Space Engineers

Space Engineers

SoundMix - Nostromo Self-Destruct Sequence
23 Comments
Aug 24, 2019 @ 4:15am 
just what i need
MagnusEffect  [author]
Apr 3, 2019 @ 3:22pm 
apparently so. sorry about that. I'm trying to get up to speed on everything regarding SE (even have a new server up), but I'm delayed by RL responsibilities. I do plan to address the issue, though. I will post here when I have an update.
Apr 3, 2019 @ 1:42pm 
Doesnt seem to work anymore, Did an update break it?
Feb 22, 2017 @ 11:04pm 
<------- i live in youtube :l
MagnusEffect  [author]
Feb 22, 2017 @ 12:25pm 
most of the credit should go to the original uploader, but thank you for saying so. :)
Feb 21, 2017 @ 11:02am 
thank you Magnus for your contribution to sds soundblock society
Jun 24, 2016 @ 8:14am 
wow i hope it hold
Jun 24, 2016 @ 7:33am 
the problem is more simspeed, normaly, 0.75 sim speed is still ok, but because the sound gets decaled when it happen, i cannot make the thing drop lower that 1.00 simspeed.
Jun 23, 2016 @ 5:09pm 
well you see if you have bad lag fps will drop
Jun 22, 2016 @ 1:35pm 
i mean, i have bluepring of biger ships, but they have no inerior (for lag prevension)
Jun 22, 2016 @ 1:27pm 
this is more of an event (it means the player already start ouside the ship), the ship is in hostile state (bound to me, so i can control from a distance whats going on using a relay of underground laser antenas, but for players it is hostile). the idea is not to create a "escape if you can" scenario (even is it is so ♥♥♥♥♥♥♥ cool), the idea is that the "chalenging event" involving fighting the ship is over, and now, the (enormous) reward lie in its wreckage. but the fact that the ship is almost half buried into the desert sand make the thing hard to explore. the goal is that players will need to unite so they can extract as much things as they can before the ship self destruct. there will also be alternate chalenges inside the ship, like finding hints to a secret code to open the reactor room, that contain advanced reactors (with rare resources found only on an other planet), and where the shield generator is.
MagnusEffect  [author]
Jun 22, 2016 @ 10:27am 
My recommendation is if you are trying to create a "escape scenario" make it interesting to fill that 10 minute gap in various ways such as starting the player without tools or guns (maybe they have to find them first), force them to contend with hostile interior turrets, and give them secondary objectives such as reaching a control station that will allow them to open necessary doors to make their escape. If a person only has to run from one end to another, it could be a bit dull for most ships/stations.

That's at least what I was thinking of doing with this (haven't had time to make the scenario yet).
MagnusEffect  [author]
Jun 22, 2016 @ 10:27am 
Are you setting up a scenario? Are the escapees friendly or hostile to the ship? Are there locked doors they have to grind through? What are your carry capacity & grinding speed settings? Are there other objectives they must first reach before they can escape? Do players even start with tools? All of this can play a part.

I don't use ships bigger than 100m x 200m x 300m (you are definitely right about server stability being a factor) and I can say with certainty that (if I set one to blow) no way I would be able to carry everything out of it within 10 minutes... but I play with only x3 carrying capacities & grinding speeds.
Jun 22, 2016 @ 2:41am 
i don't have the numbers, but it is pretty large, but, you know, i can't make a 3 km long ship, otherwise the server will burn or the simspeed will drop to insane levels. the ship is as big as i could get it to fly without droping the simspeed. it wheight like 23 millons kg with everything empty.
MagnusEffect  [author]
Jun 20, 2016 @ 4:55pm 
cool story, but the whole point of a self-destruct warning is to give the crew enough time (theoretically) to safely get clear of the explosion. :)

If 10 min is too long to prevent everything valuable from being taken, it sounds like you are doing this on a pretty small ship (it's all relative, really). I only use this on big ships/stations where you really need most of the 10 mins... and if you are hostile to the ship in question, it makes your window of escape that much shorter because of all the grinding you would have to do.

how big is your ship in large blocks?
Jun 20, 2016 @ 8:16am 
the ship, almost half buried into the sand, is a pain in the ass to explore when inside, there is turrets sometime (not that much tho) and the sensors near the cargo containers and reactor trigger the self destruct. but, as cool as hell the self destruct sound is, 10 mins is a bit too much, because by the time it start, everybody would have salvaged all the valuable stuff and moved away. 'im looking for something like a 3 min detonation timer. so people will have less time to react, i want them to realy freak out:)
Jun 20, 2016 @ 8:15am 
also, can you make some other sound blocks self destruct sequences thing. because i'm building an event for my survival server, and i'm using your mod. the situation is: after a previous event involving fighting a massive ship known as the manticore cargo ship. the manticore was badly damaged, and after a tentative of escape with his jumpdrives, a malfunction ended up the ship to come up inside the gravity field of earth, unable to redirect himself with his pulse drive offline, it crashed violently into the curst. because the ship was shielded, the ship resisted prety well the crash, but the crew died of the ammount of G forces experienced, it also buried the ship a coupple meters into the ground. after some time, the coordinates of the crash site were found and a public order was insued to recover as much as posible the valuable techs the cargo was transporting. however, the ship computer is still runing, and will do anithing to protect the cargo from pirates.

Jan 14, 2016 @ 7:38pm 
dude nice i hear the video it happen the station blow self up
Jan 14, 2016 @ 4:31pm 
ok
Jan 13, 2016 @ 3:24pm 
Awesome! Thanks!
MagnusEffect  [author]
Jan 13, 2016 @ 2:35pm 
@masterfail: yeah, unfortunately, there is nothing I can do to fix that, but hopefully Keen will get the sim speed issues in MP servers fixed eventually. thanks for the heads up, though.
Jan 13, 2016 @ 11:53am 
this is realy nice, i was planing to use this as a kind of game, inside a crashed ship on a planet, but as soon as the sim speed decrease, the sound got desincronised with the actual warhead timer :(
Jan 12, 2016 @ 11:52pm 
Very nice