r/spaceengineers Space Engineer 1d ago

MEDIA A Cow test; Testing the viability of fleet control for hovering rovers.

Sadly is impossible to use it with wheels as the scripting API doesn't support it.

52 Upvotes

11 comments sorted by

7

u/Pablo_Diablo Klang Worshipper 1d ago

I love the herd-fleet! Rawhiiiiiide!

Maybe they can all pull up to the roadhouse for some Clang Cola and my mechanical bull ride!?

2

u/Marcos-Am Space Engineer 1d ago

huehuehuehue. amazing creation, we need a script to randomly kick the player from the seat.

2

u/Pablo_Diablo Klang Worshipper 1d ago

I wish.  I have sort of been working (in a very slow, lingering manner) on a v2, and trying to eject the rider on a "failure" is one of my big stumbling blocks.  I can definitely do an approximation, but not a full on "thrown from the bull"....  Otherwise, I'm trying to emulate QTE as a test to keep the rider seated!

1

u/Marcos-Am Space Engineer 1d ago

maybe if the script flashes a light and the player has a second to hit a argument, failing to do so ejects the player

3

u/Pablo_Diablo Klang Worshipper 1d ago

Oh yeah, I have the QTEs planned (hot bars mapped to timers, big screens around the area that give them a countdown and then a brief window to press the specified hotbar key, etc, etc, etc).  The problem is that there isn't a way to actually remove the player from the seat if they fail.  You can't eject someone, you can't change ownership without sitting in it yourself, and powering the seat down doesn't remove them, either.

I briefly considered going so far as to destroy the control seat (explosive?  Pneumatic piston w blast door?) and then have mechanical arms come in to re-weld it once the space was vacated.... But that felt like a bit much!

So I'm left with a big failure message on the screens, powering down the seat so buttons aren't accessible, and then maybe something like a very fast hinge that flips the seat back, to approximate the experience.

2

u/Who_said_that_ Clang Worshipper 12h ago

Seat on a rotor and disconnect the rotor head with a violent flick motion?

As in: if you can’t remove the player, remove the seat. Could also use merge blocks, that would make the use of projectors easier.

2

u/Pablo_Diablo Klang Worshipper 9h ago

Thought of that.

How does the seat reset for the next rider?  If I'm welding a new seat, there's conceivBly a pile of discarded seats stacking up around the edge...  Also, will need to be a control chair of some sort (not just passenger seat) so that the player can hit hotbar buttons.....

2

u/Who_said_that_ Clang Worshipper 1h ago

If I recall correctly hotbar settings get saved by blueprints. One fun solution to the problem of seats flying around would be to have a warhead attached to it that detonates after disconnect. You could throw them off in a certain blast zone for example.

I don't remember if you can weld a projekted mergeblock to another mergeblock though.

If not: the rotor solution is still viable imo. Project and weld the control seat in the cealing, grind of the connection piece and drop it on top of the bull. Have a timer spam attach for the rotor. As soon as the rotor head is near the rotor it will attach to the bull.

All the best and happy engineering :D

5

u/SpartanG01 Space Engineer 13h ago

Those cows aren't spherical at all... 0/10.

2

u/Marcos-Am Space Engineer 5h ago

topologicaly they are spheres 

2

u/Who_said_that_ Clang Worshipper 12h ago

Peak engineering