Crawling and Engineer Collider

Rob Mayer shared this feedback 35 days ago
Not Enough Votes

Engineers often need to get into tight spaces - Jefferies tubes and other such things. I think the ability to crawl would be welcome.


Further, I feel like the engineer's collider is currently too wide currently. Needing a 1m opening to fit through seems a bit much.

Replies (5)

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With or without spacesuit?

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Both? Relevance?

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A narrow domestic door is 27inches wide, a standard door is 30", and public doorway larger still.

Now with a front pack and a backpack, helmet, big boots, quite a few layers of textile, padded gloves and assemblage of tools, crawling, ducking and dragging yourself through ductwork is a chore at best. I personally have had to navigate ductwork in a previous career, I would not recommend it and that was without a spacesuit.

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Sure, I wouldn't want to navigate those kinds of tight spaces in meatspace, either - but this is a game, not a simulation, after all.

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But because it is a game it didn't mean it didn't need to be realistic at some point. And SE is a mix of simulation and arcade. Especially all the physic stuff is simulation and trying to get a astronaut in a space suit through a too small passage is physic. ;)

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oh jesus christ, I'm not suggesting that they need to squeeze through a 6-inch slot in the wall, folks. I'm saying that it currently feels a little too restrictive - if you don't agree, don't vote for it.

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Well, it is exactly what you talking about. You want that you can go through a 0,75m (that is the next step from 1m) gap with a space suit and a backpack one. That is like want to go squeeze your character into a narrow area.


And I already have a solution for that, but only in a pressurized area: take your space suit off.

https://support.keenswh.com/spaceengineers2/pc/topic/46451-no-space-suit-take-your-space-suit-off

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okay - fine, I'll play: 0.75m is just shy of 30 inches, that seems perfectly reasonable to me, even in a high-tech fairly form-fitting space suit that could, for all we know, be made of woven unicorn hair and handwavium.

I'd argue that being able to take off said space-suit is a good idea in its own right, independent of maybe reexamining the size of the engineer collider.

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I NEED to be able to put crawlspaces and vent ducts in my ships to crawl around. Also, yknow, entering into "crawl" might make a less clunky way of changing your direction in zero G, rather than trying to rotate around like a big stick all the time, which would come in handy on more realistic designs; Think how astronauts operate in X junctions of the ISS, going from an upper level to a horizontal level.

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I'm mixed here, I agree to the first one, but I don't agree at all at the second one. You are in a space suit after all. If you build too tight that you can't reach stuff anymore, well, it is obviously where here the problem sits: in front of the monitor.


That is the reason why you shouldn't never mix two suggestions together with such a vote system. Sorry, no vote from me.

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"well, it is obviously where here the problem sits: in front of the monitor."

the hell?

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Can the game be blamed if you design your ship too tightly? Nope. So it IS the fault of the player.

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so, you're response to "hey Keen, I think being able to crawl around could be a value add" is "maybe the player should get gud instead!"


get outta here with this obtuse vindictiveness. not interested.

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One possible solution could be more types of suits, which could be rotated as needed.

One suit for long term activity in a ship or base, another for heavy assembly work in open space.

And yet another for exploring an alien ship or fighting on a planet.


https://support.keenswh.com/spaceengineers2/pc/topic/45275-space-suits

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Maybe we could even move in a pressurized ship without a space suit with only normal (working) clothes on.

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Jefferies tubes, Star Trek maintenance ducts. Highly optional, highly immersive. Nuff said. Being able to crawl only in a jumpsuit would be fine too.

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