Glad to hear Toby is doing well, and I feel the tired. As a father it is something you get used to over time. Another skill you will grow is cat naps... the ability to drop instantly to sleep, and in 15 minutes get a partial recharge on the old batteries. :) Really lookin forward to the release of this, my other half is kind of my Capac in this game, and they and a good friend want to join me in the meyhem that will ensue once we start!
Always good to catch up with these - a couple of ideas for the crane-truck; how about putting a second hinge at the base, so the whole ramp can fold flat against the catwalks? Then it won't block the cockpit view, I know this isn't needed as you drive from third-person, but a little role-play is always fun. This defeats the object of the free-swinging crane controller, but you could link the rotor it's mounted on into the PARK script, so that the scrip will keep it level when you move the main hinge, then you can add whatever design you want to the platform without having to worry about the balance of it.
As someone who controls vehicles from 1st person 90% of the time, I find the industrial cockpit to be the superior cockpit. Those three LCD screens right in front of me are so handy.
Watching you trying to rotate the programmable blocks was giving me bad Skyrim flashbacks of trying to fix the decorations after knocking them over....
Sleep deprived Splitsie is so fun! But there wasn't any explosions, so, slightly disappointed. I think, if you haven't already decided on a colour theme, that green would be a good choice for the crane truck, because with that folding ramp, it kind of looks like, when viewed from in front, a one armed praying mantis.
Consider moving your flatbed ramp to the side of the trailer. Currently, if you Jackknife the wrong way, it’s going to send a spear into your crane rotor
3:33:30 for your ramp, if you want them to have exactly matched speeds with a nice clean ratio, you want a 14:9 (140 degrees to 90 degrees of travel) ratio. Nearest easy multiple of that is 5.6 RPM on the top hinge and 3.6 on the other two. That said, your 5:3.2 ratio is shockingly close for having been guess-and-checked with only 2-3 attempts, your lower hinges move 99.56% as fast as the "optimal" ratio (which would be 3.2143 and some change). Your guestimation skills are sharp.
Should have turtled the whole watchtower and brought it back with ya so you could set it up back at base as a lookout - preferably on top of a hangar just for a laugh.
The way I handled cleanup on my own Torch scavenger server was to use beacons. Any player or unowned grid without a beacon (does not need to be powered or complete) would get deleted if more than 5k from a player. Players could build up to three beacons and the build costs of beacons were reduced.
For that paint color cleanup thing, if you were to have it clean up the default color that your grids spawn as, be the color that gets removed after about 10 minutes from it spawning in. This way a player would have to paint them to prevent despawning, instead of relying on them to enable despawning.
The hunting grids issue makes me wonder if there's a way through the GPS system to create a GPS from a signal source. Kinda like a "last known location" that can be toggled to keep in the GPS menu, for example. That would be excellent for this scenario and/or pirate bases etc
The "Wasteland Encounters V2 Continued" mod by ECTOPLASIM and V0id now uses a system like that. All encounters now show up as "Unknown derelict". "MES Wreckage" by TheFinalEvent97 and other people also uses a system like that
Hey splitsie, the controls for Improvised engineering are : - R (press) : Grab or drop blocks LMB (hold) : Stop free rotation and enable block placement rotation RMB (press) : Toggle Holding Position (Grab Point / Center of Mass) LMB (hold) + RMB (press) : Throw Block forward I think you might have been using LMB & RMB then you threw the blocks.
I've thought for a while that the solution to hand-moving blocks could be a tool, something like a hand-held mag plate. Something that would default to a rigid hold, and ideally allow blocks to be rotated like they were build previews. I find the problem with existing mods is this 'floppy' style of grabbing and handling that makes maneuvering blocks super frustrating, since you often have so little control over how you grab, and combined with the block physics, you get a situation where they feel like they're fighting attempts to rotate them.
With how often Splitsie puts magplates onto hydrogen tanks, and how his trailer bed usually has only half of its area occupied, I think he would be better off to just place those extra magplates onto the truck bed.
With how often he collects items he can carry, maybe put mag plates on the sides of the truck or trailer to stick them to. Use a button to release them all at once.
@@jkerplay3576 The slight (if not minimal) problem with that is that drop. They shouldn't get damaged, but you never know what Klang decides that day. Something that can be lowered might make more sense. Maybe put wide ramps on all 4 corners of the trailer, covered with magplates. Filling at most 3 of the ramps up in turn leaves maximum possible accessibility; the ramps can be flipped up for driving, which gets the precious loot away from the ground; and when lowered the blocks only slide down the ramps.
@@Pystro That is always a possibility. However, watching him carrying a tank and walking off the bed of the trailer, seeing and hearing the tank strike the ground in his hangar and not explode makes me think they have enough durability. Technically you are correct and IRL it is better to be safe than sorry, it will be entertaining when a tank explodes.
You can use a sensor for the ramp to do reliable what you want. You just need 2 or 3 timer blocks. one for folding the ramp an one for deploy. The folding one needs to set Hinge 1 to on and Hinge 2 & 3 to off. The deploying one needs to set Hinge 1 to off and Hinge 2 & 3 to on. (but don't use the toggle on&off for that) if a Hinge is on it has to lift the ramp and it is off it needs only resist gravity a little bit so the ramp goes at a reasonable speed down by gravity. a third timer can lock everything if needed. with the Buttons behind the cockpit, if something goes wrong it can easily be fixed.
I mostly got use to the constant rattling noise of the rovers until i tried a no-mining playthrough where i tried to use a rover with an assault turret to snipe enemy turrets off of their bases and found it nearly impossible because the camera would shake so much. I eventually put a landing gear on the bottom of the rover and lowered the wheels enough for the landing gear to lock, it was the only way to stabilize things. I couldn't imagine what i would have done with the awe scrap mod installed though.
To all but eliminate the need for the weld plates you could have placed the blocks on the back of the programmable blocks and gyros then used merge blocks from the new block.
Splitsie doesn't mind the occasional waste of a computer part as long as its sacrifice is required to make the creation look better. And then he ironically runs out of computers in the field some times. (But not so much because of that waste, more because they all were at home.) [edit:] He has heaps: 1:56:43
1:50:37 How about a game mode similar to the "can't place certain blocks" restriction here, except the main way how you get most blocks is through economy. I.e. you have to buy all your blocks (except for those that you at some point manage to "assertively acquire"). If you can edit the selection of craft that the shops sell you, you could make all the "ships" be single blocks. The store wouldn't sell all block types all the time, so you either have to make an exact plan of which blocks you need, or you'd buy just in case. It does indeed sound a bit like a huge pain, as you said.
Civil Engineering: Sim City or Fallout 4 Settlement building Mechanical Engineering: Space Engineers or constructing bizarre Rube Goldberg devices in your Fallout 4 Settlements with the Contraption DLC pieces.
If you'd like, I could make an easily adjusted crane script with 3 modes of operation (coarse, fine, wrist) for you, which would also auto-level the crane-helm platform. It could show the current control scheme on the helm's display. Also, it's fairly simple the make ramps automatically stow when the rover starts to drive off.
Idea for a cleanup (not sure if this would work or not): use GPS markers. If a player marks a position with a specific name GPS (say, 'CLEANUP'), then any non-powered blocks within a certain radius gets cleaned up. You can make it even less dangerous, by making it trigger only when the player is a particular distance away from the GPS (say 2km). You could even delete the GPS marker as well at that point.
Are you holding down the left mouse button when manipulating things with Improvised Engineering/Experimentation? To throw a block the default is to hold down left mouse button and press the right mouse button. Pressing R toggles grabbing an object, clicking the left mouse button stops the free rotation of the object, and clicking the right mouse button toggles the grab point. The only time you need to hold down any control is with the left mouse button to allow you to rotate the block (but I think you need your hands empty for this to work).
I have a custome suspension that handles the crags well, would be fun testing it against mud and what not. I think I will be adding airplane parts and making a scrap plane to scout things out with.
@splitsie For auto connecting the crane using a sensor, park the truck and connect it, then run a line of blocks from the base to right in front of the front wheels. embed the sensor in the block in front of the wheel. Paint that block bright red, set the sensor range to sligtly over hang that block. sensor drops the connector when it detects the front wheel. If you run another line of blocks from the sensor block back along the line of the truck and paint it another color that would give you a proper drive line to line up for the connector. Put timer block on the sensor to shut it off after a minuet and another sensor and timer block mid truck that senses when the truck is not there and turns the timer block on and off. Of course you would still have to detach manually but you are out of the truck anyway, so eh. Hm this is getting complicated... never mind 🙂
1:41:55 "what reason" the tilt of a fork lift accomplishes multiple things. Between landing gear and your specific design, I don't see any being applicable. If your fork lift more accurately mimicked reality, the best use would allow you to tilt a lifted load partially over the vehicle, shifting the loaded center of gravity farther back to help prevent tipping when breaking foreword motion.
16:24 suspension travel (or lack thereof) was your biggest enemy there, the only "offroad" thing about those is the tread, cmon keen, give people some propper offroad stuff
Auto-zeroing could be dangerous. If the "forearm" pistons are extended longer than the "upper arm", the "hand" part will hit the rover or ground. It could work if you apply it to everything but the upper arm and shoulder, and then fold those two in manually, though. Or, as you seem to imply only auto-zero the wrist and hand articulations. Doing at least those would have the advantage that the control directions always stay the same.
@@Pystro I had this idea when he was trying to realign to have perpendicular movement in the wrist hinges. Once he begins to park the whole arm I would guess he would not hit the ground/rover
I'm pretty sure being able to adjust the distance of the block you are trying to place is now a vanilla survival feature. I just tested in a new world and holding control and using the mouse wheel adjusted the distance of the block from me but I still have some plugins enabled but the only one I could see adding that ability would be BuildInfo which you don't use.
I personally before take ownership of tanks empty them in already owned one's merge or connect trough rotor and stockpile. Instead of button you can have sensor. To lower the trailers ramp only when you're near. Return and Multiplication in PARK script are so easy and useful. Just set Multi and number twice, one to multiple up and back. Return is just same and sat the return speed. You can use return on same group you use, so is easy to set the grabby end. I will never understand why you park so far away from base and storage.
The reason Block Welders got nerfed was a mix of welding multiple blocks causing performance issues on low to mid tier computers and consoles as well as the 3D printer drone meta being stupidly over powered to the point that ruined the intended gameplay loop.
Clockwise / counter clockwise. I solved this with dubbele hinges, brake torque 0. One set speed -3 and off. Other set speed +3 and on. All in a group, switch on/off on hud
I'm trying to get my head around this with hinges and can't quite see it, with rotors though, I can totally see how I might be able to make use of that for definite directional control. Would still be nice if we had a default control for it though :)
I meant I can't get my head around how you can use 2 hinges in sequence, but now as I write this I'm assuming you mean two hinges attached in parallel working the same way - which makes a lot more sense :P
Those of us who want to play this style should coordinate a multiplayer server once this modpack is released. I'm tired of SE servers that are just more complicated RUST/ARK servers. AKA Seal Clubbing PVP
A stream reward to spawn in a bright orange dead engineer directly infront of the player would let chat capac you. Whether you're willing to suffer for chat like that is another matter...
I was watching the stream but I missed bits. But I need to take a break from playing SE now that I can. Still surprised my hodgepodge PC isnt running into any issues with it so far. I keep maxing the limits and it's not even reeling.
You should maybe cut your stream vod in multiple smaller video instead of one massive it would be more simple to watch, no need of edit just put them in a playlist
2:27:08 Because she’s imitating you, “noises go at the microphone” is a lesson she has observed often.
Glad to hear Toby is doing well, and I feel the tired. As a father it is something you get used to over time. Another skill you will grow is cat naps... the ability to drop instantly to sleep, and in 15 minutes get a partial recharge on the old batteries. :) Really lookin forward to the release of this, my other half is kind of my Capac in this game, and they and a good friend want to join me in the meyhem that will ensue once we start!
Always good to catch up with these - a couple of ideas for the crane-truck; how about putting a second hinge at the base, so the whole ramp can fold flat against the catwalks? Then it won't block the cockpit view, I know this isn't needed as you drive from third-person, but a little role-play is always fun.
This defeats the object of the free-swinging crane controller, but you could link the rotor it's mounted on into the PARK script, so that the scrip will keep it level when you move the main hinge, then you can add whatever design you want to the platform without having to worry about the balance of it.
As someone who controls vehicles from 1st person 90% of the time, I find the industrial cockpit to be the superior cockpit. Those three LCD screens right in front of me are so handy.
Watching you trying to rotate the programmable blocks was giving me bad Skyrim flashbacks of trying to fix the decorations after knocking them over....
Sleep deprived Splitsie is so fun! But there wasn't any explosions, so, slightly disappointed.
I think, if you haven't already decided on a colour theme, that green would be a good choice for the crane truck, because with that folding ramp, it kind of looks like, when viewed from in front, a one armed praying mantis.
Consider moving your flatbed ramp to the side of the trailer. Currently, if you Jackknife the wrong way, it’s going to send a spear into your crane rotor
I'm thinking a ramp at the rear might be best in the long run, precisely due to those sorts of clearance issues :)
An idea for later game, have parachute deployed "Sandbag" turrets spawn with certain structures as defenses for players to overcome.
“Surprise! Armed Unknown Signal” is what my brain does with that.
O
3:33:30 for your ramp, if you want them to have exactly matched speeds with a nice clean ratio, you want a 14:9 (140 degrees to 90 degrees of travel) ratio. Nearest easy multiple of that is 5.6 RPM on the top hinge and 3.6 on the other two. That said, your 5:3.2 ratio is shockingly close for having been guess-and-checked with only 2-3 attempts, your lower hinges move 99.56% as fast as the "optimal" ratio (which would be 3.2143 and some change). Your guestimation skills are sharp.
Should have turtled the whole watchtower and brought it back with ya so you could set it up back at base as a lookout - preferably on top of a hangar just for a laugh.
Yes! I was begging Splitsie while watching the vod to do just that!
1:35:22 is a fantastic moment.
Just the long pause as the block sails to the horizon
And then he finds it nearly three hours later at 4:10:00
The way I handled cleanup on my own Torch scavenger server was to use beacons. Any player or unowned grid without a beacon (does not need to be powered or complete) would get deleted if more than 5k from a player. Players could build up to three beacons and the build costs of beacons were reduced.
1:21:53 There is also a hover engine mod, but those are *very* power hungry.
Seeing you lift tanks and stuff with the welder out reminded me of harry potter. I can hear Hermonie... It's Levio-Saah. lol
For that paint color cleanup thing, if you were to have it clean up the default color that your grids spawn as, be the color that gets removed after about 10 minutes from it spawning in. This way a player would have to paint them to prevent despawning, instead of relying on them to enable despawning.
The hunting grids issue makes me wonder if there's a way through the GPS system to create a GPS from a signal source. Kinda like a "last known location" that can be toggled to keep in the GPS menu, for example. That would be excellent for this scenario and/or pirate bases etc
The "Wasteland Encounters V2 Continued" mod by ECTOPLASIM and V0id now uses a system like that. All encounters now show up as "Unknown derelict".
"MES Wreckage" by TheFinalEvent97 and other people also uses a system like that
In reference to your discussion on difficult terrain: Could a custom planet replace "trees" with boulders?
I've never come across that idea before, I'm honestly not sure but it seems like it might be possible
great big shed with storage of all your components but lets build everything way out in the field so i have to keep running back and forth
Hey splitsie, the controls for Improvised engineering are : -
R (press) : Grab or drop blocks
LMB (hold) : Stop free rotation and enable block placement rotation
RMB (press) : Toggle Holding Position (Grab Point / Center of Mass)
LMB (hold) + RMB (press) : Throw Block forward
I think you might have been using LMB & RMB then you threw the blocks.
"Who doesn't love a little mechanical thing like that?" - Clang, that's who...
As I'm sure you have discovered, RMB alone DOES select center of mass. LMB pressed and held THEN rmb does throw it.
I've thought for a while that the solution to hand-moving blocks could be a tool, something like a hand-held mag plate. Something that would default to a rigid hold, and ideally allow blocks to be rotated like they were build previews. I find the problem with existing mods is this 'floppy' style of grabbing and handling that makes maneuvering blocks super frustrating, since you often have so little control over how you grab, and combined with the block physics, you get a situation where they feel like they're fighting attempts to rotate them.
@Splitsie, add the trailer ramp to the same group, so you toggle all of them up/down at the same time. Update the trailer button accordingly.
does the mod have a release date yet ? cant wait to play it myself
With how often Splitsie puts magplates onto hydrogen tanks, and how his trailer bed usually has only half of its area occupied, I think he would be better off to just place those extra magplates onto the truck bed.
With how often he collects items he can carry, maybe put mag plates on the sides of the truck or trailer to stick them to. Use a button to release them all at once.
@@jkerplay3576 The slight (if not minimal) problem with that is that drop. They shouldn't get damaged, but you never know what Klang decides that day. Something that can be lowered might make more sense.
Maybe put wide ramps on all 4 corners of the trailer, covered with magplates. Filling at most 3 of the ramps up in turn leaves maximum possible accessibility; the ramps can be flipped up for driving, which gets the precious loot away from the ground; and when lowered the blocks only slide down the ramps.
@@Pystro That is always a possibility. However, watching him carrying a tank and walking off the bed of the trailer, seeing and hearing the tank strike the ground in his hangar and not explode makes me think they have enough durability. Technically you are correct and IRL it is better to be safe than sorry, it will be entertaining when a tank explodes.
You can use a sensor for the ramp to do reliable what you want.
You just need 2 or 3 timer blocks.
one for folding the ramp an one for deploy.
The folding one needs to set Hinge 1 to on and Hinge 2 & 3 to off.
The deploying one needs to set Hinge 1 to off and Hinge 2 & 3 to on.
(but don't use the toggle on&off for that)
if a Hinge is on it has to lift the ramp and it is off it needs only resist gravity a little bit so the ramp goes at a reasonable speed down by gravity.
a third timer can lock everything if needed.
with the Buttons behind the cockpit, if something goes wrong it can easily be fixed.
I mostly got use to the constant rattling noise of the rovers until i tried a no-mining playthrough where i tried to use a rover with an assault turret to snipe enemy turrets off of their bases and found it nearly impossible because the camera would shake so much.
I eventually put a landing gear on the bottom of the rover and lowered the wheels enough for the landing gear to lock, it was the only way to stabilize things. I couldn't imagine what i would have done with the awe scrap mod installed though.
"Charlie is getting good...." But dad, you do it all the time. Why can't I talk to it too?
To all but eliminate the need for the weld plates you could have placed the blocks on the back of the programmable blocks and gyros then used merge blocks from the new block.
Splitsie doesn't mind the occasional waste of a computer part as long as its sacrifice is required to make the creation look better. And then he ironically runs out of computers in the field some times. (But not so much because of that waste, more because they all were at home.)
[edit:] He has heaps: 1:56:43
Oh man, I have more hours in Fallout than pretty much every other game combined, it is an excellent game. Especially if you like story and lore.
1:50:37 How about a game mode similar to the "can't place certain blocks" restriction here, except the main way how you get most blocks is through economy. I.e. you have to buy all your blocks (except for those that you at some point manage to "assertively acquire").
If you can edit the selection of craft that the shops sell you, you could make all the "ships" be single blocks. The store wouldn't sell all block types all the time, so you either have to make an exact plan of which blocks you need, or you'd buy just in case.
It does indeed sound a bit like a huge pain, as you said.
Civil Engineering: Sim City or Fallout 4 Settlement building
Mechanical Engineering: Space Engineers or constructing bizarre Rube Goldberg devices in your Fallout 4 Settlements with the Contraption DLC pieces.
If you'd like, I could make an easily adjusted crane script with 3 modes of operation (coarse, fine, wrist) for you, which would also auto-level the crane-helm platform. It could show the current control scheme on the helm's display. Also, it's fairly simple the make ramps automatically stow when the rover starts to drive off.
Idea for a cleanup (not sure if this would work or not): use GPS markers. If a player marks a position with a specific name GPS (say, 'CLEANUP'), then any non-powered blocks within a certain radius gets cleaned up. You can make it even less dangerous, by making it trigger only when the player is a particular distance away from the GPS (say 2km). You could even delete the GPS marker as well at that point.
I just had an amazing idea. Can you imagine escape from mars mod updated with the new update coming out?! Awesome!
Are you holding down the left mouse button when manipulating things with Improvised Engineering/Experimentation? To throw a block the default is to hold down left mouse button and press the right mouse button. Pressing R toggles grabbing an object, clicking the left mouse button stops the free rotation of the object, and clicking the right mouse button toggles the grab point. The only time you need to hold down any control is with the left mouse button to allow you to rotate the block (but I think you need your hands empty for this to work).
I have a custome suspension that handles the crags well, would be fun testing it against mud and what not. I think I will be adding airplane parts and making a scrap plane to scout things out with.
@splitsie For auto connecting the crane using a sensor, park the truck and connect it, then run a line of blocks from the base to right in front of the front wheels. embed the sensor in the block in front of the wheel. Paint that block bright red, set the sensor range to sligtly over hang that block. sensor drops the connector when it detects the front wheel. If you run another line of blocks from the sensor block back along the line of the truck and paint it another color that would give you a proper drive line to line up for the connector. Put timer block on the sensor to shut it off after a minuet and another sensor and timer block mid truck that senses when the truck is not there and turns the timer block on and off. Of course you would still have to detach manually but you are out of the truck anyway, so eh.
Hm this is getting complicated... never mind 🙂
Free Spinning large grid mag plate for your single block bits instead of taking up valuable trailer space lol
For tilt of the forklift cant you just put front wheel suspenshion up and back wheels down?
1:41:55 "what reason" the tilt of a fork lift accomplishes multiple things. Between landing gear and your specific design, I don't see any being applicable. If your fork lift more accurately mimicked reality, the best use would allow you to tilt a lifted load partially over the vehicle, shifting the loaded center of gravity farther back to help prevent tipping when breaking foreword motion.
I was wondering will the parks script function with a remote would it be easier to use a remote to control your crane so you can see what you're doing
would you consider adding the opening cockpit mod you are using in assertive acquisitions and extending the cab catwalk to suit?
27:40 you just damaged the front end, and had issues repairing items. Why did you not rebuild the bumper?
16:24 suspension travel (or lack thereof) was your biggest enemy there, the only "offroad" thing about those is the tread, cmon keen, give people some propper offroad stuff
Would zeroing the slower section hinges and rotors of the crane be of use as you park the crane?
Auto-zeroing could be dangerous. If the "forearm" pistons are extended longer than the "upper arm", the "hand" part will hit the rover or ground. It could work if you apply it to everything but the upper arm and shoulder, and then fold those two in manually, though.
Or, as you seem to imply only auto-zero the wrist and hand articulations. Doing at least those would have the advantage that the control directions always stay the same.
@@Pystro I had this idea when he was trying to realign to have perpendicular movement in the wrist hinges. Once he begins to park the whole arm I would guess he would not hit the ground/rover
I'm pretty sure being able to adjust the distance of the block you are trying to place is now a vanilla survival feature. I just tested in a new world and holding control and using the mouse wheel adjusted the distance of the block from me but I still have some plugins enabled but the only one I could see adding that ability would be BuildInfo which you don't use.
3:11:23 I always pipe up to the cockpit for storage purposes.
Yay another upload :)
Should call the forklift Spork.
22:00 After multiple episodes of watching you fumble with the ramp, why not make it wider?
The width isn't the issue, it's the angle and to fix that will take more time so I want to do it once I know where I'll leave it long term
I'm almost caught up on this series, at 1:49:45 I feel like I'm watching a simulator for my job :D
can you pick up warheads??? throw one at capac!.!
I personally before take ownership of tanks empty them in already owned one's merge or connect trough rotor and stockpile.
Instead of button you can have sensor. To lower the trailers ramp only when you're near.
Return and Multiplication in PARK script are so easy and useful. Just set Multi and number twice, one to multiple up and back. Return is just same and sat the return speed. You can use return on same group you use, so is easy to set the grabby end.
I will never understand why you park so far away from base and storage.
Put the new programmable block on the forklift to run PARK. edit: And there it is.
Dude where's my forklift!
Question ( mite be a stupid question ) is there a mod pack and is it available???
Can you make a gantry crane in the hanger roof for unloading?
that was supposed to be the entire point of building the larger hangar, ive been wondering why he never built the thing
It's because he's easily distracted. He sees "Ooh shiny" and then drives off for the rest of the stream
The reason Block Welders got nerfed was a mix of welding multiple blocks causing performance issues on low to mid tier computers and consoles as well as the 3D printer drone meta being stupidly over powered to the point that ruined the intended gameplay loop.
I would die for Charlie and I don't even know how she looks :D
Clockwise / counter clockwise.
I solved this with dubbele hinges, brake torque 0. One set speed -3 and off. Other set speed +3 and on. All in a group, switch on/off on hud
I'm trying to get my head around this with hinges and can't quite see it, with rotors though, I can totally see how I might be able to make use of that for definite directional control. Would still be nice if we had a default control for it though :)
@@Flipsie there are " marks at 45° in the negative direction,
I meant I can't get my head around how you can use 2 hinges in sequence, but now as I write this I'm assuming you mean two hinges attached in parallel working the same way - which makes a lot more sense :P
4:54:10 you even had a child delivered =p
Why haven't made a wheel group yet? You access the wheel controls enough to justify doing so.
Fun fact gyros weigh 12.82T large grid and small grid 600kg in SE
You need a telehandler
hi Flipsie from Namibia
1:30:00 did you throw that into orbit?
Those of us who want to play this style should coordinate a multiplayer server once this modpack is released.
I'm tired of SE servers that are just more complicated RUST/ARK servers. AKA Seal Clubbing PVP
A stream reward to spawn in a bright orange dead engineer directly infront of the player would let chat capac you. Whether you're willing to suffer for chat like that is another matter...
lol :D
Poderia fazer um triturador na garagem!
I'm soo excited to play this wen I comes out
god i want this mod to come out already
I was watching the stream but I missed bits. But I need to take a break from playing SE now that I can. Still surprised my hodgepodge PC isnt running into any issues with it so far. I keep maxing the limits and it's not even reeling.
Can we see Charlie once?
What self respecting scrap yard doesn't have a car crusher?
Thanks for another great stream.
I reward you with an extra hour in bed tomorrow.
TKC: 3 subtot: 9
You should maybe cut your stream vod in multiple smaller video instead of one massive it would be more simple to watch, no need of edit just put them in a playlist
hurray! first!
9th
seccond!