Space Engineers - Space Survival - Ep35 - Continuing the Hangar Work
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- Опубліковано 10 вер 2024
- Hi Everyone,
Welcome to the thirty fifth episode of this semi-hardcore survival series, in this episode I continue the work on the hangar and play around with some sensors.
Thanks for watching! and if you liked this episode be sure to drop me a like and consider subscribing for Episode 36!!
List of ships in the series thus far.
Atom 5 - steamcommunity...
Avalanche - steamcommunity...
Ion Welder - steamcommunity...
Mammoth - steamcommunity...
EF-382 "Prometheus" - steamcommunity...
List of mods used in this series.
Animation Engine - steamcommunity...
AQD Vanilla Ore Distribution - steamcommunity...
Build Vision 3.0 - steamcommunity...
Build Info - steamcommunity...
Cockpits Re-Animated - steamcommunity...
Edge Be Gone - steamcommunity...
Eyes Just Got Clear - steamcommunity...
High Range Ore Detectors - steamcommunity...
MES - steamcommunity...
No Lightning Damage - steamcommunity...
Rich HUD Master - steamcommunity...
Sneaky Sounds - steamcommunity...
Space Just Got Real - steamcommunity...
Speed Mod - steamcommunity...
Text HUD API - steamcommunity...
UfoL's Bullet Trails - steamcommunity...
Warfare II DLC Additions - steamcommunity...
Looking good.
I would probably have kept the welder ship pad in line with the others, and just raised a pipe up from the floor at the back to put the connector on, rather than build it into the wall like you did.
It would be easier to build, and easier to park at, but if you don't want a pipe sticking out of the floor like that, the way you built it looks better.
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Is that reactor the only thing powering your whole base? If that's the case, maybe it would be prudent to move it out of the hangar after all...
Speaking of moving things, don't forget to leave some space in there for the control room and the emergency room, i.e. a spot for the medbay, where the hangar crew can go to treat work related injuries.
I'm guessing you intend to build a proper infirmary elsewhere in the base, but some emergency medical equipment (and a recharge station) is important near the hangar.
As I write this, I'm starting to think of a whole staff area budding off one side of the hangar, with a small control room, a break room with a sofa and vending machine, and a survival kit for the dock workers... you know, where Bob and his crew hang out during their shift.
It's the sort of thing I would build, just because I think it's funny, but it's probably a bit beyond the scope of your plans I would guess.
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I really like the idea of having a sensor automatically extend the piston for the miner. Automation is fun!
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Btw, do you need more than one Build & Repair system in the hangar? Since you're not going to use it for building, and you're hopefully not going to have more than one damaged ship at any one time, couldn't you just have a single Bob cover the whole room?
I'm asking because I'm not sure if that would work or not. Maybe the area of effect wouldn't be big enough?
(I wrote that before I got to the end of the video, where you talked about the same thing. I'm leaving this part of the comment in, to show my train of thought while watching, but you have pretty much already answered it)
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After watching you test the connector for the miner, I'm starting to think that you may have to raise the ceiling of the hangar. I hope that's not actually needed, since that would be a massive undertaking...
Then again, if you want to change the ceiling to look like it does in the other rooms, you'll have to raise it anyway, so that's that I guess.
Btw, have you considered using the tracking spotlights as work lights? Since you can set them to track the player, you could use them to light you up while you're moving around and working on the ships.
Maybe not as useful as your own helmet light, but it might look cool.
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Speaking of "massive undertaking", are you still considering making a dock for your big war ship by hollowing out an asteroid?
I know you were talking about it earlier, and it seems like an _awesome_ idea, but it would also be very labour intensive.
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Anyway, thanks for the video, I'm excited to see what you come up with next.
I like these type of comments,
Im not the only one who types these typy’a commentss
Damn those worksho ships are insane, thanks for the Share.
Great to have you back mate. Really enjoying this series, those turret mods might be a bit over the top though. I was kinda hoping you'd get the welder to dock on the ground pad using hinges, but your way is likely more practical. With the whole sensor-piston-connector setup, I had similar problems and now that your detecting subgrids, it will detect the piston head and connector as a subgrid and stay active. Cant remember if I ever solved it, maybe an event controller to turn the sensor or piston off when the connector is connected. Anyway, keep up the great work mate!
i like that piston idea
DHI Systems: Hangar doors & Forcefields & Ramps.
These doors are highly versatile, up to 10 blocks in height, and an airtight force shield when open.
A good mod for a force field is the Star Wars Hangar mod.
I use it for almost every playthrough.
They can be expensive but also they don't have to be completed to actually work.
Hello, just a thought I had, make it so you don't need to turn around the ships. Also rebel gate doors are huge and work currently. Then the airtight shield mod ,not sure of name but basically it's like the size of corner light or half block and projects a hologram that's airtight you can passthrough cuz it's only for air (not sure if it's working). Good luck
Defence shield have worked very well for me
37:45 For your miner bay, you should replace the conveyor under the piston with the Build and Repair having it point down. This way you can use the BAR as a T-Junction to continue your conveyor system to the subsequent bays.
Ganymede Tech Hangar Bay doors are airtight and transparent.
Agree with this. I use this mod as well.
Finaly new upload 👍👍
There are several atmospheric shield mods on the workshop I think the one I used when i was on the Draconis server was called Star Wars shields or something ling that.
To battle the insert/ delete key issue just bind the keys to the arrow keys. I also have issues with moving my mouse so it’s easier for me to go to the arrow keys instead. If you do it right it’ll also make it so you don’t have to rotate a bunch of times to get the right orientation
Watched and Liked 👍
Can you add a piston, hinge, and connector for every landing pad? Then you can raise the piston when needed.
And by the way remotely controlling the base from cockpit in ship is easy. Try...
Will u upload your base to workshop
I'm #2