STEAM GROUP
SpaceEngineersPVP SE PVP
STEAM GROUP
SpaceEngineersPVP SE PVP
7
IN-GAME
78
ONLINE
Founded
2 November, 2014
18 Comments
Gov.Toothrot 21 Apr, 2022 @ 12:26am 
Hey folks.. anyone still play? Direct Connect: 68.232.160.66:27015
C:\KlezGen.exe 29 Jul, 2016 @ 8:45pm 
So earlier today I was dealing with a pretty major problem, the culprit: Programmable blocks

They were filling the world file with garbage characters, sadly these same characters also filled any and all LCD or text panels used with the program block

So my response is to disable the program block entirely, and I had to wipe every LCD or text panel on server

world file was 980 MB and after I this I got the world file down to 50 MB again

I do apologize for those affected but I didnt have any other choice
DoctorKrieg 29 Jul, 2016 @ 6:50pm 
it seems LCD screens have been disabled too
callowisky 27 Jul, 2016 @ 2:14pm 
it's moreso due to a terrible net code and one coder at keen softwarehouse
Raideur Ng 26 Jul, 2016 @ 11:08am 
Server sim speed has been terrible despite all of the optimizations. I have a feeling it is due to people hording large ships at or near the block limits. I need not explain how 10-15 4000+ block ships will damage the sim speed. A solution is making the bases less safe so they can be found and removed with smaller world size or more speed.
Furoki 19 Jul, 2016 @ 5:13am 
Suprised it wasnt projectors those things are being very strage
Rabid 18 Jul, 2016 @ 6:59pm 
Air vents disabled as of now -- you can blame these for a series of crashes in which it took roughly 30 minutes to resolve. They're also to blame for some lag/sim loss, so they won't be missed until keen can fix em right. Bottle your air and keep it on you in the meantime.
Raideur Ng 18 Jul, 2016 @ 12:06pm 
I would like to also suggest increasing the default speed, preferibly to 225 / 250.

It just makes it less painful to travel, especially for noob ships and fighters. The low draw distance (10km), no radar, and decent world size still protects most bases from being found without considerable effort.
DoctorKrieg 15 Jul, 2016 @ 2:16pm 
Its good to be back in SE
Furoki 12 Jul, 2016 @ 7:46pm 
Server just went down after a restart and hasnt come back online yet. I think something exploded.
Rabid 10 Jul, 2016 @ 9:42pm 
Server is currently down because MMasters LCD script has a bad line of code and if run on server it will begin producing its own lines of unusable characters in the code -- basically this pushes world size to upwards of 50mb in the span of just one day. -- this fried our maintenance scripting, sim speed, and was the cause of all the crashes today.

Sorry for the inconvenience. If anyone wants a copy of the fixed MMaster code, we'll have that available when we fix it.
Rabid 10 Jul, 2016 @ 8:04am 
Noted, jump drives are under consideration for a slight buff or other work around. I have this on paper already but I wanted to comment here just to say we're listening and anything we hear multiple times (from different players) weighs heavily.

We haven't decided on what change we're going to implement, but we've heard the jump drive comment enough times that you can expect a buff to jump capability later down the road.

Thanks for your input - we appreciate that you enjoy the server enough to take the time to provide feedback.
seanebrown 10 Jul, 2016 @ 7:32am 
I agree with Raideur, jump drives need to be tweaked. If possible I suggest removing the weight scale all together so that every ship can simply jump 50k. You could extend charge time if necessary. My Destroyer can only jump 13k at 5mil. I dont consider that to be all that heavy for an armored ship. Yes I could make it lighter but I didnt go crazy by any means. Also Klez when you have time the ship to station conversion on clean-up would be amazing:)....see ya at the roids!
RedDogSlay 9 Jul, 2016 @ 5:57pm 
The server went down at approximately 8:15 p.m. eastern time and hasn't been up since. Furthermore, if I had merged a station to a respawn ship (with merge blocks and beacons) about 30 seconds before the crash, would it be there once the server got back up?
Rabid 9 Jul, 2016 @ 9:34am 
@ Sean -- Mass blocks and grav will be on when projecting and welding with nanites -- its a trait of the mod we can't get around. Fortunately if you build it off the station, your projection will also be a station -- so the grav drive won't move your ship until you convert to ship.
stump13 8 Jul, 2016 @ 4:22pm 
I am pleased with the new server so far.
Keep up the good work!:steamhappy:
seanebrown 8 Jul, 2016 @ 4:55am 
Server crashed around 730am eastern time and didnt come back up. If you could work on the ship to station transition on restarts that would be cool. Nanitie factory likes to turn mass blocks and gravity on even if you project it in the off position.
Raideur Ng 5 Jul, 2016 @ 7:51pm 
It might be a useful mechanic to have two sizes of jump drives:
A smaller tactical drive with the current 50km range and 5 minute chargeup.
A larger long haul drive with up 200km range, but a crippling 30 minute chargeup.

Makes the large, default one a more heavy capital ship / base mover. Useful.