Winches are Necessary
Not Enough Votes
Exactly what it says. Cranes and other lifting mechanisms are one of the most common builds in every game type. As it is, these require overly complex combinations of rotors, hinges, and pistons. Winches, cables, ropes, pullies ect. are a necessary component that we still do not have, despite the popularity of things like the harpoon mod in SE1. Keen, please give us a simple mechanical method to reduce the complexity and by extension instability of these common designs in SE2.
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I like this feedback
Space witches are a really good idea.
Broomsticks an all, turning heavy armour into light armour, cats and stuff.
Wait, I need to put my glasses on.... oh dear.... winches are a good idea too. =)
Space witches are a really good idea.
Broomsticks an all, turning heavy armour into light armour, cats and stuff.
Wait, I need to put my glasses on.... oh dear.... winches are a good idea too. =)
I do want some mechanism for automatically re-orienting a ship or vehicle that flips over, because that happens like 90% of the time without making the ship or vehicle extremely wide or putting engines/wheels on pylons far away from the body of the vehicle. It's even worse when you try to land something like the atmospheric bullfrog, it hits the safe-zone area and then immediately flips, as these don't have enough engine power to right themselves on a planet.
I do want some mechanism for automatically re-orienting a ship or vehicle that flips over, because that happens like 90% of the time without making the ship or vehicle extremely wide or putting engines/wheels on pylons far away from the body of the vehicle. It's even worse when you try to land something like the atmospheric bullfrog, it hits the safe-zone area and then immediately flips, as these don't have enough engine power to right themselves on a planet.
A rope is very much needed in this game. So many frequently requested features and improvements are dependent on having some sort of flexible connection between grids. It is an obvious missing piece in this physics engine and the game.
Let me just list some ideas I see all over the forum that are related to this:
Imagine having multiple lights around your base or a mine. Why use batteries and micromanage them all separately if you could just connect them all with cables, like we do IRL? Cables are very useful. Their physics could be very simple: no collision or entanglement, just a max distance and a simple spline renderer.
Also, imagine a welder ship connected to a bigger grid with a flexible tube, so you can have a giant stock of components while keeping the welder ship flexible enough to weld and repair things. Or a welding arm design using compact and lightweight mechanical blocks and a frame, while still covering a much bigger working area. Engineering possibilities are endless with this kind of flexible tube for moving items.
Again, you could have a welding/grinding ship or drone connected to a bigger grid with a flexible connection, allowing instant item transfer while keeping the ship itself small and lightweight.
Tug spaceships and debris. Space piracy would have a whole new dimension.
All of these examples are things we were honestly waiting for from a new Space Engineers game, much more than boring and repetitive contracts or whatever else.
A game with "engineering" in its name should be embracing these concepts more than anything.
A rope is very much needed in this game. So many frequently requested features and improvements are dependent on having some sort of flexible connection between grids. It is an obvious missing piece in this physics engine and the game.
Let me just list some ideas I see all over the forum that are related to this:
Imagine having multiple lights around your base or a mine. Why use batteries and micromanage them all separately if you could just connect them all with cables, like we do IRL? Cables are very useful. Their physics could be very simple: no collision or entanglement, just a max distance and a simple spline renderer.
Also, imagine a welder ship connected to a bigger grid with a flexible tube, so you can have a giant stock of components while keeping the welder ship flexible enough to weld and repair things. Or a welding arm design using compact and lightweight mechanical blocks and a frame, while still covering a much bigger working area. Engineering possibilities are endless with this kind of flexible tube for moving items.
Again, you could have a welding/grinding ship or drone connected to a bigger grid with a flexible connection, allowing instant item transfer while keeping the ship itself small and lightweight.
Tug spaceships and debris. Space piracy would have a whole new dimension.
All of these examples are things we were honestly waiting for from a new Space Engineers game, much more than boring and repetitive contracts or whatever else.
A game with "engineering" in its name should be embracing these concepts more than anything.
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