id guess the new engine on its own once fully optimized will help with that. hopefully it will be able to handle modern hardware better being designed around it rather than the older 2-4-6 cores that were around in 2013 that VRAGE 2 was designed around. and its being made by a team with 10+ more years of experience as well.
and already the game seems to run very well for an alpha build. As I did before comparing it to another sequel space game KSP-2 I think the game is already beyond in its development than KSP-2 as it was released. Id bet my life on it. And this is only alpha footage they probably haven't even started on optimization.
Building outer walls in the water, then sucking out the water, then building a water-tight base, then removing the original outer walls and watching the water flow back and surround the base would be pretty fun.
>at the deepest part of the water, build something like a water well but in reverse >make hole in shaft just below water line, and a service shaft on the outside for conveyors/human access >at the bottom, build a turbine with a bypass mechanism (simply making sure the turbine isn't 100% flush with it's casing should work) >at the discharge of the turbine, build some collectors connected to h2/o generators. >h2/o gens are connected to h engines to guarantee flow >0 and to your main base to refuel docked ships and whatever other uses you may have. >system will always passively produce some combo of h2 and power as long as water enters and demand >0. >Depending on how water pressure is simulated and the depth of the shaft, this system could potentially compete with or even out perform top-tier modded reactors like the Yamato or 20Xarc. I get the feeling that certain methods of exploiting water on planets is going to become meta in a way, not so different from how ship printers are in SE1.
I mean with fluid water you should be able to make the base outside the water. And sink it given that Soace enginers has phsics objects it should be as easy as not having water go though walls. Which could be on conetect with a player build peice the water becomes fluid. Or the water is deleted from the air/vacuum and placed safely on the other side... It would look weird unless insanely well optimized but it would work.
@@mediocreman2 Hopefully the water and pressure systems won't have an effect otherwise the force of the water hitting the base could damge or even destroy it
Man fully simulated water has been a thing for about 10 years, and yet space engineers 2 will probably be the first big game with this feature fully implemented, they will have to very technically smart in the optimization for this to run smooth in anything that is not a nasa computer.
me too, we could, if not already in the game at electrical wires instead of the grid global system. it would be so cool for system to fail if you are hit in central spots
@@mz00956 Technically all games have their limits regarding stuff they can add (and the pc as you mentioned), the issue with Space Engineers is the performance, it could improve a lot. So I think we could really benefit from a modern engine with waaay HIGHER limits thanks to better logic and optimization
Water could be intresting if it interferes with small and medium wepons... Imagine building an underwater lair to hide from "skynet" if you will. Draining water shouldn't be too hard as we can drain oxygen via vents so I'd imagine water would work similar with a "vent" block of it's own. As for things I want to see... they're more technical things such as mod verification and easy changing of respawn vessels. THE single most important question I have is will they be using something like Denuvo... I love SE I love what Keen has done but that one addition could halt any excitement I have.
We know VRage3 fixes clang, so that's a huge win in and of itself. If it also makes blocks not be made of wet tissue paper as well, then it's a win all around.
Once the public gets access, it'll truly be a race to see who can figure out how to exploit and tame Klang's powers. Assuming that the current methods for Klang-based systems like Klang-drives and Klang-guns would no longer work.
Oh boy do I have notes... Event blocks and timer blocks should be consolidated such that the event block has an inbuilt timer function. Functions activated by event blocks should be presented to the player the same way as functions presented in the helm. Drag and drop the functional block and then select function from drop down All console/workbench blocks should be able to access all functions of the grid. Functions of blocks should be lockable to certain consoles and saved with the blueprint Reinforced conveyers should not allow air to pass through their structures, they should be air-tight Missiles should be constructible from multiple blocks to make long/short, small/large diameter custom missiles Weapons shells should be constructible from multiple blocks to make long/short, small/large diameter custom shells and assigned to specific weapons systems All turrets should have a second version with a built in camera Lcd blocks should be able to display camera feeds In creative mode, the player should be able to set a grid to have infinite resources of all types to include components Passageway blocks should come in shapes other than square Each grid should have damage sensing that can be viewed on an LCD panel or as a hologram display to tell the player where damage has occurred. LCDs should also be able to display damaged blocks in list form Radar, radar blocks and radar signatures should be a thing and should be used for targetting, same with FLIR, sonar, and visual cameras
I agree with most of this stuff, though I must add: cameras displaying their view to an LCD is very performance unfriendly. There exists a mod that does this on the workshop and whenever I use it, I have to tell the LCD block to lower it's frame rate to about 15 so it doesn't majorly impact performance whenever I just happen to glance in that general direction. Having the camera on a screen IN your screen is performance unfriendly, even to my rig that has parts from around 2-4 years ago. Everything else tho, solid suggestions.
🤦♂️How do you not know that all turrets have cameras already. What do you think you're looking through when you manually control them... You do know that you can manually control them right.
Amazing! I can feel the wind on my face as I watch the beautiful landscapes and animals after an intense asteroid mining session. Meanwhile, the guys are fixing the ship. We all enjoy a Clang-Cola together .... Putting effort into this game is truly appreciated. Thank you, Keen, and the community! ( Please add a few beautiful animals and flags. The little movement is beneficial in a single-player environment. )
I think underwater bases are definitely coming into the game. cause if you think about it, what happens when water covers you already existing base? it's clear that you can put your base underwater. so whether or not they implement it it's capable. But it only makes sense that they would since this is the case.
@@Astro8kas Don't put your expactations to high on this exact topic. Although it certainly would be great having senseful exploration gameplay, i doubt that will be a huge point in development conciderations. I'll be happy just getting a lot of widely improved gameplay elements from first SE game. But maybe there will be a waterplanet at some point to fulfill your dreams at least in some way :)
Hope they improve the thruster power a little bit in the new game. Obviously we want ‘’ realism ‘’ but I also want to be able to build large atmosphere capable ships that dont need 1 side of the ship to have 50 thrusters to keep it in the air. Mabye an anti-gravity block could do that as wel. No thrust just makes your grid hover or something.
im scared that this Space engineers on VRage3 will kill my laptop, it's managed to survive OG space engineers, fallout 4 (on minimum), rainbow 6, and even the Broken arrow Playtest and i'm only able to play with integrated graphics, and im mostly unable to purchase a new computer in my current situation unfortunately, so i'm more scared if anything that games are getting more graphically demanding that it may outpace some dated builds (Like mine or the one that's still stuck in the states)
@@ChristoffRevanthe issue isn't so much that they improve. But that as the baseline of game quality rises, the necessary power of one's hardware will have to rise as less and less games support older and older systems. For example, when Fortnite first released, the lowest graphics setting made it possible to play smoothly on an older system. But now it's lowest graphics probably are not as supported on that same old computer
@tryorse8340 I mean yeah, that's just what happens. Honestly you just have to save up for a new PC...sure it can take awhile if you're in a rough spot, but it's not impossible. I saved up little by little over more than a year with my job before I felt comfortable enough to build a gaming PC. It was worth it though
id say on its own VRAGE 3 will perform better than VRAGE2 as it will be designed around modern hardware so hopefully it will be able to take advantage of the high core count CPUs because VRAGE 2 is limited to only like 2 or 4 cores i think cause when it was made those were the standard. but with the better graphics and stuff it may not. its hard to say
3 Things I *absolutly* excited about are these: Water (Navy Ships shenanigans and bootleg Raft survival!) Block Destruction (both blocks themselfs and 'material' impacts; this WILL make crashes more exciting *and* satisfying!) *New Block-Grid System* (FINALLY, greater small detail and efficient placing, *alongside FINALLY around player-size bots( of mostly humanoid variety) from blocks!)*
Can't wait for the better crash landing physics! I hope that, when crashing, different materials cause different amounts of damage, so that if you crash into a mountain your ship takes more damage than it would crashing into a sand dune.
3:49 the dam is made of the new blocks and that’s an interesting overlay when the dam is cut. I’m hoping water is added as a survival mechanism for power, life support etc. The new block system will hopefully add a performance benefit along side its building possibilities. Exciting indeed.
Something I'd love to see is more alien life than just wolves and spiders. Even if they don't attack the player or have any real function I think it'd add a lot to the atmosphere like trees do in the original game.
I really hope the new VRage blocking system allows for more constructibles to be built in the same block. It would give us so much more freedom creativity when building bases/spaceships
I hope they're going to allow us to create our own cockpits in a similar way to Starship Evo. The new grid system acts really similar to that game and it's the best part of Evo
I would really hope to see some reentry heat animation, and maybe something like energy shields. There could be a mechanic that your ahips get damaged if you try to enter the atmosphere of a planet without shields
Weather update, tornados, high wind speeds that actually effect blocks blow things away, astroid debris fields make space a little more deadly. Floods, maybe land slides.
I would love atmosher and thmodynmics simulion... So when a laser/plasma weapon hits your hull you will feel the heat battletech style. So while you can ignore it if you have the right materials or cooling systems... Or just never face anything that can melt your hull... If you really wanted to space engeer you can interact with the systems... also it would allow for more challangeing/believable extereme tempura planets that effect your hull and engines differently.
Wow, this is the first time I’ve seen some of the images of the new terrain and water. Those screenshots of the island and lakeside outpost are gorgeous. Fingers crossed this’ll be available on Xbox when it launches.
I love the idea of being able to build small grid blocks onto large grid blocks. That feature alone is going to open up so many novel design opportunities.
Space Engineers 2 is literally gonna be the coolest space game for the next 10 years but I just hope they take their time making it and keep the back-and-forth with the community alive
For building, they should add a nudge feature like Satisfactory has. You can ghost place the object and you can walk around to look at it from different angles to make sure it lines right. Then, press a key to actually place it. Press keys to nudge it a direction or remove the ghost placement
One of the biggest things for terrain editing that has always been missing, and still appears to be missing in the vrage3 tools is surface smoothing of the voxels. To do it currently, you spend ages adding and removing "shapes" to try to achieve a smoothed surface that's not just perfectly "flat" ground.
Genuinely looking forward for this new space engineers game, hopefully fingers crossed our blueprints from the first game could be transferred over as well. 👀
The introduction of water interests me. What happens if you take it to space? If you can bring it to space, does that mean you can bring proper atmosphere too (since atmo thrusters don't work even in pressurized boxes outside of planetary atmospheres)? Will it wear away at voxels when moving like the real stuff does? Could be interesting with the differing material density in collisions thing they showed as well. Perhaps even the ability to see multiple objects made of terrain crashing into one another - asteroids dropping from orbit, or hitting each other in space. And a physics engine which can support both this and the at one point teased possibly-moving planets might bring one of my pipe dreams for the game - functional cables. That, and a better top speed - the 100m/s limit is so irritating. Even if it turns out a top speed _is_ necessary for game performance or stability, it could surely be much higher. The concepts for water are fascinating. If it's just buyancy, that would still be fine, but it brings in the distinct possibility for a full hydrodynamic resistance system, which would in turn be already functional for an aerodynamics system too. Custom propellers and engines (possibly with a better inclusion of control across subgrids, as well, which would as a side effect make custom suspension for the new rougher terrain much easier to use), a distinct difference between spacecraft which can forgo smoother shapes and atmospheric craft which are less capable of doing so, hydroelectric power, and I do so hope there's a reason beyond just building to build for us to make boats and so forth. Perhaps different planetary regions having different resources or power generation characteristics. Curious if there will be any sort of water source, seeing as there is a waterfall in the background of the dam example video.
Underwater bases and the cave system will be fun. In space engineers it was space, ground or air where people battled now you will be able to in water in the new game. Imagine some player using a vehicle shooting at other player ships and then going to the cave system to hide or escape. Imagine someone makes a submarine fires missiles at a base/ship and then diving into the water. They could also put drones or fighters in the submarine surface near enemy ship or base and then launch and then dive. A submarine surfacing is also useful for escapes or rescue.
I hope we don't lose the ice lakes that are in the game now with the change to liquid water. They are the best source of ice, and there are several ice mining systems in the workshop.
Personally, I want a greatly improved online multiplayer experience. Ideally a *_Space Engineers Online_* with multiple servers servicing one game World with one server per x number of players, and as more players join, spin up another server to handle the additional players, and then a replication server to keep everything consistent between servers handling that World. Additionally, a *_Space Engineers Online_* should also have multiple star systems with the ability of players to run a dedicated server that can connect to the *_Space Engineers Online_* server network.
I hope the developers are paying attention to the Real Solar Systems mod and that we get something like Ai Enabled bots in addition to the spiders. For encounters I also want to see MES's feature "remove voxels are airtight cells" brought in. It is fantastic to make underground bases procedural.
Space Engineers is a wonderful game, I played over 1000 hours. But It lacks not water or graphics. It always lacked challenge, story, good quests and encounters. Sure, we now have enemy factions and trading posts. But personally, I still want to see My bot-engineers roaming the ship, fixing it, running around. I still want to have bot-engineers on stations, telling stories and giving challenging quests (Deliver, Destroy, Get etc.) For example, let's take Minecraft. Same free world, no quests. But it has a lot of encounters (Villagers, mobs, dangerous mobs, dangerous environments). One minute you build your house. Next minute you mine diamonds near lava. Next you go to nether, to fight Wither Skeletons and Ignites. In SE you actually don't have any dangerous situation you can get in. Sure, once a while you get in the fight, but it will be the same enemy every time. And after 2-3 times you will get bored. Beautiful blocks are behind paywall (sorry, new players. Pls spend 100$ on a sandbox for beauty). I would suggest Keen either make harder planets (Like in Factorio), or whole dimentions, where rules of the game are changing. Maybe one dimention completely forbids rockets, other would forbid hydrogen thruster. And third world would not have any resources, but scrap only. Instead of that Keen is trying to satisfy a long demand from current fans, not the ones who left, or the ones they never got.
Most excited: water, lightning that doesn bleed through blocks and terain. And the ability to use multiple block sizes on one grid without using rotors and such. Most requested: make us choose the texture of the block sides. It irritates me so much that many blocks right now can only be placed in very specific ways. For example place an interior wall where one side is a completely different texture so corners are super weird and don't match up. As an expansion of this, please allow us to mirror blocks. For example the medbay block that is L shaped but you can only place it in one way.
The main thing I am hoping for at this point is that we will see verius armor levels like in space engineers. Having something like light, medium, and heavy armour. So that works with the new grid system and let's you mix and match to try to find the best patern of armour like you could only really do on a large scale in space engineers but can probobly do on a smaller scale with the new grid system.
The thing that personally feels wrong to me with that unified grid is that it can become a problem when you're trying to build a big ship. Right now, the large grid blocks are filled with details, so it doesn't look empty, but unified grid kind of implies that you'll have to fill large grid 'emptiness' with small details by yourself. That feels great for someone who wants so spend days doing the interior of a ship, but sometimes you just want to make a large ship fast, and space engineers allows you to do it while keeping the ship detailed (remember those neat corridors with railing, interior walls with piping etc). I wonder how they will balance it: will we still have the pre-detailed large blocks, or we'll have to either fly an empty ship or spend hours or days detailing it manually?
I think there will still be pre-detailed large blocks (look at ion thruster blocks in the teaser). And it would be great if there is support for prefab, same as blueprint in which you can modify individual small blocks but is also possible to place and remove the whole group.
Im sure VRAGE-3 will actually bring better performance despite its improvement in graphics. especially if keen makes it fully utilize new hardware to the max unlike the older engine which only used 2-4 cores because thats what was common then. imagine the calculations that could be done if it could fully utilize my 6 core 12 thread ryzen 5 5600X3D or something like the new Ryzen 7 X3D chips. ignoring the graphical strain im sure you could pull off some serious stuff if given that headroom. and idk if Space engineers is limited in how much VRAM or system RAM it can use like some games. but in a game like this with all the physics calculations and such CPU is probably king. and even then space engineers 1 run pretty well all things considered. id bet another reason for making a whole new engine is bug related too. i think VRAGE 3 was built from the ground up correct me if im wrong but that will allow them to squash those bugs that plague the first game due to engine limitations and 10+ years of code they have to go through when they add new things. Minecraft has a similar problem though probably even worse. cause its older and more shoddily built. thats why in both games bug fixes and adding new content can be a pain and not just a duct tape solution. theres a reason minecraft mods need forge to work properly
Pretty amazing that both Keen Software House and CIG are developing pretty much the EXACT same technologies when it comes to planet tech (refactoring height maps) and physics (VRage/Maelstrom). I'm curious who will lead the breakthrough first with their deployable alpha to the public?
I honestly dont care about many of the new features. I just want a game that can handle multiple big structures and ships. And not basicly be unplayable for everyone as soon as you go past a certain block limit.
Of course the water is awesome but the block size breakdowns are exactly what I wanted. The only other thing I wanted is to customize my engineer's face
The most important thing to me is adding gameplay. Exploration is kinda pointless in the current state of the game. So many cool options and potential for the next patch
My big concern about the planet overhaul is how are the alien worlds gonna look / are the planet creation tools going to allow for alien worlds? For example, how are they going to change the Alien planet's terrain? how will its web-like clouds work with the new volumetric cloud system? Another thing I'm interested in is if they're gonna improve the impact voxel changes have on world file sizes. If that's possible, we could see proper landscaping tools for Survival to do things like pave roads or clean up craters and plug holes.
I dont even know if this has been mentioned, but I want to see volumetric clouds and rocket engine exhaust. I dont know if its even been done before but volumetric waterfalling exhaust would be beautiful… but probably performance hungry
i have not used the voxel tool in SE that i can think of the water effect will be amazing i am really happy about the 25 cm blocks change finally we can tune things between small and large grids the edges that can build will be awesome in builds going to be great
Hopefully they work on the weaknesses of the previous game. If they focus on "pretty colors" like KSP2, it will suffer the same fate as KSP2. You have to add gameplay to the game. Pure sandbox is not a game. Don't leave it to the modders to fix your barren wasteland unless you also give them the tools to actually make it work beyond random encounters in a single system. Long term, satisfying play, with things to do at every turn in a single save or multiplayer world is essential. Players getting bored and only playing < 300 hours over 10 years in a game with the kind of technical accomplishments of the original is not something that should *ever* happen
You're acting like Space Engineers is some kind of failed tech demo 🤣 it's already the best sci-fi survival game available. Only place to go from here is up. KSP2 had a completely different set of problems that are irrelevant to SE2
@@Superagent666 Sometimes it feels like it is. A lot of the progress you make in survival often feels meaningless: you CAN build massive ships and bases but there's nothing to DO with them besides make more of them (well, and prototech, but that's exclusively for lategame). In multiplayer you never find anybody, and even with encounter mods you have basically zero reason to fight people.
@@nonsensicalhumanoid If you struggle with a lack of imagination, that's on you 🤷♂️ I'm a thousand hours deep in SE already and the only thing that will make me quit will be the release of SE2.
@@Superagent666 I'd agree if you had called it a scifi physics construction and fighting sandbox. There is no survival aspect, beyond "don't get shot, lithobrake or suffocate". The modders try with the tools they have been given, but those tools really fall short in a game with limited vision. The basis for a truly great game is absolutely here, and as a physics sandbox it's great. But it's a dead universe with nothing to do other than build things and no meaningful challenge to make the "gameplay" compelling in any way. The progression is non-existent. The worlds are static and barren. The only encounters one may have are random and meaningless, even with mods. There is no enemy to take the fight to, no way to hurt them. It turns into a tower defense game if you build a base and a really lackluster game of 3d Cosmoteer if you play as a nomad. The only option for continued engagement is to go to the servers, which are a roll of the dice as to what you'll get. This can't be an MMO, so what worth does it have to anyone who actually works for a living? Unless they work to expand the vision of the original game, it will suffer exactly the same problems. At the time of release KSP2 was a buggy mess, but other than an attempt to improve the graphics, they accomplished nothing over the original game. The vision was to expand gameplay. All I see from KEEN is more of the same with improved construction and rendering. There is no appeal to any audience beyond the sandbox physics crowd. If people were unimpressed or bored by the original, they aren't going to drop money on a sequel that lets them work with smaller blocks. ESPECIALLY in the near-term future world we're all looking at, IRL. The addition of these "end game encounters" is putting a Hello Kitty Band-Aid on a sucking chest wound. I can't stand many aspects of Empyrion Galactic Survival - the immersion is broken by the dog water physics, and the vanilla experience is a clogged toilet bowl - but with the RE/RE2 scenario there is a universe, progression and compelling gameplay both single player and on a server. I had 283 hours in SE before I started up again last month. I've had the game for a decade. I have 428 hours in now, and I'm already bored again. I started playing EGS in October of last year and I put 1459 hours into it in a little over one year. I only stopped playing it recently because of the hype of the Contact update and I fell back in love with the physics. But it's still a dead world. You can play thousands of hours on a single save in EGS with RE2. There are multiple enemy factions, with territory. There is (lackluster) survival and progression. Every POI is a mission in itself. Ravien, one of the scenario authors, said he tried to mod in Space Engineers first, but gave up because of its planets. It's amazing what he and Vermillion have been able to do with that direct to VHS movie equivalent of a game as the platform. I'm absolutely not trashing Keen. All I need to hear is that they are going to address the problems I am talking about and see examples of how they will do it. All I am seeing is a KSP2 delivery without even the empty promises of more to do. This has been the most satisfying physics construction game I have ever played, despite the limitations and immersion breaking lighting issues. I'm looking forward to seeing what they come up with. I WANT them to succeed. But they have an opportunity to really knock the ball out of the park - if they can take their eyes off of their own feet to do it.
Everything they've shown is not really development of the new game but development of the technical aspects of vrage3, so don't worry about the game just yet
If we can build submarines and boats and build underwater I guess thats the thing Iøm most excited about. It would be great to have variation in atmospheric densities and gravity on planet also...
This looks really awesome! However, I do have a few concerns. The fracturing of blocks, how would it affect modded blocks? If this is going to be a new game, does that mean the programmable block functionability will no longer be brought over to the new game? If this will be applied to the current SE, that would mean a complete overhaul of the engine and other things as well.
I would like to see some voxel physics, even if it's just like red faction 1 would even be awesome for space engineers, also better UI would be very welcome
I hope multiplayer performance is a big focus on this new engine/game, there are so many good new technologies for performance as we see in engines like U5 and Nvidia Dlss, if they make performance a focus i am sure they can make a crazy good game with beautiful graphics that can run very smooth.
why space engineers players were so obsessed with water? would be great if, instead of worrying about water, they made it runable in multiplayer without having to limit how many block of(type) they can use to not kill the server's performances
Also I would love sound barrier and atmoshpereic friction heating effects as I think they alot to the looks of a game that has things that can should them... Not that they need to be simulated as unless this new engine has aerospace craft where the sound barrier being a thing matters it being simulated won't matter unless you had an underpowered craft trying to stay supersonic. Also heating would make more sense for a space endders game. As flying though any where too fast would be hard with out enough resorces and even then to optimize it youy would need skill what the game is about after all. Which the most basic way it could be added is litterly the same as KSP where the parts glow then break... But spimply having the air streams glow when going fast enough would be great even if it's only gameplay use is a speed gauge... Even if the max universal speed is the same as Space engeers 1.
All of this looks great, but something I'd really want would be better modding support, open up more of the game to modification. SE is fairly moddable, but it could be better.
Water based vehicles were in their prime in pre industrial ages. Medieval 2 or Roman engineers game would be better to utilize water physics compared to Space Engineers 2.
I think only earthlike will have water, which should help with performance. Less floating point math as earthlike is centered 0,0 and less water to simulate in the world
Lets hope this makes designing large dreadnoughts more performance friendly
id guess the new engine on its own once fully optimized will help with that. hopefully it will be able to handle modern hardware better being designed around it rather than the older 2-4-6 cores that were around in 2013 that VRAGE 2 was designed around. and its being made by a team with 10+ more years of experience as well.
and already the game seems to run very well for an alpha build.
As I did before comparing it to another sequel space game KSP-2
I think the game is already beyond in its development than KSP-2 as it was released.
Id bet my life on it. And this is only alpha footage they probably haven't even started on optimization.
And also more useful
If the whole voxel body is fuzed in a single mesh ?.. Maybe ?
Building outer walls in the water, then sucking out the water, then building a water-tight base, then removing the original outer walls and watching the water flow back and surround the base would be pretty fun.
>at the deepest part of the water, build something like a water well but in reverse
>make hole in shaft just below water line, and a service shaft on the outside for conveyors/human access
>at the bottom, build a turbine with a bypass mechanism (simply making sure the turbine isn't 100% flush with it's casing should work)
>at the discharge of the turbine, build some collectors connected to h2/o generators.
>h2/o gens are connected to h engines to guarantee flow >0 and to your main base to refuel docked ships and whatever other uses you may have.
>system will always passively produce some combo of h2 and power as long as water enters and demand >0.
>Depending on how water pressure is simulated and the depth of the shaft, this system could potentially compete with or even out perform top-tier modded reactors like the Yamato or 20Xarc.
I get the feeling that certain methods of exploiting water on planets is going to become meta in a way, not so different from how ship printers are in SE1.
I mean with fluid water you should be able to make the base outside the water. And sink it given that Soace enginers has phsics objects it should be as easy as not having water go though walls. Which could be on conetect with a player build peice the water becomes fluid. Or the water is deleted from the air/vacuum and placed safely on the other side... It would look weird unless insanely well optimized but it would work.
@@mediocreman2 Hopefully the water and pressure systems won't have an effect otherwise the force of the water hitting the base could damge or even destroy it
Man fully simulated water has been a thing for about 10 years, and yet space engineers 2 will probably be the first big game with this feature fully implemented, they will have to very technically smart in the optimization for this to run smooth in anything that is not a nasa computer.
The thought of a ship crashing into water is cool to me
Subnautica trailer
Looking forward to the 25cm build grids
me too, we could, if not already in the game at electrical wires instead of the grid global system.
it would be so cool for system to fail if you are hit in central spots
@@mz00956yea
I hope the "no block limit" it this time a real "no block limit"
@@vonsteuben6475 Sorry but there we always be a physical limit, even if they don't add any limit, at some point your pc will just say no
@@mz00956 Technically all games have their limits regarding stuff they can add (and the pc as you mentioned), the issue with Space Engineers is the performance, it could improve a lot. So I think we could really benefit from a modern engine with waaay HIGHER limits thanks to better logic and optimization
Water could be intresting if it interferes with small and medium wepons... Imagine building an underwater lair to hide from "skynet" if you will. Draining water shouldn't be too hard as we can drain oxygen via vents so I'd imagine water would work similar with a "vent" block of it's own. As for things I want to see... they're more technical things such as mod verification and easy changing of respawn vessels. THE single most important question I have is will they be using something like Denuvo... I love SE I love what Keen has done but that one addition could halt any excitement I have.
Would be happy to see orbital mechanics
We know VRage3 fixes clang, so that's a huge win in and of itself. If it also makes blocks not be made of wet tissue paper as well, then it's a win all around.
@@ShadowDrakken We all have doubts that Lord Klang has truly been defeated.
@@asialsky 🤣
well, the VRage3 progress videos have been pretty convincing at least
It's a physics-based sandbox game. No one's ever truly gone...
Once the public gets access, it'll truly be a race to see who can figure out how to exploit and tame Klang's powers. Assuming that the current methods for Klang-based systems like Klang-drives and Klang-guns would no longer work.
Oh boy do I have notes...
Event blocks and timer blocks should be consolidated such that the event block has an inbuilt timer function.
Functions activated by event blocks should be presented to the player the same way as functions presented in the helm. Drag and drop the functional block and then select function from drop down
All console/workbench blocks should be able to access all functions of the grid.
Functions of blocks should be lockable to certain consoles and saved with the blueprint
Reinforced conveyers should not allow air to pass through their structures, they should be air-tight
Missiles should be constructible from multiple blocks to make long/short, small/large diameter custom missiles
Weapons shells should be constructible from multiple blocks to make long/short, small/large diameter custom shells and assigned to specific weapons systems
All turrets should have a second version with a built in camera
Lcd blocks should be able to display camera feeds
In creative mode, the player should be able to set a grid to have infinite resources of all types to include components
Passageway blocks should come in shapes other than square
Each grid should have damage sensing that can be viewed on an LCD panel or as a hologram display to tell the player where damage has occurred. LCDs should also be able to display damaged blocks in list form
Radar, radar blocks and radar signatures should be a thing and should be used for targetting, same with FLIR, sonar, and visual cameras
I agree with most of this stuff, though I must add: cameras displaying their view to an LCD is very performance unfriendly.
There exists a mod that does this on the workshop and whenever I use it, I have to tell the LCD block to lower it's frame rate to about 15 so it doesn't majorly impact performance whenever I just happen to glance in that general direction.
Having the camera on a screen IN your screen is performance unfriendly, even to my rig that has parts from around 2-4 years ago.
Everything else tho, solid suggestions.
🤦♂️How do you not know that all turrets have cameras already. What do you think you're looking through when you manually control them... You do know that you can manually control them right.
Amazing! I can feel the wind on my face as I watch the beautiful landscapes and animals after an intense asteroid mining session. Meanwhile, the guys are fixing the ship. We all enjoy a Clang-Cola together .... Putting effort into this game is truly appreciated. Thank you, Keen, and the community! ( Please add a few beautiful animals and flags. The little movement is beneficial in a single-player environment. )
Cant wait, my favorite stuff would be the water, the dammage feature and the block size
I think underwater bases are definitely coming into the game. cause if you think about it, what happens when water covers you already existing base?
it's clear that you can put your base underwater. so whether or not they implement it it's capable. But it only makes sense that they would since this is the case.
That's kinda crazy. I cant wait to build big reaserch submarines or underwater Battles with new weapons
@@Astro8kas Don't put your expactations to high on this exact topic. Although it certainly would be great having senseful exploration gameplay, i doubt that will be a huge point in development conciderations. I'll be happy just getting a lot of widely improved gameplay elements from first SE game. But maybe there will be a waterplanet at some point to fulfill your dreams at least in some way :)
Hope they improve the thruster power a little bit in the new game. Obviously we want ‘’ realism ‘’ but I also want to be able to build large atmosphere capable ships that dont need 1 side of the ship to have 50 thrusters to keep it in the air. Mabye an anti-gravity block could do that as wel. No thrust just makes your grid hover or something.
The VRAGE3 landscape shots reminds me of those old Bryce 3D renders, especially at 7:23.
Man, Bryce 3D really brings back memories of the early aughts design tools like Poser.
im scared that this Space engineers on VRage3 will kill my laptop, it's managed to survive OG space engineers, fallout 4 (on minimum), rainbow 6, and even the Broken arrow Playtest and i'm only able to play with integrated graphics, and im mostly unable to purchase a new computer in my current situation unfortunately, so i'm more scared if anything that games are getting more graphically demanding that it may outpace some dated builds (Like mine or the one that's still stuck in the states)
I mean...do you want games to not improve? Needing better hardware is just the reality of games getting better with more features and capabilities
@@ChristoffRevanthe issue isn't so much that they improve. But that as the baseline of game quality rises, the necessary power of one's hardware will have to rise as less and less games support older and older systems. For example, when Fortnite first released, the lowest graphics setting made it possible to play smoothly on an older system. But now it's lowest graphics probably are not as supported on that same old computer
Fortunately you should still be able to play SE1 after SE2 comes out.
@tryorse8340 I mean yeah, that's just what happens. Honestly you just have to save up for a new PC...sure it can take awhile if you're in a rough spot, but it's not impossible. I saved up little by little over more than a year with my job before I felt comfortable enough to build a gaming PC. It was worth it though
id say on its own VRAGE 3 will perform better than VRAGE2 as it will be designed around modern hardware so hopefully it will be able to take advantage of the high core count CPUs because VRAGE 2 is limited to only like 2 or 4 cores i think cause when it was made those were the standard. but with the better graphics and stuff it may not. its hard to say
3 Things I *absolutly* excited about are these:
Water (Navy Ships shenanigans and bootleg Raft survival!)
Block Destruction (both blocks themselfs and 'material' impacts; this WILL make crashes more exciting *and* satisfying!)
*New Block-Grid System* (FINALLY, greater small detail and efficient placing, *alongside FINALLY around player-size bots( of mostly humanoid variety) from blocks!)*
Can't wait for the better crash landing physics! I hope that, when crashing, different materials cause different amounts of damage, so that if you crash into a mountain your ship takes more damage than it would crashing into a sand dune.
3:49 the dam is made of the new blocks and that’s an interesting overlay when the dam is cut.
I’m hoping water is added as a survival mechanism for power, life support etc.
The new block system will hopefully add a performance benefit along side its building possibilities.
Exciting indeed.
Something I'd love to see is more alien life than just wolves and spiders. Even if they don't attack the player or have any real function I think it'd add a lot to the atmosphere like trees do in the original game.
I really hope the new VRage blocking system allows for more constructibles to be built in the same block. It would give us so much more freedom creativity when building bases/spaceships
I'm looking forward to them hopefully adding NPC's of some type.
I hope they're going to allow us to create our own cockpits in a similar way to Starship Evo. The new grid system acts really similar to that game and it's the best part of Evo
I would really hope to see some reentry heat animation, and maybe something like energy shields. There could be a mechanic that your ahips get damaged if you try to enter the atmosphere of a planet without shields
Weather update, tornados, high wind speeds that actually effect blocks blow things away, astroid debris fields make space a little more deadly. Floods, maybe land slides.
I would love atmosher and thmodynmics simulion... So when a laser/plasma weapon hits your hull you will feel the heat battletech style. So while you can ignore it if you have the right materials or cooling systems... Or just never face anything that can melt your hull... If you really wanted to space engeer you can interact with the systems... also it would allow for more challangeing/believable extereme tempura planets that effect your hull and engines differently.
Wow, this is the first time I’ve seen some of the images of the new terrain and water. Those screenshots of the island and lakeside outpost are gorgeous.
Fingers crossed this’ll be available on Xbox when it launches.
I love the idea of being able to build small grid blocks onto large grid blocks. That feature alone is going to open up so many novel design opportunities.
i just want random generated planets , i am done with the same planet over and over again
my question is are we going to be able to see underground bases from space like in se1? i hope not.
Space Engineers 2 is literally gonna be the coolest space game for the next 10 years but I just hope they take their time making it and keep the back-and-forth with the community alive
Finally, a consistent sleek set of models!
For building, they should add a nudge feature like Satisfactory has. You can ghost place the object and you can walk around to look at it from different angles to make sure it lines right. Then, press a key to actually place it. Press keys to nudge it a direction or remove the ghost placement
One of the biggest things for terrain editing that has always been missing, and still appears to be missing in the vrage3 tools is surface smoothing of the voxels. To do it currently, you spend ages adding and removing "shapes" to try to achieve a smoothed surface that's not just perfectly "flat" ground.
Genuinely looking forward for this new space engineers game, hopefully fingers crossed our blueprints from the first game could be transferred over as well. 👀
This is why I like your channel, it stops me from having to keep an eye on everything
Glad to hear it! Will keep the fresh info coming for ya!
The introduction of water interests me. What happens if you take it to space? If you can bring it to space, does that mean you can bring proper atmosphere too (since atmo thrusters don't work even in pressurized boxes outside of planetary atmospheres)? Will it wear away at voxels when moving like the real stuff does? Could be interesting with the differing material density in collisions thing they showed as well. Perhaps even the ability to see multiple objects made of terrain crashing into one another - asteroids dropping from orbit, or hitting each other in space.
And a physics engine which can support both this and the at one point teased possibly-moving planets might bring one of my pipe dreams for the game - functional cables. That, and a better top speed - the 100m/s limit is so irritating. Even if it turns out a top speed _is_ necessary for game performance or stability, it could surely be much higher.
The concepts for water are fascinating. If it's just buyancy, that would still be fine, but it brings in the distinct possibility for a full hydrodynamic resistance system, which would in turn be already functional for an aerodynamics system too. Custom propellers and engines (possibly with a better inclusion of control across subgrids, as well, which would as a side effect make custom suspension for the new rougher terrain much easier to use), a distinct difference between spacecraft which can forgo smoother shapes and atmospheric craft which are less capable of doing so, hydroelectric power, and I do so hope there's a reason beyond just building to build for us to make boats and so forth. Perhaps different planetary regions having different resources or power generation characteristics. Curious if there will be any sort of water source, seeing as there is a waterfall in the background of the dam example video.
i would love to see a redesign of europa, more ture to its real life counterpart; with an ice crust and underground ocean
would hope that the older graphics will still be available to those of us with older machines still... other than that the hype train is rollin...
Can't water be "physically distributed" like entities within the physics engine somehow?
*Forgive my unknowingness 😕
I agree, the new block system will revolutionize how we build things! And Water on Planets will be fascinating!
Underwater bases and the cave system will be fun. In space engineers it was space, ground or air where people battled now you will be able to in water in the new game. Imagine some player using a vehicle shooting at other player ships and then going to the cave system to hide or escape. Imagine someone makes a submarine fires missiles at a base/ship and then diving into the water. They could also put drones or fighters in the submarine surface near enemy ship or base and then launch and then dive. A submarine surfacing is also useful for escapes or rescue.
I hope they concentrate in making a good space game instead of an underwater game that will hinder performance
Can’t wait to be building a large grid sized ship and realise that the two ends are misaligned by a small-grid block
This game gonna be as heat as my pc will be upon playing it (Zoinks scoob, thermonuclear warhead-)
I hope we don't lose the ice lakes that are in the game now with the change to liquid water. They are the best source of ice, and there are several ice mining systems in the workshop.
That atoll and island chain is so majestic!
Bro builders about to go HARD with that 25cm building system
I am enjoying these videos about Keen's new game and taking notes for research purposes 😄
Patiently waiting December 5th 👀
@MrMarekRosa can you please note also oxidizer for rocket fuel? :) I mean we already have conveyors, tanks and multiple ports...
Personally, I want a greatly improved online multiplayer experience. Ideally a *_Space Engineers Online_* with multiple servers servicing one game World with one server per x number of players, and as more players join, spin up another server to handle the additional players, and then a replication server to keep everything consistent between servers handling that World. Additionally, a *_Space Engineers Online_* should also have multiple star systems with the ability of players to run a dedicated server that can connect to the *_Space Engineers Online_* server network.
I hope the developers are paying attention to the Real Solar Systems mod and that we get something like Ai Enabled bots in addition to the spiders. For encounters I also want to see MES's feature "remove voxels are airtight cells" brought in. It is fantastic to make underground bases procedural.
I see a downside to 25CM grid spacing. Its going to make building slow. Lets hope that is like snap adjustable for when you don't want it.
I imagine large blocks will still be an option for just filling out space. The ships in the teaser still look predominately 2.5m based.
Space Engineers is a wonderful game, I played over 1000 hours.
But It lacks not water or graphics. It always lacked challenge, story, good quests and encounters.
Sure, we now have enemy factions and trading posts. But personally, I still want to see My bot-engineers roaming the ship, fixing it, running around.
I still want to have bot-engineers on stations, telling stories and giving challenging quests (Deliver, Destroy, Get etc.)
For example, let's take Minecraft. Same free world, no quests. But it has a lot of encounters (Villagers, mobs, dangerous mobs, dangerous environments). One minute you build your house. Next minute you mine diamonds near lava. Next you go to nether, to fight Wither Skeletons and Ignites.
In SE you actually don't have any dangerous situation you can get in. Sure, once a while you get in the fight, but it will be the same enemy every time. And after 2-3 times you will get bored.
Beautiful blocks are behind paywall (sorry, new players. Pls spend 100$ on a sandbox for beauty).
I would suggest Keen either make harder planets (Like in Factorio), or whole dimentions, where rules of the game are changing. Maybe one dimention completely forbids rockets, other would forbid hydrogen thruster. And third world would not have any resources, but scrap only.
Instead of that Keen is trying to satisfy a long demand from current fans, not the ones who left, or the ones they never got.
Most excited: water, lightning that doesn bleed through blocks and terain. And the ability to use multiple block sizes on one grid without using rotors and such.
Most requested: make us choose the texture of the block sides. It irritates me so much that many blocks right now can only be placed in very specific ways. For example place an interior wall where one side is a completely different texture so corners are super weird and don't match up.
As an expansion of this, please allow us to mirror blocks. For example the medbay block that is L shaped but you can only place it in one way.
The main thing I am hoping for at this point is that we will see verius armor levels like in space engineers. Having something like light, medium, and heavy armour. So that works with the new grid system and let's you mix and match to try to find the best patern of armour like you could only really do on a large scale in space engineers but can probobly do on a smaller scale with the new grid system.
I for one hope they make painting/ship colouring surface based rather than block based
The thing that personally feels wrong to me with that unified grid is that it can become a problem when you're trying to build a big ship. Right now, the large grid blocks are filled with details, so it doesn't look empty, but unified grid kind of implies that you'll have to fill large grid 'emptiness' with small details by yourself. That feels great for someone who wants so spend days doing the interior of a ship, but sometimes you just want to make a large ship fast, and space engineers allows you to do it while keeping the ship detailed (remember those neat corridors with railing, interior walls with piping etc). I wonder how they will balance it: will we still have the pre-detailed large blocks, or we'll have to either fly an empty ship or spend hours or days detailing it manually?
I think there will still be pre-detailed large blocks (look at ion thruster blocks in the teaser). And it would be great if there is support for prefab, same as blueprint in which you can modify individual small blocks but is also possible to place and remove the whole group.
Two things foremost in my mind: Simulation Speed and Multiplayer Network Code.
In no particular order:
* Revert voxels
* 25cm GridSystem
* Water
Im sure VRAGE-3 will actually bring better performance despite its improvement in graphics. especially if keen makes it fully utilize new hardware to the max unlike the older engine which only used 2-4 cores because thats what was common then. imagine the calculations that could be done if it could fully utilize my 6 core 12 thread ryzen 5 5600X3D or something like the new Ryzen 7 X3D chips. ignoring the graphical strain im sure you could pull off some serious stuff if given that headroom. and idk if Space engineers is limited in how much VRAM or system RAM it can use like some games. but in a game like this with all the physics calculations and such CPU is probably king. and even then space engineers 1 run pretty well all things considered.
id bet another reason for making a whole new engine is bug related too. i think VRAGE 3 was built from the ground up correct me if im wrong but that will allow them to squash those bugs that plague the first game due to engine limitations and 10+ years of code they have to go through when they add new things. Minecraft has a similar problem though probably even worse. cause its older and more shoddily built.
thats why in both games bug fixes and adding new content can be a pain and not just a duct tape solution. theres a reason minecraft mods need forge to work properly
I hope that they add an underwater resource like some sort of super oil that can only be gathered at the bottom of an ocean.
Pretty amazing that both Keen Software House and CIG are developing pretty much the EXACT same technologies when it comes to planet tech (refactoring height maps) and physics (VRage/Maelstrom). I'm curious who will lead the breakthrough first with their deployable alpha to the public?
I honestly dont care about many of the new features. I just want a game that can handle multiple big structures and ships. And not basicly be unplayable for everyone as soon as you go past a certain block limit.
Looking forward to it! Hope they make it VR-ready from the beginning for this one.
I would love to see the physics of a ship crashing the water
Of course the water is awesome but the block size breakdowns are exactly what I wanted. The only other thing I wanted is to customize my engineer's face
here's how to make a fun little trap. surround the lake and camoflage it and have a detonator ready ;)
The most important thing to me is adding gameplay. Exploration is kinda pointless in the current state of the game. So many cool options and potential for the next patch
I sure hope my PC will run this!
My big concern about the planet overhaul is how are the alien worlds gonna look / are the planet creation tools going to allow for alien worlds? For example, how are they going to change the Alien planet's terrain? how will its web-like clouds work with the new volumetric cloud system?
Another thing I'm interested in is if they're gonna improve the impact voxel changes have on world file sizes. If that's possible, we could see proper landscaping tools for Survival to do things like pave roads or clean up craters and plug holes.
The paint jobs on the ships when it releases is going to insane
Also tareforming tech
I have almost never used the voxel tools,whenever I wanted a crash site I’d throw my largest blueprint where I wanted a crash site😂
The specs required for this game will be determining my next PC build, lol
I dont even know if this has been mentioned, but I want to see volumetric clouds and rocket engine exhaust. I dont know if its even been done before but volumetric waterfalling exhaust would be beautiful… but probably performance hungry
Oh I can't wait to make a base that can launch a Seadragon rocket.
i have not used the voxel tool in SE that i can think of the water effect will be amazing i am really happy about the 25 cm blocks change finally we can tune things between small and large grids the edges that can build will be awesome in builds going to be great
Lets not forget aero dynamics comming to vrage 3, planes and jets will finnaly be possible
Hopefully they work on the weaknesses of the previous game. If they focus on "pretty colors" like KSP2, it will suffer the same fate as KSP2. You have to add gameplay to the game. Pure sandbox is not a game. Don't leave it to the modders to fix your barren wasteland unless you also give them the tools to actually make it work beyond random encounters in a single system. Long term, satisfying play, with things to do at every turn in a single save or multiplayer world is essential. Players getting bored and only playing < 300 hours over 10 years in a game with the kind of technical accomplishments of the original is not something that should *ever* happen
You're acting like Space Engineers is some kind of failed tech demo 🤣 it's already the best sci-fi survival game available. Only place to go from here is up. KSP2 had a completely different set of problems that are irrelevant to SE2
@@Superagent666 Sometimes it feels like it is. A lot of the progress you make in survival often feels meaningless: you CAN build massive ships and bases but there's nothing to DO with them besides make more of them (well, and prototech, but that's exclusively for lategame). In multiplayer you never find anybody, and even with encounter mods you have basically zero reason to fight people.
@@nonsensicalhumanoid If you struggle with a lack of imagination, that's on you 🤷♂️ I'm a thousand hours deep in SE already and the only thing that will make me quit will be the release of SE2.
@@Superagent666 I'd agree if you had called it a scifi physics construction and fighting sandbox. There is no survival aspect, beyond "don't get shot, lithobrake or suffocate". The modders try with the tools they have been given, but those tools really fall short in a game with limited vision. The basis for a truly great game is absolutely here, and as a physics sandbox it's great. But it's a dead universe with nothing to do other than build things and no meaningful challenge to make the "gameplay" compelling in any way. The progression is non-existent. The worlds are static and barren. The only encounters one may have are random and meaningless, even with mods. There is no enemy to take the fight to, no way to hurt them. It turns into a tower defense game if you build a base and a really lackluster game of 3d Cosmoteer if you play as a nomad.
The only option for continued engagement is to go to the servers, which are a roll of the dice as to what you'll get. This can't be an MMO, so what worth does it have to anyone who actually works for a living? Unless they work to expand the vision of the original game, it will suffer exactly the same problems. At the time of release KSP2 was a buggy mess, but other than an attempt to improve the graphics, they accomplished nothing over the original game. The vision was to expand gameplay. All I see from KEEN is more of the same with improved construction and rendering. There is no appeal to any audience beyond the sandbox physics crowd. If people were unimpressed or bored by the original, they aren't going to drop money on a sequel that lets them work with smaller blocks. ESPECIALLY in the near-term future world we're all looking at, IRL.
The addition of these "end game encounters" is putting a Hello Kitty Band-Aid on a sucking chest wound. I can't stand many aspects of Empyrion Galactic Survival - the immersion is broken by the dog water physics, and the vanilla experience is a clogged toilet bowl - but with the RE/RE2 scenario there is a universe, progression and compelling gameplay both single player and on a server. I had 283 hours in SE before I started up again last month. I've had the game for a decade. I have 428 hours in now, and I'm already bored again. I started playing EGS in October of last year and I put 1459 hours into it in a little over one year. I only stopped playing it recently because of the hype of the Contact update and I fell back in love with the physics. But it's still a dead world. You can play thousands of hours on a single save in EGS with RE2. There are multiple enemy factions, with territory. There is (lackluster) survival and progression. Every POI is a mission in itself. Ravien, one of the scenario authors, said he tried to mod in Space Engineers first, but gave up because of its planets. It's amazing what he and Vermillion have been able to do with that direct to VHS movie equivalent of a game as the platform.
I'm absolutely not trashing Keen. All I need to hear is that they are going to address the problems I am talking about and see examples of how they will do it. All I am seeing is a KSP2 delivery without even the empty promises of more to do. This has been the most satisfying physics construction game I have ever played, despite the limitations and immersion breaking lighting issues. I'm looking forward to seeing what they come up with. I WANT them to succeed. But they have an opportunity to really knock the ball out of the park - if they can take their eyes off of their own feet to do it.
Everything they've shown is not really development of the new game but development of the technical aspects of vrage3, so don't worry about the game just yet
My only concern is the building system becoming too detailed and complex for me personally. But in that case I’ll always have the original game.
Honestly I'd be happy with a stable mirror copy to SE with water.
If we can build submarines and boats and build underwater I guess thats the thing Iøm most excited about. It would be great to have variation in atmospheric densities and gravity on planet also...
This looks really awesome! However, I do have a few concerns. The fracturing of blocks, how would it affect modded blocks? If this is going to be a new game, does that mean the programmable block functionability will no longer be brought over to the new game? If this will be applied to the current SE, that would mean a complete overhaul of the engine and other things as well.
Lots of questions I hope we get answers soon! :)
That foggy water is triggering my megalophobia... Good job devs... I guess
Here is hoping we get many solar systems and galaxies !
More interested in knowing there will be aliens. I personally don't want to see the aliens until I'm in game but I do want to know to expect them.
It looks amazing, I'd just like some truly configurable controls including controllers etc
I would like to see some voxel physics, even if it's just like red faction 1 would even be awesome for space engineers, also better UI would be very welcome
Hmm...i wonder how weapons will interact with water. Imagine having a layer of water between armor layers to block shots
I'm thrilled to possibly not have to deal with subgrids to do details
better building is the best part so far
I hope multiplayer performance is a big focus on this new engine/game, there are so many good new technologies for performance as we see in engines like U5 and Nvidia Dlss, if they make performance a focus i am sure they can make a crazy good game with beautiful graphics that can run very smooth.
hopefully this will allow bigger turrets for ships
It will for sure be called Space Engineers 2 or Space engineers remake
I’ve been curious. Correct me if I’m wrong but I haven’t heard any mention of voxels becoming airtight. That’s what I’m hoping for.
CPUs are going to produce a mini mushroom cloud
why space engineers players were so obsessed with water? would be great if, instead of worrying about water, they made it runable in multiplayer without having to limit how many block of(type) they can use to not kill the server's performances
Also I would love sound barrier and atmoshpereic friction heating effects as I think they alot to the looks of a game that has things that can should them... Not that they need to be simulated as unless this new engine has aerospace craft where the sound barrier being a thing matters it being simulated won't matter unless you had an underpowered craft trying to stay supersonic. Also heating would make more sense for a space endders game. As flying though any where too fast would be hard with out enough resorces and even then to optimize it youy would need skill what the game is about after all. Which the most basic way it could be added is litterly the same as KSP where the parts glow then break... But spimply having the air streams glow when going fast enough would be great even if it's only gameplay use is a speed gauge... Even if the max universal speed is the same as Space engeers 1.
All of this looks great, but something I'd really want would be better modding support, open up more of the game to modification. SE is fairly moddable, but it could be better.
Water based vehicles were in their prime in pre industrial ages. Medieval 2 or Roman engineers game would be better to utilize water physics compared to Space Engineers 2.
I think only earthlike will have water, which should help with performance. Less floating point math as earthlike is centered 0,0 and less water to simulate in the world