Space Engineers

Space Engineers

Alkaline Weapon Variety Pack
Collected feedback bits in no particular order
These are cute. Bit goofy and cartoonish, like Ryder's or Oki's. Still, with style.

  • Pre-DX11-ish, not taking textures at all (except, oddly, for a few random parts on Metis and Turmi).
  • Some currently have a bit of Z fighting and/or missing polys in places (Antiope, Toutatis).
  • Antiope's base plate's mount point is offset backwards/right.
  • Mathilde has its muzzle smoke and fire located inside, at its center.
  • Chariclo fires all three projectiles from the center barrel even though you show you can fire from multiple, like with Turmi.
  • Chariclo has no muzzle flash or smoke, neither do Toutatis, Metis, or Antiope.
  • Achlys appears to have its muzzle effects set receded deep into the barrel where it's barely visible.
  • Bennu is weird, having no distinct port. Its entire body is the interface, with that old-style four-triangles bracket, and it's meant to be manually loaded? Also, this is the ONLY turret that does use the Control Panel asset, suggesting that that's the point to access the turret block when it's not.
  • I do like the Metal-Storm-like volley mode of the Mathilde, refreshingly original. I'd hate to be at the receiving end of that meatgrinder. Not sure about the yellow bore plugs, though.
  • All conveyor ports are modeled like the non-interactive ones (think conveyor junction), but many of them are interactive (think cargo container). For clarity, they should look like what they are, and then should only do that and also not use doubled port definitions under the hood. The interactive ones include the non-interactive function. Fewer ports, fewer checks the game engine needs to do. Certainly none of the vanilla blocks have such doubling.
  • The railgun turrets seem to not need energy for recharging like the vanilla one does.
  • Nice sensor and viewport greebles.
  • Only really annoying thing for me personally is idle movement being enabled by default.

Either way, thanks for the hard work!

A.
Last edited by andersenman; 12 Sep @ 4:16am
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Showing 1-3 of 3 comments
Acidosis  [developer] 12 Sep @ 9:49am 
Thanks, this is my first mod so many of these issues are either errors that got through the bug-fixing stage, things I learned later in development and forgot to apply to earlier models, or things I got frustrated with and put in inelegant solutions to. I'm aware there are people out there with tutorials but half of them aren't oversimplified enough for the likes of somebody with High Functioning Autism like me.

I'm currently prioritizing a new thruster mod i'm working on but I'll put a hotfix out to whatever problems I know how to address.

- I was aiming for vaguely realistic designs with the inclusion of sensors, viewports, access hatches, radar units, etc. but not so much as to double the time to make each model or to make things harder to decipher at a glance. It'd be stupid to put two barrels on a tank turret IRL but I made the TurmI a double barrel to visually communicate high rate-of-fire.
- I'm going to learn how to do textures for a future project and just trying to avoid having too much empty space on one model. No clue how Metis and Turmi have textures though.
- Bennu was awful to bug fix. First i couldn't figure out how to attach an inventory point to a subpart (Control Panel) so I just gave the base an inventory area around the whole object. then i couldn't get firing effects to work so you don't muzzle-flash-bang yourself when manually controlling the turret. I will go back and make it less of an eyesore atleast.
- I modeled Mathilde's gun barrel on the DLC gatling, and i THINK it had yellow bore plugs. I couldn't think of a better way to make a shotgun without looking goofy, or like a conventional gatling, or like an assault cannon.

Expect most of these fixed by tomorrow at the latest
Please feel no judgment, obligation to explain, or urgency here. This is just data; what information you derive from that is always at your discretion. I wish you at least as much fun making your mod (mods, even) as I've had looking at it.

Thanks!
Acidosis  [developer] 15 Sep @ 4:55pm 
oh yeah, no offense taken
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