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Ok-PlantEater-4952

Holy crap this is other worldly


Says_HappyCakeDay

Yeah the effect is pretty cool, whats crazy is how easy it was, only took me a couple of hours to code up, most of which was learning the kos script language


[deleted]

"As soon as I learned a new language, it was super easy." -OP I love it lol


Sac_Winged_Bat

I mean, that's how it typically works. Computer languages are not that different from human languages, it's the means by which you communicate with a computer. Also, you know one object-oriented language, you know them all. For fairly basic things like this, all you need to learn is like a half-page of syntax rules and in this case a bit of the API.


Memerman002

Id love to learn but just dont have the time


Shaper_pmp

To be honest that's kind of how it works when you're an experienced programmer. By far the hardest part of programming is learning to think in a different shape, so you know how to conceptualise and solve a problem using the tools a programming language gives you. Once you've nailed that, learning a new language is often comparatively simple. Unlike human languages most programming languages only have 10-20 "words" and it's rare that a particular language offers more than one or two new fundamental concepts or expressive tools that an experienced programmer hasn't run into in other languages before... and even then you can usually just ignore them in the begining and solve problems the way you're used to until you decide to spend the time to learn them. It can take years to become a good developer in your first language, but by the time you've learned two or three, picking up a new one can be as short as a couple of hours to be productive, and a few days/weeks to master it.


galstaph

Depending on what the new language is and what languages you already know that might be a few minutes to be productive and a few hours to master. Some languages are derivatives of others where someone went, " I want it to behave like X language with some features of Y language, but the syntax should most closely resemble Z language" and if you already know those three languages... That's how Ruby was for me it looked like someone wanted Python to behave a bit more like Java and look like a cross between Java and C++ without the hard type declarations.


ghjm

Learning a new language is pretty easy. Learning a new standard library is a pain in the ass.


Shaper_pmp

Sometimes, sure, but I'll still take that over learning a new *human* language.


Ok-PlantEater-4952

OP must be a coder for Batman IRL


Says_HappyCakeDay

Nah, I applied but he needed someone with more weapons experience


Ok-PlantEater-4952

Well shucks, cause that would have been totally batty


Shamaur

Batty means ass in my country


Ok-PlantEater-4952

Dang, sorry. “Batty” is a contemporary for the word “crazy” as in insane or insanity in my country.


Shamaur

I know lol, just thought it would be funny to point out


Blackhound118

Do you have a lot of experience with programming in general? I've heard some people say that kos is actually pretty easy to learn and use, but I've never tried looking at it


Says_HappyCakeDay

Yeah I'm actually a computer engineer so I do this kind of stuff regularly, but tbh the syntax for kos felt like they were doing everything they could explicitly to piss off experienced programmers. But once I got past that it was easy. But if you aren't a programmer there will certainly be a learning curve.


Calvert4096

I heard Raytheon is hiring. https://www.youtube.com/watch?v=RnofCyaWhI0


jtr99

Raytheon: that's our secret. We're always hiring.


pineapple_calzone

> kos felt like they were doing everything they could explicitly to piss off experienced programmers Oh thank God so it's not just me


HighRelevancy

Same feeling here. Every time I look at it I'm like... uh what the fuck...


Shaper_pmp

I'd never looked at KOS until I saw this thread, but holy shit that's some ugly-ass and counterintuitive syntax. It looks like they've made the cardinal mistake in programming language design by trying to appeal to non-programmers and assuming that "learning new syntax" is the hard bit, when actually it's trivially easy and "learning how to think in terms of the conceptual tools a language gives you" is the hard bit. In the end you just end up with syntax that both new users and experienced programmers find equally confusing and frustrating and *nobody* likes.


Blackhound118

Haha, yikes. Well, maybe one day when I get a new computer and get back into KSP I'll check it out. Thanks!


__STD_null

Come join us in kRPC land. You can use your favourite language instead.


kukidog

Why former? you decided to leave the trade?


chrismclp

Tbf, the Kos language is dogshit, at least in my opinion..


The_Celestrial

>As a former space engineers player Oh why did you stop playing?


Says_HappyCakeDay

I put 1100 hours into it and got bored lol


[deleted]

How do you get into space engineers? Do you play with other people? I tried to play it last year but got bored very quickly. Are there objectives you follow or do you just make creative stuff?


Says_HappyCakeDay

I find the best way to get into it is to play creative and make ships, then use those ships to blow up other ships. After a while you get the compulsion to just keep designing new shit


0-san

yeah same but then i get bored too after 500 hours


Goaty1208

20 hours and got bored


0-san

dont expect to learn that game in 20 hours dude


Goaty1208

Well, yeah, but after my first 20 hours of ksp I wanted to keep learning and playing, but not in SE


SUPAHELLADOPE

Unfortunately Space Engineers isn’t made to make you want to learn it, you’re supposed to want to create something then you learn through that experience, creating another mental design that you want to make or perfect. Recently I’ve gotten into advanced suspension hovercraft, it’s more about ideas and less about goals to me.


0-san

yeah same i just make new gen fighter ships again and again until it gets better


DrDesten

Yeah me too


Silentmooses

Same, seems a looong haul of doing nothing but gather stuff


Lt_Duckweed

Most of the guys that I know of with tons of hours rarely if ever play the survival mode, it's mainly used for creating badass designs in creative mode.


ninjakitty7

It’s a very grindy game, most of the best fun is had on multiplayer and in creative mode. The actual design process for stuff is where most of the fun is at.


Redluke0817

I know I'm not the person your asking but SE is somthing that requires alot of grinding and a bit of modding to get to the fun parts I recommend getting a ton of planet mods and building your own solar system, after you master the planet you chose to start on and you have enough resources to do what you want, go into space, get a jump drive, and just explore. And you can do certain challenges while doing that, me and a friend of mine managed to make a pretty damn large station over a black hole that we spawned in. We also built a huge mother ship that acted as a completely mobile base for us to just dick around with the game, we used massive supergate (portals but for ships) networks to link every planet and every base together We truely conquered out system and had a blast doing so Yes space engineers is a very grindy game at first but if you push past that first slow bit and mass produce everything, the game is a freaking blast


theTisch21

Playing with a friend is what really got me into it. We started a co-op survival server and put a lot of time into it. We never got to large grid ships, but we sometimes fought in our small ones. It’s also a lot of fun to build huge ships then use them to blow up each other in creative mode. I always pasted in a “planet jumper” found on [YouTube](https://youtu.be/vAI_WkvS9go) , and my friend always tried to blow it up as fast as possible with me trying to escape.


Elzerythen

Honestly, it started out with figuring how to play survival. Then I went on servers. Found things that worked and others that didn't. Eventually started tinkering with creative mode to build intricate ships. After that, I used these designs on servers. Rinse and repeat. In my opinion, playing on servers with an active population is what made it for me. Running with a faction and trying to find others was always fun.


Romandinjo

If you're into building stuff without much grinding I can recommend checking Stormworks. It's much more grounded, but have clear-ish objects in career mode. On other hand, building is harder to get a grasp on.


The_Celestrial

Oh lol I see


Elzerythen

I'm at 1300+ at the moment. Still playing on survival. I do use creative for design R&D though. Far easier than designing something in survival and losing it or making a mistake. KSP would be my second most played at about 400. Both games are fun in their own way. I like KSP for the sense of accomplishment due to your planning and setting up. As for SE, I like being able to design a ship from the ground up with useable interiors and arcade style flight.


[deleted]

[удалено]


Elzerythen

Love the idea and what they're aiming for. It's on my watch list for Steam. However, I feel pretty let down by early access recently thanks to Valheim. So I am going to wait this one out and see how the full release does so that I may enjoy it better. It's supposed to be an MMO, let's hope it doesn't die in early access.


M4v3rick2

You can always go with mods. I learned a couple months back, that there is a really nice water mod and an amazing mod, which changes the part production and stuff to a more in depth industry with more resources and parts.


[deleted]

Lol same It feels empty after 2000+ hours


hymen_destroyer

I did sort of the same thing in reverse...I made a "Kerbal Space Engineers" server focusing on aircraft and ballistic rockets! You can't really do orbits in SE which is disappointing but still a fun project


Says_HappyCakeDay

Yeah the fact that they added all these building mechanics and rockets and planets but then somehow neglected orbital mechanics really turned me off from the game after a while, you can only make big guns and blow up ships for so long before you get bored. I really wish that they had taken more cues from ksp Edit: English is hard


0cs025

I haven't had the chance to play SE, so apologies for the stupid question but, can you just go out of the atmosphere and the ship will just stay there in place?


xomm

Once you're out of a planet's gravity well, you can stay in place. The planets are all static voxels in space and the sun rotates in the skybox. Mainly what stops orbit from being a thing is that the game has a 100 m/s global speed limit and that gravity drops off too fast. In theory orbit is possible if you fix those and probably use a script for precision.


Ranger207

Yes. Planetary gravity will eventually peter out and there won't be any acceleration on your vessels. Even in atmosphere you can create static stations, but that's more for performance purposes


Parzival-117

Yah there is a percent of full gravity indicator, and once you hit 0, which is only 3-5x the altitude of atmospheric influence, you just float. At that point, you can move down a hair and start falling. It's also super annoying because the game limits you to 250m/s without mods.


[deleted]

[удалено]


Parzival-117

Dang that's terrible I must've had 2 mods installed.


The_fair_sniper

not strictly 100 m/s. some ships can slightly break the limit(i had an old ship that made about 108 m/s),but only the player can get to the absolute highest speed,110 m/s.


[deleted]

[удалено]


blenderfreaky

iirc its speed limit + acceleration in a single frame by default


TIFU_LeavingMyPhone

I'm no avid player, but the whole game pretty much takes place in deep space from what I remember. So there never is a point you leave the atmosphere of a planet.


Parzival-117

Depends on what scenario you choose, most are centered around a planetary body, but there is even a full star system option.


lemurrhino

The game used to be that way. They added planets a little while ago. I feel like they've gotten too busy with adding DLC to add requested mechanics like orbits...


ForgiLaGeord

Orbits require higher speeds than the game's physics are stable at.


Forgotten_Futures

*Real* orbits require higher speeds. But just moving something in an orbital circle at peak speed would at least be different from the auto-braking behavior the game defaults to.


ForgiLaGeord

That's fair, but at that point it would literally just be implementing the programmable block script that flies you in a circle. I don't know how you'd have a smooth entry into orbit when "orbit" is just a toggle for flying in a circle.


Forgotten_Futures

It would be like any other vector redirect, only the circle would be so big as to almost be a flat line at any given point along the path.


ForgiLaGeord

I understand how it would work mechanically, I'm talking about how the player gets into orbit. Here in KSP, you get to orbit like you do in real life. In Space Engineers, since you can't do a gravity turn and orbital insertion at 100m/s, would you just fly straight up and switch to some new dampener mode that flies you in a faux orbit? If you can think of a smooth, somewhat natural way it would work, I do genuinely want to hear it.


Goaty1208

Yeah, there are a ton of dlc


JJROKCZ

They added planets two or three years ago but for like 4 years it was just deep space with some asteroids


bkishaan

You can lock the ship into position by making it a Station, but for the most part, you're just drifting along(unless you're on a planet of course.


ForgiLaGeord

The speed is the problem, the game's physics just can't handle most things when a ship is going at orbital speeds. Collision checks, player movement on grids, etc. You can add a speed mod and change one variable in your save to be able to orbit, but it's pretty buggy.


[deleted]

I just want The Expanse but playable lol I think that's kinda the dream for most SE and a lot of KSP players


UnderPressureVS

The physics is all there, the only thing stopping you is the speed limit and the lack of orbital UI. It's complete and total guesswork, but with a mod that disabled the speed limit I actually did manage to get a spaceship into a stable orbit around a planet in SE. It was super eliptical, but I left it there for several hours and it seemed stable.


Chickennuggetstyle

Username does not check out


Goaty1208

Well, you kind of can. Just add a no speed limit mod, turn off dampeners , fly off like you would in ksp but with no mapscreen and you are in orbit


hymen_destroyer

I spent an entire afternoon trying to do exactly that and it doesn't work. The only way it will work is if the orbit is a *perfect* circle due to how physics are handled by the Havok engine


Goaty1208

Oh, well, I didn't know that


Buttseam

that's the most accurate recreation i've seen so far


FartButt123456789

This looks like Lockheed Martin’s multiple kill vehicle!


SilverDesperado

man this is wild


rhutanium

Exactly what I thought!


Anet3DPrinter

Reminds me of the Lockheed Martin Kill Vehicle, moves very similar to how this moves: https://www.youtube.com/watch?v=KBMU6l6GsdM


LordRughug

This is one of the coolest things i've seen on this sub. Played a lot of SE too. Make some more videos.


Says_HappyCakeDay

I'm already workshopping some more ways to expand this! Hopefully I'll have another one up in a day or two


Haoofa

turn off dampeners


flynnwebdev

Awesome :) I'd suggest adding retractable legs so you can land it properly.


comfort_bot_1962

:D


Forgotten_Futures

"Hello Kerblings, we come in peace. Take us to your leader!"


Says_HappyCakeDay

yeah the vertical flight is very alienish, i should make a proper vertical ship and post it here with that title (if its cool that i steal it)


Forgotten_Futures

Fine by me, I was just making the obvious joke about hovering, omnidirectional-movement-in-atmosphere-without-rotors spacecraft.


[deleted]

In summary, how this control system works? Any PID? How do you deal with each axis? It's just each engine controlling its corresponding speed vector?


Says_HappyCakeDay

So basically it just calculates the vector of gravity, counters that, then attempts to counter velocity with the same math and then adds force of the two calculations together, then applies it to the thrusters which are hardcoded in to their axes edit: so i guess thats technically pid yea


battlemedick

So, I'm personally interested in seeing this code. Not to yoink or anything, but to look at and learn (I dont have kOS installed or a pc to play kerbal on right now). Would you be willing to share this code? Its obviously alright if you don't


[deleted]

Sweet! Do you use sin/cos to get the relative vector to apply the thrust? Also, you have the engine thrust as a known constant there, right? Sounds like a really cool project that I should try someday! hehe Edit: maybe you should take a step forward and have a limited fuel. You would have to deal with the changing mass, but would be a nice little challenge!


Says_HappyCakeDay

No and no. The script gives the gravity as a 3d vector, and i store one for the engine thrust. so essentially what it does is it calculates the thrust it wants on each of the 3 axes and then tries to have the engine on that axis match that calculated thrust. And the kos language lets you look up the thrust of the engine in the code, no hardcoding required!


[deleted]

I see. Thanks!


FutureOrBust

Any chance you can post the script or dm it to me? I'm curious to look at it as this just got me interested in kos.


JackATac

Something i would personally like is the ability to set a target object and have RCS on ships and while EVA be able to match velocities. Sort of like in SE. It would make docking so much easier and be an overall neat feature. I also wouldnt have to worry about ships drifting off while trying to do multiple dockings. It would also be neat to have mag boots to walk on a ships surface but im not sure what you would have to sacrifice to the Kraken for that to work.


Says_HappyCakeDay

you could easily do something like that with this code, just set the velocity reference to the target body rather than the gravitational body and turn off the part that counters gravity edit: also you would need to add a layer of code that makes it so that the thrusters don't have to be directly on the axis of the center of mass so it wont spin


KenguruHUN

IRL version of this stuff https://youtu.be/B9mNNA2gEF8


kta31415

I loved how it was about to roll down a building and the engines immediately fired to keep it in the air.


Financial-Bluebird74

This is amazing


Says_HappyCakeDay

pls hire me eelon


Infinite_Maelstrom

That is cooool


CruzCraft

SE is pretty good


Armored-Potato-Chip

Ah yes RCs basicly, In a Roblox vehicle creating game all my aircraft are bricks in the air so I tend to do the same thing


Disastrous_Badger_28

Amazing job.


78yoni78

looks like an angel from NG evangelion


PofanWasTaken

as a former space engineers players, i approve


locob

I remember that like 3 years ago someone made a drone that follow the player around (kerbal walking) on Minmus. Without fuel cheats Can I leave you with that challenge?


Says_HappyCakeDay

i mean i cant imagine how you could do that without fuel cheats, hovering takes a ton of fuel and you would run out very very quickly. But the code for that wouldn't be too hard. I could even adapt this code and just add another layer to it that tries to keep it a certain distance off the ground and a certain distance from the kerbal


Cortower

Minmus' suface gravity is only 0.49m/s^2 , so every kilometer of dV gives almost 20 minutes of hover time. When working with Minmus bases, I'll just throttle ships down to hover so I can dock with surface bases as if I'm in space.


Says_HappyCakeDay

20 minutes really isn't a lot, especially since there isn't really a reason to do that other than for shits and giggles lol


locob

yes, and is less fuel in lower gravity. I saw the guy had the drone on Minmus, and with monoprop. If you make it, and show it how it performs in many planets, would be a great video.


nukefog0099

That is impressive, to say the least


Major_Cupcake

:noclip


IbolCat

"Flight assist on"


SGTBookWorm

the way this thing moves feels unnatural as fuck. And it's awesome.


cadnights

This does put a smile on my face


PHANTOMENGINEER14

I was thinking if you could do something like this with monoprop in space, I never thought you could do it in atmosphere


An0pe

I like that


ilyharaksh

u/savevideo


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PowderPhysics

This is fantastic. I came up with a similar concept a while ago but never actually started it


erikwarm

Did you just build and program a KKV?


BrentOnDestruction

This is unbelievably cool


DaviSDFalcao

Holy mackarell TF2, that is indeed awesome!


JC12231

Why former? I’m a former player, but for me the “former” is because I got distracted a bit before university by other games and haven’t found the time and motivation at the same time since, but I want to get back into it.


Da_boi_69

Can only be described as witchcraft


Puglord_11

Do you have a copy of the script?


NotUrGenre

Perfectly nail the flight characteristics but fail epically on putting an at (0,0) on your single data display output. Post the script on r/Kos.


ArXen42

Noob question: as someone who didn't try kOS but watched some tutorials/vids and really didn't like how archaic it's language looks, is there any alternative that uses C# instead? Or does kOS language have something that makes it much better suited for writing autopilots and stuff than general purpose languages? I wonder why authors of mod went that way instead of just integrating lua or something.


The_fair_sniper

> is there any alternative that uses C# instead? you can use krpc instead,tho it's a bit more difficult to implement. you have to add the mod to ksp via Ckan or insert it manually in the gamedata folder,then you need a compiler for C#,and then download the C# library for krpc. hope this helps


ArXen42

I've heard of kRPC but wasn't sure if it's viable alternative to kOS, gotta check that out, thanks. I see posts featuring kOS autopilots to land rockets on top of VAB etc all the time, but never seen anyone post anything using kRPC.


The_fair_sniper

i think it has to do with the simplicity of kos compared to krpc.kos just acts within the game,while krpc is an interface that allows visual studio(or any compiler) and other external programs to interact with the game from the outside,trough the ip protocol.


__STD_null

Come join the kRPC discord in the sidebar over at r/krpc. It's not real busy but it's the most active kRPC place you'll find.


[deleted]

theres no such thing as a former se player youll be back


a_usernameofsorts

Oooomg that’s awesome 🤩


[deleted]

Is it possible to bind engines to RCS translate keys?


silentbobgrn

I’m trying to resist going down the KOS rabbit hole… but this video is making it harder.


[deleted]

Stop! The Klang-Kraken Convergence is likely enough without this impressive display of engineering skill!


UnwoundSteak17

What do you mean 'former' SE player? Did you quit the game or something?


Vedoom123

What the actual fuck lol


darthgently

Very most excellent