Space Engineers

Space Engineers

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Xyla Fox Dec 19, 2013 @ 11:03am
XYZ Coordinates
When is something like this going to be implemented?
Last edited by Xyla Fox; Dec 19, 2013 @ 11:04am
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Showing 1-11 of 11 comments
Ed_Kend Dec 19, 2013 @ 12:16pm 
It would make sense to have the XYZ coordinates of a ship or station, I suppose (so long as it can be disabled), why would you want to see it?

If you're talking about the coordinates of any spot on the map, you have a bigger set of issues. coordinates of the small ship grid, large ship grid or station grid? Given the size of the map, those coordinates then come up in the millions. If we have huge epic sied maps, you'd have coordinates in the hundreds of billions - just not feasable.
Xyla Fox Dec 19, 2013 @ 2:24pm 
i'm talking about the telemetry for the centre of mass (or beacon) for what you control.
If the coordinates were based on kilometers, and 0,0,0 was the initial spawn (or reference point set by the devs), then what would be the problem? yes, you'd get pretty high numbers some places, but so does the mass of the ships.
=SW42=LittleLama Jul 8, 2014 @ 6:22am 
+1 with VRTX Raptor , as we have gyro, we could have, to properly navigate into space, artificial horizon and space coordinates from a "virtual" center of world. In real world, they are spheric coordinates, ingame, it can be cartesian coordinates it doesn't matter, but, to properly navigate and move into space, you have to give these parameters shown : coordinates and artificial horizon.
Minecraft does it pretty well, just have to do so.
Last edited by =SW42=LittleLama; Jul 8, 2014 @ 6:23am
Karl Pilkington Jul 8, 2014 @ 7:35am 
that's what was available with the previous version of beacons...servers could have beacons placed 900km from center on the xyz axis and it made for a pretty good nav which was generally difficult for trolls to mess with. but with the 10km limit, no longer valid of course. :-/ beacons really can't be used for nav much anymore, now basically all they do is friend or foe ID from their color and of course a small distance cue but when the visual distance of objects is not much under 10km to begin with that's not really helping much beyond seeing the object anyway besides making it obvious there's something there than looking for a shimmering pixel...and that's only if it's turned on and maxed out...where as the previous nav beacons would stay on regardless and can be seen from anywhere regardless of how far.
maybe it's some sort of way of 'cleaning' up the hud..that's all i can think of why they changed it...but at the price of nav...I dont think it's worth it at all, and could be done entirely differently by settings in options for a listening distance/types allowed on hud.

as far as big numbers, it was entirely feasible. write 119km instead of 119,000. pretty easy. and as for them going into the millions, going out that far in and of itself is not feasible. Nobody travels that far unless they want massive warping. I had a ship drift out to 12 million meters and had nothing but blurring everywhere of my ship and the character was even warping 100 m off of the camera. it was only drifting about 10 m/s and i still couldn't spawn without instantly dying due to the warping, and was never able to regain control of the ship to throw on the dampeners.
So no, it wouldn't go into millions, let alone billions. object positioning is massively distorted that far.
Last edited by Karl Pilkington; Jul 8, 2014 @ 7:46am
dga8705 Jul 8, 2014 @ 7:40am 
You can still use beacons for the navigation. If you really have a massive map(that you are actually using, which I find hard to believe) then you might just need multiple beacons. They still have a range of 10,000m, which is larger than you generally need, at most you might need 2 in each direction.
Karl Pilkington Jul 8, 2014 @ 7:51am 
Originally posted by SCRAdga8705:
You can still use beacons for the navigation. If you really have a massive map(that you are actually using, which I find hard to believe) then you might just need multiple beacons. They still have a range of 10,000m, which is larger than you generally need, at most you might need 2 in each direction.

Apparently you don't play online that much. Two popular servers in my area, Desolation and Land of Nod, used maps that went to 900km in all directions from center. so actually it was 1.8 mega meters in diameter. Mainly to make it hard for trolls to turn the xyz beacons off easily. Of course, people don't use that entire space. But I kept my stuff at 100km just to be safe...from troll likelihood anyway...of course nothing can escape the reach of the update that makes wherever you hide your stuff null but that's another story...

Regardless of the map size, 30km is probably the minimum required for online, given the trolls that can easily stumble upon your creations. 10km is the viewing distance. A lot of people spawn 10km from center to begin with. That's 20km from center they can likely find your stuff, add another 10km for a tiny buffer.

Making multiple beacons is just making a trail to your base. Kind of defeating the purpose of hiding your base. Why is it too much to ask for beacons to be reinstated instead?
Last edited by Karl Pilkington; Jul 8, 2014 @ 7:59am
Landorcan Jul 8, 2014 @ 8:18am 
Just make beacons faction based and your able to have that trail to your base since if it was my game I would make beacon defence satalites few well placed solar powered small platforms with a beson and a nice set of guns.
=SW42=LittleLama Jul 9, 2014 @ 5:13am 
Yes building beacons can be a "patch" solution to make navs, but that's a really cheap stuff regarding the items available in game. We got gyros, we got jetpack, let's do the tools to orientate yourselft into space like it would be IRL.

I was wondering how to align objects into space, or to demarcate a path or an area with real linear lines. With artifical horizon, some coordinates and a sheet of paper, all of this can be done easily. Without that, it is just impossible, unless spending so much steel to link objects then unmerge them and blablabla ....
Landorcan Jul 9, 2014 @ 7:08am 
Yeah i would like to see a hud based Artificial orientation view. To help me organize things on "galactic" plane so to speak. Like in the scanner in eve online the ability to see things in the 3 demensions they are in makes aligning bases and probes simpler.
Spoot Jul 9, 2014 @ 9:01am 
Making beacons only broadcast to your faction, or use a frequency system where you have to be tuned to the correct frequency to see it. Also increase the beacon distance again..Would help a lot with navigation without the need for XYZ.
spoderman
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Date Posted: Dec 19, 2013 @ 11:03am
Posts: 11