lcd panel space engineers glowing text site forum.keenswh.com for sale
Whats going on is it seams that the LCD"s put almost like a halo/glare/shadow behind the text. This glare gets much worse if you have like your suits light on. Also if you have anti-aliasing on, it obviously effects the text on screen in a negative way.
The issues I see are that the text, at least on my computer, looks much worse and is harder to read with anti-aliasing one. Also the glare can become a big problem when using small light colored font, like that script.
Enable control of the halo/glare/shadow on text. I don"t think we need the glare at all, but I"m sure some people like it so maybe make it a slider that controls how bright/big it is. Really an overall glare control option would be super awesome. I generally run with mods that remove the glare, but never seen one that did it on the LCD.
Add a slider the controls LCD brightness. I feel like this could help a lot. On a personal side, I run my monitors on the lowest brightness and the LCD"s in game can be really bright, especially when the Engineers light is reflecting off them. Maybe make them a matte display? lol
We bought a development game with the expectation of, you know what?? YES: DEVELOPMENT and EVOLUTION. But KSH is doing completely the opposite. Even more, now they want us to buy again the first release... you know why? BECAUSE OF COURSE THE FIRST RELEASE WAS AT LEAST SOMETHING THAT YOU CAN PLAY. NOT THIS THING THAT THEY ARE PUBLISHING WEEK AFTER WEEK RUINING AND DESTROYING ALL THAT WAS (more or less) WORKING AND STABLE.
Recently, a few patches back, the LCD textures in many mods including my own has stopped glowing. The textures are still visible, but the glow is gone and the textures look dull when not in direct light. I have tried saving the .dds texture files with many different settings hoping to get lucky and get the right settings but I am not getting anywhere with it.
I see that the default vanilla textures supplied by Keen still glow, leading me to the conclusion that it can still work, but we need some input from someone "in the know". If anyone knows how the new .dds files need to be set up, please let me know.
SATURN SPACE INDUSTRIES (SSI) proudly presents you today the PRIVATEER light corvette! YOUR high end personell transport, trading and defensive vessel!
These are 1x1 ratio and work best on the LCD Panel in-game. If you"re after the same set, optimised for the 1x2 Wide LCD Panel then go here: http://...
Same as my Unknown Cargo ship mod but this time without altering the beacon text. i will update this mod as i add and update my Unknown Cargo ship mod.
InGameDesc: (Now DX11) This mod balances solar panels, changes their textures, and includes those from other mods (with permission). Updated: 12/19/15 @ 6:38PM Central
I love tanks, you too? If so, you can use my base tank track to build your own space tank. This system is light, very robust, fast (for a tank maybe) and drives like a real tank (...nearly).
Voyager WarpCore_V2.2: This is a WarpCore power generator for large ships it produces 1200MW of power the same as 4 large generators it has a working control panel on the front and two conveyor connections one on top and one on the bottom it"...
The Defiants Compact WarpCore_V3: This is a more compact version of my other WarpCore at 3x3x4 blocks in size it has a working control panel on the front and 2 conveyor connections one on the top and one on the bottom it produces 900MW of pow...
Here is a collection of Star Trek themed LCD/Text panel textures. As the pictures show, there are flags, insignia, maps, LCARS panels and Yellow/Red Alert screens.
These skins are a collection of texture mods I created for My community and Faction use, anyone is welcome to use this skin. I will be doing more in the future...
This mod adds new large and small solar panels that are centre mounted. The default solar panels have been renamed to "Offset Solar Panel", in case you still want to use those.
Here at Killercorp, we strive to supply all the engineers out there with everything they will possibly need for their creations and for their Production and transfer systems. the Conveyor Expansion [ModPack] contains all th...
This is a dark skybox with altered light settings so that you can have a nice darkness gameplay with sun, working asteroids and solar panels. But dont get lost in space ......
MessHall Pack from DeadTech - Decorate your mess hall, make your kitches come alive and feed your darn Engineers... Now updated to Dx11 (First iteration please be patient)
Here you will find: a small city built on an asteroid, a space station about two kilometers away from it, four new original large ships (one of which is armed with a few "kinetic torpedoes", and the other is a carrier) and some small ones. You"re welcome t...
(DX11 Supported) This mod is based off of the wookie bowcaster from Star Wars. I made this mod mostly to experiment with the new weapon modding features. I am still fairly inexperienced with modelling and texturing so as I get better I may revisit the mode...
Adds a Type 2 Phaser from the Star Trek universe into Space Engineers. To get this weapon in game you must build it at an assembler. If you are in survival you must also build the ammo (Phaser Power Cell). This mod does not replace the default rifle.
This City Ship is a deep space Mobile Command Base. Comes complete with a Gravity Drive, Docking for 20 Ships, Refinery deck, Med Bay, Oxygen equipped, Jump Drive, and much more. Cruise the Galaxies in this ship. Survival Ready. No Mods Required....
Here"s the SUC with all the life support systems for your outpost... .don"t let it get shot down or you"d better learn to be a space fish, which likes sucking vacuum! Also in the cargo manifest is a bunch of ice, silicon, and Uranium...
Description: These walls will help you to visually expand your corridors and make them feel less cramped. good for space stations, but check it for any unwanted alien lifeforms first. Contains 3 blocks: straight section, corner section and inverted ...
The Predvestnik Battleship was designed mainly as a shock-and-awe warship in response to heightened tensions between Volkhov space and her neighbors, featuring four Tri-gun turreted main cannons in a style popular ...
Description: Powerful computer mainframe for your space stations and capital ships that is capable to advanced decision making. Loves to sing "daisy bell" from time to time for no apparent reason. Can be stacked into computing net with multiple inst...
Warning: You need to set your texture quality to "high", else this will not work correctly!Should now also work with the DX11 renderer. Please report any bugs. Thank you.
A small team of research scientists recently discovered at the fringes of explored space a never seen before kind of biological material during an asteroid dig, its rock but it is also flesh and thus they called it Bloodstone d...
I"ll be adding more items as I have time. It works with large ships and is partially colorable using Keen"s textures. Some blocks are supported on small ships but not all. I do not know how to add animations so you cannot sleep in the beds. If I figure it ...
This is the DX11 update to my SpaceBucks mod. This mod works with both DX9 and DX11. Everything else is pretty much the same as the build version of SpaceBucks.
Sparks of the Future update explores our fascination with science and science fiction and delivers on that with a vision of hi-tech visuals in the Space Engineers universe. We are really excited about exploring all of the possibilities this genre opens to us. Whether it"s a vibrant high-tech space station located among an asteroid cluster, a classic sci-fi themed space cafe, or just a cool looking spaceship bristling with Ion thrusters and neon armor - we hope all of this will add to your story in a world of high technology.
Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items to enrich your game visually. You can experience them in the free Sparks of the Future scenario. The price of the Sparks of the Future Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Sparks of the Future Pack.
We are always impressed by the innovation of our modding community! We would like to thank these members of the Space Engineers community for continuing to inspire us through their ideas, suggestions, and hard work.
Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items and the Frostbite scenario designed to enrich your game visually. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Frostbite Pack is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Frostbite Pack.
We’d also like to thank several members of the Space Engineers community, who contributed voice-over recordings for the new Frostbite scenario: Naburine and DirectedEnergy of Ball&ChainGaming & Misfit Studios (creators of Protocol 51), Nathan "Silverbane" Steen, Skyler "Gorhamian" Gorham, Jacob "wearsglasses" Ruttenberg.
Thank you for being such an awesome community! We hope you’ll enjoy this update and that you’ll have a great time playing Space Engineers during the holiday season.
It’s hard to believe, but Space Engineers was released six years ago. It seems like yesterday, but I think the time always runs very fast with the things you love. It would take the entire blog post to mention all names and people who contributed to the success of Space Engineers. But it were not only my colleagues who I’d like to thank, it’s also you, our players and modders, who helped us to shape the game, gave us great ideas and who constantly provided us with feedback.
Similar to our previous major releases, we decided to give you an opportunity to support the further development of Space Engineers. We have created a pack which consists of cosmetic items designed to enrich your game visually. The package is the second edition of the Decorative Pack, which was released back in April this year. None of the things in the package brings any advantage to players who purchase this DLC. The price of the Decorative Pack II is $3.99 USD, or your regional Steam equivalent, so if you wish to support us, check out the Decorative Pack II on Steam.
All new game features related to the economy are free of charge. The free update includes the economy code updates, the safe zones, all the contract features and long term fixes. For players who wish to support the further development of Space Engineers, we have created a Pack which consists of cosmetic items designed to enrich your game. The price of the Economy Deluxe pack is $3.99USD, or your regional Steam equivalent. So if you wish to support us, check out the Economy Deluxe Pack on Steam.
It’s time for another major update. We have been very busy since the release of Space Engineers from Early Access. We continued working on the game improvements and in this update we focused on a new feature: Build Planner, and one new block: Small Cryo Pod and on customizable game elements, such as skins, emotes and armor skins.
For players who wish to support the further development of Space Engineers, we have created a Style Pack for $5.99USD which consists of two character skins, four character emotes and two armor skins. With this release, we are also bringing two new character skins to the game: NextGen and Fiber. Both character skins are only decorative and you can buy them in the Steam Item Store. The price will be set to $3.99USD per skin set. We decided to keep the same approach as with our last update, being that if you decide to not buy the Style Pack/character skins, you are still getting a major free update containing all the gameplay features! This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.
A: The complexity and technical requirements are different for these two packs. We spent much more time working on the Style Pack than on the Decorative Pack. The Decorative Pack was also the first DLC we released after Space Engineers moved out of Early Access and it showed us that many members of our community are willing to support us. Therefore, we invested more time and effort to bring some game changing things to Space Engineers now and we plan to continue this for upcoming releases. Another reason is that we wanted to give the Decorative Pack to as many players as possible, and a reduced price definitely helps :)
It’s time for another exciting update for Space Engineers. The most obvious change is the fact that with this release we are bringing both free and premium content to the game. This gives you the opportunity to enjoy new things, but also the chance to support the further development of Space Engineers, if you are willing to do so.
All players will get new functional cockpit LCDs with customizable screens, replay tool, which can be used for setting up various animated scenes, brand new random Encounters, Steam trading cards, badges and backgrounds, and all bug fixes, optimizations, and smaller improvements for free.
For players who wish to support further development of Space Engineers, we have created a bulk of Decorative Blocks, which you can use for various decorations on your spaceships, vehicles and space stations. The price is $3.99 USD, or your regional Steam equivalent. You can purchase the Decorative Pack here.
A: Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack.
A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.
A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.
A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.
February 28, 2019 is the day for all Space Engineers. Today, we are moving Space Engineers out of Early Access. Getting Space Engineers out of Early Access has been planned for a long time. We have worked on it basically since 2016/2017, when the game entered beta. It was our goal to release the game in the state we consider to fulfill our original vision, including all planned features and core game components. Moreover, the game includes a lot of things that were not planned at the beginning of development (solar panels, planets, rotors, pistons, wheels, and many more features).
Space Engineers was one of the first Early Access games on Steam and one of the few titles to be successfully released after several years of passionate development. We keep our promises!
Space Engineers has been in Early Access for 5+ years, and during this period we developed the game from a proof-of-concept to a feature complete space engineering sandbox. We sold more than 3 million copies and we have more than 200,000 monthly active players.
Because Space Engineers development was open, you were able to see what’s happening under the hood. Contrary to other products, where you see the final product, but don’t see how the project has been developed and changed over time, and what challenges the development team had to overcome.
With this update, we are also setting a new price for Space Engineers to $19.99. According to our analysis and tests, this price better suits the majority of Space Engineers fans. This change also brings all regional prices on Steam to match countries specifications and regional differences.
Hello, Engineers! Today"s minor update brings you more improvements in Airtightness, UI and Scripts. There are also bunch of fixes for issues found by our community. Thanks for reporting them - it really helps us locate and fix everything!
Coincidentally, it’s also the fifth anniversary of Space Engineers being released in Early Access! A MASSIVE thank you to everyone who has supported us since we launched the game and welcome to all of the new Engineers.
We are so happy that you are enjoying Space Engineers multiplayer, every stream, youtube video or game session we see is an absolute blast of fun. And that is the best outcome we could have hoped for.
After six months, we are releasing the next major update, which is focusing on the complete overhaul of multiplayer in Space Engineers, and a number of new features and optimizations. This was a massive overhaul and that’s why it wasn’t possible to make this update in weekly increment - so thanks a lot for your patience!
We had to redo major parts of the engine and there was a lot of experimentation - for example changing the prediction protocol on client-server and observing if it’s better for user experience or worse, and many more. Space Engineers has many systems and special care had to be taken for each of them: player character, jetpack, ship, wheeled vehicles, voxels and planets, fast moving objects, deformable entities, antennas, player standing on a moving grid, colliding grids, rotors, pistons, wheels, and many many more.
Hello, Engineers! We continue with the steady stream of regular minor patches, while most of the team is working on more optimizations and polish for the future major update. Thanks a lot for your patience, support and all the bug reports!
And if you are experiencing any issues with the game, please leave us a report on our forums in Bug Reports section. It really helps us to make Space Engineers better and better every week! https://forums.keenswh.com/forums/bug-reports.326950/
Hello, Engineers! We bring you huge load of improvements and fixes as usual after every major update. And thanks again for all your feedback - it really helps us to make Space Engineers better!
If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you. https://store.steampowered.com/app/244850/Space_Engineers/
Hello, Engineers! With today’s major update, 1.186.0, we are releasing a massive overhaul of visuals, audio and wheels, together with a huge number of additional improvements to the core of Space Engineers.
Hello, Engineers! We have another minor update for you this week, but do not despair! We have big major build cooking in our basement, where we keep the programmers shackled and working. It should be ready for the release into the wild soon! (the update and the programmers).
Hello, Engineers! This week"s update contains more fixes and improvements as the main team continues with working on the next major update. The notable improvements this week are for example eliminating issues with transferring items through Advanced Rotor Head, or projection still being projected after cutting power.
Also, if you want to participate in the Space Engineers Physics & Engineering Contest - there is still time. For more details continue to: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html
Hello, Engineers! Back from holidays and waiting for your weekly dose of Space Engineers improvements? Well, wait no longer! Inventories on grinds built by Projectors are accessible, destroyed cargo containers are dropping items again and more.
Hello, Engineers! Today"s update is another minor one bringing you more improvements before next major update. The battery exploit was removed, so welding your batteries back up no longer resets its powerstate without trashing the powercells. You are welcome. :)
And if the wait for another major update seems long to you, why not join our Physics & Engineering Contest meanwhile? Check the details at Marek"s blog post: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html
Hello, Engineers! Today"s update brings you more improvements for our last major update. We have also improved jetpack behavior while flying on a moving ship for dedicated servers.
And if you are thinking about joining our Physics & Engineering Contest, now is your chance! Check the details at Marek"s blog post: https://blog.marekrosa.org/2017/11/space-engineers-physics-engineering.html
Hello, Engineers! In today"s update we are bringing you another bunch of improvements and fixes. We have added input method for Chinese text, fixed gravity HUD and laser antenna issues and more!
We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you: https://store.steampowered.com/app/244850/Space_Engineers/?snr=1_5_1100__1100
Hello, Engineers! Today"s update continues with improvements for our last major update. Plus we are re-introducing a rotor lock option back into the game - it allows you to completely stop a rotor spinning even when external forces are applied. The internal working of this feature is different from its previous implementation and fits the new physics system.
If you have any questions or requests, please do not hesitate to contact us, we will do our best to solve your problems. We would be also very happy if you can submit your feedback at our Space Engineers Steam store page and encourage us to do better. We welcome both positive or negative comments, it helps us to create better game for you!
With today’s major update we are releasing a large overhaul to the physics in Space Engineers. The update is primarily focusing on pistons, rotors, landing gears, and grid deformations. These mechanics have been a top priority for the SE team during the last year - to have these things be as robust, stable, and intuitive as possible. The game’s physics are now more stable and creations shouldn"t break, explode or do uncontrollable things under normal conditions with default settings. You can read about the changes to physics in great technical detail on Marek Rosa’s blog: physics.html
Hello, Engineers! We are getting extremely close to the next major release with the team reviewing the last few remaining details before we can let it loose on the community. We truly appreciate your patience with us as we prepare this update as we really want it to blow your minds!
Hello, Engineers! The team continues to mainly focus on the next major release but in today"s update we still have some nice improvements for you. Character backpacks, which could decrease the performance on highly populated servers, can now be removed from the world via the "Remove Floating Objects" function in the Space Master screen.
Hello, Engineers! Today’s update comes with an exciting new addition - the Skin Recycler! With this, you can recycle your unwanted or duplicate skins and upgrade them to a new Badger skin! The recycler will give you recycle tokens for your old skin pieces, which you can trade in for new items of your choice. All of this is done in the character customization screen.
Space Engineer"s fourth anniversary was this Sunday, and there"s been a lot of speculation and excitement about it. However, today"s update is not the anniversary update. We have been working very hard on the next major update which was originally scheduled to release today, but we decided to delay it for a few more weeks to give our team more time to perfect all the changes. This next update is seriously exciting, with some pretty huge changes. We want to make sure it"s as good as it can possibly be before we release it, so please stay patient and start up the major update hype train :)
Hello, Engineers! We’ve heard your feedback for the last few minor updates, and since so many of you are missing the weekly update videos, we’ve decided to post some new, different content! This week we have the first video in a series we’re calling Catchin’ Clang. In this series, everyone’s favorite developer, Rexxar ( ͡° ͜ʖ ͡°), will give you a behind the scenes look at the process of finding and fixing bugs in Space Engineers!
Hello, Engineers! Today"s minor release comes with a sizeable batch of general improvements. The team has been working hard on both fixes and features of upcoming updates and are looking forward to seeing in the hands of our players. Issues fixed in this week"s update include the dampeners HUD icon showing the incorrect state, controls being inverted when two players pilot a single grid and inventory scrolling not working properly. Additionally there"s more sound improvements. For example, you will notice a new sound when walking with activated magnetic boots and footstep sounds should now be in sync with animation.
Hello, Engineers! This week"s minor release comes with some important general improvements. Issues fixed include a number of audio issues like wheel sounds playing even when a vehicle is not moving and choking sounds being heard by all players. Also, the Doppler Effect should now be heard correctly through your sound device of choice. Additionally, there’s some modding improvements; mods can now use WAV format audio instead of WXM.
Behind the scenes, the team is busy working towards some exciting major updates for the game as we approach the fourth year anniversary of Space Engineers. Stay tuned...
Hello, Engineers! This week"s minor release brings you a significant round of fixes and improvements. Numerous fixes for the UI are included in the update and downloading mods should no longer fail when loading into a new world. Direct connect now allows DNS as well as IP address to join multiplayer games. Also, headphone users will be happy to hear that we fixed the volume of hangar door sound effects!
Hello, Engineers! This weeks update brings you more fixes and improvements. There should be fewer multiplayer crashes, issues with block groups in control panel should be fixed and Remote Control functions: Take Control and Sharing now work correctly.
Hello, Engineers! While we are fully focused on next major update, in this week"s minor we are bringing bunch of fixes likes not spawning containers, small advance rotor head clipping through rotor body. This update is bringing a lot of crash fixes with various UI cases, resource distribution, copy and pasting of drones in MP and others. Perhaps the most noteworthy fix this update is concerning the visual bug for moving grids that was encountered by RYZEN and I7 users.
„Well, the thing about a black hole - it"s main distinguishing feature - is it"s black. And the thing about space, the color of space, your basic space color - is it"s black. So how are you supposed to see them?“ - Holly
Hello, Engineers! This week"s minor release is primarily focusing on the Chinese translation of the game, but also on other minor fixes such as parachute fixes, container spawning, block fixes and many others.
During 5 month period, We have been working on Chinese translation for Space Engineers with the great help from Chinese community! Now we are happy to announce, that we have finished the translation and releasing it today.
Hello, Engineers! With today"s major release we are bringing you some amazing additions to the game! From now on, you will be able to personalize your engineer with a broad range of new items! We are introducing 33 customizable skin sets for your engineer, your tools and your weapons. It’s time to show off! On top of that, another brand-new block makes its debut in Space Engineers: A reloadable parachute block for both small and large grid!
To help modders make their code perform better, we"ve improved multithreading support and prepared a guide which explains some multithreading basics: https://forum.keenswh.com/threads/parallel-modding-guide.7396636/
Hello, Engineers! We are extremely excited to announce that today we are releasing the next major update for the game which contains a huge batch of optimisations and improvements!
The biggest area of improvements is to render performance with textures and models now being loaded asynchronously. As a more specific example of an improvement area, CPU performance has been optimized to run Easy Start Earth and 16-ships flying scenario in 60fps on 3GHz Hyperthreaded Quad Core Processor. Meanwhile, GPU performance has been optimized to run the Easy Start Earth scenario at 60fps on 1080p High settings on nVidia 980 GTX. Please keep in mind that increased performance is not limited to only these scenarios but will positively impact most, if not all worlds and hardware configurations. We’ve also added new shader quality options in graphical settings which affects the quality of Atmosphere, Trees and Voxel rendering. Detection of GPU performance now occurs upon first startup of the game and shadows are now higher quality in general although tree shadows will now be disabled on low settings. Multi-threading as well as indirect lighting has been fixed on Intel GPUs and some compatibility issues with the Windows 10 creators update were resolved.
New shader quality settings introduced in Options, affecting quality of atmosphere, trees and voxel rendering (voxel texture emissives are now working, but only for High shade quality)
This week’s minor is continuing the current run of general improvements as we near the release of the next major update. We know a lot of you really can’t wait for this but it’s crucial that we fix as many bugs as possible before going live with changes to code as significant as the ones in the upcoming major. The main issues fixed in today’s update include terminals taking you to the incorrect block in the control panel and automatic turrets shooting subgrids of their own grid. Additionally, corner and interior lights should no longer appear emissive when turned off or not supplied with power.
Hello, Engineers! It’s a new minor update this week containing more general improvements as we grow ever closer to the next major release, the changelog of which is growing bigger and bigger day! If you missed it, watch last week’s video to hear about some of the optimisations that will be going into that release. The main issues fixed in today’s update include safety locked rotor heads detaching after using a jump drive and grids being able to pass through closed hangar doors. Additionally, we resolved issues with block placement being offset when standing on moving grids.
Hello, Engineers! This week’s minor update is focused on addressing multiplayer desyncs. We fixed issues related to landing gears, autolock etc. Amount of crashes was also dramatically reduced.
Hello, Engineers! This week’s minor update is focused on addressing various crashes, the majority of which are related to multithreaded physics. This is also why you may have noticed multiple hotfixes being released during the last week as we are determined to fix them as soon as possible. Other issues fixed include the collect all option not working properly with large connectors and being unable to remove catwalks in certain situations.
Hello, Engineers! We’ve got a minor update for you this week after last week’s major update, and the team have been busy processing various issues reported by the community on our forums. For example we’ve fixed problems with connectors and block placement on dedicated servers. Small grid rotor displacement settings should now be saved in blueprints too. Additionally, a number of crashes were also resolved. It’s been great to read everyone’s feedback and to hear that many players have seen big performance gains in their worlds. Please do continue to let us know your thoughts and experiences with these weekly updates. In today’s work in progress section We would like to talk about the render optimizations showcased earlier this week. We demonstrated how a world with 16 red ships would run at around 45FPS on a system running the current version of game. In comparison, the exact same scenario was then loaded on a prototype version with the render optimizations included and ran at around 60FPS! One of the improvements which helped to achieve this was making the GPU be no longer limited by the CPU.
Hello, Engineers! Today’s release is a major one bringing you some of the biggest optimizations in the game’s history. For example, the 16 players and 16 red ships multiplayer scenario ran at a sim speed of 0.25 before optimizations and now it runs at 1.0! We achieved this by reducing blocks per frame updates, reducing world matrix calculations per frame, and by enabling multithreaded physics. The team still plans to continue with further optimizations in areas like ship collisions, explosions, loading times, planets, memory usage and more! Additionally, We are also pleased to announce that the multiplayer synchronization code has been optimized further.
Hello, Engineers! Once again, we’ve got a minor update for you today with more crash fixes and a couple of improvements as the team battles with the last few remaining issues in the next major update.
Next Tuesday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. This stream with Marek will be focusing on the vision for Space Engineers as well as giving a more detailed update on the progress of performance improvements.
Hello Engineers! There’s a batch of art and animation fixes in today’s minor update as the team moves ever closer to the next major update which will contain significant improvements to performance and multiplayer. Issues with model fixed this week include incorrect LODs on a number of blocks like the small grid merge block and small grid camera but also missing textures on blocks such as wheel suspension and the large ship welder. Moving on now to a couple of the notable animation issues that were fixed, using hand tools will no longer stretch the engineer’s arms and rifles should now aim where the crosshair is pointing.
In other news, next Monday we will be streaming at 8PM CEST on the Keen Community Network over on Twitch. During the stream, together with Marek and Deepflame, we’ll be talking more about things being worked on and also taking a look at Medieval Engineers and it’s future plans. Marek will even be suiting up for the occasion in his personalized Roman armor!
Description: Powerful computer mainframe for your space stations and capital ships that is capable to advanced decision making. Loves to sing "daisy bell" from time to time for no apparent reason. Can be stacked into computing net with multiple inst...
This is my first sound mod to help with the realism. I wanted a pressure release sound to use in Airlocks and doors that need to be pressurized/depressurized to space. The is best when used with a timer block. I will have a video soon that will better demo...
This was my first world created with Space Engineers. It features two bases - one large orbiting station, and an asteroid base with large Earth-like courtyard area hidden deep within the asteroid. Enjoy!
MessHall Pack from DeadTech - Decorate your mess hall, make your kitches come alive and feed your darn Engineers... Now updated to Dx11 (First iteration please be patient)
"This 16 room beast is powered with all the bare essetials needed for space travel, Including an FTL Drive, a Shield for pesky asteroid fields (shield...
Recently I got into modding and already I have managed to make some working weapons - this is the first for me to publish but there are more to go (I only need to get rid of some bugs and texture issues)
Here is my newest creation - I wanted to do something with KSH small ship turret since I did not like how it looks (sorry :p) Inspired by modern battlefield anti aircraft / anti missile system "Centurion" I have made my "space" equivalent :) It took me som...
The Land Raider is a heavy tank and transport used primarily by the Space Marines and Chaos Space Marines. The Land Raider is designed to move at a good speed while still carrying heavy armaments as well as a number of warriors within its armoured hull....
Modified Airtight Hangar Door with minimalistic design & colorable texture that goes better together with vanilla armor blocks. It is 2 times faster than Hangar Door with 2 times more po...
Warning: You need to set your texture quality to "high", else this will not work correctly!Should now also work with the DX11 renderer. Please report any bugs. Thank you.
This is a "planet cracker" inspired by those present in the Dead Space universe. This ship is not actually functional as a planet cracker unfortunately, considering that gravity tethers & larger planetary bodies do not currently exist in Space Engineers.
Designed to move and refine using 100% solar power with a small reactor as backup. 208 solar panels provide 1.25 MW which is enough to run a little more than 2 refineries or re-position without overloading.
A merchant cruiser designed to carry both cargo and passengers through deep space. Equipped with large cargo bays, numerous passenger quarters, as well as full refinery/producion capabilities.
Like in Norse mythology Midgard is a protected home for mankind in deep space. Midgard is a fully capable forward operating base equipped with ample cargo capacity and a large battery bank. There are three gravity drives w...
Important: This mod is currently broken, im working on converting the screens to LCD Panels but that might take some more time as im currently busy with life and stuff.
The EXP50 "Pilgrim" is the latest in space to surface planet interaction. Originally designed to house scientist and crewmen tasked with discovering new worlds. However with some work, any would be captain can redesign the Pilgrim to fit his/her needs for ...
Description: Heat radiator panel. Space engineers tends to be an realistic game, and in real life spaceships must discharge from heat their systems generate. Come in four variants: 1x1x8 Large fully unfolded radiator, 1x1x1 Large folded version, 3x3...
Description: A Reaction Control System designed to careful and gentle maneuvring in docks or near other space ships to ensure safe docking or landing.
A Dreadnought is a cybernetic combat walker of intermediate size used by the Chapters of the Adeptus Astartes as heavy infantry support for their Space Marine companies. Even the superhuman Space Marines are still mortal and can fall in battle despite lege...
It"s been awhile since Blinky and I have showed off one of our Star Citizen Ships! Here is the Constellation Phoenix, which we"ve been working on for quite some time! We thought this would be a great one to start off with since the kick off of Deep Space...
Description: These walls will help you to visually expand your corridors and make them feel less cramped. good for space stations, but check it for any unwanted alien lifeforms first. Contains 3 blocks: straight section, corner section and inverted ...
For all the survival fans out there that have been begging for a starting world from season 3 here it is something I like to call the survival cabin an alternative to the crash site start....
The Void Corp Uroboros Salvage vessel is designed for use with minimal crew in deep space salvage operations. The forward section detaches from the aft section during salvage operations while the aft section connects to the ship to be salvaged in order to...
The next Major (1.199) release for Space Engineers is upon us. Heavy Industry Introduces a whole new vision of industry in Space Engineers! A reimagining of industrial might, from lunar mining site to factory floor; smelting, refining, and mass production never looked so good.
This massive update is one of our biggest! Including DLC, Heavy Industry adds nearly 100 new blocks and block variants to Space Engineers! We hope you enjoy exploring Heavy Industry as much as we did creating it.
You can find a complete list of all free game content below. We are also offering you the opportunity to support the continued development of Space Engineers by buying the Heavy Industry DLC, which includes even more thematic additions to Space Engineers!
Armor Panel Blocks - Sheath your cruiser in armor or frame out an interior, when space is at a premium. Introducing 16 shapes, heavy & light armor variants, small and large grid versions. Expand your creative options with 64 new blocks!
We want to thank everyone who made a submission to the Music Contest “Sounds of Space Engineers”. Included in the free portion of today"s update, we have incorporated all of the winning contest tracks! Crank up the Jukebox and have a listen! Tracks are listed by title. You can find the artists, and a complete track list, in the game credits.
Similar to our previous major releases, we hope you will take this opportunity to support the continued development of Space Engineers. This DLC pack consists of cosmetic items that enrich your game visually. None of the features in this package provide any advantage to players who purchase this DLC.
The price of the Heavy Industry DLC is $3.99 USD or your regional equivalent. Show your continued support for Space Engineers and check out the Heavy Industry DLC.
Our “Major” releases for PC & Xbox are aligned so that all Engineers get all content, on the same day, regardless of platform. We will also continue our focus on further performance improvements and optimizations on both platforms.
A: Free and paid content releases support the continued development of Space Engineers, as well as bringing new things to the game. All paid DLCs are not pay-to-win, but rather cosmetic. We think this is the right way to bring interesting content to the game and keep the game improving. We bring a lot of free content to all players. This content is usually highly requested by our community.
A: We are always looking at new ways to bring Space Engineers to a wider audience. Special promotions are good opportunities for this. We have a number of exciting promotions planned for the future, which include both game and DLC content!
If you want to let me know your feedback, please get in touch via my personal email address marek.rosa@keenswh.com, or use our Keen Software House support site. I welcome all of the feedback we receive and we will use it to learn and provide better services to our players.
Marek Rosa is the CEO and CTO of GoodAI, a general artificial intelligence R&D company, and the CEO and founder of Keen Software House, an independent game development studio best known for its best-seller Space Engineers (4 million copies sold). Both companies are based in Prague, Czech Republic.
GoodAI was founded in January 2014, with a $10 Million investment from Marek, it now has over 30 research scientists, engineers, and consultants working across its divisions.
At this time, Marek is developing Space Engineers, as well as leading daily research and development on recursive self-improvement based general AI architecture - Badger.
The Space Engineers - Sparks of the Future includes the Sci-Fi LCD, the Neon Tubes, the Sci-Fi Ion Thrusters, the Sci-Fi Atmospheric Thrusters, the Sci-Fi Interior Wall, the Bar Counter, the Sci-Fi Control Panel, the Sci-Fi 1-Button Panel, the Sci-Fi 4-Button Panel, the Sci-Fi Sliding Door, the Sci-Fi Armor Skin, the 2 Neon Armor Skins, the 8 new character emotes.