Space Engineers

Space Engineers

Racetrack V1.5
17 条留言
Tofuman 2016 年 1 月 28 日 下午 11:46 
Wipeout!
Mister White 2014 年 4 月 24 日 上午 10:18 
Cool Boris i like your video!!

It does a look a bit laggy but way better then when i was trying it with hosters from my group.
We wherent able to play it. But we havent tried Admiral Icarus's Lite version yet =)
Admiral Daviour [JSSG]  [作者] 2014 年 4 月 24 日 上午 10:07 
Hi Boris! Fun video.

Seeing you race my track helped me figure out a couple of things that are wrong with it and that I should keep in mind for my next track.
The mag-locks at the starting position, there are only two of them which would not have been enough for four people. I should add more. This will allow for someone to operate the mag-locks from the console and that way the racers can be fully throttled up when they are all released.
Or that's how I intended it to work anyway, not sure if it will work that well in practice.

Thanks for the coverage.
Boris Praversham 2014 年 4 月 24 日 上午 6:17 
I tried this with some friends and it was brilliant. If you're interested here's the result: https://www.youtube.com/watch?v=-pXvdd4s8Fw

I'm not trying to advertise it, if I made this I'd like to see how other people fared. We were playing the improved FPS version, but this seems to be where everyone is commenting. Thanks for making it, I hope you make many more.
Mister White 2014 年 4 月 24 日 上午 4:28 
Im working/testing with my community on a racetrack that can work for multiplayer.

Sinds i complain i also wanna show how it can be done, or at least how i THINK it can be done better =) See my workshop to find {=FuSPro=} Hoover car race track V1.0 to get a idea what we are working on.

Using mass blocks with landing gear wil create a hoover car kinda idea.

I dont want to spawn my workshop here on yours here =)
Just letting u know im working out the idea i had 2 weeks ago now :P
Dan2D3D  [开发者] 2014 年 4 月 21 日 下午 10:26 
WOW! I like it, your racer flows pretty well the track is very nice, I give you a thumb up good work. ;)
Dan2D3D  [开发者] 2014 年 4 月 21 日 下午 10:14 
Looks nice between my tow creations lol! I got it will race and come back to comment. ;)
Tiger Ace 313 2014 年 4 月 19 日 上午 3:56 
nice map but remove mere of the lights in the "improved fps" and some of the gav generates. me and a friend spent 2 hours on it and didn't to the astoriod tunnel. other than that overall you have done an exellent job.
Birktard 2014 年 4 月 14 日 下午 1:36 
wow very nice. Reminds me of that old PS1 game "WipeOut 2097". Good work
Admiral Daviour [JSSG]  [作者] 2014 年 4 月 14 日 上午 9:36 
Alright, here is the version with slightly better FPS: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=249192982

I think it still depends a lot on your computer though how well it will run.
Mister White 2014 年 4 月 14 日 上午 8:42 
one or 2 at some special location is great :)
Maybe repost this map without any lights or with just almost non for higher performance ;) so when the game later gets optimized your first workshop (this one) wil then be playable at some point in future? i hope...

it reminds me of F-zero :3
Admiral Daviour [JSSG]  [作者] 2014 年 4 月 14 日 上午 5:19 
I do believe I found it. This looks quite handy actually, thanks!

As for the spotlights, there aren't all that many in the scene anymore. I'll continue on the map I made where I already removed the spotlights. There are only one or two left at the stadium..
Mister White 2014 年 4 月 14 日 上午 5:15 
yes its an external tool, i found it on the keens forums from space engineers, forgot the name who posted it if u want u can track it down yourself on there forums (if u can search a bit) to check the source =)

And yes, i would start with removing *ALL* lights, and redesign them back little by little with just interior lights. No spotlights at all, that is if u want to have more people able to play your track :3
Admiral Daviour [JSSG]  [作者] 2014 年 4 月 14 日 上午 5:06 
Well I can agree that the visual lag was a pretty big issue that I hope will be improved in the future. I had been working on a version of the track with better framerates and one of the first things I did there was get rid of the spotlights on the "skeleton"-parts of the track, the forks.

I will have a look at SEToolbox. I assume it is an external tool?
Mister White 2014 年 4 月 14 日 上午 4:59 
The lights are a huge problem i believe.
And the many *ships* u have as a fork form (sorry my english aint the best)
They are indiviual ships and also help cause more visual

i saw each of these fork-ships had 2 spotlights and multiple interior lights. That stuff isnt stable yet at the moment.

I do like the way the track looks, but it was not usable for us to even give it a try/go.


lightblocks are also causing more render problems then heavy :(



Heres a solution:
Try SEToolbox, to remove asteroid u dont need aswell, with uhm sorry i never tried this but there is a function to replace lightblocks into heavy blocks. it would optimize your track aswell if u do that with removing lights and changing ships into stations or just making the whole race-track 1 -piece.

im stil experimenting a lot but this was quite obvious for us last night :)

Hope it helps!
Admiral Daviour [JSSG]  [作者] 2014 年 4 月 14 日 上午 3:55 
Perhaps you could say what exactly it it that is useless about it?
Mister White 2014 年 4 月 14 日 上午 3:04 
It looks great, but its buildt in such a wrong way i would always call this useless.
U should find out what works and what doesnt work first.