Fingers crossed that we end up being able to place multiple blocks in the same grid space like in Medieval Engineers. That would make designing interiors so much easier
Agreed. I keep getting a message when I'm placing blocks in space engineers that says multiblocks aren't allowed coming soon.. soo I'm just scratching my head.
@@dudewhere2go They've never said compound blocks are coming to Space Engineers. It's a limitation of the version of the engine they're using, adding it would require rewriting an insane amount of code apparently.
You mean clipping blocks basically? I would hate that, I don’t think clipping should be a game mechanic bc you will get really nice looking ships but theyre just an amalgamation of 99999 clipped parts. Large and small grid mixing would be cool though.
@@6105boe oh, no, I mean being able to put two or more blocks in the same spot as long as they’re small enough to actually fit there. So not like two different armour slopes together, but more like a chair next to a wall with a screen on it in the same space
My big concern with this, is anytime I hear a developer talk about making a game 'easier to develop for consoles', they almost invariably end up having to sacrifice things that would have run fine on PCs in order to make the game playable on consoles. No matter how 'powerful' modern consoles claim to be, they still fall short of what you can do on a PC, or at other time the console companies impose restrictions on the developers to comply with their policies, which end up getting shackled to PC versions as well. Not to mention, making the game use a controller with limited buttons, but then forcing the PC version to follow the same control scheme even though a mouse and keyboard are standard on PCs. My advice? Do not worry about the console version, focus on the PC version first, and if something has to be cut or trimmed back to make the game run on console, ONLY do so for the console version and let the PC version be unedited.
By the same token, a beefier PC will be able to now handle even more because of the optimisations they make for consoles. It tends to be complexity (usually controls or inventory kind of things) that really hinders the PC side, not the actual technical side of things.
Well I don’t feel that there should be this “versioning” yes, have inputs and capabilities as open as possible for PC (i.e. mods) and develop it around the control scheme for a PC and figure out a controller later, because even console gamers themselves have the ability to decide control scheme through an options menu. But to wrench a game that should be enjoyed together into two ports should not be done because then it adds laziness to ensure parity where it matters. A good example is Minecraft’s red stone. The treating of console as this second class citizen because the red stone is different shouldn’t happen, it should all work the same way. Not be called a “bug” and never done anything about. (Sticky pistons letting go is a bug.)
Also... I hope they add more "Reason" to Advanture in this game. Well they're on the cooking phase rn, The other spices will be added later but Still... I just hate the thing that this game feels like a Rust without Its other special areas. Like MOONS and astroids are objectively best zones. Other areas are quite pointless Becouse you just cant make ion in those planets. But still after all of that... Astroids have those In bigger patches and they're easy to deal with. But just gotta let them cook first... Also... They said that Touching grass is healthy but we gonna be healtier than them... Touching Water with our ships meanwhile other games hardly simulate water xD
Things I personally hope to hear more about 1: flight speed and impact physics 2: multi grid support for blueprints 3: better physics/ease of use for subgrids 4: sorting and multi select for gps points. Things I keep hearing about 1: water 2: lighting 3: planet generation Am I the only one really uninterested in the updates put out so far?
I saw a couple years ago a Twitter thread from a dev who was messing with different physics engines to try and remove the wobbly mess of pistons and rotors, and what was shown looked super promising. Whether that will be properly implemented will need to be seen, but it appears they they are, at minimum, researching ways to reduce wobble between grids (EDIT: you can see a brief clip of this at about the 7 minute mark in this video)
Probably VR will not be official from SE because VR is really demanding, maybe running from pc and rendering in VR can be possible, but remember SE has a lot of complexity between blocks, grids, interactions, terrain, planets, and in a future water simulation
@@LastStandGamers Modding it in will never be as good as it being designed that way from the start. Even if Keen decide to make it VR friendly later on there are a lot of things you need to consider from very early in development to get the most out of it. There's a reason it feels tacked on to most games that have it and aren't made specifically as VR games from the get to. It's because it is lol.
I dont know how they would even do that, unless its seated with a keyboard SE has a lot of keybinds and ship controls would be especially hard to pull off for a VR system with just 2 controllers who dont have a lot of buttons But man i'd still love to see it if they can make it work with both controls and performance
@@CrispyMuffin2 If they did, I imagine it'd be the sit down kind of VR rather than the move around in the game space kind of VR, if that makes sense. It'd be kind of fun moving your head around in the cockpit and being able to press controls on the screens. We already have mods that add "touch" controls to the LCD's, so imagine that kind fo control being native where you can map the commands to your cockpit console.
It should hopefully be able to handle far more given it's being built to make use of modern CPU's and stuff. Given how beefy modern hardware has become, with dedicated co-processors for things like physics simulation on GPU's it'll be amazing to see just how far we can take out creations! Surely Clang will be summoned at some point, but hopefully far less often lol. It's pretty easy to hit the limitations of the current engine sadly, though they've pushed it well beyond where they originally envisioned. I remember when they had to do a huge rewrite of lots of code just to get planet working because they didn't expect to ever do it in the original games lifespan. Even oxygen was a big task.
@thoughtlesskills so would you rather want a game with actual new features or just SE on a better engine? Adding water would be a game changer regardless of its focus as the lack of liquid water always been quit glaring.
Honestly. The fact they want to make the water to be able to go from ice to gas is just exciting. I can totally see people making deployable ice shields for space combat.
@@LastStandGamers All kinds of hostile NPCs, but possible neutral or friendly NPCs as basic mission givers or ones that you can hire as escorts. You could then designate where they would fly as a sort of waypoint creator to pathfind through a ship's interior to dock if their ship fits in a hangar. I'd like the idea that Rebel Galaxy had for AI companions.
Ill answer as well. At the very least have it like Empyrion with npc's and drones, and zones that those npc's have control of and will fight you for.@@LastStandGamers
I would really like to see outposts that feel alive, some examples: you see ships taking of and land, there is transport between outposts, pirates randomly attack these transports, there are rovers moving in and around these outposts, there are human npc's doing things in these outposts, you have different kind of outposts (military, trade, mining, shipyard). I want to get the feeling that you are part of something bigger, now it feels like an empty sandbox, you need some other kids in the sandbox to make it feel alive.@@LastStandGamers
One of my big pet peeves is when you make a bunch base. You can make the base pressurised and air tight, yet the fog and weather affects of the planet still affect the inside of the bunker. My immersion :(
Honestly, I think they should reuse as many block textures as possible, a game sequel doesn't necessarily have to be remade from the ground up (and considering how pretty the current textures are, it would be a waste of work to make new ones that would look roughly same since 16times the detail isn't really a thing anymore), rather more work put into the engine and physics itself. I am sure there is other cool stuff their art team can work on meanwhile :DD
As someone whose been playing SE for nearly a decade, I get where they're coming from in not wanting to remove fun for realism but I hope the engine is strong enough for modding in things like orbits and realistic aerodynamics because I think part of the fun of SE survival is messing up and being forced to keep going with what you have
My biggest concern is how servers will handle water physics on a large scale. Just say 20 players all needing water physics for their genneral gameplay might be a little dangorous for performance. Fingers crossed that this will work though.
the current version is suffering from performance issues , its nice to see inprovements on this aspect. honestly im more exited about having a nice multiplayer expirience than having new planets or liquid water
Kinda glad Keen put the idea of hydro power in concept, helps save resources on both solar panels and wind turbines (and make it less cluttered). And will be interesting to see if boats can sink (potential for submarine warfare).
The only big thing that I’m hoping for, is being able to transfer grids from one engine to the next. Considering the vast amount of work people have put in on the ships, tanks, rovers, bases and all other manner of things. It’s a shame to see all of that be left behind. It would be neat if we could transfer them into the new engine.
That would indeed be great, but it might be a bridge too far in terms of expectation, we're talking about literally a whole new engine. The good news (in that context) is that SE 2 is probably years from even a beta release of any kind.
@@ronidude again, initially, I would agree with you. However, I’ve had some time to think about this. Given the fact that older designs would have a similar basic functionality. It would be interesting to see people bring those old designs over and increase the functionality using the new system.
a 10 year old engine pushed to the limit, old lighting techniques, unstable old physics with "artisanal" tooling for both dev and modding making it time to change imagine THAT !! * side eye towards "a certain company"
@@ironmask4568 Obsidian said it was archaic and not fit for purpose in 2010 when they made New Vegas lol. Yet here we still are. Loading Screen Simulator: 2023.
I'm really hoping that all this physics upgrades can help remove some of the cludge, more than throw new features on top of things. Give me a higher speed limit, better spin-gravity, rotating planets, etc. before you work on water.
I'd love the option of more realistic orbital mechanics, spinning planets etc - but as the dev in the video pointed out, many people wouldn't be able to cope with that. It would change the game a great deal (for the better, I think) So it may one day end up as a main-menu settings option when you set up a new world. Big performance load too, I imagine.
I'm fine with planets not moving as long as I can put something in orbit to circle them, also simplified and gameplay-oriented aerodynamics is fine as long as there are any at all. I'm happy with these news!
I'd like for there to be thought into making a sandbox game with broader tools under the surface than what seems to be only optimized for the vanilla game of Space Engineers. If there were better handles on how game features like refining and component construction worked... as well as easier tools just to make custom value adjustments to blocks without having to manually code them into an XML document.... that would be great as well.
How about more advanced rocketry? Methane and oxygen thrusters/extraction, with afterburner modules so I can inject a bit of oxygen into my hydrogen flow for a bit more juice. Doesn't need to be, and shouldn't be, as intricate as Kerbal. So as long as we are talking about surface liquids on planets, how about oceans of methane on Titan? Or, if using oxygen thrusters, your air becomes the same resource as your fuel, which would be a neat dynamic.
Redeveloping their engine is probably the best decision they can make. Learning from a decade of spaghetti code buildup should bring TONS of improvements. Just the addition of fluid mechanics opens up mind-boggling dimensions of play.
I'm really hoping for a ship blueprint console, like build mode in starfield. So that rather than needing to build block by block as you walk around worrying about a dozen other things, and while making a few dozen trips hauling materials. Instead of working out pistons and hinges and all these moving parts one by one with trial and error, you can figure them out in the blueprint. For those that like that, they obviously can, but for people like me who struggle with freebuilding mode, and therefore dont enjoy the game as much, we can just build a blueprint console a projector, and a printer, and design our ship from the ground up in a fraction of the time it would take to build it in the standard mode. I love space, and making spaceships... one of the big things that keeps me from playing space engineers for any amount of time is just how long it takes to get used to the building system, and how long it takes to utilize it to make a ship.
Big fan of the improved ship collision in VRage3, looking forward to downloading a bunch of ships off the workshop and chucking them at a moon like darts so i can rate their penetration lmao
👀 ive been watching space engineers content for about 2 years and steam is gonna have a sale in like a hour and I have 100 dollars on me im def buying it this time
Ships that have water and lava liquid tanks would be sick! you could use them to build voxels by spilling out the liquids and mixing them. I hope lava is added
This isn't minecraft kiddo. Lava don't work like that. We are playing a space sim, not a fantasy lego game. I would caution you from hoping everything ends up like mine craft like you want. That would be a dreadfully boring and lifeless game scene
@@jarate8076 metal tanks that hold lava in space is pretty dumb even by imagination standards, that's all I'm saying. It is possible in the realm of a video game, sure, games like Minecraft do it. But it's not logical or feasible in the real world, and doesn't fit into a space sim building game. It's like saying why don't we add magic to the game, magic is fun right. Doesn't make much sense. Also commenting that I play games makes no sense, of course I play games. I'm commenting on a video game video. The majority of western humans play video games you weirdo. What I said was completely rational; don't make all games into Minecraft just because kids love that game. It would ruin the game market and scene. Minecraft is what it is, not everything has to be it.
@@The-Logic-Wizard Putting lava in metal tanks isn't "impossible." Have you heard of a forge? An iron forge? That produces metal slag up to insane temperatures and yet they can hold the molten iron in large tanks without the tanks melting. Regardless, your point still doesn't make sense because space enginers is by no way realistic. "Gravitiy generators" are not feasible and make no sense. And there a whole host of other things that I'd prefer not to rant about. Even if "the majority of western humans play video games" they don't take it as seriously as you do. Nothing you said made any sense, like, at all. I had a tough time wading through what you wrote because OP didn't ever mention "Magic" or "Minecraft" once
@@jarate8076 iron and igneous rock have vastly different melting temperatures. What do you propose they hold the magma in? And why would this be necessary to do? By the way lava and it's various uses are a game concept made popular recently in Minecraft that's why I brought that up in the first place. The comment about magic is an analogy.
I totally agree....! Personally I think many people (including myself) were very dissapointed with Starfield not allowing you any atmospheric flight. A big selling point that they missed...oh..and the constant loading screens!!!
I feel with the aerodynamics they could add an option for it, like they do with air tightness atm, that way if you want aerodynamics it's there, if not then you remove it
My question is, will this be a fully new game? Or will they do a "2.0" update, and essentially rip out Vrage 2 and shove in 3 , into the current space engineers? If the former, then what about all the DLC content? Can we carry it over? Will it all be part of the base game? Cities Skylines 2 released today, and it reminded me how annoying it is to get a "part 2" game, that has 1/10th of the old games' content, due to missing both base game and DLC features. Edit: And I wish they finally get rid of the unrealistic Hydrogen/Ice cycle, that somehow is able to melt ice, then electrolyze it into H2/O2, and then turn that into water again while making a surplus of power :D
New game. There's no practical way they can change the engine in the existing game and not expect it to break everything or maintain the expected behaviour with old saves etc. They'd need to rewrite almost the entire game, so it'll just be a new game without having to worry about making sure everything we have now still works.
Sounds like the problem has more to do with their choice to utilize single inheritance and static class definitions rather than any decision to employ object orientation in their design. I know that their scripting API is all C# but I am unsure what the VRAGE engine was built with. If they're using .NET there as well, then multiple inheritance wasn't really possible before default method implementations on interface contracts was added to C# sometime around 2018. That doesn't even address the fact that dynamic class construction in C# requires some dark magic from the reflection library that most people aren't even aware of. I did work with the game's source code and scripting engine quite a bit and very thick (and inappropriate) inheritance graphs were par for the course; so I'm not at all surprised that similar patterns exist elsewhere in their shop. Flat is typically better. Object orientation is only inefficient when the architect designs too much structure. I was a little worried when the first slide listed "object orientation" as a problem in the VRAGE 2.0 engine. I was imagining that the next slide would claim that a functional or procedural paradigm would be their saving grace. I am pleasantly surprised to learn that what they meant is that they've learned how to properly orient their objects instead of simply declaring objects as the root of the evil in their midsts... Thanks for the video. That water simulation looks phenomenal. (And I don't care how nerdy I look in saying so 😎.)
Aerodinamics would, if possible, be a shipbuilding gamechanger. With some AAA titles available, and some in the works, that offer some degree of what is currently possible in SE, the change to a new engine is critical. Proper aerodinamics, coupled with the current and planned tools, would have SE2 have a 1 over most of the newer released and alpha stage titles. That is maybe just my view, it would REALLY make a world of difference.
@@LastStandGamers they might, but in a good way. Space Engineers is a game of complexity, ion thrusters do not work in the atmosphere, but that's also a feature, the turbines do not work in space, but that too is a feature. And aerodynamics is something usually expected with sims like these.
@@LastStandGamers Aerodynamics would be a fairly subtle mechanic, more in line with mystery grid behavior (why is my airfoil-shaped grid going up without me telling to? or why does my flying brick take so much power to move?) than the crunchiness of an RPG. At least, I would think.
@@LastStandGamers ...not that SC is complicated enough hey? Since they are working on a new engine, a fresh look at the natural physics that exists ( look at the water physics that they are experimenting with) would solve a lot of issues. I for one, would rather have a "natural" looking spacecraft capable of atmospheric flight or even a atmos only aircraft NOT riddled with thrusters!! It may be a big problem to solve, but wouldn't it look and feel great??
Should water really be a priority in a game about Space Engineers? Breaking the damn and water flowing down the mountain looks awesome. But it just seems like a poor decision of allocated resources and time of game development. If they start adding boat or float mechanics, then I'll really start to panic lol (edit: I get we need something other than ice, this just seems like a bit much)
Not to mention, water would be a highly important resource for any long-term space voyage. Not only is it required for human life, but depending on the technology level, it can be separated into oxygen for breathing, and hydrogen for fuel. And if they follow similar concepts from SE1, you are going to have to make use of hydrogen fueled thrusters for moving to and from planets. Being able to build a hydrogen plant next to a lake or river, or even load your ship up with water to separate in flight would be a major game mechanic.
I want it, and it works for other things too, not just water. Any kind of fluid simulation could be amazing for say spraying concrete for example, with higher viscosity of course.
@@LastStandGamersI thought in the previous presentation from just the other day they said it would be basically impossible to replace VRAGE2 with VRAGE3, which to me says it has to be for a separate project
@@LastStandGamers I think it's possible they might release a Space Engineers 2 if they are unable to implement VRage 3 into the existing software. I think the new changes will be really cool :)
two thoughts on SE2 that I haven't seen mentioned yet- - I'd love to see at least a custom face generator (in the vanilla game) so we aren't all clones of each other!! Is that too much to ask? - We all need to give lotsa moral support to our dear modder friends - they collectively put a gazillion hours into creating all sorts of great stuff which we'll all start begging for in SE2, if it's not included in the new game. But it does sounds like modding in SE2 might be a lot easier, by design. That would widen the field - maybe more people would try their hand at modding.
I'm curious if water can freeze and melt and be shaped by filling containers to make ice sculptures. And hopfully add a warp drive speed as well as replace the jump drive with jump gates from base to base and can take grids. So many options for role-playing. Maybe a space area alert for players so people can know a player is on a content or area in space becase that space belongs to them but they can't see thier exact location. So it's easier to find people but they can still hide.
You know what would be good, having a Creative mode that just loads in a hanger for building ships with more advanced tools, like being able to view in 2D from the different axis for the ship grid. Maybe some more advanced paint filters etc, (eg paint only "theses" blocks, or paint the first or second sections of these blocks, of only paint one side of these blocks)
As a kerbal space program player, all those implications for gameplay of things like moving planets and accurate aerodynamics does sound like a lot of fun to me. However, I do agree that they don't really fit as vanilla space engineers features (not to mention the performance impact, especially of the former), so what I'm hoping for is more along the lines of just a better framework to allow such mods to be made (yes I know there's already an aero mod, but it's pretty simplistic and probably would be infeasible to make much more accurate, at least in the current framework)
Ohhhhhhh, running water! Yes!! I think my brain just shorted out realizing everything that I could do with that. I hope water current becomes a thing that can be used for creating hydroelectric dams. Imagine being able to flood areas by building dams and controlling water levels and flow directions with spillways. Would it not be amazing one day to have an engine that throws all of these features together with an advanced weather system that introduces flooding, or even simulates erosion to a degree? If voxels can be mined and destroyed by a drill, laser, or explosive, there could be a way to implement erosion by water as well, eventually allowing planets to transform themselves naturally through geological processes. I know it may be a stretch now, but if Keen is this invested in development with a new engine and new advanced features such as water, who knows what we may see down the line. Very cool stuff, thanks LandStandGamers for sharing!
they should add more noises from for example the conveyor system.. ( like you can hear when parts are moving from point a to point b ) and some shaking from larger machines ( not much but enough to kinda get the effect of feeling the machines are working. ) also need some comforting machine noises if you have liveable space on the ship ( people can't keep their sanity in a sterile no noise space even in real life ) what about rain ? make things rust here and there and repairing it will remove the rust.. specially in acidic planet weather can use such a thing.. it will not destroy the building but it's an upkeep thing or you can leave it alone if you like the look. i'd also like to see some nebula areas where you actually fly through a gas cloud and you see some lightning, and moving asteroids ( not that many but make it hollow until you get to a certain distance... slowly ( you won't be able to get to the center right away so it can slowly solidify ) would make space battles more interesting if you had to dodge or hide near moving asteroids. though if it's too much then disregard them all :P
I am 100% ok with no orbiting planets, just because tests have already been done for games with similar settings and they didn't work really well when it came to players interacting with them
It took them 10 years to really figure out what the SE fanbase wanted (and honestly they're still learning because even the SE fanbase can't agree on anything.) That 10 years of learned direction will I think allow them to hit the ground running much more productively in the development of SE 2.
On the subject of aerodynamics and difficulty of gameplay (and possibly orbital mechanics), I hope he understands most people enjoy being challenged in builder games. If you can't just slap some brick together with atmo engines on the side and expect it to fly well, it is massively more satisfying when you finally do make something that works well. If we're getting a new game, gameplay also needs to feel new. It's gotta evolve.
If they're so focused on performance, I hope this means vanilla aerodynamics will be implemented. Or at least atmospheric entry heating. Of course they need a good foundation, but I don't think mere visual improvements and optimization will get me to play Space Engineers more. I really hope they have more news of balancing in "purpose" to why you're building. And the "gameplay complications" of planetary movement sounds like a good thing to me (but engine complications is understandable).
I wish that they'd go with Vulkan instead of DX12. That would make running the game on Linux or Mac (via MoltenVK) such much easier and with less overhead too.
I absolutely love Space Engineers and it allows me to be the engineer I wasn't able to be in real life. However, it's hard to pull my friends into the game because they struggle with the sandbox concept and being able to do whatever you want. It doesn't have to be a full on story mode, but just something that we can co-op work towards. The mods that people have created are awesome of course, but it would be great to have missions and progressions.
that's great fun for the first play-through, or maybe twice, but how many times could you play a pre-generated or even a randomly-generated mission or series of missions? You're talking about a scenario-type gameplay, which can be built now by players and by KSH, right? But integrated into a progression that maybe unlocks more advanced techs & blocks. I can see that being a big plus to the game, yeah.
I really want true orbital mechanics for the planets and ships :( . Kinda disappointed to hear that's not in their plans.. I'm sure someone will mod it in. I just feel like this is the biggest step into true immersion. You really get a great immersive feeling of being in space when you perform a rendezvous with another orbiting ship in Kerbal Space Program.
To answer his question, I do primarily use the Xbox controller. I only ever use the keyboard and mouse when it comes to navigating screens and setting up my toolbar and selecting between different blocks before placing.
I hope Space Engineers 2 has some aerodynamics mod features, it would be very good, since unless you use vector propulsion making small ships that can be controlled well is difficult, and without vector propulsion even ships that should feel agile look similar to pilot a brick with reactors
Wow, so we could have aerodynamics, and fluid dynamics, and perhaps even realistically sinkable ships with flooding mechanics? Sounds like they’re bringing Stormworks Build and Rescue to Space Engineers, awesome!
In a way I hope they eventually go the route they did with SE long ago. A base game to start and build from so players ,especially beta testers , can push the engine, find flaws or glitches with the development crew, and even see where the VRAGE 3 limitations will eventually be.
Ok Question. I hear some people talking about Space Engineers 2 but when you ask the developers about SE 2. They say there isn't a game and there just showing off the Vrage 3 engine. So where is this Se2 talk coming from because I haven't heard Xoc say anything about it.. The last I heard anything on this topic was when one of the developers say if there was a game we would be years from an actual game and then their is a rumor of a another medieval engineers type of game but it would have something to do with Ancient Rome.
Right? Unlike most of these studios making sequels to games now, Keen is really keeping us in touch and they are addressing the key issues with the old game and fixing them it’s amazing
My estimation for a early access would be at minimum 1-2 years with about 3 years to release MINIMUM. Modern games are DENSE and it takes a lot of effort to get everything working together coherently. Don’t expect it to be able to play it anytime soon.
what I hope most is more variety of blocks and block functions. An AI system integrated into the game that allows you to make an actual live faction instead of relying on players which would make enemy factions actually feel like a threat, this could also make the negotiation system more useful. An hopefully a decent change with how movement works in the game, for me having a max speed of 110 makes no sense it just makes using certain vehicles worthless unless you do it for role-play and I know they did it that way for balancing but it would help make fast ships or rovers actually mean something instead of just having faster acceleration which in allot of cases just means you have good dog fighting capabilities but you can't run away from someone if they are persistent enough to reach max speed which is then just a game of chicken.
I'm not really concerned with the client side aspect. What I think we all wanna see is performance performance performance. Also subgrids being saved and being printed. Subgrid performance.
I'm not sure what coding language they're using, but they could used code to create a detector to see whether 2 blocks are connected and if they are, then make the grid a single entity with subgrid functions for things such as pistons and rotors. It would greatly reduce the lag when several entities exist. Other than that, I am super stoked for the new space engineers! I poured so much time into the first one and still haven't done everything possible!
I just started playing space engineers and i love it. I play on a PS4. The controls are a little weird and take a little getting used too. At first a little frustrating but once i got the hang of it it’s not bad. I can definitely see how it would be better with a mouse and keyboard.
One concern I have is cost. If upgrading to SE2 with any/all DLC is going to run me $100 or so, I'll be pretty reluctant to move forward with that as much as I want to support Keen. I'm sure I'm not the only person who feels that way.
Honestly I’m chill with 30 or so FPS, I mean I used to have a crappy RAM so I got used to 15 FPS but I am totally chill with it being slow as long as we get bigger planets, higher speed, fucking water (even if the fluid dynamics are simple as shit) and quality of life stuff like NPC pilots and crew instead of ships with autopilot
We really need analog input for joysticks, wheels and pedals for realistic immersive controls. How can that be so hard to implement in 2023? Games had that 20+ years ago. I hope the have VR in the back of their minds also. The price of that HW is coming down and the performance now is so good.
Water is the last thing Keen ahould worry about. Vrage 2 was an 'upgrade' of what they used in Miner wars and it feels like it too. I am so far from excited for this. I have very little confidence in them actually writing a new engine and not just swapping out havok.
It all makes sense, and if anyone still doesnt get it, if you try to keep an old engine and just update it for decades you end up with Fallout 76... Also its sad to hear about obits/rotations of planets as it would be amazing to get a least one of them, probably rotation, but I would say stability should always come first, plus gotta keep something in their pockets for SE3 right?
This will be a whole new game. It's practically impossible to change engine on an existing game, it'll break almost everything and require you to rewrite damn near anything anyway with the added fun of people expecting nothing to change when they load up old saves or use existing blueprints or mods etc. Even moving from one version of the same engine to a newer version can often require huge rewrites of large parts of the game. Satisfactory are going through this now with the move from Unreal Engine 4 to 5. The only real reason they're doing it is because the chunk/asset loading is far improved in Unreal Engine 5, and the way you build and expand over huge part of the map really benefits them there (you'll notice Unreal Engine games stutter when you load new map chunks, it's more obvious in some games than others due to how complex the things they're loading are. Its been such a big problem for so long they rewrote from scratch how it works in UE5).
Let's hope the improve their early access procedures. Playability was alway very low on the list and all players were forced to be testers. It was pretty common to have serious problems the first few days after the weekly update. I'll pass a few years on this one.
Honestly what would make space engineers better is simple things. World changes: have your temperature matter like proper survival. Food and water. Add in means to actually surviving, makes stocking up for space travel better because youd need to accommodate for everything. Actual enemies. Wolves, spiders and ai drones are okay but have actual monsters or aliens be a thing. Having my base attacked by aliens or monsters in deep space would be cool. Edit: make asteroids moveable or have them randomly crash into earth. I think it would be fun to troll your friends by dropping space rocks on them
my biggest prob with space engineers has always been the emptiness of the world. the building and simulation are top notch and i love them but i really wish there were things to actually do with the things you can build, right now theres very little interaction potential with the game world and factions etc. and it makes it not engaging to play with just a few friends
my biggest concern is just optimization. a slide on GPU focus said its reducing 1core/2 threads, to 1 core 1 thread. uhh. can we have maybe, the ability to set our cores, and enable hyperthreading like Arma3?
Playing on console is pretty hard at first but once you played a bit it becomes second nature. But if take a break from space engineers and come back after a long period of time you kinda have to learn how to play again but it comes back quickly.
I mean, water would´ve been a nice addition, but what would it add other than some different scenery and the potential to build underwater? From a performance perspective, it seems superfluous.
another comment addressed this above. basically water is foundational to real space travel - human life support, hydrogen production - as well as making planets more lifelike
As a console player i have found difficultys but keen really did a great job with mapping for the xbox controller specifically. Cant wait for SE2 not that i love 1 less just excited for the evolution of the SE series. :)
When we look at minecraft, its a very good idea to make the game playable for mobile (Bedrock) and allow crossplay with Console and Computer. You limit yourself to not use bad written performance eating code. And its very easy to make good controlls for compter when its good in mobile.
11:00 i get so frustrated when i see people copying the ides of water from minecraft. There are so many cooler ways of doing it. Like taking volumetric masks from holes or updated surfaces, and feeding a volume along a "seeking worm" vector. having it guide the water mesh visually to a destination/deadend and creating a "movement pipe" for the mass of water. Making it work like auto pipes to supply the visual rivers and giving it a "shared equal level" or moving to the new location entirely.
Ive played on both console and pc, tbh...i love the simplicity of the console controls. But you have to be on pc for the best experience...so i do use my xbox controller on my pc. Just when i need to multiselect or do advance controls, ill use my mouse/keyboard
12:10 im perfectly find with ditching "realistic physics" for predetermined physics. If it LOOKS like the thing its meant to be doing, its not gonna matter if it bounces realistically or not.
I hope that make the world more interactive and lively in Space Engineers 2, the current game always feels very lonely, would be nice to have AI encounters on a whole new level.
As cool as the dynamic water is, it would be hella resource intensive to make practical on anything that isn't a supercomputer. I feel like chasing this VRage water simulation tech is a mistake the SE team is making. The other space games that do water do it the old fashioned way, by simply having the water be its own sphere, with the terrain being another sphere overlaid. KSP does this, and I am pretty sure the Water Mod for SE1 does this too.
Fingers crossed that we end up being able to place multiple blocks in the same grid space like in Medieval Engineers. That would make designing interiors so much easier
If they don't have that they'll have really dropped the ball, given it's in Medieval Engineers as you said.
Agreed. I keep getting a message when I'm placing blocks in space engineers that says multiblocks aren't allowed coming soon.. soo I'm just scratching my head.
@@dudewhere2go They've never said compound blocks are coming to Space Engineers. It's a limitation of the version of the engine they're using, adding it would require rewriting an insane amount of code apparently.
You mean clipping blocks basically? I would hate that, I don’t think clipping should be a game mechanic bc you will get really nice looking ships but theyre just an amalgamation of 99999 clipped parts. Large and small grid mixing would be cool though.
@@6105boe oh, no, I mean being able to put two or more blocks in the same spot as long as they’re small enough to actually fit there. So not like two different armour slopes together, but more like a chair next to a wall with a screen on it in the same space
My big concern with this, is anytime I hear a developer talk about making a game 'easier to develop for consoles', they almost invariably end up having to sacrifice things that would have run fine on PCs in order to make the game playable on consoles. No matter how 'powerful' modern consoles claim to be, they still fall short of what you can do on a PC, or at other time the console companies impose restrictions on the developers to comply with their policies, which end up getting shackled to PC versions as well. Not to mention, making the game use a controller with limited buttons, but then forcing the PC version to follow the same control scheme even though a mouse and keyboard are standard on PCs. My advice? Do not worry about the console version, focus on the PC version first, and if something has to be cut or trimmed back to make the game run on console, ONLY do so for the console version and let the PC version be unedited.
By the same token, a beefier PC will be able to now handle even more because of the optimisations they make for consoles. It tends to be complexity (usually controls or inventory kind of things) that really hinders the PC side, not the actual technical side of things.
@@TalesOfWar graphics on PC are often impacted as well to have parity between console 'ultra' and pc 'ultra'
Consoles don’t have graphics options 99% of the time@@kilotheneko2064
Well I don’t feel that there should be this “versioning” yes, have inputs and capabilities as open as possible for PC (i.e. mods) and develop it around the control scheme for a PC and figure out a controller later, because even console gamers themselves have the ability to decide control scheme through an options menu. But to wrench a game that should be enjoyed together into two ports should not be done because then it adds laziness to ensure parity where it matters. A good example is Minecraft’s red stone. The treating of console as this second class citizen because the red stone is different shouldn’t happen, it should all work the same way. Not be called a “bug” and never done anything about. (Sticky pistons letting go is a bug.)
I think its a bit of a double edged sword there may be some cuts for console but it also often results in better optimization for PC.
As long as they optimize and not rush SE2 It'll be amazing
Oi
I agree slow and steady for this one.
Also... I hope they add more "Reason" to Advanture in this game. Well they're on the cooking phase rn, The other spices will be added later but Still... I just hate the thing that this game feels like a Rust without Its other special areas. Like MOONS and astroids are objectively best zones. Other areas are quite pointless Becouse you just cant make ion in those planets. But still after all of that... Astroids have those In bigger patches and they're easy to deal with.
But just gotta let them cook first... Also... They said that Touching grass is healthy but we gonna be healtier than them... Touching Water with our ships meanwhile other games hardly simulate water xD
true but as they say sometimes simpler things are best@@friendlyfire3412
It’s gonna be another kerbal space program 2
Things I personally hope to hear more about
1: flight speed and impact physics
2: multi grid support for blueprints
3: better physics/ease of use for subgrids
4: sorting and multi select for gps points.
Things I keep hearing about
1: water
2: lighting
3: planet generation
Am I the only one really uninterested in the updates put out so far?
^this guy gets it
I agree these would be great things to get information on.
Guessing it's about marketing, to a normie water, lighting and planet generation sound much cooler and understandable compared to multigrid support
I saw a couple years ago a Twitter thread from a dev who was messing with different physics engines to try and remove the wobbly mess of pistons and rotors, and what was shown looked super promising. Whether that will be properly implemented will need to be seen, but it appears they they are, at minimum, researching ways to reduce wobble between grids (EDIT: you can see a brief clip of this at about the 7 minute mark in this video)
I just want to be able to use pistons and hinges reliably pretty please.
It doesn't have to be a VR game, but VR support would be nice as a bonus feature.
I am sure there would be mods if not but have you seen the builder in SE controlling massive mechs with the movement of there hands. (motion tracking)
Probably VR will not be official from SE because VR is really demanding, maybe running from pc and rendering in VR can be possible, but remember SE has a lot of complexity between blocks, grids, interactions, terrain, planets, and in a future water simulation
@@LastStandGamers Modding it in will never be as good as it being designed that way from the start. Even if Keen decide to make it VR friendly later on there are a lot of things you need to consider from very early in development to get the most out of it. There's a reason it feels tacked on to most games that have it and aren't made specifically as VR games from the get to. It's because it is lol.
I dont know how they would even do that, unless its seated with a keyboard
SE has a lot of keybinds and ship controls would be especially hard to pull off for a VR system with just 2 controllers who dont have a lot of buttons
But man i'd still love to see it if they can make it work with both controls and performance
@@CrispyMuffin2 If they did, I imagine it'd be the sit down kind of VR rather than the move around in the game space kind of VR, if that makes sense. It'd be kind of fun moving your head around in the cockpit and being able to press controls on the screens. We already have mods that add "touch" controls to the LCD's, so imagine that kind fo control being native where you can map the commands to your cockpit console.
I do not really care about new features. I care about productivity. SE is already gourges, all I need is solid simulation rate.
It should hopefully be able to handle far more given it's being built to make use of modern CPU's and stuff. Given how beefy modern hardware has become, with dedicated co-processors for things like physics simulation on GPU's it'll be amazing to see just how far we can take out creations! Surely Clang will be summoned at some point, but hopefully far less often lol. It's pretty easy to hit the limitations of the current engine sadly, though they've pushed it well beyond where they originally envisioned. I remember when they had to do a huge rewrite of lots of code just to get planet working because they didn't expect to ever do it in the original games lifespan. Even oxygen was a big task.
Yeah but they want shiny new features to drive sales. I get the want but I really think stuff like simulated water should be lowest priority.
To be frank that's abit of a bad mindset as SE2 being just "a better preforming space engineers" would be quite lackluster
Well I want new features
@thoughtlesskills so would you rather want a game with actual new features or just SE on a better engine? Adding water would be a game changer regardless of its focus as the lack of liquid water always been quit glaring.
Honestly. The fact they want to make the water to be able to go from ice to gas is just exciting. I can totally see people making deployable ice shields for space combat.
I love the new engine idea! I just hope SE2 has a more "alive" universe with more AIs and in depth quests 👍
What sort of AI would you like to see aliens ? robots ? bandits ?
@@LastStandGamers all of them honestly :)
@@LastStandGamers All kinds of hostile NPCs, but possible neutral or friendly NPCs as basic mission givers or ones that you can hire as escorts. You could then designate where they would fly as a sort of waypoint creator to pathfind through a ship's interior to dock if their ship fits in a hangar. I'd like the idea that Rebel Galaxy had for AI companions.
Ill answer as well. At the very least have it like Empyrion with npc's and drones, and zones that those npc's have control of and will fight you for.@@LastStandGamers
I would really like to see outposts that feel alive, some examples: you see ships taking of and land, there is transport between outposts, pirates randomly attack these transports, there are rovers moving in and around these outposts, there are human npc's doing things in these outposts, you have different kind of outposts (military, trade, mining, shipyard). I want to get the feeling that you are part of something bigger, now it feels like an empty sandbox, you need some other kids in the sandbox to make it feel alive.@@LastStandGamers
One of my big pet peeves is when you make a bunch base. You can make the base pressurised and air tight, yet the fog and weather affects of the planet still affect the inside of the bunker.
My immersion :(
Honestly, I think they should reuse as many block textures as possible, a game sequel doesn't necessarily have to be remade from the ground up (and considering how pretty the current textures are, it would be a waste of work to make new ones that would look roughly same since 16times the detail isn't really a thing anymore), rather more work put into the engine and physics itself. I am sure there is other cool stuff their art team can work on meanwhile :DD
As someone whose been playing SE for nearly a decade, I get where they're coming from in not wanting to remove fun for realism but I hope the engine is strong enough for modding in things like orbits and realistic aerodynamics because I think part of the fun of SE survival is messing up and being forced to keep going with what you have
this
Orbits and aerodynamics can, in fact, be fun (gliders and orbiting space stations for example)
My biggest concern is how servers will handle water physics on a large scale. Just say 20 players all needing water physics for their genneral gameplay might be a little dangorous for performance. Fingers crossed that this will work though.
the current version is suffering from performance issues , its nice to see inprovements on this aspect. honestly im more exited about having a nice multiplayer expirience than having new planets or liquid water
Kinda glad Keen put the idea of hydro power in concept, helps save resources on both solar panels and wind turbines (and make it less cluttered).
And will be interesting to see if boats can sink (potential for submarine warfare).
The only big thing that I’m hoping for, is being able to transfer grids from one engine to the next. Considering the vast amount of work people have put in on the ships, tanks, rovers, bases and all other manner of things. It’s a shame to see all of that be left behind. It would be neat if we could transfer them into the new engine.
That would indeed be great, but it might be a bridge too far in terms of expectation, we're talking about literally a whole new engine. The good news (in that context) is that SE 2 is probably years from even a beta release of any kind.
@@tackytrooper I’ve seen engine upgrades like this before, could very well happen
nah. just build a new ship.
probably not possible blocks and grids in the new engine wont function the same as the old theres not really a point in having the ability to transfer
@@ronidude again, initially, I would agree with you. However, I’ve had some time to think about this. Given the fact that older designs would have a similar basic functionality. It would be interesting to see people bring those old designs over and increase the functionality using the new system.
I can't wait to have a seafaring vessel that's also capable of going to space!
a 10 year old engine pushed to the limit, old lighting techniques, unstable old physics
with "artisanal" tooling for both dev and modding making it time to change
imagine THAT !! * side eye towards "a certain company"
Spot on hahaha
I'm lost, what company?
@@Lycanion0 Bethesda has basically been using the same engine and it's 2 ovehalls since 2006
@@ironmask4568 Obsidian said it was archaic and not fit for purpose in 2010 when they made New Vegas lol. Yet here we still are. Loading Screen Simulator: 2023.
I'm really hoping that all this physics upgrades can help remove some of the cludge, more than throw new features on top of things. Give me a higher speed limit, better spin-gravity, rotating planets, etc. before you work on water.
I'd love the option of more realistic orbital mechanics, spinning planets etc - but as the dev in the video pointed out, many people wouldn't be able to cope with that. It would change the game a great deal (for the better, I think) So it may one day end up as a main-menu settings option when you set up a new world. Big performance load too, I imagine.
What do you think about dynamic/custom weapons such as those in from the depths?
I love custom weapons its just sad that a lot of them are intercepted or not as good as default turret firepower.
I'm fine with planets not moving as long as I can put something in orbit to circle them, also simplified and gameplay-oriented aerodynamics is fine as long as there are any at all. I'm happy with these news!
Idk if this is not too much performance heavy i pref more cpu so u have more ships then moving planet and orbit
I'd like for there to be thought into making a sandbox game with broader tools under the surface than what seems to be only optimized for the vanilla game of Space Engineers. If there were better handles on how game features like refining and component construction worked... as well as easier tools just to make custom value adjustments to blocks without having to manually code them into an XML document.... that would be great as well.
How about more advanced rocketry? Methane and oxygen thrusters/extraction, with afterburner modules so I can inject a bit of oxygen into my hydrogen flow for a bit more juice. Doesn't need to be, and shouldn't be, as intricate as Kerbal. So as long as we are talking about surface liquids on planets, how about oceans of methane on Titan? Or, if using oxygen thrusters, your air becomes the same resource as your fuel, which would be a neat dynamic.
cant wait .. i hope they add a story element to the game too.. for single player fun overcoming challenges etc .
Redeveloping their engine is probably the best decision they can make. Learning from a decade of spaghetti code buildup should bring TONS of improvements. Just the addition of fluid mechanics opens up mind-boggling dimensions of play.
I'm really hoping for a ship blueprint console, like build mode in starfield. So that rather than needing to build block by block as you walk around worrying about a dozen other things, and while making a few dozen trips hauling materials. Instead of working out pistons and hinges and all these moving parts one by one with trial and error, you can figure them out in the blueprint.
For those that like that, they obviously can, but for people like me who struggle with freebuilding mode, and therefore dont enjoy the game as much, we can just build a blueprint console a projector, and a printer, and design our ship from the ground up in a fraction of the time it would take to build it in the standard mode.
I love space, and making spaceships... one of the big things that keeps me from playing space engineers for any amount of time is just how long it takes to get used to the building system, and how long it takes to utilize it to make a ship.
One thing I have always wanted to do in SE is go to space land on a meteor and make it my mobile base. Hopefully we can do something like that in 2.
Guessing you're the guy who's going to upload the Eye Of Palpatine to the Steam Workshop then.
@@Kakarot64. Ha now that would be a right challenge.
Big fan of the improved ship collision in VRage3, looking forward to downloading a bunch of ships off the workshop and chucking them at a moon like darts so i can rate their penetration lmao
👀 ive been watching space engineers content for about 2 years and steam is gonna have a sale in like a hour and I have 100 dollars on me im def buying it this time
Ships that have water and lava liquid tanks would be sick! you could use them to build voxels by spilling out the liquids and mixing them. I hope lava is added
This isn't minecraft kiddo. Lava don't work like that. We are playing a space sim, not a fantasy lego game. I would caution you from hoping everything ends up like mine craft like you want. That would be a dreadfully boring and lifeless game scene
@@The-Logic-Wizard dude you literally play video games by any standards you have no ground to stand on
@@jarate8076 metal tanks that hold lava in space is pretty dumb even by imagination standards, that's all I'm saying. It is possible in the realm of a video game, sure, games like Minecraft do it. But it's not logical or feasible in the real world, and doesn't fit into a space sim building game. It's like saying why don't we add magic to the game, magic is fun right. Doesn't make much sense. Also commenting that I play games makes no sense, of course I play games. I'm commenting on a video game video. The majority of western humans play video games you weirdo. What I said was completely rational; don't make all games into Minecraft just because kids love that game. It would ruin the game market and scene. Minecraft is what it is, not everything has to be it.
@@The-Logic-Wizard Putting lava in metal tanks isn't "impossible." Have you heard of a forge? An iron forge? That produces metal slag up to insane temperatures and yet they can hold the molten iron in large tanks without the tanks melting. Regardless, your point still doesn't make sense because space enginers is by no way realistic. "Gravitiy generators" are not feasible and make no sense. And there a whole host of other things that I'd prefer not to rant about. Even if "the majority of western humans play video games" they don't take it as seriously as you do. Nothing you said made any sense, like, at all. I had a tough time wading through what you wrote because OP didn't ever mention "Magic" or "Minecraft" once
@@jarate8076 iron and igneous rock have vastly different melting temperatures. What do you propose they hold the magma in? And why would this be necessary to do? By the way lava and it's various uses are a game concept made popular recently in Minecraft that's why I brought that up in the first place. The comment about magic is an analogy.
between this and all the new star citizen stuff im gunna be a full time space captain!
I totally agree....! Personally I think many people (including myself) were very dissapointed with Starfield not allowing you any atmospheric flight. A big selling point that they missed...oh..and the constant loading screens!!!
I feel with the aerodynamics they could add an option for it, like they do with air tightness atm, that way if you want aerodynamics it's there, if not then you remove it
I’m really hoping that they will allow you to port over your creations in space engineers into space engineers 2
My question is, will this be a fully new game? Or will they do a "2.0" update, and essentially rip out Vrage 2 and shove in 3 , into the current space engineers?
If the former, then what about all the DLC content? Can we carry it over? Will it all be part of the base game?
Cities Skylines 2 released today, and it reminded me how annoying it is to get a "part 2" game, that has 1/10th of the old games' content, due to missing both base game and DLC features.
Edit: And I wish they finally get rid of the unrealistic Hydrogen/Ice cycle, that somehow is able to melt ice, then electrolyze it into H2/O2, and then turn that into water again while making a surplus of power :D
New game. There's no practical way they can change the engine in the existing game and not expect it to break everything or maintain the expected behaviour with old saves etc. They'd need to rewrite almost the entire game, so it'll just be a new game without having to worry about making sure everything we have now still works.
@@TalesOfWar you CAN update a game on steam to replace it fyi
but i doubt keen would want to do that
@@kilotheneko2064 Game ID on Steam and game engine changes aren't the same thing.
Sounds like the problem has more to do with their choice to utilize single inheritance and static class definitions rather than any decision to employ object orientation in their design. I know that their scripting API is all C# but I am unsure what the VRAGE engine was built with.
If they're using .NET there as well, then multiple inheritance wasn't really possible before default method implementations on interface contracts was added to C# sometime around 2018. That doesn't even address the fact that dynamic class construction in C# requires some dark magic from the reflection library that most people aren't even aware of.
I did work with the game's source code and scripting engine quite a bit and very thick (and inappropriate) inheritance graphs were par for the course; so I'm not at all surprised that similar patterns exist elsewhere in their shop. Flat is typically better.
Object orientation is only inefficient when the architect designs too much structure. I was a little worried when the first slide listed "object orientation" as a problem in the VRAGE 2.0 engine. I was imagining that the next slide would claim that a functional or procedural paradigm would be their saving grace. I am pleasantly surprised to learn that what they meant is that they've learned how to properly orient their objects instead of simply declaring objects as the root of the evil in their midsts...
Thanks for the video. That water simulation looks phenomenal. (And I don't care how nerdy I look in saying so 😎.)
Saw the same thing and that was my thought too. OO isnt bad you just misused it.
Aerodinamics would, if possible, be a shipbuilding gamechanger. With some AAA titles available, and some in the works, that offer some degree of what is currently possible in SE, the change to a new engine is critical. Proper aerodinamics, coupled with the current and planned tools, would have SE2 have a 1 over most of the newer released and alpha stage titles.
That is maybe just my view, it would REALLY make a world of difference.
Aren't you a bit worried that to many advanced systems could complicate gameplay ?
@@LastStandGamers they might, but in a good way. Space Engineers is a game of complexity, ion thrusters do not work in the atmosphere, but that's also a feature, the turbines do not work in space, but that too is a feature. And aerodynamics is something usually expected with sims like these.
@@LastStandGamers Aerodynamics would be a fairly subtle mechanic, more in line with mystery grid behavior (why is my airfoil-shaped grid going up without me telling to? or why does my flying brick take so much power to move?) than the crunchiness of an RPG. At least, I would think.
Re-entry burnup time.
@@LastStandGamers ...not that SC is complicated enough hey? Since they are working on a new engine, a fresh look at the natural physics that exists ( look at the water physics that they are experimenting with) would solve a lot of issues. I for one, would rather have a "natural" looking spacecraft capable of atmospheric flight or even a atmos only aircraft NOT riddled with thrusters!! It may be a big problem to solve, but wouldn't it look and feel great??
Should water really be a priority in a game about Space Engineers?
Breaking the damn and water flowing down the mountain looks awesome. But it just seems like a poor decision of allocated resources and time of game development.
If they start adding boat or float mechanics, then I'll really start to panic lol
(edit: I get we need something other than ice, this just seems like a bit much)
People have wanted oceans/water on planets for years. This is by no means a poor decision.
I think they just love to play with physics and a big part of space engineers is physics and manipulating them to create things.
Not to mention, water would be a highly important resource for any long-term space voyage. Not only is it required for human life, but depending on the technology level, it can be separated into oxygen for breathing, and hydrogen for fuel. And if they follow similar concepts from SE1, you are going to have to make use of hydrogen fueled thrusters for moving to and from planets. Being able to build a hydrogen plant next to a lake or river, or even load your ship up with water to separate in flight would be a major game mechanic.
I want it, and it works for other things too, not just water. Any kind of fluid simulation could be amazing for say spraying concrete for example, with higher viscosity of course.
I spend most of my time on planets, so i would love to have water.
I already can't wait for this to come out!!
Oh crap
Lava physics... a volcano planet would be so cool for survival
I'm sure a lot of people are going to ask when the new V-Rage will be put into place :)
Do you think that they are going to replace Vrage 2 in an update ?
That would be cool wouldn't it?
@@LastStandGamersI thought in the previous presentation from just the other day they said it would be basically impossible to replace VRAGE2 with VRAGE3, which to me says it has to be for a separate project
@@LastStandGamers I think it's possible they might release a Space Engineers 2 if they are unable to implement VRage 3 into the existing software. I think the new changes will be really cool :)
Are they really leaks if they're official?
Exactly…
The presentation its titled Vrage 3 Leaks
@@LastStandGamers I think you mean water leaks … 😂
When the US Military used the Warthunder forum to disseminate publicly available information it was called a leak. Blame them.
two thoughts on SE2 that I haven't seen mentioned yet-
- I'd love to see at least a custom face generator (in the vanilla game) so we aren't all clones of each other!! Is that too much to ask?
- We all need to give lotsa moral support to our dear modder friends - they collectively put a gazillion hours into creating all sorts of great stuff which we'll all start begging for in SE2, if it's not included in the new game. But it does sounds like modding in SE2 might be a lot easier, by design. That would widen the field - maybe more people would try their hand at modding.
I'm curious if water can freeze and melt and be shaped by filling containers to make ice sculptures. And hopfully add a warp drive speed as well as replace the jump drive with jump gates from base to base and can take grids. So many options for role-playing. Maybe a space area alert for players so people can know a player is on a content or area in space becase that space belongs to them but they can't see thier exact location. So it's easier to find people but they can still hide.
You know what would be good, having a Creative mode that just loads in a hanger for building ships with more advanced tools, like being able to view in 2D from the different axis for the ship grid. Maybe some more advanced paint filters etc, (eg paint only "theses" blocks, or paint the first or second sections of these blocks, of only paint one side of these blocks)
As a kerbal space program player, all those implications for gameplay of things like moving planets and accurate aerodynamics does sound like a lot of fun to me. However, I do agree that they don't really fit as vanilla space engineers features (not to mention the performance impact, especially of the former), so what I'm hoping for is more along the lines of just a better framework to allow such mods to be made (yes I know there's already an aero mod, but it's pretty simplistic and probably would be infeasible to make much more accurate, at least in the current framework)
Ohhhhhhh, running water! Yes!! I think my brain just shorted out realizing everything that I could do with that. I hope water current becomes a thing that can be used for creating hydroelectric dams. Imagine being able to flood areas by building dams and controlling water levels and flow directions with spillways. Would it not be amazing one day to have an engine that throws all of these features together with an advanced weather system that introduces flooding, or even simulates erosion to a degree? If voxels can be mined and destroyed by a drill, laser, or explosive, there could be a way to implement erosion by water as well, eventually allowing planets to transform themselves naturally through geological processes. I know it may be a stretch now, but if Keen is this invested in development with a new engine and new advanced features such as water, who knows what we may see down the line. Very cool stuff, thanks LandStandGamers for sharing!
Looking at all that, I hope it works all of the multi-core processers many of us have to the max.
they should add more noises from for example the conveyor system.. ( like you can hear when parts are moving from point a to point b ) and some shaking from larger machines ( not much but enough to kinda get the effect of feeling the machines are working. ) also need some comforting machine noises if you have liveable space on the ship ( people can't keep their sanity in a sterile no noise space even in real life )
what about rain ? make things rust here and there and repairing it will remove the rust.. specially in acidic planet weather can use such a thing.. it will not destroy the building but it's an upkeep thing or you can leave it alone if you like the look.
i'd also like to see some nebula areas where you actually fly through a gas cloud and you see some lightning,
and moving asteroids ( not that many but make it hollow until you get to a certain distance... slowly ( you won't be able to get to the center right away so it can slowly solidify ) would make space battles more interesting if you had to dodge or hide near moving asteroids.
though if it's too much then disregard them all :P
I am 100% ok with no orbiting planets, just because tests have already been done for games with similar settings and they didn't work really well when it came to players interacting with them
Hopefully the finally put some content into the second game. Seriously, more than 3 or so weapons would be nice for a start.
It took them 10 years to really figure out what the SE fanbase wanted (and honestly they're still learning because even the SE fanbase can't agree on anything.) That 10 years of learned direction will I think allow them to hit the ground running much more productively in the development of SE 2.
On the subject of aerodynamics and difficulty of gameplay (and possibly orbital mechanics), I hope he understands most people enjoy being challenged in builder games. If you can't just slap some brick together with atmo engines on the side and expect it to fly well, it is massively more satisfying when you finally do make something that works well. If we're getting a new game, gameplay also needs to feel new. It's gotta evolve.
i did watch the presentation it was very imformative
If they're so focused on performance, I hope this means vanilla aerodynamics will be implemented. Or at least atmospheric entry heating.
Of course they need a good foundation, but I don't think mere visual improvements and optimization will get me to play Space Engineers more. I really hope they have more news of balancing in "purpose" to why you're building. And the "gameplay complications" of planetary movement sounds like a good thing to me (but engine complications is understandable).
I wish that they'd go with Vulkan instead of DX12. That would make running the game on Linux or Mac (via MoltenVK) such much easier and with less overhead too.
I absolutely love Space Engineers and it allows me to be the engineer I wasn't able to be in real life. However, it's hard to pull my friends into the game because they struggle with the sandbox concept and being able to do whatever you want. It doesn't have to be a full on story mode, but just something that we can co-op work towards. The mods that people have created are awesome of course, but it would be great to have missions and progressions.
that's great fun for the first play-through, or maybe twice, but how many times could you play a pre-generated or even a randomly-generated mission or series of missions? You're talking about a scenario-type gameplay, which can be built now by players and by KSH, right? But integrated into a progression that maybe unlocks more advanced techs & blocks. I can see that being a big plus to the game, yeah.
I really want true orbital mechanics for the planets and ships :( . Kinda disappointed to hear that's not in their plans.. I'm sure someone will mod it in. I just feel like this is the biggest step into true immersion. You really get a great immersive feeling of being in space when you perform a rendezvous with another orbiting ship in Kerbal Space Program.
All I want is a lower quality mode so my old computer doesn't melt I'm not joking my computer got a melted corner from the game
To answer his question, I do primarily use the Xbox controller. I only ever use the keyboard and mouse when it comes to navigating screens and setting up my toolbar and selecting between different blocks before placing.
I hope Space Engineers 2 has some aerodynamics mod features, it would be very good, since unless you use vector propulsion making small ships that can be controlled well is difficult, and without vector propulsion even ships that should feel agile look similar to pilot a brick with reactors
all i want is from se 2 is good pvp and fleet battles with little to no sim speed drop and good ai/story mode
Wow, so we could have aerodynamics, and fluid dynamics, and perhaps even realistically sinkable ships with flooding mechanics? Sounds like they’re bringing Stormworks Build and Rescue to Space Engineers, awesome!
In a way I hope they eventually go the route they did with SE long ago. A base game to start and build from so players ,especially beta testers , can push the engine, find flaws or glitches with the development crew, and even see where the VRAGE 3 limitations will eventually be.
Ok Question. I hear some people talking about Space Engineers 2 but when you ask the developers about SE 2. They say there isn't a game and there just showing off the Vrage 3 engine. So where is this Se2 talk coming from because I haven't heard Xoc say anything about it.. The last I heard anything on this topic was when one of the developers say if there was a game we would be years from an actual game and then their is a rumor of a another medieval engineers type of game but it would have something to do with Ancient Rome.
genuinely so excited for se 2
Right? Unlike most of these studios making sequels to games now, Keen is really keeping us in touch and they are addressing the key issues with the old game and fixing them it’s amazing
My estimation for a early access would be at minimum 1-2 years with about 3 years to release MINIMUM.
Modern games are DENSE and it takes a lot of effort to get everything working together coherently. Don’t expect it to be able to play it anytime soon.
Would be great if we could port space engineers 1 ships in to space engineers 2 when the game releases
what I hope most is more variety of blocks and block functions. An AI system integrated into the game that allows you to make an actual live faction instead of relying on players which would make enemy factions actually feel like a threat, this could also make the negotiation system more useful. An hopefully a decent change with how movement works in the game, for me having a max speed of 110 makes no sense it just makes using certain vehicles worthless unless you do it for role-play and I know they did it that way for balancing but it would help make fast ships or rovers actually mean something instead of just having faster acceleration which in allot of cases just means you have good dog fighting capabilities but you can't run away from someone if they are persistent enough to reach max speed which is then just a game of chicken.
I'm not really concerned with the client side aspect. What I think we all wanna see is performance performance performance. Also subgrids being saved and being printed. Subgrid performance.
As a ex game developer and SE modder (a bit), I think SE2 team does the best. GL
I'm not sure what coding language they're using, but they could used code to create a detector to see whether 2 blocks are connected and if they are, then make the grid a single entity with subgrid functions for things such as pistons and rotors. It would greatly reduce the lag when several entities exist. Other than that, I am super stoked for the new space engineers! I poured so much time into the first one and still haven't done everything possible!
I just started playing space engineers and i love it. I play on a PS4. The controls are a little weird and take a little getting used too. At first a little frustrating but once i got the hang of it it’s not bad. I can definitely see how it would be better with a mouse and keyboard.
what about proper star systems? ... maybe some Galaxy map ? Will Planet Size be bigger in SE2? something around 600-1000km?
One concern I have is cost. If upgrading to SE2 with any/all DLC is going to run me $100 or so, I'll be pretty reluctant to move forward with that as much as I want to support Keen. I'm sure I'm not the only person who feels that way.
Honestly I’m chill with 30 or so FPS, I mean I used to have a crappy RAM so I got used to 15 FPS but I am totally chill with it being slow as long as we get bigger planets, higher speed, fucking water (even if the fluid dynamics are simple as shit) and quality of life stuff like NPC pilots and crew instead of ships with autopilot
I started out on console playing se and then got a laptop for playing it. I can't use a keyboard. I have to use the controller for the Xbox
We really need analog input for joysticks, wheels and pedals for realistic immersive controls. How can that be so hard to implement in 2023? Games had that 20+ years ago. I hope the have VR in the back of their minds also. The price of that HW is coming down and the performance now is so good.
Water is the last thing Keen ahould worry about. Vrage 2 was an 'upgrade' of what they used in Miner wars and it feels like it too.
I am so far from excited for this.
I have very little confidence in them actually writing a new engine and not just swapping out havok.
Don't you think that they have achieved a lot with Vrage 2 ? I have had hours of fun playing it, did it not meet your expectations ?
It all makes sense, and if anyone still doesnt get it, if you try to keep an old engine and just update it for decades you end up with Fallout 76... Also its sad to hear about obits/rotations of planets as it would be amazing to get a least one of them, probably rotation, but I would say stability should always come first, plus gotta keep something in their pockets for SE3 right?
Along with water I just want them to bring dolphins to the game so I can finally have my Cetacean Ops
i get the orbit is hard but it does sound fun that you actually need to keep in mind that the planets move around and rotate
will it be an update to the game? or SE2 will be a different game?
This will be a whole new game. It's practically impossible to change engine on an existing game, it'll break almost everything and require you to rewrite damn near anything anyway with the added fun of people expecting nothing to change when they load up old saves or use existing blueprints or mods etc. Even moving from one version of the same engine to a newer version can often require huge rewrites of large parts of the game. Satisfactory are going through this now with the move from Unreal Engine 4 to 5. The only real reason they're doing it is because the chunk/asset loading is far improved in Unreal Engine 5, and the way you build and expand over huge part of the map really benefits them there (you'll notice Unreal Engine games stutter when you load new map chunks, it's more obvious in some games than others due to how complex the things they're loading are. Its been such a big problem for so long they rewrote from scratch how it works in UE5).
For someone that been playing SE since beta and when it came to Xbox it took some time to get use it
Let's hope the improve their early access procedures. Playability was alway very low on the list and all players were forced to be testers. It was pretty common to have serious problems the first few days after the weekly update.
I'll pass a few years on this one.
Honestly what would make space engineers better is simple things.
World changes: have your temperature matter like proper survival.
Food and water. Add in means to actually surviving, makes stocking up for space travel better because youd need to accommodate for everything.
Actual enemies. Wolves, spiders and ai drones are okay but have actual monsters or aliens be a thing. Having my base attacked by aliens or monsters in deep space would be cool.
Edit: make asteroids moveable or have them randomly crash into earth. I think it would be fun to troll your friends by dropping space rocks on them
If they decide that moving planets work in every way except good gameplay, I hope they add it as an optional setting similar to programmable blocks.
my biggest prob with space engineers has always been the emptiness of the world. the building and simulation are top notch and i love them but i really wish there were things to actually do with the things you can build, right now theres very little interaction potential with the game world and factions etc. and it makes it not engaging to play with just a few friends
the lighting in SE was my main gripe with the game, so if its fixed im back in!
my biggest concern is just optimization. a slide on GPU focus said its reducing 1core/2 threads, to 1 core 1 thread. uhh. can we have maybe, the ability to set our cores, and enable hyperthreading like Arma3?
Playing on console is pretty hard at first but once you played a bit it becomes second nature. But if take a break from space engineers and come back after a long period of time you kinda have to learn how to play again but it comes back quickly.
I mean, water would´ve been a nice addition, but what would it add other than some different scenery and the potential to build underwater? From a performance perspective, it seems superfluous.
another comment addressed this above. basically water is foundational to real space travel - human life support, hydrogen production - as well as making planets more lifelike
They could add hydro-electric to the game, like a different setting in the rotors that generate electricity when being spin by the water
As a console player i have found difficultys but keen really did a great job with mapping for the xbox controller specifically. Cant wait for SE2 not that i love 1 less just excited for the evolution of the SE series. :)
Yoy know we're getting alien sea monsters in SE2
Is there a link to the ship from the cover of the video?
When we look at minecraft, its a very good idea to make the game playable for mobile (Bedrock) and allow crossplay with Console and Computer.
You limit yourself to not use bad written performance eating code. And its very easy to make good controlls for compter when its good in mobile.
I really hope that they make Rovers actually functional. Because my 1/2 ton machine shouldn't bounce on perfectly flat ground.
11:00 i get so frustrated when i see people copying the ides of water from minecraft. There are so many cooler ways of doing it. Like taking volumetric masks from holes or updated surfaces, and feeding a volume along a "seeking worm" vector. having it guide the water mesh visually to a destination/deadend and creating a "movement pipe" for the mass of water. Making it work like auto pipes to supply the visual rivers and giving it a "shared equal level" or moving to the new location entirely.
Ive played on both console and pc, tbh...i love the simplicity of the console controls. But you have to be on pc for the best experience...so i do use my xbox controller on my pc. Just when i need to multiselect or do advance controls, ill use my mouse/keyboard
12:10 im perfectly find with ditching "realistic physics" for predetermined physics. If it LOOKS like the thing its meant to be doing, its not gonna matter if it bounces realistically or not.
I hope that make the world more interactive and lively in Space Engineers 2, the current game always feels very lonely, would be nice to have AI encounters on a whole new level.
As cool as the dynamic water is, it would be hella resource intensive to make practical on anything that isn't a supercomputer. I feel like chasing this VRage water simulation tech is a mistake the SE team is making. The other space games that do water do it the old fashioned way, by simply having the water be its own sphere, with the terrain being another sphere overlaid. KSP does this, and I am pretty sure the Water Mod for SE1 does this too.