Space Engineers

Space Engineers

Midspace's exploration ship scan [EOL]
Screaming Angels  [developer] 12 Jan, 2015 @ 4:29pm
Completed: Improving the Mass classification system
The aim is to make a realistic representation of details without been OP (Over Powered) in terms of pinpoint numerical values, which is why I added the classification system.

Current the classification takes the mass AND cube count into account.
Some of the issues to getting this right are:
  • Stations do not report a mass.
  • Small ships should be worth a lot less than a large ships because of the number of components that are involved in making them.

The old classification works like this.

if (mass == 0 OR cubeCount == 0) then Unknown. if (mass < 500 OR cubeCount <= 2) then Junk. if (mass < 3000 OR cubeCount <= 10) then Tiny. if (mass < 10000 OR cubeCount <= 100) then Small. if (mass < 100000 OR cubeCount <= 500) then Large. if (mass < 1000000 OR cubeCount <= 1000) then Huge. if (mass < 10000000 OR cubeCount <= 10000) then Enormous. else then Colossal.

I do believe this could be improved further, but balancing game stats has never been one of my skills. :(


Suggestions are welcome.
Last edited by Screaming Angels; 4 Mar, 2015 @ 4:13pm
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Showing 1-8 of 8 comments
Screaming Angels  [developer] 12 Jan, 2015 @ 4:30pm 
Overall dimensions are available on ships.
Harder with a clustered objects (ie, rotors and pistons) but available.
MainTango 12 Jan, 2015 @ 5:21pm 
Well, if dimensions are available, you could use the length/width/height of an object instead of the block count. The problem with the current system is that objects like the Coockie monster show up as Huge because of the enormous number of blocks.

Here's a link to said ship:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=327095514

Last edited by MainTango; 12 Jan, 2015 @ 5:22pm
Jakesnake5 15 Jan, 2015 @ 7:23am 
One Dimension check you should have: if (mass > 50000000 or cubecount > 250000) then "that's not a moon, that's a SPACE STATION!"

:)
fabricator77 16 Jan, 2015 @ 5:20am 
Maybe cap the cubeCount to 499 if it's a small ship, that would ensure the Coockie monster would only come up as Large.

An alternative would be to have the mass and cube count tables as separate, and average the class numbers returned. eg if you get Huge for cube count (5), but only small for mass (3), then the average is Large (4).
Screaming Angels  [developer] 28 Jan, 2015 @ 11:42pm 
I'm starting to think I need to use cube volume.
Traditional radar works by reflecting radio waves off the objects, producing a signal that is proportionate to the surface size.
As doing a complex calculation to imitate something like exposed ship surface in SE is likely to be time consuming, it could be simulated by using the cube volume, perhaps in ratio against the overall dimensions to give a bigger value for hollow ships, compared to solid ships.
And then rank the values of course.
Last edited by Screaming Angels; 28 Jan, 2015 @ 11:42pm
Screaming Angels  [developer] 20 Feb, 2015 @ 7:25pm 
The new classification system I am working on, will see the following changes:
Any comments?

Type
Old Category
New Category
3 Small Cubes
Junk
Junk
2 Large Cubes
Junk
Junk
3 Large Cubes
Junk
Junk
Small Drill ship
Small
Tiny
Star Fury MK2
Large
Small
Enforcer
Large
Small
Small fighter
Large
Small
Constructor
Large
Small
Trainspark
Large
Small
Coockie monster
Huge
Large
Gun ship
Large
Large
Large Blue Ship
Enormous
Large
Troop Carrier
Enormous
Huge
Large Red Ship
Enormous
Huge
Combat Destroyer
Enormous
Huge
Green Easy Start Station
Unknown
Enormous
Tharatan 1 Mar, 2015 @ 8:21pm 
I think that the above chart would more accurately reflect what we're looking at, definately.
Screaming Angels  [developer] 4 Mar, 2015 @ 3:30am 
The new mass classification system has been released.
I still need to do some work with it, to work around a bug in Keen's API, as I don't think they will fix it.
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