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I can tell some already reported Bugs but nothing related to complex multigrrd creations that can give "Clang" explosion problems.
That said, the best we can do during Alpha testing is to send the world save when we find a "Clang" bug with the steps to reproduce the bug so they can try and be able to start working on a fix for your specific creation having Clang problems.
The how to participate is in that green Pin :
Where & How to share your feedback Pin 📌
https://steamcommunity.com/app/1133870/discussions/0/744883366278525029/
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Roadmap added on Steam News, important information in the green Pins and from those links :
https://2.spaceengineersgame.com/space-engineers-2-alpha-revealed/
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https://2.spaceengineersgame.com/roadmap-2/#current
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https://blog.marekrosa.org/
The first testing is not just thrusters and gyros but to try the new block system (small on large), also test the new Voxel tools and report all problems asap so they can move on to VS1.1 update.
I can tell there are setups to avoid in SE1 but we just have to do it different, I mean don't keep the not working setups you find, Redo different till solution found is the Way in SE1.
I got problems making my most "Complex" creation in SE1 but I have deleted all the not working setups I found to Redo different and I found a working stable solution.
My most complex is large block Rover with trailer having a folding drill arm, it works but only in experimetal mode where we have "Share inertia tensor" because needed on that specific creation :
https://steamcommunity.com/sharedfiles/filedetails/?id=3421215495
https://steamcommunity.com/sharedfiles/filedetails/?id=3377622224
Like I said earlier -> Just send you "bugged" creation for testing and they will tell you if it is a creation/setup they will fix or not.
SE2 use a much newer (when not the newest) version of the Havok physic engine, They made some tests some time ago of different physic engines and the actual Havok was not only better as all others they tested, it looks also very very stable. A day and night different difference to SE1.
That said, using it in SE2 instead of a test with Unreal Engine is a bit a different thing. But that physic that is already in SE2 shows already a good stability.
An "rotor" try:
https://www.youtube.com/watch?v=bWb9jE8ySmc
He also tried a lot of such things where physic is involved. But because SE2 has a feature where no damage is happen when it is under 20m/s only physic can do something wrong here, not block damage. Maybe this feature also helps later on rotors/motors/pistons.
https://www.youtube.com/watch?v=MYzlfSxXTKM
But sure, it shouldn't break as it does in SE1 often. Especially because you can not improve stuff like pistons with other materials and a bit other build up like in real life. But clang is always a part of a physic engine or it wouldn't be a physic engine, if that makes any sense.
Internal forces do not exist in real life, For example if you are sat inside a car, and push on the dashboard you will not make the car roll forwards because you are pressing against the object. You need to have your feet on the ground then you create an external force that can effect the object.
This is not about the strength of the materials, its about how the game applies force in a closed system. For example a piton pushing on a frame making an object accelerate... should not be possible.
The result was piston drives 10x more powerful than thrusters, or ungodly rotor drives that adjusted rotor offset to produce massive internal forces that act as external ones. All in violation of multiple laws of physics lol
The biggest problem with Rotors and Pistons etc. isn´t so much that they break under certain (often unintentional) circumstances, it´s the general increase in latency (lag) they cause.
This lag is only bested by the 'player joining a server' lag which lasts for about 5? seconds. So when a player joins a server it will lag for ~5 seconds. That lag is unaccaptable.
The server itself shouldnt lag either when a giant spaceship consisting of alot of blocks is lagging down another player because of lack of rendering performance. That should be a local problem for that player. I understand that server owners will limit the creation sizes in order for everyone to have an equal experience, but my giant spaceship shouldn´t bother anyone if they are not in in rendering range.
I still have fond memories of SE1 when me and some friends built a giant space station along with even bigger ships. One of my friends decided to combine his super carrier with his battleship thus creating a giant beast which he called the "Cigarette". It was so large that the game woulndt allow the full size of it to render at the same time. And when people came in the vincinity of the ship being all still without guns on or anything, they would just insta crash to desktop.
But the majority of materials to build his ship came from what could have been a 1:10 scale or something of a working Starcraft Battlecruiser built by a rival clan. That Starcraft Battlecruiser was so accurate and cool looking. It´s still is the most beautiful ship i've seen in Space Engineers. I begged my friend not to grind it down (after we spent half a day disabling all turret defenses), but my friend just calmly told me that the needs to feed the "Cigarette"...
To summarize. Fix the lag or we won´t be playing Space engineers 2. We have allready given up on SE1 because of the lag issues. Fixing the lag should be your number 1 priority, if it´snt it just evidence that you can´t manage it.
I thought Keen was making their own engine Vrage3 for SE2?
Edit: Ah, there is a Licenses.txt file inside the game folder:
"We would like to thanks all our partners that helped us with the Space Engineers 2 development:
FMOD (https://www.fmod.com/)
Portions of this software utilize FMOD Engine from Firelight Technologies.
HAVOK (https://www.havok.com/)
We use Microsoft Havok Technology, middleware and tools used to develop the game.
NVIDIA (https://www.nvidia.com/)
We use NVIDIA technology, including NVIDIA hardware to develop the game.
SpeedTree (https://store.speedtree.com/)
Portions of this software utilize SpeedTree® technology (©2024 provided by Unity Technologies SF). All rights reserved."
So that is the stuff they licensed to make SE2.