*6:59* -No way it's me!- Anyways, with this aforementioned locking technique I want to point out 2 things that you didn't mention: First, *7:18* you said that ''you can not make any modifications to the distance,'' which isn't true. You are indeed able to modify the distance between the 2 ships, albeit in a different way - you need to artificially expand the size of your ship using long as all hell structure linings, ideally strapped on the edge of your ship, which you can expand or contract by one or two tiles to achieve micro-modifications of distance! It still doesn't alter the difficulty of actually getting it to work though unfortunately, as you'll still have to jump between creative mode and elimination to do micro-adjustments on the structure [When I was working on the Armortrain, first ship to my knowledge to use this type of locking, I was lucky enough to have been before the update when the ''split co-op and PvP lobbies'' thing was implemented, so it was significantly less pain for me, even if it still took like 10 hours of work and dozens of failed attempts]. A few attempts of trial and error is usually enough though. I'd say I prefer this method to the structure bracket locking as it involves significantly less risk of accidentally messing up the position mid-locking or anything else that might fail whilst direct-controlling a locking ship and much faster with every lock taking consistent amount of time, but it is however much tougher in actually preparing it (But pays off as its more risk free mid-combat) and unfortunately fails to work on asymmetric designs. And second, with one design, just by sheer luck, I achieved a semi-consistent ~15 metres per second lock _consistently,_ on my combining railfan design, which *SOMEHOW* worked with this lowered locking speed after the rail weight nerf update, so significantly lower than 18 mps you achieved is possible. That's all, great video and great editing!
I've been using a different method. Where i insert a ball hitch or an "arm" into the other ships docking end of the ball hitches or arms. Then i build a couple blocks to lock everything in. I've been making a big centipede train like that in my career mode. Also big claws for my main fighter ship that's equipped with tractor beams. Just gotta play trucker and dock everything back together every time i hyper jump systems with the whole gang.
I haven't even tried this yet but how about instead of going at 21mps you break the female port, put the other ship in place, then repair the female ship. It doesn't even need to be exact, just effectively having a hook on one ship would do the trick.
That is a planned feature! Take a look at the roadmap for a full list of upcoming content: store.steampowered.com/news/app/799600/view/3391799364882219760
*6:59* -No way it's me!-
Anyways, with this aforementioned locking technique I want to point out 2 things that you didn't mention:
First, *7:18* you said that ''you can not make any modifications to the distance,'' which isn't true. You are indeed able to modify the distance between the 2 ships, albeit in a different way - you need to artificially expand the size of your ship using long as all hell structure linings, ideally strapped on the edge of your ship, which you can expand or contract by one or two tiles to achieve micro-modifications of distance! It still doesn't alter the difficulty of actually getting it to work though unfortunately, as you'll still have to jump between creative mode and elimination to do micro-adjustments on the structure [When I was working on the Armortrain, first ship to my knowledge to use this type of locking, I was lucky enough to have been before the update when the ''split co-op and PvP lobbies'' thing was implemented, so it was significantly less pain for me, even if it still took like 10 hours of work and dozens of failed attempts]. A few attempts of trial and error is usually enough though. I'd say I prefer this method to the structure bracket locking as it involves significantly less risk of accidentally messing up the position mid-locking or anything else that might fail whilst direct-controlling a locking ship and much faster with every lock taking consistent amount of time, but it is however much tougher in actually preparing it (But pays off as its more risk free mid-combat) and unfortunately fails to work on asymmetric designs.
And second, with one design, just by sheer luck, I achieved a semi-consistent ~15 metres per second lock _consistently,_ on my combining railfan design, which *SOMEHOW* worked with this lowered locking speed after the rail weight nerf update, so significantly lower than 18 mps you achieved is possible.
That's all, great video and great editing!
one of the videos of all time.
cool guide, nice video. keep up the work! :)
Will do!
I've been using a different method. Where i insert a ball hitch or an "arm" into the other ships docking end of the ball hitches or arms. Then i build a couple blocks to lock everything in. I've been making a big centipede train like that in my career mode. Also big claws for my main fighter ship that's equipped with tractor beams. Just gotta play trucker and dock everything back together every time i hyper jump systems with the whole gang.
I just tried out a small locking experiment! Thanks for the tip on it.
No problem! Glad it can be of help.
Nicely put together video Blaze, thanks for the info.
Thank you!
what happens when you combine two separate player's ships? does each player retain control of their part? this has interesting possibilities :D
Both players will retain control of their ship! They will just be "Locked" to each other and have to coordinate to fly as a single ship!
Fantastic video! (and nice editing)
Much appreciated! This one took me a while to make!
fart
I had something to say but I forgot lol
Anyway great video!
Thanks! Let me know if it comes back to you haha
Yessss i needed this
Go crazy with it!
genius!
I haven't even tried this yet but how about instead of going at 21mps you break the female port, put the other ship in place, then repair the female ship.
It doesn't even need to be exact, just effectively having a hook on one ship would do the trick.
Fusion HO!
Why cant they just make a block that connects to another block with the press of a button
That is a planned feature! Take a look at the roadmap for a full list of upcoming content: store.steampowered.com/news/app/799600/view/3391799364882219760
'promo sm'