of it (at least this was the impression I got from talking to the devs last week)
For the "T" door, maybe making it a "t" door with the thuster(s) in the top slot of the lowercase "t"?
Well, I guess you did that then :D Great video, can't wait for more "2"!
It's fun enough messing with this stuff that I guarantee I'm going to keep trying to see what I can get up to 🙂
Use a landing gear as a tow hook!
Not sure how to reproduce it or report a bug, however when I jumped in last night for a short bit, I wanted to crash things, of course. So I took the blue ship and was going to crash it into the facility next to the red ship, I missed at 300m/s and hit the asteroid at a jaunty angle, when I was kicked out of the ship due to the control seat being destroyed my engineer's arms and legs where like wet noodles in a tornado, it could be seen flickering in first person and in third person, oh boy the torso and head were static with the arms and legs flopping about every which way. It was funny, could not reproduce with other ships though.
That particular thing has been posted on Reddit a few times and people were thinking it was due to the cockpit being destroyed in the collision. Hopefully someone has reported it
Are there Antennas in SE2?
Could you put one on each grid for the pin door and then it's controllable from either grid or anywhere else on the main grid for door controls? 🤔
The blocks exist but they don't function yet 😕
"Content creators are the modern day press" That's a loaded statement. I think that really depends on how you define "press." I think I get what you mean and you did clarify that's how publishers market their games and that part is true. But I wouldn't call content creators press. There are some exceptions to that. I think Capac's comment was misguided. Kind of surprised he'd make a statement like that.
Yeah, I was only meaning in this context. Where once we had magazines with demo disks attached, now we have content creators who show off gameplay instead.
The pin door thrusters could be along the bottom edge 1 outwards 1 inwards all across the bottom? 😅😅
I sawed offthe station from the astroid and towed it this morning, tried to place it on another astroid but the station turned upside down
@Splitsie me again :)
I heard and idk if it is true that if you buy the pioneer dlc you get access to early water?? or few more features is that true? Or is it just the art and concept art content?
My understanding is that it's just the concept stuff. I presume there is some stuff they haven't fully scrubbed from the game files too that relates to the early testing they'd done with water, so I expect we'll see some images of what people are able to uncover, but it's all rather pointless from a gameplay perspective, since if it was good to play with, we'd already have it
This is why "Remember: No pre-orders" became the slogan of our generation.
Yup, but few actually follow it. Wishlist and wait (if this state doesn't interest you) 🙂
@@Flipsie Yes. Integrity is a rare quality in this bleak modern age.
Only had a little bit of time to play last night but it seems like there's already far less grids clipping into grids than SE1.
Yeah, the interactions between grids are much better
I hope we never get subgrids. At least, not exposed to the user. Instead, just make moving things behave like a part of the ship
Given what I know about how doors and the like function in SE, if they're even slightly similar in SE2, this is not what you want at all
Do you know when conveyors will be added?
Nope, don't recall seeing them explicitly mentioned in the road map. They'll be needed by the time survival arrives though
breaking the game with them watching is what they would want though. better catching stuff early than later.
I imagine they had mixed feelings 😂
this looks like it's running super smooth. How does the frames compare to SE1?
I'm running at lower resolution than se1, but I'm also playing with all the things like ray tracing, but overall people with lower end systems have been reporting that things are going well which is consistent with my tests on my laptop 🙂
I'm only about 54 minutes into the video so far, but I wonder if using cylinder shapes on the ends of the "T" surrounded by slanted blocks on the main structure would control the positioning better.
Yeah, I can see how that might work - effectively pushing things to the centre each time they reach the end point
@Flipsie Thanks, and at 4:04:43 is not the greatest banana ever made. It is a tribute. 😉
Edit: Oh, and since you had to take the floor out beneath the banana anyway, you could have put the spotlights so they were shining up from below.
They changed the dampners button to be Y for QUERTZ keyboards.
Is there any QUERTY user out there that can tell me wether its still Z for them or if it was changed to Y for them too?
It's based on keyboard position not character assignment I believe, so it's Z for QWERTY and Y for QWERTZ
If they bring out a 250mm wheel with no friction acting like a runner in a grove or maybe a frictionless block.
Yeah, having wheels would make this much more feasible, but it is kinda fun seeing what's possible with our current restrictions 😂
Are lights also 25cm? They look not as high, maybe you can put them in the keyways. And override the downwards thruster to always push it down. (The door xD)
It's difficult at the moment to test the collisions reliably, but I'm suspicious the buttons aren't a full 25cm at least
i'm reeeeeeeeeeally really curious if you would be able to make a centipede ship with free moving hinges but you have thrust in all directions ? like a snake in space OR thrust in front only and free hanging segments behind, imagine a centipede cargo hauler. ( one side has to be more open for the next segment and the other side has to be narrower to allow free snakelike movement atleast in left/right movement.
If you want to control anything but the front segment we'll need to wait till we have proper subgrids as right now it'd be impossible
@@Flipsie i know but you can't blame me for getting ideas now can you ^^
Probably looking at 2-3 years before we get half of the contents, does this mean the first se won't be getting anymore content/updates.
I waited several years before purchasing se, I first played it when space was the only option but it definitely was more complete then se2 🤷♂️
They have said they will be releasing more content/updates for SE1
They are currently working on update 1.206
Yup and more updates after that. My guess is that we'll keep seeing stuff for 1 until 2 is nearly ready to take its place properly
2:54:36 I have been playing with Proton and it works really great (on a rtx 4060 with an i5-13600KF). The only bug I have encountered is that raytracing isn't working.
impatiently waiting for BuildVision to be added into SE2
Lol 🤣
I bought the game, installed it but the building options are quite limited. There are so many things missing that we are used to building with. There is no function to delete an entire grid. Rotating objects is a bit awkward... I have a project that I wanted to implement in this version because with the small cubes it is quite promising to make a much better ship... however, thousands of components are still missing. The ships that I had made with CE1 will become much better with the new building method. For the moment, however, everything is too limited and thousands of things are missing. Someday, maybe in a year, when they update the game...
Yep, it's pretty limited right now, this is definitely a case of wishlist and wait until they have whatever blocks/functions it is you want, then buy it :)
Please tell me Keen thought about incorporation of blueprints from the SE1.
They've provided a converter already :)
@@FlipsieAwesome!
I crashed big red right into the station directly on the viewing area cut off half most of the station.
well, capac didn't manage to break the game (yet), I'd call that a win for keen :D
use a mag plate or a landing gear instead
i have been towing things like that forever.
In what way is that interesting to build though? :P
Man I just want linear rail. Stormworks spoiled me.
On stream, Marek Rosa said ! not ! to buy the game until the user is satisfied with its current state/ content.
Yeah, that particular message is what's separated keen from the Chris Roberts and Sean Murray's of the world (even if the latter eventually redeemed himself in some people's eyes)
Can't agree more.
But thanks to SE1 they can do this. ( And some other games they developed like medieval Engineers, and that space arena game or whatever it's called)
They're learning and that's important. And listening for good feedback
Love keen, kinda like coffee stain studios.
Little disappointed in the Cris Roberts style alpha release. All pretty but hardly any game here yet. Either way, here for the ride.
The only part of that comparison that feels different to me is the level of transparency and with Marek saying 'don't buy it until it's ready' that's a very different message to the Roberts style over hype approach. Even before I spoke to him in Prague I felt reassured by that level of confidence in the end product that they hope to deliver eventually. It's easy to wishlist and wait so no one should hand over any money until the product that's there is worth it to them 🙂
@Flipsie I trust keen to produce, I supported the early build and all of SE1 DLC. 1000hrs of fun and counting for less than 100 bucks, hard to beat.
Can't wait for the next episode of wrong way!
Variable dampening.
I'm a little lost as to what you mean with this?
@@Flipsie Any time thrusters are involved, dampening ON will make thrusters fire at full thrust. If you are, for example towing, then the towed craft will activate thrusters to counter your craft's action. If you could modulate dampening force, the towed craft would still fire thrusters, but at a reduced rate. This would allow much better towing behaviour. Thrusters mounted on ground vehicles would also benefit when towed.
Oh, I see what you're asking for, that would indeed be cool. Kinda like applying gentle braking on wheels :)
couldn't you round off the part you're trying to hook toand make the hook part more rounded that way the ship you're towing isn't flopping around like a fish out of water .... just a thought
Yeah, but then I got distracted by making doors 😂
Yo I just noticed they need to fix the pinky on the hand it's way too short unless they want u to have a deformed character 😅
oh yeah, it seems to me to be missing half a segment or something. Thumb looks a bit thin to me too, like a flipped index finger. Though I'm sure there are many variations here, even just amongst healthy humans.
WAIT THEY MADE A SECOND SPACE ENGINEERS!??
buh
first mod. sneaky boots.
i made my own rotor that uses clang to work
blame carpac :)
you can change the light color?!
Yeah and the colour picker is a nice colour wheel :)
Heck, time to upgrade my GPU... The 3080Ti no longer cutting it... Barely holding 50fps at 2k hehe
bruh
@@erikhalegaming7243 LMAO, just one of those things I guess hehe
I mean, it's crossed my mind that I want an upgrade, but I'm not sure I'm being rational 🤣
@@Flipsie Haha I think you mentioned something about having an RTX3090 or RTX3090TI. That being said, the world is already at the 5000th generation of Nvidia GPUs... Well, almost anyways. It would be safe to say that, in my case, if the RTX 4080 can achieve more than 90+ fps in SE2, it would be worth the upgrade. My 3080Ti still sells for a considerable amount, and I'm sure you could also get a good price for your card too. For me, it would be one-third of the price of an second hand RTX 4080 already lined up (super Ti or whatever it's called these days lol need to do some research Hehe) I'm not heavily invested in top-tier cards like the X090's cards, so if I can see some game benchmarks of the 4080 series cards in SE2, I'll be able to decide if it's worth it or not.
BTW, been watching your content since I started playing. Spend a lot of time consuming your content and it's inspired a lot of my own gameplay, designs and builds. Just want to say that I'm grateful for all the knowledge you've shared! Can't wait to see what you have in store for us when things start to get interesting with SE2 XD
It gone.
Now that we've seen your face, moving Doors with it maybe a viable career choice....... JOKE! hehehe btw I was thinking door going sideways but same thing.
awesome, give them the money so they march on... but this isn't worth playing yet.
I can't play without survival multiplayer.
Yup, 100% wishlist and wait until it has enough for it to be worth it. That way if they get there, you're ready to go, if they don't you won't have lost anything :)
@@Flipsiemy biggest concern is that they might increase price when survival and mp drops. But paying current price for a product that is hard to call even a demo is also unfair for people who live in countries with shity economics.
lol why are you trying to pull a ship with block hooks. just use the landing gear to lock on and towe
Because one of those things is interesting and the other is kinda boring? 😜
Dont get how you didnt thinkof just shutting the engines down.
In what context? Gravity doesn't impact grids
Personally I'm not actually playing the game right now but I bought it because I have the money and I'm terrified of the price going up
Had I not stumbled on ways to make rotors etc I think I'd probably have been similar, bought it, loaded it up, mucked around a bit, then waited for survival. Which is kinda what I did with SE way back :)
@@Flipsie to me the price is what matter being monthly income :p
I cash the game in 4 mins lol
LOL Doorpedo
Since you released this stream, 5080 showed even more disappointing improvement:(.
5070ti and 5090 were the cards to look out for since they released the specs, others don't look good at all.
Yeah, it's feeling a bit like the 20 series launch right now - cards with marginal improvement and some (at the time) nonsense extra features that most won't really use and aren't really that good yet. For the 20 series that was raytracing, for the 50 it's the AI compute stuff
Obviously RT is now useful in a lot of cases, but it really wasn't when the cards first came out
@@Flipsie I have RX 6750xt so AMD's first gen RT, and SE2 is the only game that wants me to play with Ray Tracing turned on. Maybe someone sells high-end, used rtx 4000 for cheap.
Is i just me or does the new user interface realy SUCK! I never thought I would miss "Inset, Home Page up keys....."
Honestly, I think it's just you getting used to it. I find it a solid improvement 🙂
This is not for me (yet).
Fair, I think for a kit of people it is wishlist and wait 🙂
"which means i can now make it public in my steam library"
soft brag of a game tester ^^
Lol I think this might also have been me poking the bear a little, after some of the comments from people upset that I got early access to produce a tutorial 😂
why is bro called flipsie now?
This has been my second channel where I post my twitch vods for about 5 years now 🙂
@Flipsie oh, i have never noticed this channel before i guess, sorry😅
gona w8 for survival...
Ima be waiting for an eternity for a console port 😔
Wishlist and wait, that's my new favourite phrase 😂
Don't buy until it's got enough value for you at whatever the price is, until then I'll be prodding at it and hopefully keeping everyone up to date so they can keep evaluating their choice even if they don't own it 🙂
@Flipsie ☝️this
raytraced???? goddammit every game is going to raytracing. honestly though SE2 seems a lot like archean now
Ray tracing is the new standard, I think the implementations are getting better than those early days where it felt like it barely did anything except in minecraft
@@Flipsie implementations are certainly getting better but it is very unfortunate for me as I have a radeon GPU so less powerful raytracing
Fifth like !
Release an unfinished game, then you buy many DLCs for a fully featured game, over the next few years. It's tragic to see what has become of gaming.
What
Do you even know what the word alpha means? Why am I even asking? Of course you don't. You probably don't even know that SE2 was released as alpha with the devs mentioning multiple times that you should not buy it if you're not on board with being an active part of the development journey. You're only here to spread hate!
This is an area of discussion where people (quite understandably) have difficulty separating themselves from the topic at hand. It's one of the reasons I tend to steer clear of it when I don't have the mental capacity to talk about it properly, but here goes anyway 😜
Is it valid to be sceptical about SE2 given its current state? Of course! We've got creative mode with a small block set.
Is it valid to be excited about SE2 given its current state? of course! We've got signs that this version of the physics sandbox is much more capable than vrage2 would ever have enabled.
Is it fair to be annoyed about the general state of gaming in a world where we have many incomplete and often unplayable titles being sold for full price, seemingly to appease investors? Yeah, the scourge of recent sequels have made many of us despondent.
Is it reasonable to treat keen differently because of an apparent transparency that's been shown in the launch of SE2? Yeah, I think that's fair. Even if you don't agree with that trust, it's not unreasonable for someone to feel that way. Similarly it's not unreasonable for people to still be concerned given where things ended with mediaeval engineers.
In short, even within the one person, all these perspectives can be true, so we should all probably be nicer to each other about it and accept the reality of a world where perpetual development is a thing, developer transparency is valuable to many people and that the product we have is worth it to some but not to others, even accepting that it is a toy or a tech demo in this state. Because ultimately, most of us are hoping for the same thing: a better space engineers game.
No hate here buddy.
How much is the "Alpha" in current state?
Isn't it funny, how quickly you are attacked for standing up for your own opinion. I haven't said anything bad to anyone else about theirs. I don't often side with him on many points, but WastedSp4ce is correct about his stance on Keen and Marek.
Splitsie said it best, SE2 is currently RayTracing with 2014 SE1 content.
It will get better for sure.
the game is very emty
For a lot of people the current state of the game is very much 'wishlist and wait', keen have themselves been telling people to only buy when it's got the stuff that people want :)