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Gasbandit's tutorials are very good at teaching the basics. The early ones are a bit old (before O2 and Waypoints) but still very good.
https://www.youtube.com/playlist?list=PLTyd0tLdukI_TMN73wwfJWwG-UJh7kmJM
Once you've got the basics down, W4stedSpace has a really good planetary tutorial.
https://www.youtube.com/playlist?list=PLTlpO3Ief-8GHJp8qtRWzXas10nC6-v_U
Finally, Sage has sagely advice for everything SE.
https://www.youtube.com/user/SleepArtGameEat
Oh and don't forget the wiki
http://www.spaceengineerswiki.com/Main_Page
Any help with them? Most of them aren't too complicated and likely have a simple answer.
https://www.youtube.com/watch?v=xlUj12Hn2Fc
In the descrip is a link to advance techinques.
2) Jump drives need coordianates from your gps. In other words you must go there put a gps point and then you have a point you can return to. To get a coordinate for Mars you just have to do blind jumps. But there is a zone around planets that will not allow you to jump into so the Jump drive should drop you back out before you crash into the planet. It should. If the JD is charged and you can't jump you're probably in a gravity zone or exclusion zone around a planet.
3) Nope. Small blocks for small ships, large blocks for stations and large ships.
4) Nope. The starting scenarios are set with the number of planets and moons. There is a way to use Space Master to spawn in additional ones but this can be very hard on performance.
5) Some respawn ships that don't have ore detectors have either components or unneeded blocks that you can deconstruct to create one. The exception is the Yellow Respawn Ship. You need a small amount of nickel (i think) to create an ore detector on it. See gasbanits video for starting in space with the yellow ship. His PvP video is basically a Yellow Ship start (formerly known as the Asteroid Start.
6) The Lander has everything you need to start a planet base. The other respawn ships are for other Scenarios or multiplayer.
7) See #1.
q2. to do navigate jumps you need to creat gps coordinates. under you 'k' menue there is a section for creating gps coordinates. you kan make one from current position or you can creat new and add the x y z pos manually. as a personal rule i create a 0 0 0 coord gps point as a base referance for navigation in survival games(optional). aslo coord sent via ingame chat will automatically be added to this list. go to the jump drive under your 'k' menue and add the coords there and you will jump to the set location. lastly you cannot jump in a planet gravity well .
q3 combineing large and small grid is refered to as compound blocks here in the forums and is not a feature of SE even though its a feature of ME. the devs have no intention of adding it either. there is some tricks with rotor parts to combine grids(very clangy) or there is a mod that alows connection of the two grids called electronics panel
q4 in creative mod or through space master in survival you can manually add plaents and moons to your game world. Alt-f10 to access space master, shift-f10 to paste planets ect. f10 to paste blueprints
q5 this is a part of the chalenges of survival, the hand drill has a limited ore detection range(50m i think) and ofcoures visual identifing, in space you can see most of the ore types in a roid by donig a close flyby. ie black spots for uranium redish brown for iron. on planet surfaces the dark discolourations patches on the ground indicate ore deposits below ground( generally 15 to 50m below surface)
q6 that is currently a bug. the default is to spawn in a planetary lander in the earth like gravity well. until fixed just backspace to suicide and spawn in a ship
q7 wheeled vehicles are still very tricky to get set up right and should improve in future updates. a common trick its to use gyros to help stablise the vehicle and in my experince set a low limit to top speed (100m/s = 360KM/H)
lastly it helps to hop ingame with someone to work with you