Differing sized mech knee or potentially arm blocks

Nicholas shared this feedback 21 days ago
Not Enough Votes

I've seen hundreds of Mechs in the original space engineers, and while they are all incredible, they have always been nothing more than a gimmick due to the restrictions of using default hinges as the bending parts.


This is an opportunity for that to change.

Make a Mech knee/hip block with differing sizes. 0.5m 1m 2m 2.5m, etc, etc.

These parts would allow the legs and feet built from them to walk with an animation, similar to the player character, that allows them to move quickly, and use a system that determines how the legs should cycle based on terrain./elevation.

Similar to how the space engineers feet differ in placement depending on the surface below them. or a wheel differs in suspension travel depending on the terrain below them.

This would still allow mechs to be creatively built, while also being extremely optimal, whether you're using the 0.5m version to make a barebones exoskeleton slightly larger than your engineer to transport heavy equipment, using the 2.5/5m version to make a massive walking armory, or any possibility in between.


Please consider this heavily as it would grant near infinite possibilities to players interested in building mechs.

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Replies (3)

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yeah all we need are the rotor/hinges, and maybe a joint that combined the movement of both like a ball joint. then give us those in different sizes. and give us cockpits designed for mechs (just so it looks good).


For ships you get in cockpit, and the game knows to treat it like ship and manages the controls for your ship. There is no reason you cant get in a cockpit, label it for mech and have controls that work for mechs now, instead of ships. So you move your mouse around? = the body swivels. press forward, the legs move etc. it would just need to be built by the devs to work this way.


I like the idea of still being able to customize/design most of the mech and how the arms look. they could also give us the skeleton of a mech or the skeleton of the body/legs, arms. and you place blocks on the skeleton itself, to custom design everything

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Please don't have a ready-made mech that you can customize. That changes the play experience from Lego to Playmobil. All it needs is a block that functions as a ball joint. This would be good for mechs, but it would have many uses.


A mech cockpit for customized controls would be interesting. But I don't think it would work well unless there's a very specific mech for which it's tailored. How would the controls react to deviations from the "normal" design (for example, three or more legs)?

The best way to have a customized cockpit would be if the key assignments were freely configurable. For example, when moving forward, the action "x" is performed. When the key is no longer pressed, this action stops (immediately or after the movement has ended). The same applies to up/down/left/right/backward. This system would also have the advantage of being versatile and not just for mechs.

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I will agree with you that it changes things slightly.


But it's just another option I am proposing. I am not dead set on it.


It's not a whole mech, that you then customize. It's scaffolding/skeletal parts. They would be very thin and barebones, and you would have to attach blocks to it to build out arms, legs, and the body still. This would help because it enables the devs to make controls for the mech easier.


I think they could do it from only providing us joints too though, just it's more complicated.

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Hmmm... tricky...


First we'd need a way to map at minimum a hip-rotator, knee, and ankle joint for each leg.


Then we'd need a way to set gyros to keep a mech vertical (or close enough in quad/hex/arbitrary number leg designs) without interfering with regular movements.


Then we'd need some manner of elevation-stabilization to keep a mech walking along a hillside from either getting stuck or trying to yeet itself when its feet would touch the ground at different elevations.


And finally, we'd need to get people to realize that as immensely cool as mechs are, they are atrociously impractical and will be outperformed even by conventional wheeled craft in the vast majority of scenarios.


Its a cool idea and I want it, but I do not have high-hopes that it would ever see either significant or practical use.

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This is only true following the logic that these blocks don't change from SE1. The legs would automatically balance and attempt to stay upright, they would walk up Inclines the same way your engineer does, and would move quickly and easily using your wasd commands. This would actually make mechs viable against rovers or ships. They need to have a system integrated so the legs move just as if you were just your player model walking around.

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Right... I guess we need some clarity...


How big are you expecting these to be?

-The loader exo-suit from Aliens?

-The various mechs of Battletech?

-Unit 01 from Evangelion?

-The Strider from Armored Core 6?

-Tengen Toppa Gurren Lagann from Gurren Lagann?


Also, are you looking to get them to add mechs, or mecha?

-Mechs behave like vehicles with legs. They have mass and inertia, need to slow down before stopping or turning hard, and generally adhere to something reasonably close the the laws of physics. Examples: the mechs of Battletech, the striders of Gen:Lock, the patriot exosuit from Helldivers.

-Mecha behave like plot-devices in an action-series. They typically only have mass when needed to either melee something or look impressive, they regularly engage in maneuvers or take impacts that should reduce the pilot to something visually akin to salsa sprayed over the interior of the cockpit, and they outperform everything else because plot says whatever they're made of only works at the exact size and in the exact shape they are. These probably wont happen because SE2 isn't a dedicated mecha game. Examples: the armored cores from Armored Core 6, the mobile-suits from the Gundam series, the jaegers from Pacific Rim.


The devs have said they want SE2 to be easier when it comes to fabricating and replacing grids, so we can probably boil problems with mechs down to three significant issues:

-Balance: If the mech is a grid it will have a center of mass/balance, and odds are that just like for every other biped its going to be quite high up relative to both the width and length of its support-base (the feet). As the mech can't have infinite force to keep itself upright (this would be too easily exploited for klang-tech) odds are we'd need some equivalent to gyros that have a maximum output to balance it, which would in turn both make it possible to knock it off balance with much lighter impacts than a craft with a wider support base, and limit how fast it can accelerate without tripping.

-Slow: If the game engine limits grid-speed, then a mech can't ever reach that speed on foot because its feet can't exceed that speed (again assuming you don't want people doing stupid things with klang-tech). Provided it has an adequately clear environment with space appropriate to accelerate given the traction of the foot, power of the actuators, and center of balance, and that it was pulling an actual "run" instead of a "kangaroo-hop" it would probably top out at just over a third of the top speed of any other vehicle. This would allow those conventional vehicles to easily control the range of the engagement in most circumstances.

-Bigger target: Its a mech, its a big target that stands upright to move and maneuver while a conventional vehicle of similar size would more than likely be like having that mech maintain full mobility while laying prone, there is nothing to be done about this.


So a very cool idea and I want it, but probably not practical for most situations.

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Controlling a walking bipedal mechanoid in a simulated, at least approximately physically realistic environment is a complex, non-trivial problem. If the game engine does not directly support it (de facto cheating), it is probably unsolvable at the level of scripting available to players.


A functional leg needs at least three joints, two of which, the hip and ankle, must allow deflection in two planes and rotation.

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Tael - note a small detail: moving down stairs is more sophisticated than moving up stairs.

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Controlling all that would probably be covered by Nicholas' whole thing they were on earlier. My point is more that ground-vehicles are already typically fairly niche because of the advantages afforded by flight in regular play, and while custom mechanical legs would be the coolest form of ground movement, they would also probably be the worst from an advantage/disadvantage point of view.

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I fully believe this is because the lack of utilities, and the Klang potential. Thrusters are so fuel efficient that the second you can make thrusters and a battery or two, it's the safest, fastest form of travel.

I think the fix for this is one, similarly to the above mentioned request, adding more forms of travel potential. And two, adding higher caliber weapons that're heavy enough to require a ground vehicle, or a big enough ship.

Along with the threat of things actually shooting at you so it's not very practical to just keep shoving thrusters and batteries on a ship until it works


One of the things I've wanted for a long time is some kind of hover engines. 1x3 block size for example, that automatically keeps a vehicle like 5 or 6 blocks off the ground but only allows hover style movement.

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-Fuel efficiency isn't the issue, wheels knock thrusters out of the park on that one, thrusters are just more efficient with the one resource you can't go mining for: time.


-Larger guns aren't likely to solve the problem (though I want them too). SE is an engineering game, and a lot of people think big when engineering something, and typically need very little in the way of reason to go bigger. Also, guns with substantial recoil would knock a biped over long before a wheeled vehicle noticed much of anything.


-I like combat, and I want more of it. That said, aircraft dominate in combat in IRL because of mobility, and our surface-military isn't entirely jets and helicopters only because it would be too expensive to build/maintain and neither of those vehicles can loiter for more than a few hours. SE is not so short on resources as we are IRL, and loitering in mid air for days isn't super useful in a game people can typically only play a few hours at a time, so even with the threat of attack I suspect aircraft would still dominate.


-Hovers would also be cool, but for now in SE1 we must stick with sensor-controlled thrusters and wheels turned sideways with friction set to 0... unless you talk the devs in to it, I hear the next major patch will be another "Most Wanted" with all the random stuff people want that wouldn't fit the vibe of other upcoming patches.

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Until the physics of the world are set up correctly, physically correctly and consistently, most things will not work properly or their behavior will be "unpredictable" and "strange."


And it starts with simple things like correct object collisions models and object momentum models, conservation laws (of mass, energy, and momentum)...

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A hovercraft is a good example. It's simple, isn't it? Or is it? Try describing and simulating it...

It works on the balance of forces created by gravity and forces created by gas pressure.

The gas pressure depends on the gas supply from the fan and the gas leakage through the gap between the ground and the skirt...

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