I'll have to insist. We need water. Plain, simple water.
Space engineers is a game made for people to create stuff. What we have to interact the stuff we create with is basically the environment. Right now what we have are planets, asteroids and the empty space in the vacuum. The only practical difference between planets and asteroids is gravity strenght and environment size. Atmosphere is great, but unless you use mods, there's no wind, so there's little difference in engineering to asteroids and planets... it just adds a layer to resource management with different thuster types.
Now, if you add water to Space Engineers, besides land and space, we will have a third major environment to create stuff for. It really doesn't need to be spectacular water. It doesn't need to be volumetric. People don't want carry water around to make pools in their bases, but I'm certain they would want to make underwater bases. None of the environments we have right now are spectacular in regards to simulation because: a) voxels aren't exactly realistic and b) space... well, it's just space. What really makes these environments spectacular are not the environment themselves, but how we and our creations are able to interact with them.
Imo water could be just a fixed level present on certain planets. Dig until ocean level and you get to the water. Simple water like that is not hard to implement. You already have air tightness mechanics. Rename atmospheric thrusters to something like displacement thusters and add a dehumidifier block to clear interior grids. I know the harder part is implementing buoyancy but even that does not seem very complicated. It's basically just a reverse gravity field that also takes into account air mass inside the grid. Would it have a significant impact in the game processing? I know there are a lot of nitpicks involved but we just need a basic version and modders can implement more realism if they want like there is with atmosphere and thrusters physics for example.
Imagine you need to build a ship airtight and heavy enough to dive for resources. Imagine building a base in a planet where the whole surface is covered in water. Imagine launching a rocket to space from under the sea. Don't waste that.
Well ... good luck simulating proper liquid physics ;-)
It's not that it cannot be done - but it is really taxing on processor power ...
Or implement some simplifications ...
I suppose that's why Keen didn't implemented liquids - they are either too taxing for simulation or the simplifications destroys believability too much ...
Well ... good luck simulating proper liquid physics ;-)
It's not that it cannot be done - but it is really taxing on processor power ...
Or implement some simplifications ...
I suppose that's why Keen didn't implemented liquids - they are either too taxing for simulation or the simplifications destroys believability too much ...
I think this is an interesting and expandable idea. ;)
I think this is an interesting and expandable idea. ;)
They shot down retractable landing gear because it was "too complex"... so... liquid water?
They shot down retractable landing gear because it was "too complex"... so... liquid water?
"People don't want carry water around to make pools in their bases" Yes, i want a swimming pool in my flagship! :)
"People don't want carry water around to make pools in their bases" Yes, i want a swimming pool in my flagship! :)
It seems to me that if SE can simulate grass blowing in the wind, then they can similarly simulate the movement of “water”. At least, that’s my simplistic view of the issue.
It seems to me that if SE can simulate grass blowing in the wind, then they can similarly simulate the movement of “water”. At least, that’s my simplistic view of the issue.
This reminds me Medieval Engineers water mod. It was adding some offset planets to add a water level to the world.
The bad thing about it is, it was leaving previously made structures underground. Probably it was adding a larger diameter planet over the actual planet. Maybe this is to change deepest/highest points of the planet. Then adds a water planet/sphere adjusted for the offset planet.
This reminds me Medieval Engineers water mod. It was adding some offset planets to add a water level to the world.
The bad thing about it is, it was leaving previously made structures underground. Probably it was adding a larger diameter planet over the actual planet. Maybe this is to change deepest/highest points of the planet. Then adds a water planet/sphere adjusted for the offset planet.
It's not too complex if you use a simplified model such as something like Dwarf Fortress or Minecraft.. A range of voxels with different 'levels' of water, with voxels of higher level 'flowing' to those of lower, down to a minimum level. Yes, it does require some amount of processor power, but only when there's instability in the system and the water needs to 'settle' - otherwise they're static voxels. You make sure during world creation that all voxels are either completely full and contained on 4 sides or else completely empty, to eliminate the need to 'flow' from the outset, and then the only updates that need to happen are triggered by interactions and relatively localised.
Minecraft can manage it in java on phone processors. Dwarf Fortress... yes, water is a pig there but that's mostly because it's generally flowing all the time - it can still do it on pretty minimal hardware though. Surely it's do-able in SE on a modern PC.
It's not too complex if you use a simplified model such as something like Dwarf Fortress or Minecraft.. A range of voxels with different 'levels' of water, with voxels of higher level 'flowing' to those of lower, down to a minimum level. Yes, it does require some amount of processor power, but only when there's instability in the system and the water needs to 'settle' - otherwise they're static voxels. You make sure during world creation that all voxels are either completely full and contained on 4 sides or else completely empty, to eliminate the need to 'flow' from the outset, and then the only updates that need to happen are triggered by interactions and relatively localised.
Minecraft can manage it in java on phone processors. Dwarf Fortress... yes, water is a pig there but that's mostly because it's generally flowing all the time - it can still do it on pretty minimal hardware though. Surely it's do-able in SE on a modern PC.
would be a cool feature, but as the game has already problems with physic calculations, don't overload it anymore for the moment...
would be a cool feature, but as the game has already problems with physic calculations, don't overload it anymore for the moment...
We finally got a water mod of sorts and I made a planet for it and thats something at least and its not ice oceans. I think the water mod itself is pretty fun too its a heavy work in progress right now.
World I made for it https://steamcommunity.com/sharedfiles/filedetails/?id=1681475411&searchtext=water
Water mod itself https://steamcommunity.com/workshop/filedetails/?id=1654233231
We finally got a water mod of sorts and I made a planet for it and thats something at least and its not ice oceans. I think the water mod itself is pretty fun too its a heavy work in progress right now.
World I made for it https://steamcommunity.com/sharedfiles/filedetails/?id=1681475411&searchtext=water
Water mod itself https://steamcommunity.com/workshop/filedetails/?id=1654233231
No i don't like the idea and and i feel it is not necessary, its just not needed and i feel it's not the type of game that needs it anyway.
No i don't like the idea and and i feel it is not necessary, its just not needed and i feel it's not the type of game that needs it anyway.
i was gonna write an actual comment.. but this is too much info for me to process...
i was gonna write an actual comment.. but this is too much info for me to process...
I also had this idea and was thinking about it. One problem that came to mind is how would pressurization and depressurization look like while a big grid ship (submarine) is underwater. It can work exactly the same way as air and vacuum but need to look different. Simulating a water level separately in every room of a submarine would be problematic. Instead when the viewer is inside anywhere in a room that is partially flooded there should be just a splashing water effect on screen. As the water to air percentage gets higher, the effect turns more intense, gradually turning into the underwater filter.
I also had this idea and was thinking about it. One problem that came to mind is how would pressurization and depressurization look like while a big grid ship (submarine) is underwater. It can work exactly the same way as air and vacuum but need to look different. Simulating a water level separately in every room of a submarine would be problematic. Instead when the viewer is inside anywhere in a room that is partially flooded there should be just a splashing water effect on screen. As the water to air percentage gets higher, the effect turns more intense, gradually turning into the underwater filter.
Today i think it's time to simple water.
A "tank area", if a side wall is broken it slowly scan and create another tank linked and transfer fluid only graphically.
The "physics effect" area is made only of 5 or 6 sides.
As example: a lake is 1 aquarium cube, if you make a pond and create a hole to the lake, the hole breaks the aquarium activating a scan, the hole is scanned and create another aquarium cube slowly filling it.
Today i think it's time to simple water.
A "tank area", if a side wall is broken it slowly scan and create another tank linked and transfer fluid only graphically.
The "physics effect" area is made only of 5 or 6 sides.
As example: a lake is 1 aquarium cube, if you make a pond and create a hole to the lake, the hole breaks the aquarium activating a scan, the hole is scanned and create another aquarium cube slowly filling it.
I would like to see it, too, maybe after air resistance is implemented. Having just a static sphere (with waves) and fog everywhere seems the way that games do it.
I would like to see it, too, maybe after air resistance is implemented. Having just a static sphere (with waves) and fog everywhere seems the way that games do it.
What about water tanks that take in liquid to become ballast and then eject it to become buoyant? This topic is good but it seems to me people aren't able to separate simplified video game water with real water. I'm more interested in how hydrogen production would be balanced with the added ability to suck up endless amounts of water. How would it behave if the terrain containing the water body was broken? And what about caves, would everything below sea level be submerged?
What about water tanks that take in liquid to become ballast and then eject it to become buoyant? This topic is good but it seems to me people aren't able to separate simplified video game water with real water. I'm more interested in how hydrogen production would be balanced with the added ability to suck up endless amounts of water. How would it behave if the terrain containing the water body was broken? And what about caves, would everything below sea level be submerged?
Why ? We didnt even need planets.
What we need:
is colision box fix
oposite force fix
gradiant sound fix
texture maching fix
smoke effects fix
complete sets of blocks
And so much more. Watter is the last thing is SPACE MINING GAME
Why ? We didnt even need planets.
What we need:
is colision box fix
oposite force fix
gradiant sound fix
texture maching fix
smoke effects fix
complete sets of blocks
And so much more. Watter is the last thing is SPACE MINING GAME
The current water mod is really just a geometric plane (well actually a sphere, since the planets are also round) that don't really react to ships or have softbody physics. Also Keen is programming it into VRAGE 3, however SE is unlikely to be upgraded to VRAGE 3. Maybe in a potential sequel.
The current water mod is really just a geometric plane (well actually a sphere, since the planets are also round) that don't really react to ships or have softbody physics. Also Keen is programming it into VRAGE 3, however SE is unlikely to be upgraded to VRAGE 3. Maybe in a potential sequel.
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