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GIGABYTE GAMING A16, Raptor Lake e RTX 5060 Laptop insieme per giocare al giusto prezzo
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Old 19-06-2015, 15:07   #121
Axios2006
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Quote:
Originariamente inviato da arenavsore Guarda i messaggi
Grazie Axios, con queste utili informazioni posso andare tranquillo su steam
Prego.

Aggiungo solo che in survival, se si vuole, si possono attivare le meteore: niente, poche, molte, armageddon....
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Old 25-06-2015, 23:25   #122
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Update 01.088 - UI Transparency, Rotating Sun, Voxel Support

Summary
The option to set the transparency of your UI has been added (under “Game” tab in “Options” menu). We’ve also added the option to set sun rotation (in world settings). The minimum value is 1 minute and the maximum is 24 hours. Additionally, we’ve implemented the voxel support for grids. When the option is enabled, any static grid which isn't attached to a voxel will become dynamic. Another implemented option is to disable the jet-pack usage in the world, so the player will not have a jet-pack at all. Also players can choose not to have tools in their inventory when they spawn in the world. All options are listed under “world” settings and are applicable for both scenarios and classic worlds. Lastly, projected blueprints can now inherit ownership from the projector itself. Corresponding check-box has to be checked for this feature to work. This feature is available only for the scenario edit mode.

https://youtu.be/32ZEX391ll8

Features
- UI transparency (community feature by mexmer)
- world option: sun rotation
- world option: voxel support for grid
- world option: disable jetpack
- world option: spawning without tools
- projected blueprint can now inherit ownership from projector

Fixes
- fixed issue with invite via Steam
- fixed welders causing lags (still WIP) (community fix: yajiedesign)
- fixed crash in Havok
- fixed crash when changing hostility settings
- fixed welder model
- fixed issue with projector turning welded blocks off
- fixed issues with multiple mods upgrading the same value
- fixed oxygen generator auto-refill synchronization (community fix: mexmer)
- fixed welder help others synchronization (community fix: mexmer)
- fixed warhead projection explosion
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Old 02-07-2015, 19:18   #123
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Update 01.089 - New Scenario Conditions, New Voxel Material

Summary
New conditions for scenarios have been added. Time condition will allow to set time limit in which mission should be completed. The limit is being set in minutes. Minimum value that can inserted is 1 min, if time is set it will be displayed in the right corner. There is also possibility to set time limit for spawning in respawn screen. If players hangs in respawn screen for too long he will lose the game. Another condition is the block destroyed. Both new settings can be used as both win and lose conditions. Scenario description can be displayed in-game by pressing 'U' key - the description will match the one from the workshop. Lastly we added new voxel material - organic matter.

https://youtu.be/oVa5IGvEu84

Features
- Mission condition: mission time
- Mission condition: block destroyed
- Mission condition: respawn screen time
- In-game mission briefing screen
- New voxel material
- Assembler now processes more than 1 item per Update (community contribution: joemorin73)

Fixes
- fixed animation when running and shooting at the same time
- fixed shooting while sprinting
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Old 09-07-2015, 18:43   #124
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Update 01.090 - Jump Drive

Summary
Jump drive has been added to the game. It is a new traveling mechanism that allows players to travel big distances in a short period of time. Only large ships can have a jump drive. The jump drive is a block that needs to be attached to the ship and must be charged with energy up to 100% so the jump can be made. There are two different types of jumps – blind and GPS guided. The blind jump will lead you to the direction that the cockpit is heading and the traveled distance can be set in the control panel (the distance is depended to the mass of the ship and the amount of the powered jump drive blocks that are on the ship). The targeted jump will get you to a specified GPS coordinate. After the jump is done, the energy needed is depleted. To increase jump distances or mass transport capacity, you will have to build more jump drives. Any of the jump drives can be then used as the master drive that will use the other available drives if needed.

Note: Please note that power has been enabled on all ships in starting scenarios in survival mode.

https://youtu.be/nBo_qY_vYdc

Features
- Jump Drive

Jump Drive Rules
- the jump drive block must be attached to the ship and has to be charged with energy up to 100%
- the jump drive is available only for large ships
- jumps can be done only from the cockpit, by using the "jump" action (not from the control panel)
- if a main cockpit option is set, only the main cockpit can do the jump
- the jump cannot be accelerated from the control panel, but has to be assigned as an action to the cockpit’s toolbar
- the game will automatically calculate if the ship is able to reach the final destination with the current number of jump drives and the ship’s mass, this information is shown as a number of % in the confirmation screen
- In control panel: the jump drive can have a set distance (useful for blind jumps), or can be maximum based on the ships equipment (maximum is set as default)
- the minimum distance for the jump is 5 Km by default
- a jump can be done only to a safe proximity of objects (other ships, stations, asteroids, planets)
- the final destination of the jump must be empty in a 2 Km diameter. Any object in the area will shorten the jump and the ship will appear 2 km before the object
- in case of a shortened jump towards a GPS coordinate or a blind direction, the ship should spawn before an object is in its way - the ship should never spawn in an asteroid or other ship even if the calculations are correct
- Rules of transport: all small ships or large ships that want to travel with the ship must be connected through connectors or landing gears. Players must be seated in seats, cockpits or cryochambers. Everything not attached to the ship as mentioned will stay in the spot and will not do the jump.

Fixes
- fixed placing armor corner 2x1x1 tip with wrong offset
- fixed volume of the hand drill
- fixed issue with clearing blueprint search by using "X"
- fixed issue with gravity generator reporting different values than spherical one
- fixed incorrect tooltip when switching between tabs in terminal
- fixed speed on HUD updating too frequently when sprinting
- fixed rotation hints shaking when copy pasting
- fixed issue with critical energy after turning ship ON
- fixed misspell in XML
- fixed issue with station rotation mode appearing when copy pasting ships
- fixed issue with renaming scripts
- fixed small inconsistency in voice-over
- fixed issue when g-screen opens after re-spawn
- fixed copy & paste issues with large ships
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Old 16-07-2015, 19:49   #125
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Update 01.091 - Bugfixing, New scenario editor options

Summary
In this week’s update, we are focusing on fixing various bugs. We are planning to have a more intense bug-fixing period during the upcoming weeks, so you should expect more fixed bugs in the next updates. Additionally, we are adding some more options and possibilities for the scenario creators. Designers are now able to display videos in the scenarios, either at the start or triggered by a condition. They can also add the option to load a map based on a scenario condition (currently available for offline/single player mode missions only). In addition, there is a new option to view the scenario’s progress and inform the player about all the rules set in the current scenario (list of win / lose conditions and basic settings). Moreover, there is a new option to add a player directly into a faction when he spawns in the medical room. When this option is enabled, the player that spawns in the medical room will automatically join the faction that the owner is part of. There is also a new world option for starting in respawn screen. Any player that plays a scenario should start in a spawn screen with listed spawn points. Even if the player plays an offline single player game, he should still start in the respawn screen. Lastly, we have improved the ownership/faction options in the scenario edit mode. When a player creates a faction, it is possible to add a 0 entity that will be added to the faction. He can then assign ownership of blocks to the NPC (the NPCs should be hostile to each other).

https://youtu.be/kdMsxeTKrEg

Developers’ note: We thought it useful to give you a bit more information regarding the importance of the Scenario Editor, since we’ve noticed that many players are not happy with the additions that have been made lately. As we have already mentioned in a recent blog post, part of our development plan is to add missions into the game. The purpose of the scenario editor is exactly this – to provide all the necessary tools to our Level Designers to create various missions that will be implemented in the vanilla game. If the scenario editor didn’t exist, then we would require occupying programmers for doing that. But now, with the help of the scenario editor, our level designers can easily work on designing missions without the help of any other person in the studio and programmers will have the time to work on other planned features. More dev notes will follow shortly regarding planets and other development plans. Stay tuned!

Features
- large bug fixes
- more ownership/faction options in scenario edit mode
- option to play video at the scenario start/condition triggered
- option to load another map based on a triggered condition (in offline/single-player mode missions only)
- option to view scenario progress/rules ("U" key)
- new med-bay setting: assign to faction when player spawns
- world option: player starts in respawn screen

Fixes
- fixed crash when turrets were tracking a target
- fixed recharge time not calculated correctly on DS
- added recharge ON/OFF action for jump drive
- fixed conveyor system ignoring sorter block
- fixed right click on a completed block gives error
- fixed cargo containers not transmitting inertia to the contents upon destruction
- fixed remote control and freelook conflict
- fixed no thruster sounds
- fixed cannot click X in blueprint search
- fixed hand drill taking up too much volume space in the inventory
- fixed placing armor corner 2x1x1 tip glitch
- fixed speed on HUD updating too frequently
- fixed gravity generator slider inconsistency
- fixed dedicated server console not remembering settings
- fixed GPS locations jump back to the top
- fixed turrets crashing server when being welded
- fixed interior lights color issues
- fixed auto-healing working even after disabled
- fixed conveyor system ignoring sorter block
- fixed small advanced rotor part name
- fixed merge block are disconnected after owner change
- fixed hand tools can be transferred trough small conveyors
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Old 23-07-2015, 19:54   #126
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Update 01.092 - Tutorial scenarios, Indestructible voxels

Summary
This week we are introducing the first four tutorial scenarios. These scenarios are designed to slowly introduce new players to the basics of the game. The first tutorial is about movement & tools, the second is about building your first ship, the third scenario revolves around ore refining & component assembly and the last one is focused on conveyors, connectors, ejectors and collectors. Although the tutorial scenarios are basically designed for novice players, they are quiet fun to play even for the more experienced ones. Moreover, we have added the option to make voxels indestructible. This option can be found in world settings and when it is checked, it will disable everything that has any effect on voxels (drills, weapons, ship crashing, etc.). If the option is unchecked and the player edits the voxels, it should be possible to apply the option again, and all edited voxels will be indestructible as before. Lastly, ventilation blocks can now trigger other blocks based on room pressurization, this will make automated air locks easier to build.

https://youtu.be/Y5Wm3PCuG0Y

Features
- tutorial scenarios
- indestructible voxels option
- air vent can trigger other blocks

Fixes
- fixed HUD never updating its status
- fixed issue with voxel hand breaking the toolbar
- fixed interaction after death
- fixed issue when making screenshots using multiplier in DX9
- fixed button panel not showing description
- fixed warp drive can end in generated asteroid
- fixed reorder clusters removes entity if it instantaneously moves more than a cluster size
- fixed made scenario settings hint visible in scenario edit mode
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Old 30-07-2015, 23:16   #127
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Update 01.093 - Inventory mass, Flying particle effect, Tutorial scenarios

Summary
Inventory mass has been now enabled. This means that gravity will affect the ships based on their weight. The more items inserted to the cargo container, the heavier the container will be. The character’s weight is also calculated in the overall weight of the ship grid, but only if the character is actually sitting inside the cockpit. Mass is not calculated for stations. Additionally, a flying particle effect is now displayed on the screen, when the character or a ship is moving faster than 10 m/s. Lastly, we have added two new tutorials to demonstrate the essential survival elements of Oxygen and Energy. The oxygen tutorial covers the various oxygen related blocks, oxygen farms, generators, vents, bottles, tanks and ice, including their control panel functions. The tutorial also addresses the concept of creating an airtight room for pressurization. The energy tutorial starts with an explanation of how to recharge your suit energy which is followed by a series of small challenges that explain the behavior of power within Space Engineers and the different ways you can provide it.

https://youtu.be/eImDioMgBcM

Dev Note: Since the anticipation for planets is very high and many of you want to know about the current status, we would like to share some info so we will not keep you in the dark. Planets are still under development and they are the number one priority in the game’s development. After the first internal iteration and testing, and since the last time that we shared some info about them, our team came up with some fresh and great ideas that will make this feature even better! So we made the hard decision to prolong the development a bit more but for a good reason. We are planning to share more detailed info very soon, so stay tuned!

Features
- inventory mass
- flying particle effect
- tutorial scenarios

Fixes
- fixed issue with textures begin too blurry on DX11
- fixed crash when jump drive aborts the action
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Old 07-08-2015, 19:33   #128
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Update 01.094 - New small-ship cockpit model, Collision particle effect, Tutorial scenarios

Summary
This week we added the new cockpit model for small ships. We also added a particle effect for collisions – e.g. when a ship crashes on an asteroid. Additionally, we have applied some changes to the mass of the objects inside the inventories. The mass is now based on the inventory size world setting. When the inventory size will be ten times bigger, then the mass will be divided by ten; same logic is also applied to inventories which are 3 times bigger, etc. Moreover, we have rebalanced the volume of the large container for large ships and the medium and large containers for small ships: the small ship medium container is now 3,375 liters, the small ship large container is now 15,625 liters, and the large container for large ships is now +/- 421,000 liters.
New tutorial scenarios have been added as well. The jetpack tutorial displays the controls needed for flight which is followed by a series of assault course style sections to challenge your ability to fly quickly and accurately, you have a limited time from the moment you begin each section to reach the exit door. Watch out for hazards! The inventory tutorial explains how to pick items up and how to access conveyor hatches to deposit items within by using your inventory screen. The tutorial also contains a simple explanation of how to use terminals to access blocks and manipulate their control panel settings.
In addition, we added a warning when jump cannot be commenced. When the ship is too close to an object that the player wants to jump to, a warning will be displayed that the jump cannot be performed.

Warning: The volume change for inventories will only be applied to new inventories. Inventories which are already existing in the world will not be affected by the change.

https://youtu.be/rPDST_8w9IQ

Features
- new cockpit model for small ships
- collision particle effect
- new tutorial scenarios
- rebalanced cargo capacity
- rebalanced the mass of the objects inside inventories
- warning when jump cannot be commenced

Fixes
- fixed impact sound not playing

Update 01.094.012
- fixed crash with skin
- fixed crash with hanger doors
- fixed crash in character physics
- fixed disappearing grids

*Warning: The volume change for inventories will only be applied to new inventories. Inventories which are already existing in the world will not be affected by the change.
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Old 13-08-2015, 23:12   #129
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Update 01.095 - Rebalancing of systems and components, Tutorial scenario

Summary
We have applied multiple changes regarding game-play balance. Main changes were in block and component costs, energy consumption and reactor outputs. Most of the basic blocks that you need early in the game now require only Fe, Si and Ni. More advanced blocks such as large ship blocks and weapons can additionally require Ag, Co, Mg. Moreover, the most expensive blocks will cost some U, Au and Pt.
Additionally, a new tutorial has been added that offers instruction on how to fly a ship and use the three ship tools. You must use each ship to navigate through several chambers that demonstrate how to grind, weld and drill as well as how to stock a weld ship’s cargo and how to dock with connectors.
Check out the latest Developers Notes where we share some info about the game’s development progress: http://forum.keenswh.com/threads/7366068/
We would also like to know your opinion/thoughts about the new changes that we are applying to the gameplay attributes and also about the tutorials. For that reason, we have created a new sub-forum where you can post your comments and send us your feedback: http://forum.keenswh.com/forums/feedback.423142/
Steam Discussions:
- Balancing: http://steamcommunity.com/app/244850/discussions/11/
- Tutorial: http://steamcommunity.com/app/244850/discussions/12/

https://youtu.be/pGZpX-lvmjg

Features
- rebalancing of systems and components
- new tutorial scenario “Ship Flight & Tools”
- added ON/OFF option as an action for button panel

Fixes
- fixed crash when loading world in edit mode
- fixed wheel friction setting is reverted to 0 after reload
- fixed LCD resetting when merging two ships together
- fixed numbers in toolbar config filter triggers hotkeys
- fixed crash when using jump drive
- fixed jump drive is failing to jump attached grids
- fixed client can't weld/grind when not in view of host
- fixed small conveyor sorter has too small volume
- fixed oxygen indicator missing in cockpit

Balance changes
- Batteries and Solar panels are now a good early game source of energy - be wary of darkness though!
- Large ship thruster maximum thrust has been increased 3x
- Power consumption has been increased 6x for all thrusters
- Heavy armor is more expensive and tougher
- Rounded armor component costs are more consistent with their volume
- Power output has been increased 3x for all reactor variants
- Increased maximum configurable friction on wheels - 100% is now 4x stronger
- Wheel suspension-rotor torque has been changed to achieve better stability
- Metal Grid is now an alloy made of Iron, Cobalt and Nickel
- Gravity components now require 10 gold and 5 silver to be assembled
- Detector components no longer require platinum to be assembled
- Motors now only need Nickel and Iron to be assembled
- Construction components now take 4 seconds to be assembled
- Displays no longer require gold to be assembled
- Computers now only require silicon and iron to be assembled
- Jumpdrives now require Power Cells, Thruster Components and more Computers to be assembled
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Old 13-08-2015, 23:17   #130
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Developers Note: Development progress update, Github fixes and support for mods


Today we would like to answer a few community questions that we have gathered during the past weeks and share a bit of inside info about the development plan of Space Engineers.

Development progress: Planets, new multiplayer, new features?
This is clearly the most frequent question that we’ve been getting lately. As it has always been our policy not to reveal any dates or make any big promises, we will continue this way, but we can give you an update on the development progress.

We have allocated our team resources according to development priorities in this order: planets, the new multiplayer code, new features and fixes for the weekly updates, and community contributions (modding support and Github fixes).

Planets are now the number one priority for us – since the last time we shared info about planets on Marek’s blog, we made the decision to prolong their development and slightly change the release plan. The reason is that after the first internal iteration and testing, our team came up with some new ideas and challenges that could improve the gameplay experience. We realized that it would benefit the game more to release planets later than we originally planned. Please be patient for a little longer and we will share new info, etc. about planets

Regarding the new multiplayer code, some of our most experienced programmers are hard at work on this. This is not a simple task, however, and it requires a lot of time and patience. It will most likely be the next major thing we release after planets. Planets will cause many changes in the code, so it’s much more efficient in terms of development to wait until planets are completed.

Weekly updates will still continue – this will not change, but they will contain mostly minor features, tutorial scenarios and fixes until the biggest part of major feature development has been completed.

Community contributions: Github fixes and support for mods?
We have been getting a lot of messages about mods support and Github lately. We really appreciate all of the input you’re sending us and we would like to thank you for doing that. The modding community is a crucial part of the game’s development. However, we would like to clarify that we cannot commit to frequent Github updates. The same applies for support for mods. The reason is that before we add any commits to the game, our team needs to evaluate all of the community commits and decide what can be added and what not. This requires time and effort which takes away from other parts of the development. We also ask you to consider that the game is updated on a weekly basis, which means that things can change and many of the commits might not be valid. This will change in the future when the game is in a more stable state and out of Early Access development.

http://forums.keenswh.com/threads/de...-mods.7366068/
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Old 18-08-2015, 22:26   #131
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Stabilization period for Medieval Engineers and Space Engineers

Our Space Engineers and Medieval Engineers teams have been working hard to develop new features over the past few months, and recently it became clear that in order to keep the gameplay at a high level, we need to slow down the pace of adding new features and focus more on improvements. To say it another way, we’ve been pushing towards new features in a highly motivated, almost crazy way and it’s time for a stabilization period :-) We added new features, and now we are working on improving these features and making them feel more complete by using opinions of the community. This is essential for titles that are available in Early Access – we enjoy getting feedback from the community that helps us in the process of optimizing the game.

This means that starting this week, we are moving into a temporary feature freeze period. We will be focusing exclusively on finishing existing features and on bug fixing. I want to assure you that weekly updates will continue, but they’ll be focused on stabilization rather than on new features.

The stabilization period will allow us to fix issues that appeared after recent features were implemented, and improve the overall gameplay.

It’s important to state that going into a stabilization period does not mean that we’ve reached Beta – in fact, we did something similar back in October 2014 (see http://blog.marekrosa.org/2014/10/le...eriod_15.html). Taking time to finish existing features and fix bugs is a normal part of game development, and it has been received positively by the community in the past.

The stabilization period will not affect or slow down the development of upcoming major features, which we will continue to work on in parallel with bug fixes. This includes:
  • New multiplayer for Space Engineers and Medieval Engineers
  • Planets for Space Engineers (See our teaser video and screenshots below!)

https://youtu.be/b54RYwhHACg

http://3.bp.blogspot.com/-s2Feb9BR7t...0/screen_1.png

http://3.bp.blogspot.com/-wSxvoFFCTu...0/screen_2.png
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Old 20-08-2015, 18:49   #132
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Update 01.096 - Bug Fixing

Summary
We are currently entering a temporary feature freeze / bug fixing period in which we will focus mainly on fixing bugs and finishing existing features. The weekly updates will continue, but they’ll be focused on stabilization rather than on new features. The stabilization period will allow us to fix issues that have existed in the game for some time or appeared after recent features were implemented and improve the overall gameplay. More detailed info can be found on Marek’s latest blog post: http://blog.marekrosa.org/2015/08/st...dieval_18.html
The community’s support has been very helpful so far in identifying various issues and suggesting improvements. We thank you for this! Thus, we encourage all of you to use our bug report forums and help us find and solve issues that exist in the game (please remember to read the bug-report guide before you start posting).
Keen-forum: http://forum.keenswh.com/forums/bug-reports.326950/
Steam-forum: http://steamcommunity.com/app/244850/discussions/1/
Additionally, we have boosted battery outputs and capacity to better match increased thruster requirements. We would also like to thank all the players who have been posting their feedback about balancing and tutorials. If any of you are interested in helping us, you can do so here: http://forum.keenswh.com/forums/feedback.423142/

https://youtu.be/Ut2vpQ76L5w

Fixes
- fixed crash when aborting jump on DS
- fixed cannot terminate running game on Win 10
- fixed character shaking when exiting cockpit
- fixed turret not targeting character
- fixed sound block playing two sounds at once
- fixed scrolling in sound block
- fixed character spawns twice
- fixed double sound when placing blocks
- fixed not able to switch tabs when editing inventory
- fixed tutorial 8 and tutorial 9 could not be finished

Balancing
- increased power output and input of batteries
- increased capacity of batteries
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Old 13-11-2015, 19:10   #133
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Tutti gli update dal 1.097 al 1.107 -> http://forums.keenswh.com/forums/change-log.326211/

Update 01.108 - Planets

Summary
Planets have been released. Have fun!

https://youtu.be/2FRu9p-3Ois

Check Marek's latest blog post: http://blog.marekrosa.org/2015/11/pl...d-them_12.html

Planetary Features
- planets and moons (tons of new assets, sounds and textures added)
- planet types: Earth-like (atmosphere with oxygen), Mars-like (no oxygen, thinner atmosphere), Alien (low oxygen, denser atmosphere)
- moon types: Earth-like Moon (no atmosphere), Europa (thin atmosphere, no oxygen), Titan (thin atmosphere, no oxygen)
- planets are 120km and moons are 19km in diameter by default
- Earthlike + Alien planet biomes: desert, woodlands, mountains, ice-land, poles
- gravity: roughly 1G on planets, 0.25G on moons (but gravity depends on type of the planet/moon)
- weight affects the behavior of all ships in natural gravity - the heavier a ship is the more thrusting power is required to fly/move
- planets and moons are persistent & fully destructible - anything you build or destroy will stay there forever. You can even dig through the planet if you want!
- different vegetation on alien and earth-like planets, flora destruction
- you have to start new world with planets enabled
- planets are not randomly generated in a world, they are placed there. But a planet/moon surface and materials are 50% pre-made assets (height-map) and 50% generated (ore nodes, voxel types, textures, etc.). It is possible to prepare your worlds in creative, place the planets where you want them and switch to survival if you wish. You can also publish any world premade like that on the workshop
- adding planets in creative mode: Shift+F10, you can customize the size and type of planet/moon you are adding
- visible ore sites on planets (darker areas) that can lead you to rich mineral veins. There are three different tiers of ore deposits
- platinum is found only on moons and asteroids, uranium is rare on planets
- autopilot is capable of flight above the planet's surface with evade collision enabled. With this on though, it won't fly closer than few tens of meters, so if you want them to fly inside a cave system, you will need to uncheck collision and make gps coordinates carefully

New Starting Worlds
- Earth Easy Start: you start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones
- Mars Easy Start: you become a colonist on a barren, inhospitable planet. Make sure you secure a source of ice soon. Also beware of local pirates
- Alien Easy Start: the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share
- Moon Easy Start: you start on a moon orbiting a habitable planet. Your base is under attack by pirates
- Empty Star System: it is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited (no pirate threats)
- more starting worlds will be added soon (e.g. crashed ship and more)

AI Enemies, Fauna
- sabiroids (what is known by community as "space spiders"): can be found on Alien planet type and on Titan type moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. Sabiroids also store few components inside their bodies from objects and blocks that they consumed.
- pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks. There is one pirate headquarters on every planet, which is well protected and filled with traps and loot.
- enemy drones: they spawn automatically from pirate bases and attack the players trespassing into pirate territory

New blocks and components
- new block: Atmospheric thrusters - powered by electricity, working only on planets with atmosphere
- current (ion) thrusters are more suitable for environment without natural gravity (space). They are weak near moons and really weak on a planet
- new block: small ship air-vent that is crucial for piloting ships without the helmet - it is important to be set to depressurized (blue indication)

Minor changes
- gravity generators are not working in natural gravity. The generated gravity becomes weaker and weaker with more natural gravity and from 0,4g of natural gravity the generators are not producing any artificial gravity fields at all
- jump drives are not working in natural gravity
- cargo ships cannot be switched ON for worlds containing planets for now (this is only temporary change)
- jetpack's power is based on the environment and the G strength (1G = 7 seconds of fuel). They can't be used the same way as they are in space
- possibility to setup max speed for wheels
- possibility to activate horizon + height indicator in all cockpits
- solar + battery is the way to power your grids from the start on planets. Reactors become viable only in the later stages of the game when you get to space and find rich uranium deposits, because uranium is a rare find on the planets
- slight area of effect nerf for hand drills

Planets are made fully moddable, we are preparing the modding guide for you and will release it in the near future.
More planetary survival elements will be released in the future updates, so stay tuned and have fun with planets!

IMPORTANT: Please note that planets are possible only on systems with DirectX 11. You can still play DX9 version of the game without planets. Make sure to check the updated Recommended System Requirements at: http://www.spaceengineersgame.com/sy...uirements.html
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Old 13-11-2015, 19:21   #134
Spider-Mans
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spettacolo
ma non ho capito...si puo passare dallo spazio al pianeta senza caricamenti?
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Old 13-11-2015, 19:55   #135
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spettacolo
ma non ho capito...si puo passare dallo spazio al pianeta senza caricamenti?
Si, la mappa di gioco non ha mai avuto caricamenti.
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Old 14-11-2015, 13:56   #136
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Ovviamente e' ancora in sviluppo ma cosi', tanto per la cronaca, l'ho quasi maxato (con erba a 1.0) a 1080p ed e' diventato un mattone (sul pianeta) con il mio sistema.
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Old 26-11-2015, 14:12   #137
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in download giusto in questo momento tramite steam...
e' cosi' tanto pesante graficamente? spero di non appesantire troppo il portatile.
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Old 26-11-2015, 15:14   #138
Axios2006
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Originariamente inviato da Larsen Guarda i messaggi
in download giusto in questo momento tramite steam...
e' cosi' tanto pesante graficamente? spero di non appesantire troppo il portatile.
L'aggiunta dei pianeti, due settimane fa, ha aumentato il peso del gioco. Di sicuro ottimizzeranno ma al momento la performance è molto bassa eccetto per chi ha i7 + 970 + 8 GB RAM...
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Old 26-11-2015, 15:15   #139
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io sto con i7, 16gb e la gtx760...
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Old 26-11-2015, 15:35   #140
Axios2006
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Originariamente inviato da Larsen Guarda i messaggi
io sto con i7, 16gb e la gtx760...
Riduci gli oggetti fluttuanti a 52, pianeti sparsi e orizzonte a 20 km o meno.

Dovresti avere almeno 30 FPS fissi. Oggi dovrebbe uscire una patch che forse dovrebbe migliorare la situazione.
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