Save The Pressurization Feature
Please don't shunt pressurization to the side. It may seem like a pointless mechanism to you; but it really isn't for many of us. It's so much fun to design a ship around that, making sure every room is properly tubed and ventilated. It directly affects ship design and ship building, and isn't that what you want the game to be about?
"But we have just moved it into experimental mode", you might say. But it's been put in no uncertain terms, on the various streams and even Marek's blog, that stuff in experimental is not likely to be worked on any time soon. He is also saying, and I quote: "It’s still possible that in the future some features could move out of experimental mode if we discover a way to make them viable and performance-friendly.". I'm asking for that to be made a priority for the gameplay major, to actively try to find a solution to this. I'm asking for this to become a primary survival feature.
You need a gameplay reason for pressurization? For example, add a noticable nerf to manual working (welding, grinding, drilling) in vacuum. Note manual working, obviously. That wouldn't only encourage building pressurized spaces so you can make tool ships in order to do the bigger jobs, but also encourage making construction bases on pressurized planets. (Fellow community members, please add your own ideas if you feel like it, I know there are plenty of ideas out there)
Pressurization is also important to the absolutely awesome feature that is realistic sounds (which also should be made front-and-center and not a secondary optional feature, it's that awesome), because it just doesn't have the same impact without pressurized areas to contrast the sound change. "Go to a planet" you might say, sure, but there you might as well not have the realistic sounds on...
Thanks for reading.
Hello, Engineers!
We are working hard on this feature and it should be included in one of the next major updates for Space Engineers. However, as our game development process is fluid, things may change in the future.
Cheers!
Hello, Engineers!
We are working hard on this feature and it should be included in one of the next major updates for Space Engineers. However, as our game development process is fluid, things may change in the future.
Cheers!
I think it is simply an area of code they have not yet delved into in detail to improve the performance. I think it is more a case that all the confirmed tested ok features are outside experimental, and all the todo list, unstable, unreliable or unfinished things are on the other side in experimental until they get to them and move them out.
I think it is simply an area of code they have not yet delved into in detail to improve the performance. I think it is more a case that all the confirmed tested ok features are outside experimental, and all the todo list, unstable, unreliable or unfinished things are on the other side in experimental until they get to them and move them out.
This, the game needs mechanics that engage players and push them to solve engineering challenges ingame. I personally think that Space Engineers needs more actual engineering rather than simply being a ship building sandbox and pressurization is one of those mechanics.
This, the game needs mechanics that engage players and push them to solve engineering challenges ingame. I personally think that Space Engineers needs more actual engineering rather than simply being a ship building sandbox and pressurization is one of those mechanics.
Agreed, I'm a very big advocate of pressurization and jimmacle said it before i could... Space Engineers needs more 'Engineering'.
Agreed, I'm a very big advocate of pressurization and jimmacle said it before i could... Space Engineers needs more 'Engineering'.
Pressurization is understandably a difficult task to do well, but I definitely want them to keep it in the game. It's lead to many amazing moments for me. Being able to take your helmet off in your base gives it that final touch that feels like a job well done. Being blasted back by rushing air while cutting into a ship is just awesome. It's one of the features that sets Space Engineers apart from other games!
Pressurization is understandably a difficult task to do well, but I definitely want them to keep it in the game. It's lead to many amazing moments for me. Being able to take your helmet off in your base gives it that final touch that feels like a job well done. Being blasted back by rushing air while cutting into a ship is just awesome. It's one of the features that sets Space Engineers apart from other games!
Absolutely agree. In a game about building in space and exploring space, air pressurisation and airtightness should be a CORE mechanic, not be shoved off like an afterthought. Please improve it and include it back in to the base game!
Absolutely agree. In a game about building in space and exploring space, air pressurisation and airtightness should be a CORE mechanic, not be shoved off like an afterthought. Please improve it and include it back in to the base game!
I also think that air tightness should be in core mode and not in "experimental". If I remember correctly, entire workshop scenario revolves around no-helmet challenge. Having to work around how to not suffocate gives a lot of depth to the game. So again - Keen, please optimize oxygen and move it back to core mode :) Pretty please? (even if the physical appearance of the please makes no difference :D)
I also think that air tightness should be in core mode and not in "experimental". If I remember correctly, entire workshop scenario revolves around no-helmet challenge. Having to work around how to not suffocate gives a lot of depth to the game. So again - Keen, please optimize oxygen and move it back to core mode :) Pretty please? (even if the physical appearance of the please makes no difference :D)
Absolutely essential for immersion. I build everything airtight in *creative* where actually it is not needed, but I WANT it for being real. Also I imagine it to be connected with heating (we know it is minus 270 degrees Celsius in space, don't we?), but if engineering in life-support could be augmented, like someone mentioned his wishes about already, and we get heating systems, I'd be the first to applaud to this! Until then - don't touch my airtightness in game, it's one of the unique features of Space Engineers!
Absolutely essential for immersion. I build everything airtight in *creative* where actually it is not needed, but I WANT it for being real. Also I imagine it to be connected with heating (we know it is minus 270 degrees Celsius in space, don't we?), but if engineering in life-support could be augmented, like someone mentioned his wishes about already, and we get heating systems, I'd be the first to applaud to this! Until then - don't touch my airtightness in game, it's one of the unique features of Space Engineers!
Hello Malware,
thank you for your feedback about the Pressurization Feature. Even though I cannot promise anything at this moment, I can assure you that we will be carefully looking at the feedback from all of you. And as your suggestion is at the top of all, we will discuss it as the first one.
Hello Malware,
thank you for your feedback about the Pressurization Feature. Even though I cannot promise anything at this moment, I can assure you that we will be carefully looking at the feedback from all of you. And as your suggestion is at the top of all, we will discuss it as the first one.
I agree, airtightness is great fun. Perhaps a different approach to handling it could be made. Keep up the good work you've been doing Keen, but please don't neglect the experimental features.
EDIT: Note community support for this here: https://www.reddit.com/r/spaceengineers/comments/90dup2/vote_to_save_the_pressurization_feature/
I agree, airtightness is great fun. Perhaps a different approach to handling it could be made. Keep up the good work you've been doing Keen, but please don't neglect the experimental features.
EDIT: Note community support for this here: https://www.reddit.com/r/spaceengineers/comments/90dup2/vote_to_save_the_pressurization_feature/
Making Airlocks was my very first Script. I wonder for how many people an airlock script was why they started scripting. Just about every single ship I make is made for airpressure, air compartments, double hulls, airlocks and hangers all with pressure.
Making Airlocks was my very first Script. I wonder for how many people an airlock script was why they started scripting. Just about every single ship I make is made for airpressure, air compartments, double hulls, airlocks and hangers all with pressure.
Thanks for this Mal! I really like how you worded your arguments for how important this feature is for many players.
I do hope we can look into this further with the team soon!
Thanks for this Mal! I really like how you worded your arguments for how important this feature is for many players.
I do hope we can look into this further with the team soon!
There isn't much I can add that Malware didn't already say.
Having pressurization enabled gives the player a real engineering goal with their constructions.
There isn't much I can add that Malware didn't already say.
Having pressurization enabled gives the player a real engineering goal with their constructions.
Honestly, I have never enabled air pressurization simply because I am an admin on a multiplayer server so due to the stress the current system adds I have it disabled. That said, I do want this feature.
FEATURE REQUEST
Please correct me if I am wrong and this feature already exists, but one of the features I would like is for there to be a much stronger vacuum pull when something becomes depressurized quickly. This would make for some absolutely epic streaming moments when I am running in a ship that gets under combat and I get sucked out into space from the breach in the hull. It also adds to the need of creating a ship with multiple pressurized rooms.
Honestly, I have never enabled air pressurization simply because I am an admin on a multiplayer server so due to the stress the current system adds I have it disabled. That said, I do want this feature.
FEATURE REQUEST
Please correct me if I am wrong and this feature already exists, but one of the features I would like is for there to be a much stronger vacuum pull when something becomes depressurized quickly. This would make for some absolutely epic streaming moments when I am running in a ship that gets under combat and I get sucked out into space from the breach in the hull. It also adds to the need of creating a ship with multiple pressurized rooms.
Shut up and take my vote!
Shut up and take my vote!
Without the pressure there is no reason to have vents or airlocks. I always play with it enabled because it just adds so much realism.
Without the pressure there is no reason to have vents or airlocks. I always play with it enabled because it just adds so much realism.
please keen I didn't pay £15 to see the game go from good game to broken wreck with all of its features removed.
please keen I didn't pay £15 to see the game go from good game to broken wreck with all of its features removed.
Space Engineers has much to offer in general, but I feel like airtightness is especially essential to a realistic, immersive, NASA-inspired space simulation and engineering game. Shortly after its introduction, it was the first feature in the game that I truly started to explore and analyse in detail, and it prompted the creation of one of my first ingame automation scripts. It poses a fun engineering challenge in the design of stations and ships, and boosts the immersion incredibly with the realistic sound system. Upon learning about the introduction of realistic sounds, I jumped up from hype, because what had been bugging me for a while in terms of immersion (everything sounding the same everywhere, no matter what) was finally being addressed, and I could enjoy a much more accurate and delightful space simulation.
In short: Yes, I would definitely urge the SE team to work on finding viable optimisations and bugfixes for pressurisation, and reintroducing this system, together with realistic sounds, as a non-experimental feature, and potentially a default setting for new worlds.
Space Engineers has much to offer in general, but I feel like airtightness is especially essential to a realistic, immersive, NASA-inspired space simulation and engineering game. Shortly after its introduction, it was the first feature in the game that I truly started to explore and analyse in detail, and it prompted the creation of one of my first ingame automation scripts. It poses a fun engineering challenge in the design of stations and ships, and boosts the immersion incredibly with the realistic sound system. Upon learning about the introduction of realistic sounds, I jumped up from hype, because what had been bugging me for a while in terms of immersion (everything sounding the same everywhere, no matter what) was finally being addressed, and I could enjoy a much more accurate and delightful space simulation.
In short: Yes, I would definitely urge the SE team to work on finding viable optimisations and bugfixes for pressurisation, and reintroducing this system, together with realistic sounds, as a non-experimental feature, and potentially a default setting for new worlds.
Everyone knows space is a vacuum, even some 1st graders know that. When you go to space, you have to deal with Engineering air pressurization - this is absolutely critical. So shoving a critical element into Experimental robs everyone - including some 1st graders from the polish and shine you are working so hard to give to SE. Who would play a space engineering game with air in space!? Nobody!! That leaves everyone to have to kick on Experimental mode! Why not release the game without Experimental mode so that we can all play without the air and you can save all that hard work for the next couple months!! Great idea, eh!?!
Look I'm sorry to be sarcastic but space without air is really important!!! Seriously, air pressurization is half the fun of SE. "Can't take a big ship to space until it's sealed," is what I always say.
Everyone knows space is a vacuum, even some 1st graders know that. When you go to space, you have to deal with Engineering air pressurization - this is absolutely critical. So shoving a critical element into Experimental robs everyone - including some 1st graders from the polish and shine you are working so hard to give to SE. Who would play a space engineering game with air in space!? Nobody!! That leaves everyone to have to kick on Experimental mode! Why not release the game without Experimental mode so that we can all play without the air and you can save all that hard work for the next couple months!! Great idea, eh!?!
Look I'm sorry to be sarcastic but space without air is really important!!! Seriously, air pressurization is half the fun of SE. "Can't take a big ship to space until it's sealed," is what I always say.
Helping to admin a fairly established server, air tightness is a feature that we get asked about every time we make a new map. Players always want it, for many of the reasons that people have gone into already: it gives an advantage to offset the challenge of working in planetary gravity, it makes ships "feel" like actual spaceships, etc. We try to have it enabled every time, but once we're a week or two in and sim started to drop, we have had to turn it off on map after map. Maybe with this update we can keep it a few days longer, but its always immersion-breaking when we remove it.
Please, put the effort into fixing air tightness! Make it a toggle in the Info pane of a grid like ship/station, just "check for pressurization" - and have it default to "off" in order to save running calculations on all the armor slabs and gantries that never were intended to be sealed anyway - but let us have it on the grids that need it!
Helping to admin a fairly established server, air tightness is a feature that we get asked about every time we make a new map. Players always want it, for many of the reasons that people have gone into already: it gives an advantage to offset the challenge of working in planetary gravity, it makes ships "feel" like actual spaceships, etc. We try to have it enabled every time, but once we're a week or two in and sim started to drop, we have had to turn it off on map after map. Maybe with this update we can keep it a few days longer, but its always immersion-breaking when we remove it.
Please, put the effort into fixing air tightness! Make it a toggle in the Info pane of a grid like ship/station, just "check for pressurization" - and have it default to "off" in order to save running calculations on all the armor slabs and gantries that never were intended to be sealed anyway - but let us have it on the grids that need it!
I've owned SE for a few years now, having bought it the same day that multiplayer was released. Since then I've put 500 hours on the game between a few days of sessions with friends but mostly single player. The survival elements of SE is one of the things that always brings me back into it. The mining, hostile creates and drones, but most importantly the pressurization of bases and ships. Bring able to survive on a Mars base or building a moon base deep in a crater (which my girlfriend and I are currently working on) without constantly wearing a helmet makes the game so much more immersive and fun for us. It's an actual challenge to ensure these are bases are the true example of livable structures. The realism is drastically cut down without this feature I feel. Without having to worry about such survival functions in a space game, I don't feel like there is much point of setting it in space.
I love this game, and I've only been able to bring the love to one other person. I don't want to see either features cut out or the game in general suffer because of limiting factors put on the engine. I'd love to see more support for survival elements in the base game, because otherwise I have to search for mods. Judging by how my game runs as of now, I'm not sure how many I'll be able to keep for everything falls through the floor.
I've owned SE for a few years now, having bought it the same day that multiplayer was released. Since then I've put 500 hours on the game between a few days of sessions with friends but mostly single player. The survival elements of SE is one of the things that always brings me back into it. The mining, hostile creates and drones, but most importantly the pressurization of bases and ships. Bring able to survive on a Mars base or building a moon base deep in a crater (which my girlfriend and I are currently working on) without constantly wearing a helmet makes the game so much more immersive and fun for us. It's an actual challenge to ensure these are bases are the true example of livable structures. The realism is drastically cut down without this feature I feel. Without having to worry about such survival functions in a space game, I don't feel like there is much point of setting it in space.
I love this game, and I've only been able to bring the love to one other person. I don't want to see either features cut out or the game in general suffer because of limiting factors put on the engine. I'd love to see more support for survival elements in the base game, because otherwise I have to search for mods. Judging by how my game runs as of now, I'm not sure how many I'll be able to keep for everything falls through the floor.
Yeah pressurization need love.
But only with a good gameplay.
In the vanilla game this feature is useless except for RP.
I play with the "no helmet" mod, then I need this feature to be able to leave earth, and it's really challenging to manage to live in space only in pressurized area !
Vanilla game need a way to make the vacuum a real threat, this is a big part of the problem to solve to give something to do.
The suggestion before to only activate airtightness per grid is good.
I'm not dev, but KSH need to find a way to "cheat" and not use too much ressources to use this feature.
This is a important gameplay feature.
Yeah pressurization need love.
But only with a good gameplay.
In the vanilla game this feature is useless except for RP.
I play with the "no helmet" mod, then I need this feature to be able to leave earth, and it's really challenging to manage to live in space only in pressurized area !
Vanilla game need a way to make the vacuum a real threat, this is a big part of the problem to solve to give something to do.
The suggestion before to only activate airtightness per grid is good.
I'm not dev, but KSH need to find a way to "cheat" and not use too much ressources to use this feature.
This is a important gameplay feature.
After owning SE since it's release on Steam it was fun to build ships and Crash them. Then, after the Feature of Oxgen and Pressurization me and my Friends are over excited to build ships with Oxygen and Airtightness, this just feels more natural and realistic.
And today its one of the features that makes the difference to other games like SE.
So please, don't remove this great feature. This feature is a great gameplay experience. This is always a musthave for any surival game I started.
After owning SE since it's release on Steam it was fun to build ships and Crash them. Then, after the Feature of Oxgen and Pressurization me and my Friends are over excited to build ships with Oxygen and Airtightness, this just feels more natural and realistic.
And today its one of the features that makes the difference to other games like SE.
So please, don't remove this great feature. This feature is a great gameplay experience. This is always a musthave for any surival game I started.
I always play with this feature enabled and consider it fundamental to playing SE in single player survival mode.
I always play with this feature enabled and consider it fundamental to playing SE in single player survival mode.
The same effect can be achieved without the resource overhead by adding an atmospheric shield generator block to ships.
Since SE has wanted to keep tech realistic to today +70 years, this should be achievable by then: https://en.wikipedia.org/wiki/Plasma_window
Basically what you do is generate the shield on all airtight blocks and if a block is removed, show the shield effect in its place. to keep it immersive, set the max shield coverage to 5 connected blocks. Any five, not a 5x5 grid. Then the inside volume can be pressurized or not. There is no more checking every time the grid is altered (damage, construction, grinding). Only an overall O2% check for the total volume for a given vent and a check for contiguous shield ! > 5 (maybe a max total shield areas per generator block)
The same effect can be achieved without the resource overhead by adding an atmospheric shield generator block to ships.
Since SE has wanted to keep tech realistic to today +70 years, this should be achievable by then: https://en.wikipedia.org/wiki/Plasma_window
Basically what you do is generate the shield on all airtight blocks and if a block is removed, show the shield effect in its place. to keep it immersive, set the max shield coverage to 5 connected blocks. Any five, not a 5x5 grid. Then the inside volume can be pressurized or not. There is no more checking every time the grid is altered (damage, construction, grinding). Only an overall O2% check for the total volume for a given vent and a check for contiguous shield ! > 5 (maybe a max total shield areas per generator block)
Hi,
I love being able to play this game in the weightlessness and vacuum of space. Being able to pressurize my environment is a critical part of making this game believable. Please keep pressurization! It adds a ton or the realism of the game.
Best and love SE,
HD
Hi,
I love being able to play this game in the weightlessness and vacuum of space. Being able to pressurize my environment is a critical part of making this game believable. Please keep pressurization! It adds a ton or the realism of the game.
Best and love SE,
HD
yes i like my oxygen filled rooms so dont side itt
yes i like my oxygen filled rooms so dont side itt
Hy Marek first its a good update! But I like pressurized ships, and i know CPU resources is presuss i have a idea in vanilla we dont need to presureize small grids so world creation i would be nice to get a menu that disables small grids pressurization PS : the GAME IS GREATT!!
Hy Marek first its a good update! But I like pressurized ships, and i know CPU resources is presuss i have a idea in vanilla we dont need to presureize small grids so world creation i would be nice to get a menu that disables small grids pressurization PS : the GAME IS GREATT!!
Pressurization is very important for immersion in my opinion. Not only does it mean that when you are in your ship that you don't need to constantly be refilling your O2, but also it adds an extra thing to look out for in combat.
Pressurization is very important for immersion in my opinion. Not only does it mean that when you are in your ship that you don't need to constantly be refilling your O2, but also it adds an extra thing to look out for in combat.
will i be able to make oxygen food? to be able to eat
will i be able to make oxygen food? to be able to eat
I am OK with the concept of there being a hard limit on the size of pressurized rooms (except in experimental) if that would help performance. I suppose there might be other new rules or restrictions that could be applied for a non-experimental pressurization to work.
I am OK with the concept of there being a hard limit on the size of pressurized rooms (except in experimental) if that would help performance. I suppose there might be other new rules or restrictions that could be applied for a non-experimental pressurization to work.
Because I didn't want to create yet another account I logged on here through my Facebook account. I'm otherwise known on KSH forums as Stardriver907.
You folks said there would be no planets. The community said this game would not work unless there were planets. Then you said there could be planets. Now we have planets, and they're damn good. However, we now have two environments in SE where on one pressurization is a given, and in the other it doesn't matter.
I can see moving pressurization to "experimental" for the time being, but I can't honestly agree that SE would be a complete game unless pressurization was something that mattered when designing and building a spacecraft that will hold a pilot and/or passenger.
I sincerely hope that you are not considering selling a space game that ignores the very thing that makes space different from planets and lets the engineer slide when it comes to solving the problem. If you're going to call it a space game, if you're going to keep the word "space" in the title, if it is indeed all about engineering, do what must be done and don't pull any punches. Just like you did with planets.
You owe it to yourselves to get the base game right.
Because I didn't want to create yet another account I logged on here through my Facebook account. I'm otherwise known on KSH forums as Stardriver907.
You folks said there would be no planets. The community said this game would not work unless there were planets. Then you said there could be planets. Now we have planets, and they're damn good. However, we now have two environments in SE where on one pressurization is a given, and in the other it doesn't matter.
I can see moving pressurization to "experimental" for the time being, but I can't honestly agree that SE would be a complete game unless pressurization was something that mattered when designing and building a spacecraft that will hold a pilot and/or passenger.
I sincerely hope that you are not considering selling a space game that ignores the very thing that makes space different from planets and lets the engineer slide when it comes to solving the problem. If you're going to call it a space game, if you're going to keep the word "space" in the title, if it is indeed all about engineering, do what must be done and don't pull any punches. Just like you did with planets.
You owe it to yourselves to get the base game right.
Since discovering Space Engineers about 4 years ago, it has been my favorite game and almost the only one I play. I have logged over 3000 hours in the game, but since loosing my Alienware computer I am stuck with a lesser system that will only run on low settings so I avoid multiplayer most of the time and play off-line. I am not much into combat, but instead enjoy simply creating until my system can not handle any more blocks. Oxygen and airtightness is a very important aspect of my gameplay and if it is removed that might be a deal breaker for me and I would begin looking for something else to occupy my time. Realism is a very high priority for me and it would not be the same without pressurization. I would rather be able to have only a small space pressurized than to see it disappear completely. I would like to see the game not only keep pressurization, but also to embrace other aspects of survival as well such as maintaining temperature and the need for food and water. It is the challenge of overcoming all of these details that keeps the game interesting for me. Every ship and station I build is designed with the maintaining of life support systems as a high priority. Ther is a satisfaction in finally getting the ship sealed and being able to open up my helmet and sit back and relax for a while knowing i don't have to worry about my oxygent tank running out of air. Pressurization, in my opinion, is a must for the game and I would like to enthuastically add my vote for keeping it. I could go on explaining many reasons for it, but much of what I would say has already been said in the comments above so i won't waste a lot of time. I will just simply say please don't throw away one of the best aspects of the game.
Since discovering Space Engineers about 4 years ago, it has been my favorite game and almost the only one I play. I have logged over 3000 hours in the game, but since loosing my Alienware computer I am stuck with a lesser system that will only run on low settings so I avoid multiplayer most of the time and play off-line. I am not much into combat, but instead enjoy simply creating until my system can not handle any more blocks. Oxygen and airtightness is a very important aspect of my gameplay and if it is removed that might be a deal breaker for me and I would begin looking for something else to occupy my time. Realism is a very high priority for me and it would not be the same without pressurization. I would rather be able to have only a small space pressurized than to see it disappear completely. I would like to see the game not only keep pressurization, but also to embrace other aspects of survival as well such as maintaining temperature and the need for food and water. It is the challenge of overcoming all of these details that keeps the game interesting for me. Every ship and station I build is designed with the maintaining of life support systems as a high priority. Ther is a satisfaction in finally getting the ship sealed and being able to open up my helmet and sit back and relax for a while knowing i don't have to worry about my oxygent tank running out of air. Pressurization, in my opinion, is a must for the game and I would like to enthuastically add my vote for keeping it. I could go on explaining many reasons for it, but much of what I would say has already been said in the comments above so i won't waste a lot of time. I will just simply say please don't throw away one of the best aspects of the game.
To my mind, pressurization represents whether you've created a structure that supports human life for an extended period of time, and creating structures that are reliably pressurized is a basic engineering challenge in the game. In fact, I'd say there are three basic engineering challenges: pressurization, power, and gravity. If pressurization doesn't count as core gameplay, I'm at a loss what the gameplay is supposed to be.
To my mind, pressurization represents whether you've created a structure that supports human life for an extended period of time, and creating structures that are reliably pressurized is a basic engineering challenge in the game. In fact, I'd say there are three basic engineering challenges: pressurization, power, and gravity. If pressurization doesn't count as core gameplay, I'm at a loss what the gameplay is supposed to be.
Pressurization is one of the most unique and exciting aspects about this game! How can you not love running along your pressurized ship while being bombarded and watching sections of your ship depressurize? Or last time I was playing I was in my engineering bay making some repairs after my last encounter when I was attacked and the pressure leaked from engineering, my O2 tank was empty, time was running out as I barely managed to get into the next room and run the sequence to engage the breech doors as I sprinted towards the helm! Air Tightness adds a whole new factor to the game and pulls you in! Probably my single favorite feature about this game.
Pressurization is one of the most unique and exciting aspects about this game! How can you not love running along your pressurized ship while being bombarded and watching sections of your ship depressurize? Or last time I was playing I was in my engineering bay making some repairs after my last encounter when I was attacked and the pressure leaked from engineering, my O2 tank was empty, time was running out as I barely managed to get into the next room and run the sequence to engage the breech doors as I sprinted towards the helm! Air Tightness adds a whole new factor to the game and pulls you in! Probably my single favorite feature about this game.
It's been said over and over, pressurization is mandatory for a game claiming it is about engineering in space.
Additionally, the really exciting survival gameplay is driven by things you REALLY can't go without for even a moment...
It's been said over and over, pressurization is mandatory for a game claiming it is about engineering in space.
Additionally, the really exciting survival gameplay is driven by things you REALLY can't go without for even a moment...
I've heard it stated something to the effect of "space engineers should be not so much about food and wildlife survival, but rather using engineering to survive". I agree with that sentiment. SE should be about "have problem, build a working solution for it".
This is where Pressurization factors into that heart and soul of Space Engineers, enough so that is needs to be given more attention to bring into the mainline branch of the game.
A great example of how pressurization challenges a player to engineer solutions, is to do what I did and talked quite a bit about a while ago: Played Crashed Red Ship with the Malfunctioning Helmet Mod.
https://forum.keenswh.com/threads/a-hardcore-survival-story-world-load-challenges.7400865/#post-1287093630
When breathable air became a requirement of survival, I had to literally engineer solutions to everything- from mining ice right outside to building my first airtight hangar. To me THIS is the heart and soul of Space Engineers: "I'm screwed. well, I gotta engineer and build a solution to survive".
I've heard it stated something to the effect of "space engineers should be not so much about food and wildlife survival, but rather using engineering to survive". I agree with that sentiment. SE should be about "have problem, build a working solution for it".
This is where Pressurization factors into that heart and soul of Space Engineers, enough so that is needs to be given more attention to bring into the mainline branch of the game.
A great example of how pressurization challenges a player to engineer solutions, is to do what I did and talked quite a bit about a while ago: Played Crashed Red Ship with the Malfunctioning Helmet Mod.
https://forum.keenswh.com/threads/a-hardcore-survival-story-world-load-challenges.7400865/#post-1287093630
When breathable air became a requirement of survival, I had to literally engineer solutions to everything- from mining ice right outside to building my first airtight hangar. To me THIS is the heart and soul of Space Engineers: "I'm screwed. well, I gotta engineer and build a solution to survive".
Make it so Number One.
Make it so Number One.
Why are you putting the pressurization aside? That's why I bought the game and I'm not the only one. Before making the next major overhaul (which are very good updates) already try to correct the problems due to the current elements and to improve them. For now, the only thing you do is put enough to disable them in the game options. When you finally remove most of the checkboxes (not all of course since some are still useful) but you should correct the current features and improve them. To answer the post, I would like a realistic suction effect when there is a depressurisarion. Space Engineers is a very good game but there are problems that you unfortunately do not fix.
Translations may not be 100% accurate
Why are you putting the pressurization aside? That's why I bought the game and I'm not the only one. Before making the next major overhaul (which are very good updates) already try to correct the problems due to the current elements and to improve them. For now, the only thing you do is put enough to disable them in the game options. When you finally remove most of the checkboxes (not all of course since some are still useful) but you should correct the current features and improve them. To answer the post, I would like a realistic suction effect when there is a depressurisarion. Space Engineers is a very good game but there are problems that you unfortunately do not fix.
Translations may not be 100% accurate
Realistic sound is in the top 3 features of Space Engineers for me. It has such a great atmosphere and a sense of accomplishment, when you enter pressurized area and start hearing the ship systems, knowing you have built the room properly. Also, as the OP said, pressurization could have even better gameplay impact.
Realistic sound is in the top 3 features of Space Engineers for me. It has such a great atmosphere and a sense of accomplishment, when you enter pressurized area and start hearing the ship systems, knowing you have built the room properly. Also, as the OP said, pressurization could have even better gameplay impact.
Since everything has been said already, i'll just add my vote.
Since everything has been said already, i'll just add my vote.
yeah mine too :)
yeah mine too :)
Survival isn't wat is was without being able to pressurize your ship and space base. Making sure you have airlocks everywhere. It makes the game even more realistic.
Survival isn't wat is was without being able to pressurize your ship and space base. Making sure you have airlocks everywhere. It makes the game even more realistic.
Added my vote also. :)
Added my vote also. :)
This is useless in the PVP scenario. It's my opinion.
But as most want, they also put these doors like vanilla.
Isso é inútil no cenário PVP. É a minha opinião.
Mas como a maioria quer, que coloque também essas portas como vanilla.
https://steamcommunity.com/sharedfiles/filedetails/?id=1359954841
This is useless in the PVP scenario. It's my opinion.
But as most want, they also put these doors like vanilla.
Isso é inútil no cenário PVP. É a minha opinião.
Mas como a maioria quer, que coloque também essas portas como vanilla.
https://steamcommunity.com/sharedfiles/filedetails/?id=1359954841
As a fellow no helmet person I am adding my vote. SE needs more engineering challenges not fewer.
As a fellow no helmet person I am adding my vote. SE needs more engineering challenges not fewer.
Pressurization is [engineering] feature. Making airtight space, a way to supply air and making a functioning airlock are all interisting engineering challenges. Not many games have those. Now combine it with realistic sound that goes hand in hand with pressurization and it's clear as day that this feature is worth saving.
Pressurization is [engineering] feature. Making airtight space, a way to supply air and making a functioning airlock are all interisting engineering challenges. Not many games have those. Now combine it with realistic sound that goes hand in hand with pressurization and it's clear as day that this feature is worth saving.
Couldn't be more behind this one.
I've never played with airtightness turned off. The very idea of playing without it just seems preposeterous to me. I don't understand how anyone could not want this feature to remain.
I mean it's space - there's no point building a room with walls, doors, windows & a ceiling in space if it's not going to be pressurised. That'd be like making a game about submarines & having the option to wear a diving suit & fill the submarine with water instead of air... what does the submariney part of the sumarine do again exactly? Keep the fish out?
Without pressurised rooms why bother to buld spaceships at all? The Jetpack goes just as fast & we already have all the tools & weapons in handheld form.... we wont need windows or doors, so they can go. Oxygen generators & farms, they can go next. No need for Oxygen Tanks, Bottles or Air vents - get those nasty things out of here! Hell, might as well do away with all the blocks & give us portable assemblers & refineries instead... though it's hard to know what we'd find to do with them.
Spider & Wolf shooting simulator 2018 anyone?!
Couldn't be more behind this one.
I've never played with airtightness turned off. The very idea of playing without it just seems preposeterous to me. I don't understand how anyone could not want this feature to remain.
I mean it's space - there's no point building a room with walls, doors, windows & a ceiling in space if it's not going to be pressurised. That'd be like making a game about submarines & having the option to wear a diving suit & fill the submarine with water instead of air... what does the submariney part of the sumarine do again exactly? Keep the fish out?
Without pressurised rooms why bother to buld spaceships at all? The Jetpack goes just as fast & we already have all the tools & weapons in handheld form.... we wont need windows or doors, so they can go. Oxygen generators & farms, they can go next. No need for Oxygen Tanks, Bottles or Air vents - get those nasty things out of here! Hell, might as well do away with all the blocks & give us portable assemblers & refineries instead... though it's hard to know what we'd find to do with them.
Spider & Wolf shooting simulator 2018 anyone?!
Played the game without pressurization. It did make the game harder, because I was still suffocating, but it felt weird because it made the game feel less like a space game and more like a travel game. Plus it takes like literally, half the engineering out of Space Engineers. I guess Space Engineers just make Engines?
Played the game without pressurization. It did make the game harder, because I was still suffocating, but it felt weird because it made the game feel less like a space game and more like a travel game. Plus it takes like literally, half the engineering out of Space Engineers. I guess Space Engineers just make Engines?
Maybe you can wear an under suit (no space suit at all) and get a bonus to something. But then if you have a depressurization you cannot close helmet because you are not wearing one. so you got till you die to get back into pressure. So it would require male and female outfits without space suit.
Maybe you can wear an under suit (no space suit at all) and get a bonus to something. But then if you have a depressurization you cannot close helmet because you are not wearing one. so you got till you die to get back into pressure. So it would require male and female outfits without space suit.
I like some ideas posted here, not only proposing to save the pressurization feature, but also give it some survival/engineering meaning. I like the idea of having bonuses while being in pressurized area. I also like the idea of uniform (because living on planet in space suit is weird).
Here's my suggestion - how about making the uniform have booster instead of jetpack? You would hold space and it would boost you up as long as you are holding it, spending hydrogen, while space suit (which already has ion thrust colors on jetpack) would work as it's working now just in space, spending energy. Mateusz Brzozovsky suggested suit parachutes, which would feel awesome (requiring canvas in your inventory).
Yes, the game is about engineering, not about player character, but giving the character a small bit more certainly wouldn't hurt. Skins already make players feel so much more alive, especially in big groups.
I like some ideas posted here, not only proposing to save the pressurization feature, but also give it some survival/engineering meaning. I like the idea of having bonuses while being in pressurized area. I also like the idea of uniform (because living on planet in space suit is weird).
Here's my suggestion - how about making the uniform have booster instead of jetpack? You would hold space and it would boost you up as long as you are holding it, spending hydrogen, while space suit (which already has ion thrust colors on jetpack) would work as it's working now just in space, spending energy. Mateusz Brzozovsky suggested suit parachutes, which would feel awesome (requiring canvas in your inventory).
Yes, the game is about engineering, not about player character, but giving the character a small bit more certainly wouldn't hurt. Skins already make players feel so much more alive, especially in big groups.
Can I also ask that when you open a pressurised area into a Vacuum that you are pushed towards the breach like you use to back in the day. it added some realism to it
Can I also ask that when you open a pressurised area into a Vacuum that you are pushed towards the breach like you use to back in the day. it added some realism to it
This has some PVP applications so I support saving this.
This has some PVP applications so I support saving this.
I not even Sure why This would get removed as it works 99% with out any issues, and the 1% is people who build Grids too big etc etc.
I not even Sure why This would get removed as it works 99% with out any issues, and the 1% is people who build Grids too big etc etc.
As i get hands on SE and see this feature, it rememberd me this:
https://youtu.be/XDLaUPV_bvE?t=37s
I know that game in that time haved this as "faked effect" but i always like that part and SE really give me that RF feel. (GameMap_Compare.jpg)
As i get hands on SE and see this feature, it rememberd me this:
https://youtu.be/XDLaUPV_bvE?t=37s
I know that game in that time haved this as "faked effect" but i always like that part and SE really give me that RF feel. (GameMap_Compare.jpg)
Hello, Engineers!
We are working hard on this feature and it should be included in one of the next major updates for Space Engineers. However, as our game development process is fluid, things may change in the future.
Cheers!
Hello, Engineers!
We are working hard on this feature and it should be included in one of the next major updates for Space Engineers. However, as our game development process is fluid, things may change in the future.
Cheers!
Keen, as a significant help to air pressure management, as you roll out this feature, could you include a leak analysis feature - similar to the Leak Detection mod, please? This would be helpful with the Blast Door blocks, and the Hangar Door block (and many other blocks registered as non-airtight: https://spaceengineerswiki.com/Oxygen/Airtight_List) to trace the path to the unknown leak.
Without something like this we'll need to add the mod to do the analysis, kicking us back into Experimental mode anyway.
Keen, as a significant help to air pressure management, as you roll out this feature, could you include a leak analysis feature - similar to the Leak Detection mod, please? This would be helpful with the Blast Door blocks, and the Hangar Door block (and many other blocks registered as non-airtight: https://spaceengineerswiki.com/Oxygen/Airtight_List) to trace the path to the unknown leak.
Without something like this we'll need to add the mod to do the analysis, kicking us back into Experimental mode anyway.
Forget air-tightness mechanics. Suppose you get some creative types to use that in a survival sort of campaign, and you must race against the clock to not suffocate. That's great! But that's a one-time play through.
It isn't going to get people coming back to the game. I seriously doubt that single-player experiences are going to get those kinds of numbers, you need multiplayer for that.
Forget air-tightness mechanics. Suppose you get some creative types to use that in a survival sort of campaign, and you must race against the clock to not suffocate. That's great! But that's a one-time play through.
It isn't going to get people coming back to the game. I seriously doubt that single-player experiences are going to get those kinds of numbers, you need multiplayer for that.
i created an account for this...i really like the realism idea of pressurization, i play space engineers for a what it offers, its a bit of a survival game as i start with nearly nothing and only work my way up from there and good fun can be had with a challenge like this
i created an account for this...i really like the realism idea of pressurization, i play space engineers for a what it offers, its a bit of a survival game as i start with nearly nothing and only work my way up from there and good fun can be had with a challenge like this
I've always thought that ship pressurization could have an extra purpose if we were to eventually get a food system for survival mode. I mean think about it: You can't really eat if you're always wearing a space suit. Eventually you've got to be in a pressurized enrivonment in order to put stuff in your mouth. Same thing for the ability to grow crops on a ship; you need oxygen and pressurization, and sunlight. Extra incentive for having a pressurized environment. I still dream of this: https://www.youtube.com/watch?v=YiivyAuF8aw
I've always thought that ship pressurization could have an extra purpose if we were to eventually get a food system for survival mode. I mean think about it: You can't really eat if you're always wearing a space suit. Eventually you've got to be in a pressurized enrivonment in order to put stuff in your mouth. Same thing for the ability to grow crops on a ship; you need oxygen and pressurization, and sunlight. Extra incentive for having a pressurized environment. I still dream of this: https://www.youtube.com/watch?v=YiivyAuF8aw
Guys, everyone need to remember it's not a ordinary sandbox, its a physics-sandbox designed for exploration, engineering, survival in space and on planets.So remove the main code for pressurization goes against the objective of survival and engineering, and it goes against the vision of survival in space in a physics-sandbox.
So it's not a virtual Lego, it's a simulator.
Guys, everyone need to remember it's not a ordinary sandbox, its a physics-sandbox designed for exploration, engineering, survival in space and on planets.So remove the main code for pressurization goes against the objective of survival and engineering, and it goes against the vision of survival in space in a physics-sandbox.
So it's not a virtual Lego, it's a simulator.
I think a good idea to add to this is making voxels airtight, i really wanted to build a base inside a asteroid that had only one hole in it, but i found it would take a lot of work to get that working
I think a good idea to add to this is making voxels airtight, i really wanted to build a base inside a asteroid that had only one hole in it, but i found it would take a lot of work to get that working
Pressurization is saved, this ticket can be closed
Pressurization is saved, this ticket can be closed
Hello, guys!
I didn´t go for this game dues to pressurization; I didn´t know this feature; and I didn´t even noticed it in the gameplay videos on youtube.
Finally, I was deligted when I first download the game and saw the "pressurization" alerts.
THIS IS AWESOME!!!
Hello, guys!
I didn´t go for this game dues to pressurization; I didn´t know this feature; and I didn´t even noticed it in the gameplay videos on youtube.
Finally, I was deligted when I first download the game and saw the "pressurization" alerts.
THIS IS AWESOME!!!
Kudo's to you on this endeavor Malware. Without it, we would not be able to effectively combat my most favorite new feature. Environmental Temperatures.
Kudo's to you on this endeavor Malware. Without it, we would not be able to effectively combat my most favorite new feature. Environmental Temperatures.
Thanks a lot for making it better! Now, how about using the sexy realistic sounds as default option on your official servers? It has great atmosphere.
Thanks a lot for making it better! Now, how about using the sexy realistic sounds as default option on your official servers? It has great atmosphere.
plz fix it space engineers...i find bug in thrusters
plz fix it space engineers...i find bug in thrusters
why not make it realistic so say a hole was blown Into you're ship and the space is a vacuum right? so i was thinking why not have it where that depressurization sucks you out of the ship.
why not make it realistic so say a hole was blown Into you're ship and the space is a vacuum right? so i was thinking why not have it where that depressurization sucks you out of the ship.
Making properly pressurized bases/ships has always been a fun challenge. Having to deal with windows that are not airtight in any sensible way has always been a terrible experience.
Making properly pressurized bases/ships has always been a fun challenge. Having to deal with windows that are not airtight in any sensible way has always been a terrible experience.
Why would they ditch the feature? If they keep chunking everything to the experimental box, this game is going to be no better than some unity games - in fact one is arguably better now - runs better, supports server clustering, a great AI for PVE (and you would expect the company that touts a machine learning AI as it's bread and butter to have a decent PVE AI), and has a pretty stable oxygen system. But why should Keen care? They already have their money from us.
I just don't understand how some very low-budget unity games can somehow master things (like pressurization) that Keen seems to struggle with so much that they'd rather scrap it, than fix it.
PS Why is pressurization still running in the sim frames?
Why would they ditch the feature? If they keep chunking everything to the experimental box, this game is going to be no better than some unity games - in fact one is arguably better now - runs better, supports server clustering, a great AI for PVE (and you would expect the company that touts a machine learning AI as it's bread and butter to have a decent PVE AI), and has a pretty stable oxygen system. But why should Keen care? They already have their money from us.
I just don't understand how some very low-budget unity games can somehow master things (like pressurization) that Keen seems to struggle with so much that they'd rather scrap it, than fix it.
PS Why is pressurization still running in the sim frames?
I just submitted a bug on the air vents, the max capacity should ba at max capacity when depressuring pressurised room and varie depending on outside o2 level and atmosphere pressure. It may add some game mechanics with weather effects changing o2 level and increase the difficulty of producing O2 on alien planet-like and Pertam-like planets.
I just submitted a bug on the air vents, the max capacity should ba at max capacity when depressuring pressurised room and varie depending on outside o2 level and atmosphere pressure. It may add some game mechanics with weather effects changing o2 level and increase the difficulty of producing O2 on alien planet-like and Pertam-like planets.
Also, in my opinion the max capacity may be 10 times slower for survival. tested in a personnal mod, it brought some engeneering challenges to pressurise large hangars and increase the energy demand, especially when air loss happen. You then have the choice to build an efficient small air lock system with timers, build more airvents to speed up the depressurising process of your large hangar or wait longer to save energy.
Also, in my opinion the max capacity may be 10 times slower for survival. tested in a personnal mod, it brought some engeneering challenges to pressurise large hangars and increase the energy demand, especially when air loss happen. You then have the choice to build an efficient small air lock system with timers, build more airvents to speed up the depressurising process of your large hangar or wait longer to save energy.
Replies have been locked on this page!