My thought when he started the rotor to roll up the hinge chain was that these changes have caused Splitsie to release the flood gates on his imagination. He probably had the ideas already but now he is closer to making them real. The hinge chain was working much better than the harpoon mod for salvage from the end of Survival...Unlikley. I thought you were going to show the new blocks but this is very important information. When I saw the metal beams from another youtubers review I could picture a new bumper for the Chomper. I like how the black/yellow looks around the back door of the Big Orange Rover.
The shear joy in your voice Splitsie when talking about the ship hover in gravity with sub grid is just so telling of how much this means to you... and a lot of us in the community. As always, enjoying your work and looking forward to more SI, especially now!
Now that Keen has fixed the inertia dampener Klang, we can boldly go where no Klangengineer has gone before and find new ways of Klang and how to exploit them, now on moving grids in gravity. I am already looking forward to daisychaining rotors, pistons and hinges all extending, retracting and rotating at random, attach eight of them to an atmospheric ship and set a soundblock to scream while flying over earth.
Casually shows off a winching system made of hinges lifting a large grid rover into the air effortlessly and it isn’t directly the topic of conversation. “Oh this old thing? Just kinda worked it up 10 minutes ago”.
It is *really* cool to see that they're still concerning themselves with the baseline stability and integrity of the game, not just cranking out DLC for ongoing monetization opportunities. If continuing to slowly funnel money into the game means that it gets more and more stable, I'm entirely okay with it.
@Non,Player, Adeptus No, the dampener bug is ancient history at this point, I'm not actually sure you can site any point in time in SE's history where complex compound grids had properly functioning dampeners. Just look back at W4sted's PvPvP series when multiplayer finally became a viable thing for the first time. There's endless silliness with phantom forces on trying to stabilize grids even without gravity that're connected complexly. There's a dang good reason why SE has managed to maintain the community it has, even with the bug-ridden mess that it sometimes is; and that's simply because no other game has attempted (at least successfully) to do all of the same things that it does. Yeah, that means there are some huge development hurdles to clear, and yeah that also means that often times they don't clear them as well as we'd like them to. However, people are still playing SE because they are clearing those hurdles better than anyone else is. It's easy to say it should be better, that they should do more for the money they have, but actually doing it is completely different. I'm not saying bits of SE haven't been mismanaged, but at the same time you have to acknowledge that there isn't anything close to a direct competitor, between mod support, flexibility, and scope; there's no other game like SE out there right now and until someone else proves that "none of these bugs should have ever existed" by doing it all without, they deserve at the very least a modicum of respect for what they already have and continue to accomplish.
@@Avoncarstien I'll make this clear for anyone who reads this. Just because your product is unique, that does not mean the goal posts for quality or functionality are any different than for a product that isn't. SE is unique, and SE has bugs. Because SE is unique, it has unique bugs. The one similarity between the "normal" bugs and "unique" bugs is that they are both bugs. No if's, and's , or but's about it. You could blame old hardware or software if those are what limit the developers from fixing said bugs. You could even blame certain game mechanics whose buggy interactions were overlooked. However, SE is not some 90's experimental title left to rot for 30 years or a game made in an abandoned or broken engine, nor have the bugs people take issue with been so obscure that they haven't been brought to the attention of Keen (multiple times) on their own bug tracker and forums. SE is an actively modified, ongoing project made by capable developers, and excusing its bugginess because it's unique is daft at best and willfully dismissive at worst. "I'm not actually sure you can site any point in time in SE's history where complex compound grids had properly functioning dampeners." The length of time a bug has existed does not increase it's acceptability. "...people are still playing SE because [Keen] are clearing those [development] hurdles better than anyone else is." One's success isn't measured by another's failure, and popularity or customer loyalty aren't substitutes. "It's easy to say it should be better, that they should do more for the money they have, but actually doing it is completely different" That's some Activision-level PR nonsense if I've ever seen it. Word salad that boils down to dodging accountability. "...until someone else proves that "none of these bugs should have ever existed" by doing it all without..." Obviously, we should never complain about something not working because there isn't a version of it that works perfectly. /s "...they deserve at the very least a modicum of respect for what they already have and continue to accomplish." They did and do get plenty of respect, and you'd know that if you've been paying attention for the last 6+ years. If you think holding a game and its developers to a standard of quality not currently accomplished isn't respectful, then don't bother expecting anything from them, lest you dare to "disrespect" them with thinking they are capable of greater accomplishments. Fanboy syndrome and loyalist boot-licking are the reason why constructive discussions and critiques about games are derailed into tribalistic drama. Apparently, it's criminal to point out flaws in a game or the shortcomings of development. Apparently, it's inherently wrong to highlight a misstep or mishandling of a bug or feature. Apparently, you can't put a spotlight on an issue or gripe about something that's been bothering you about a game because the white knights show up in droves to defend their poor, helpless victim of a muse and tell you all about how you're wrong. Apparently, not being smiling yes-men espousing praise and positivity all the time makes you an antagonist and bully, a sentiment echoed by the ridiculous emotional appeal you made thinking it nullifies the issue(s) it was made in reply to. Splitsie and the entire SE community deserve better, so knock off your keyboard warrior-ing on Keen's behalf and spreading misinformation. The studio is perfectly capable of defending themselves should they see fit to.
I'm playing this as you posted haha and i love the fact that the first thing splitsie does after this update with all this stuff is "to p or not to p" oh and yes survival impossible!!
Good to hear about these fixes! Just a few days ago I was trying to use a ship in a planet with drills on hinges. Forgot about the whole subgrids issue and damn near smashed it into the ground. I wonder if they'll ever fix the freight containers. Their inventory always breaks.
As you mentioned, working around the inconveniences of old p and old y was, well, inconvenient. This video probably saved me from some spectacular klang-splosions. Thanks, Splitsie.
That hinge chain though ,Nice work . I’m glad to see all the improvements coming this will be great for so many more builds now that will last longer .... hopefully !
The update is all good and well, perfectly presented as always, but the biggest highlight, at least in my opinion, was at the very end: SI is returning!!! I missed it so much
The quality of life has definitely improved with that update. I bought the DLC's but I too was more interested in reading every one of those "almost 100 bug fixes" for sure.
Considering I had to chase the two small grid ships I had connected to my large ship because of the P just the other day…I understand the rants finally.
I know I'm not the only one who is overjoyed to see the return of survival impossible as you continue escape from purgatory. Love all your series you've made. They are super entertaining and I might start rewatching them.
I'm not sure whether it was your awesome Shakespeare rendition or the winch but I loved this little video. On a separate note... Can you make a paternoster lift? That would be seriously cool. Thanks for another giggle
never ever do / go (P)ark your vehicle on unsafe grids (O)bscure in dark and get lost in space (Y)olooo your base / vehicles / crafts to death with those buttons. Lord Klang loves these stuff.
I really appreciate that this video focused on the substantial gameplay changes instead of being another look at the new blocks and skins. The changes to "P" and "Y" and especially the subgrid dampener stability fix are absolutely huge. I'm going to have a ton of fun with the new armor panels and girders, but the gameplay changes and fixes are the real treasure, and I'm glad that is what your video focused on. Thanks for the years of entertainment.
You're welcome, I figure anyone can look at blocks and say 'ooh! New blocks' Unless I've thought of a clever use for them that didn't seem immediately apparent there's just not that much to say :)
Yet another good tutorial video splitsie you never seem to fail to mention things that other SE UA-camrs either forget or don't know about yet when they post their videos
I am so used now to have a timer block set to "lock" a group of connectors with a countdown of 10sec, this allows you to line up your craft and it will lock by itself without having to press the command on your toolbar. However to unlock you need to turn the connector off and turn it back on after leaving the "force pull" range. If you remember a few years ago logging into game you would find all the connectors off and vehicles disconnected, no battery etc etc...since then I always use the timer....Hope things are alright "Down Under", take care and be safe Splitsie, cheers!!
You are the first reviewer of the new patch that I have seen that has pointed out the bug fix for holding position in gravity with subgrids attached. I didn't even know about this so it was a huge help! I'm going to go run off and build my atmospheric mining ship with movable drills that I could never get to work before because of the "slow fall" bug! Splitsie, you are a scholar and a gentleman!
Oh that last change will be awesome. I had some large/small grid cruise missiles that were ridiculously hard to stow on a ship in gravity because they kept drifting down.
Oh my! That they finaly fixed the damps not working right when you have subgrids is freaking awesome! Makes flying much much much much much much much more fun!
I mean, as long as you're staying hydrated, "p" will happen... oh, wait... you mean the other kind? I mean I could have leaned into the Shakespearian theme, but low hanging fruit is better. I'm with you, the disconnecting the hardwired functionality of the "p" and "y" keys is hands down the best features of this patch.
I love to see the smaller stuff that goes unmentioned but actually changes gameplay quite alot. I had no idea these were happening and I'll definitely have to take a shot at survival again!
It makes me happy as well, not only that, we got some real good looking stuff now too :) While on the nice looking stuff topic : Refinery, Assembler and Cargo is my new favorite, just wish there was a heavy industry for each cargo container :) Also, almost 2 years supporting you Splitsie :D
Yes! Survival Impossible again! I am hyped already. I absolutely love how you jump over what everyone shows and instead ask the real questions. Like: is my mobile puller-chain made from hinges ready yet?
I love these changes (or fixes)! And the excitement in your voice is infectious, so I can't wait to pick up SE again once our move is complete and we're out of limbo. I might even get my bus finished - lol 👍
Weirdly enough the most excited I got for this update was the Girder blocks and the new Refinery skin, I hadn't even realized they made these great bug fixes!
I love the new functionality with P and Y (Y and LB,Down on Xbox) The fact you can set up what P will do is great. Because you can have your hanger connectors all set to not use park. But have the landing gear and the outer connectors work when it comes to P. But then the ships in the hangers can be set up on P so they can disconnect without messing with anything else. Also exited for the fact we can power down the specific grid. Also so happy to see Survival impossible making it's return! What a great time with all the new tubes and hydrogen tanks. Even the beams. So ready to see what Splitsie makes!
I love this update, they fixed few very annoying old issues and also the new block re-skins are really nice. I like what you can do with catwalks and refineries/assemblers having many floors and levels. Can't wait to see what you are going to do with all of this in SI.
The p thing is a really welcome change. I think for backwards compatibility, components defaulting to "use for parking" enabled makes sense, but an option in the game menu to swap the default behavior would be great.
I honestly like the new update and reading the list of fixes while updating really got me very excited! Unfortunately my game just keeps crashing, it won't start at all, hopefully it gets fixed soon!
That is the capac salvage craft which would not work cause of the bug that really makes me very happy after having that trouble lots myself you are the only youtuber to mention that part of it from the vids i have seen please keep it up.
Just another voice in the crowd here- but I love survival impossible so much; I have been patiently awaiting its return.. I'm so glad you haven't abandoned it!
The solution for the P key is a Channel field on P action blocks, as well as cockpits. The same way WeaponCore slaves weapon blocks to Camera Channels. This would allow you to specify which blocks interact with the P key, from specific Cockpit Channels.
S. I. Soon SQEEEEEEE!!! and that hinge rope AWESOME!! and and and so much more the fact that you can timer block the parking brake is awesome! This update made me happy not only the new armor and what not but the bug fixes are great. I look forward to seeing what you do with these new mechanics.
You're welcome, I try to focus on the gameplay side of things as there's not really much to say about - ooh another pretty block! Not that I'm not excited about them, I just don't think it's as fun to talk about :P
I believe I know you're talking about About the ship Drag . Made a survival pod fly and I put wheels on it when I had it parked it when I tried to fly when I tried to fly it acted like I was still part . Apologies for the incorrect spelling
To be honest, I was a little down when it looked like just another DLC but now I see my mistake. Jeah, most new blocks are DLC blocks but this stuff is free. Seeing the drift-down bug fixed and Connector-safety really hypes me again to build some sub-grid madness. Thanks a lot for covering this Splitsie! Oh and for the "No P & Y" tipp. Took it by heart since I heard you mentioning it some time ago.
I'll be honest, I'm gonna miss you saying "Did you press P? YOU NEVER PRESS P!"
I totally read that in a splitsie accent, hearing a manic laugh afterwards, while Capac is going Oooooowwww!
He can definitely still says that if they add a a new connector but forget to set it up correctly
lol I couldn't ever come up with a cheeky yet subtle image to go with it :D
@@Splitsie yes you could,
add your face palm character saying it
and Capac flipped upside down with a rover ;P
@@SloGamer750 yes that is the most accurate since I believe I’ve seen that exact situation multiple times 😂
Other content creators: "Look at these NEW BLOCKS!"
Splitsie: "Look at these KEYBOARD SHORTCUTS!"
Priorities! :D
Always :)
The biggest take from this for me is: survival impossible is coming back!
And soon! :)
@@Splitsie SA-WEEEET!
But please do it alone, I've stopped watching because of Carpac guy is too annoying
POTATOES
I do like that you can now add the handbrake function to timers. Also flying grids with subgrids don't slowly sink!
Omg the sinking always caused problems
My scalp hauler is Ganna be so relieved. No more slowly rotating as I slowly fly over mountains with a detached base in my claws.
The more functions we can use with timers the better :)
Can we control the park brake on script driven wheels? I like making subgridded rovers, but the lack of park brake was often an issue.
Slapping a remote control on that subgrid was always an option to get park brake access though
I appreciate the overview of the new content and features... But that "hinge rope" is distractingly cool-totally stole the show.
I couldn't resist 😂
@@Splitsie oh who could resist doing that!
It's ridiculously cool!
My thought when he started the rotor to roll up the hinge chain was that these changes have caused Splitsie to release the flood gates on his imagination. He probably had the ideas already but now he is closer to making them real. The hinge chain was working much better than the harpoon mod for salvage from the end of Survival...Unlikley.
I thought you were going to show the new blocks but this is very important information. When I saw the metal beams from another youtubers review I could picture a new bumper for the Chomper. I like how the black/yellow looks around the back door of the Big Orange Rover.
That hinge rope idea will be something I need to try out... that is too freaking cool not to play around with.
The shear joy in your voice Splitsie when talking about the ship hover in gravity with sub grid is just so telling of how much this means to you... and a lot of us in the community.
As always, enjoying your work and looking forward to more SI, especially now!
This sub grid thing is beyond amazing. Like huge.
My jaw dropped when I realized what the rotor was doing XD
I figured I needed to test it with something that we never would have dreamed would work in the past :)
Now that Keen has fixed the inertia dampener Klang, we can boldly go where no Klangengineer has gone before and find new ways of Klang and how to exploit them, now on moving grids in gravity.
I am already looking forward to daisychaining rotors, pistons and hinges all extending, retracting and rotating at random, attach eight of them to an atmospheric ship and set a soundblock to scream while flying over earth.
Casually shows off a winching system made of hinges lifting a large grid rover into the air effortlessly and it isn’t directly the topic of conversation. “Oh this old thing? Just kinda worked it up 10 minutes ago”.
It is *really* cool to see that they're still concerning themselves with the baseline stability and integrity of the game, not just cranking out DLC for ongoing monetization opportunities. If continuing to slowly funnel money into the game means that it gets more and more stable, I'm entirely okay with it.
@Non,Player, Adeptus No, the dampener bug is ancient history at this point, I'm not actually sure you can site any point in time in SE's history where complex compound grids had properly functioning dampeners. Just look back at W4sted's PvPvP series when multiplayer finally became a viable thing for the first time. There's endless silliness with phantom forces on trying to stabilize grids even without gravity that're connected complexly.
There's a dang good reason why SE has managed to maintain the community it has, even with the bug-ridden mess that it sometimes is; and that's simply because no other game has attempted (at least successfully) to do all of the same things that it does. Yeah, that means there are some huge development hurdles to clear, and yeah that also means that often times they don't clear them as well as we'd like them to. However, people are still playing SE because they are clearing those hurdles better than anyone else is.
It's easy to say it should be better, that they should do more for the money they have, but actually doing it is completely different. I'm not saying bits of SE haven't been mismanaged, but at the same time you have to acknowledge that there isn't anything close to a direct competitor, between mod support, flexibility, and scope; there's no other game like SE out there right now and until someone else proves that "none of these bugs should have ever existed" by doing it all without, they deserve at the very least a modicum of respect for what they already have and continue to accomplish.
@@Avoncarstien +1
Now if only they would give us larger drills for the big boi drillers lol
@@gozzilla177 That'd be epic
@@Avoncarstien I'll make this clear for anyone who reads this. Just because your product is unique, that does not mean the goal posts for quality or functionality are any different than for a product that isn't. SE is unique, and SE has bugs. Because SE is unique, it has unique bugs. The one similarity between the "normal" bugs and "unique" bugs is that they are both bugs. No if's, and's , or but's about it. You could blame old hardware or software if those are what limit the developers from fixing said bugs. You could even blame certain game mechanics whose buggy interactions were overlooked. However, SE is not some 90's experimental title left to rot for 30 years or a game made in an abandoned or broken engine, nor have the bugs people take issue with been so obscure that they haven't been brought to the attention of Keen (multiple times) on their own bug tracker and forums. SE is an actively modified, ongoing project made by capable developers, and excusing its bugginess because it's unique is daft at best and willfully dismissive at worst.
"I'm not actually sure you can site any point in time in SE's history where complex compound grids had properly functioning dampeners."
The length of time a bug has existed does not increase it's acceptability.
"...people are still playing SE because [Keen] are clearing those [development] hurdles better than anyone else is."
One's success isn't measured by another's failure, and popularity or customer loyalty aren't substitutes.
"It's easy to say it should be better, that they should do more for the money they have, but actually doing it is completely different"
That's some Activision-level PR nonsense if I've ever seen it. Word salad that boils down to dodging accountability.
"...until someone else proves that "none of these bugs should have ever existed" by doing it all without..."
Obviously, we should never complain about something not working because there isn't a version of it that works perfectly. /s
"...they deserve at the very least a modicum of respect for what they already have and continue to accomplish."
They did and do get plenty of respect, and you'd know that if you've been paying attention for the last 6+ years. If you think holding a game and its developers to a standard of quality not currently accomplished isn't respectful, then don't bother expecting anything from them, lest you dare to "disrespect" them with thinking they are capable of greater accomplishments.
Fanboy syndrome and loyalist boot-licking are the reason why constructive discussions and critiques about games are derailed into tribalistic drama. Apparently, it's criminal to point out flaws in a game or the shortcomings of development. Apparently, it's inherently wrong to highlight a misstep or mishandling of a bug or feature. Apparently, you can't put a spotlight on an issue or gripe about something that's been bothering you about a game because the white knights show up in droves to defend their poor, helpless victim of a muse and tell you all about how you're wrong. Apparently, not being smiling yes-men espousing praise and positivity all the time makes you an antagonist and bully, a sentiment echoed by the ridiculous emotional appeal you made thinking it nullifies the issue(s) it was made in reply to.
Splitsie and the entire SE community deserve better, so knock off your keyboard warrior-ing on Keen's behalf and spreading misinformation. The studio is perfectly capable of defending themselves should they see fit to.
I'm playing this as you posted haha and i love the fact that the first thing splitsie does after this update with all this stuff is "to p or not to p" oh and yes survival impossible!!
How could I possibly do any different ;)
That survival impossible teaser at the end, made me too excited lol :D Seriously i have been missing that series.
It'll be back very soon, like probably this weekend soon :)
@@Splitsie thats hype
Good to hear about these fixes! Just a few days ago I was trying to use a ship in a planet with drills on hinges. Forgot about the whole subgrids issue and damn near smashed it into the ground.
I wonder if they'll ever fix the freight containers. Their inventory always breaks.
As you mentioned, working around the inconveniences of old p and old y was, well, inconvenient. This video probably saved me from some spectacular klang-splosions. Thanks, Splitsie.
That hinge chain though ,Nice work . I’m glad to see all the improvements coming this will be great for so many more builds now that will last longer .... hopefully !
SE has come a long way. Another informative vid Splitsie. Thank you,
The update is all good and well, perfectly presented as always, but the biggest highlight, at least in my opinion, was at the very end: SI is returning!!! I missed it so much
I'm very excited to be bringing it back :)
The quality of life has definitely improved with that update. I bought the DLC's but I too was more interested in reading every one of those "almost 100 bug fixes" for sure.
Considering I had to chase the two small grid ships I had connected to my large ship because of the P just the other day…I understand the rants finally.
I know I'm not the only one who is overjoyed to see the return of survival impossible as you continue escape from purgatory. Love all your series you've made. They are super entertaining and I might start rewatching them.
I'm not sure whether it was your awesome Shakespeare rendition or the winch but I loved this little video.
On a separate note... Can you make a paternoster lift? That would be seriously cool.
Thanks for another giggle
These kinds of quality of life changes are always the most important changes. Thanks for focusing on them for us.
I didn't know about the inertial dampers being fixed for sub grids and other vehicles, This news has made me very happy!
never ever do / go
(P)ark your vehicle on unsafe grids
(O)bscure in dark and get lost in space
(Y)olooo your base / vehicles / crafts to death
with those buttons. Lord Klang loves these stuff.
I really appreciate that this video focused on the substantial gameplay changes instead of being another look at the new blocks and skins. The changes to "P" and "Y" and especially the subgrid dampener stability fix are absolutely huge. I'm going to have a ton of fun with the new armor panels and girders, but the gameplay changes and fixes are the real treasure, and I'm glad that is what your video focused on.
Thanks for the years of entertainment.
You're welcome, I figure anyone can look at blocks and say 'ooh! New blocks'
Unless I've thought of a clever use for them that didn't seem immediately apparent there's just not that much to say :)
Yet another good tutorial video splitsie you never seem to fail to mention things that other SE UA-camrs either forget or don't know about yet when they post their videos
Thank you :)
I am so ridiculously happy that they fixed the inertial dampeners. That's probably the my favorite thing out of this update man.
I am so used now to have a timer block set to "lock" a group of connectors with a countdown of 10sec, this allows you to line up your craft and it will lock by itself without having to press the command on your toolbar. However to unlock you need to turn the connector off and turn it back on after leaving the "force pull" range. If you remember a few years ago logging into game you would find all the connectors off and vehicles disconnected, no battery etc etc...since then I always use the timer....Hope things are alright "Down Under", take care and be safe Splitsie, cheers!!
Its nice to see the big orange rover again😂
You are the first reviewer of the new patch that I have seen that has pointed out the bug fix for holding position in gravity with subgrids attached. I didn't even know about this so it was a huge help! I'm going to go run off and build my atmospheric mining ship with movable drills that I could never get to work before because of the "slow fall" bug! Splitsie, you are a scholar and a gentleman!
Oh that last change will be awesome. I had some large/small grid cruise missiles that were ridiculously hard to stow on a ship in gravity because they kept drifting down.
Havent tried it but you could sit on the main grip, hit ctrl+P then P so all small ships are of, but the main one is on
Ctrl Y, but yes you are right
@@bortolocecchini3462 yes. I was distracted by the P jokes
@@danielk9906 me too lol
Oh my! That they finaly fixed the damps not working right when you have subgrids is freaking awesome! Makes flying much much much much much much much more fun!
I mean, as long as you're staying hydrated, "p" will happen... oh, wait... you mean the other kind? I mean I could have leaned into the Shakespearian theme, but low hanging fruit is better.
I'm with you, the disconnecting the hardwired functionality of the "p" and "y" keys is hands down the best features of this patch.
That vehicle jump to get on the ramp was perfect!
I'm so excited for your return to survival impossible! It has been an inspiration in so many ways! Keep up the good work!
I love to see the smaller stuff that goes unmentioned but actually changes gameplay quite alot. I had no idea these were happening and I'll definitely have to take a shot at survival again!
Imagine what kind of creations this humongous thruster can lift at 2Gs
It has the same thrust as normal thruster. So... pure aesthetics :-)
@@michawesoy2728 well, that's disappointing
Just another reskin
Like a bicycle chain...'Giddy Inside'! ")
Beautiful! So many ideas just around that!!!!!! Talk about industrial heaven!
Thanks for the walkthrough
Thanks to Splitsie I avoid the P key like death. No thank you Keen! We will be having no P here today!
It makes me happy as well, not only that, we got some real good looking stuff now too :) While on the nice looking stuff topic : Refinery, Assembler and Cargo is my new favorite, just wish there was a heavy industry for each cargo container :)
Also, almost 2 years supporting you Splitsie :D
Wow, that's awesome - thank you :)
I think the new cargo container looks great - now I've just got to find somewhere to use it...
@@Splitsie The cargo can be a thing you could see from the outside of buildings
i haven't watched splitsie since survival unlikely and i got a surprising amount of nostalgia from this.
First thing I thought when I saw the magnetic plates from the DLC: “Splitsie is going to love those for his crane builds.”
Looking forward to your return to Survival Impossible!
My Son and I love watching your videos.
Thank you so much for this! Love the content!
Yes! Survival Impossible again! I am hyped already.
I absolutely love how you jump over what everyone shows and instead ask the real questions. Like: is my mobile puller-chain made from hinges ready yet?
Maybe next update they'll get around to fixing printing of subgrid blueprints....
9:30 so umbilical cord repair ship type thingy gonna work in gravity now?!
Hearing that you’re coming back to Survival Impossible is the best news I’ve had all week
Very excited for these fixes and new parts, but more so your return to the impossible series
I love these changes (or fixes)! And the excitement in your voice is infectious, so I can't wait to pick up SE again once our move is complete and we're out of limbo. I might even get my bus finished - lol 👍
Thanks, I get proper excited when I think about the possibilities of new mechanical contraptions I can build :)
That ability to fly with subgrids, that is so cool
Weirdly enough the most excited I got for this update was the Girder blocks and the new Refinery skin, I hadn't even realized they made these great bug fixes!
That fix for inertial dampeners with multiple grids is so unbeliveably overdue!
Dont know which is the more exciting - new stuff to mess around with or the return of survival impossible
Can't wait for the next episode of Survival Impossible. it's been so long
I'm super excited with ya mate!!!
Ooh, fixed subgrids (and finally some good looking conveyors). I can see rotating engine nacelles actually working now.
"To p or not to p" not only was brilliant but also gets mileage taken out of context.
Anyone after too much coffee. Or beer, whatever your poison.
WOOOHOOO!!! these are GREAT changes!!
YES! Survival Impossible! So much Yes!
I love the new functionality with P and Y (Y and LB,Down on Xbox)
The fact you can set up what P will do is great.
Because you can have your hanger connectors all set to not use park.
But have the landing gear and the outer connectors work when it comes to P.
But then the ships in the hangers can be set up on P so they can disconnect without messing with anything else.
Also exited for the fact we can power down the specific grid.
Also so happy to see Survival impossible making it's return! What a great time with all the new tubes and hydrogen tanks. Even the beams.
So ready to see what Splitsie makes!
I had no idea the subgrid inertial dampner issue had been fixed! That's such great news and odd they haven't really made it more public that its fixed
I love this update, they fixed few very annoying old issues and also the new block re-skins are really nice. I like what you can do with catwalks and refineries/assemblers having many floors and levels. Can't wait to see what you are going to do with all of this in SI.
am so hyped for the return of survival imposible.
The p thing is a really welcome change. I think for backwards compatibility, components defaulting to "use for parking" enabled makes sense, but an option in the game menu to swap the default behavior would be great.
An 11 minute video about the troubles of P... I love Space Engineers.
I would like to see more gameplay with whatever you got going on in this video. Ships look awesome and so does the world.
Now, good luck with those magnetic plates😂hope this will make it easier for Capac not to explode things
The title is just perfect :)
these fixes are awesome!! and i cant wait for survival impossible to continue!! :)
no i did not pause the video and scream YES into my pillow with the survival impossible teaser
not at all
I honestly like the new update and reading the list of fixes while updating really got me very excited!
Unfortunately my game just keeps crashing, it won't start at all, hopefully it gets fixed soon!
And here I was hoping that they had added functional toilets.
U made me love this game great work
Hang on... I know what Y and P do, what about U?
@@Punnikin1969 I have it on xbox sadly so dreffent key bins
Has, Keen taken into account "The Capac Effect"? 🤔😁
If he presses the buttons in the settings menus enough he'll surely not cause issues.
I'm not pressing P, you're pressing P
Y would you do this to us?!
Space engineers is just getting better and better. Remember when wheels would break if you drove over a voxel too quickly?
happy to hear survival impossible will be starting back up.
Oh wow, being able to connect ships with connectors and *not* have them come loose with loss of power? Finally!
That is the capac salvage craft which would not work cause of the bug that really makes me very happy after having that trouble lots myself you are the only youtuber to mention that part of it from the vids i have seen please keep it up.
The connectors not disengaging when the power is cycled was part of an earlier update that came out months ago.
Oh no!! I just thought... The new decorative blocks are going to set off Master Splitsie's OGD (obsessive greebling disorder) even worse than ever!!!
9:21 wow and you dont need to pray to the klang gods for the hinges touching each other either and causing havac? AmAzInG!!!!! Well done Keen!!!!!
I've never used P & Y but this is a nice change. I love the pipes.
Super excited to see more of survivial impossible!
Just another voice in the crowd here- but I love survival impossible so much; I have been patiently awaiting its return.. I'm so glad you haven't abandoned it!
Seems like those bloks would fit really good in your solo survival world!
The solution for the P key is a Channel field on P action blocks, as well as cockpits. The same way WeaponCore slaves weapon blocks to Camera Channels. This would allow you to specify which blocks interact with the P key, from specific Cockpit Channels.
That was a very Wes Anderson-style cinematographic opening sequence!
S. I. Soon SQEEEEEEE!!! and that hinge rope AWESOME!! and and and so much more the fact that you can timer block the parking brake is awesome! This update made me happy not only the new armor and what not but the bug fixes are great. I look forward to seeing what you do with these new mechanics.
HOLY MOTHER! A hinge rope?! That's amazing.
Wait, Nobody else has mentioned this bugfix yet, Thank you I had no idea this was a thing and it's huge!
You're welcome, I try to focus on the gameplay side of things as there's not really much to say about - ooh another pretty block! Not that I'm not excited about them, I just don't think it's as fun to talk about :P
The hinge winch (on a flying vehicle no less) is horrific. I love it!
I felt like I had to come up with the dumbest idea with the most sub grids - hence the winch was born 😂
I love this update and these features makes it even better!
But the best thing is that it didn't brake Linux compatibility this time.
I believe I know you're talking about About the ship Drag . Made a survival pod fly and I put wheels on it when I had it parked it when I tried to fly when I tried to fly it acted like I was still part . Apologies for the incorrect spelling
I can't wait to see how Capac blows himself up using your hinge-chain... Bcuz if anyone is going too, it will be him lol
Solo survival with nerfed jetpack made you create some incredible machines! I'll watch for sure!
I've got something crazy planned in that line of thinking for my ice mining base :)
To be honest, I was a little down when it looked like just another DLC but now I see my mistake. Jeah, most new blocks are DLC blocks but this stuff is free. Seeing the drift-down bug fixed and Connector-safety really hypes me again to build some sub-grid madness.
Thanks a lot for covering this Splitsie!
Oh and for the "No P & Y" tipp. Took it by heart since I heard you mentioning it some time ago.