STEAM GROUP
Fleetbreakers fleebs
STEAM GROUP
Fleetbreakers fleebs
3
IN-GAME
19
ONLINE
Founded
27 June, 2015
Language
English
299 Comments
CTH2004 6 Mar, 2019 @ 6:48pm 
Almost all Scientificly Acurate things are fun! Almost as fun as tests...

now, non scientificly accurate things? Those typically aren't fun...
Matt-Wurst 10 Dec, 2018 @ 4:03pm 
sup
SGF 5 Jun, 2016 @ 1:57pm 
come check out cperko make a game https://www.twitch.tv/cperko
Kephyr DeBlini 10 Feb, 2016 @ 6:28pm 
How I play away from my PC.
http://postimg.org/image/araohm2p9/
Kephyr DeBlini 28 Jan, 2016 @ 12:28pm 
@Whiplash141 Join our discussion on Large Ship Combat bud!
Whiplash141 28 Jan, 2016 @ 12:25pm 
Howdy! I heard someone talking about torpedoes... *heavy breathing*
Kephyr DeBlini 8 Jan, 2016 @ 9:42pm 
Also I've just published two new self-repairing combat drone designs. Give them a shot :)

KE - Gunnr - Gnr690ip: https://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=595660265
KE - Gunnr - Gnr630i: http://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=595660446
Kephyr DeBlini 5 Jan, 2016 @ 10:38am 
Hey guys check out my Small Ship Printer Station (or SSPS for short):
http://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=592781892

As the name suggests, it’s main function is to print small ships, however, I took the idea a step further, adding a Connector to the construction that allows an easy transfer of supplies to your newly printed Small Ship. All you’ve got to do is load a blueprint of your Small Ship into one of the 9 Projectors and press the first button on the Button Panel.

While the SSPS blueprint can be pasted into your existing worlds and will be ready to work, it’s more of a proof of concept that can be implemented into your Large Ship and Station designs.
It is also a good idea to install systems like that into Capital and Carrier - class ships for printing new drones and fighters before and during combat, allowing to save a lot of space on the drone and fighter bays.

Give it a shot!
Yaddah 19 Nov, 2015 @ 5:43am 
Hey guys! Is anyone interested in hosting a dogfight on planets and/or outer space? I have some designs that would require testing, but I don't have a very good internet connection, sadly.
Kephyr DeBlini 18 Nov, 2015 @ 11:08am 
Let's move this into a discussion. I just made one so hop on in there. I don't want to flood this.
Yaddah 18 Nov, 2015 @ 9:40am 
I definately plan on incorporating them into my designs, as soon as I figure out which system is best for which use. What do you think about pmws that are not guided, but just a solid chunk of metal. Are they at all useful in combat, or do they just not cut it vs moving targets?
Kephyr DeBlini 17 Nov, 2015 @ 6:08pm 
You should give them a try. They're becoming an essential weapon against large ships. There are a plenty of torpedo blueprints around in the workshop that have step-by-step tutorials.
Yaddah 17 Nov, 2015 @ 11:40am 
Sure, though I don't have any experience in building torpedoes and I usually require alot of time until I'm happy enough with a design to finally build it. Though, I could make a new version of my attack corvette or my pirate base ship. They don't have guided weapons though, in case you were looking to compare different guided weapon systems.
Kephyr DeBlini 16 Nov, 2015 @ 11:48am 
I've been away from home for some time, so I wasn't able to build anything since small ship turrets were introduced. I'll be back by the end of the week though, so I'll put something together :) As to open cockpit - I just really like the way it looks. I know it's not very effective.
Hey I'm working on a concept for a vanilla large war ship, equipped with many offensive systems, from regular turrets to self guiding torpedoes. Would you be interested in doing a build off then putting the designs to test?
Yaddah 16 Nov, 2015 @ 2:13am 
Thx bro. I remember you from this self-repairing fighter you made. Why don't you make a version of it with a hidden cockpit? It would be so good. Last time I was only able to take you out because I hit your cockpit head on.
Kephyr DeBlini 15 Nov, 2015 @ 6:31pm 
Nice work Yaddah! Makes me want to put it to test :)
Yaddah 11 Nov, 2015 @ 10:00pm 
Hey guys! I've created a new version of my Meteor Fighter. It's a heavy interceptor and completely vanilla. Check it out, tell me what you think!

http://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=552877064
nubeees 26 Oct, 2015 @ 7:39pm 
http://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=542696141
Just finished this up and uploaded it. I'll have a proper thumbnail and pictures soon. Enjoy!
clouds12 18 Oct, 2015 @ 2:16pm 
Anyone want to come in and help me with my station's missle silo and my blue ship modification project?
Yaddah 18 Oct, 2015 @ 3:53am 
Also, I'm not sure if you really need 2 medium containers. Those 6 gats in total won't eat through ammo that quickly.
Yaddah 18 Oct, 2015 @ 3:51am 
Well, I would say the biggest weakness is of course the exposed cockpit and I also didn't see much in terms of weaponry. 4 Gatling Guns + 2 turrets, isn't alot for a ship of this size.
Angelic_Seren 16 Oct, 2015 @ 6:51pm 
can someone test my ship and give me some feedback? http://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=526606313
DaMightyMage 23 Sep, 2015 @ 2:25pm 
I know that the multiplayer pretty much killed the last few events, but the reworked net-code should fix most of those issues. I don't imagine it will be more than a month before they release that update. I understand the time-sink issue; I play this in my spare time between work and grad school. But I do hope you won't give up on SE entirely. You make some pretty kick-ass contraptions. =)
Craig P 22 Sep, 2015 @ 6:03pm 
@DaMightyMage I don't really see any reason to continue. I've already played a lot of this game in single player, and the multiplayer doesn't work.
DaMightyMage 22 Sep, 2015 @ 3:47pm 
Aww, that's sad to hear. I hope you won't be leaving for good? =/
Craig P 21 Sep, 2015 @ 12:40pm 
@DaMightyMage: As you like.

@Bastard: Schedule anything you like! I'm not going to be in charge too much longer, so it'd be a good idea for others to start creating events.
Re-Bot 20 Sep, 2015 @ 2:46pm 
@A_Cruel_Basterd: if you want to have an event Simply schedual one if there is a good time avalible. Im not sure if craig will be loaning the main server as much we will have to see. Also its probaly best to schedual on weekends around the same time as you see on the others as those times seem to be the best for most people
Murray 20 Sep, 2015 @ 1:32pm 
New to the group here - do I just post if I want a battle, etc? Happy to be on Teamspeak to try sort something out - got a few ship designs I'd like to put through the ringer

Murray
DaMightyMage 19 Sep, 2015 @ 3:48pm 
Craig, I'm developing a 'secret weapon' script for the space race next week, and I would like your permission to use a couple utility functions from Mimir -specifically power output and logging functions. Is that alright with you?
Re-Bot 17 Sep, 2015 @ 12:47pm 
Matt cant he doesnt have a static ip
Craig P 17 Sep, 2015 @ 12:46pm 
The event on the 26th can be hosted on official servers, if the speed mod works.
Re-Bot 17 Sep, 2015 @ 12:40pm 
Matt is unsure if he can host his event on his computer and he can get a server to work.
If any of you can host a resonable size event on your computer can you please talk to Matt.
Craig P 16 Sep, 2015 @ 5:27pm 
The CSD Battle Cannon is just overpowered.
Yaddah 16 Sep, 2015 @ 12:31am 
Honestly I was never much of a fan of the OKI weapons pack. The CSD Battle Cannon was way better anyway, not just because the sound wasn't as annoying, but also the bullet speed of the OKI cannon was just way too slow to really hit anything but a stationary target. Also I don't like the idea of large AI-guided turrets that are able to deal big damage. It's op. Big weapons should only exist in fixed versions, since I want self built turrets to have a purpose in the game.
Craig P 15 Sep, 2015 @ 3:26pm 
The big one.
Re-Bot 15 Sep, 2015 @ 12:43pm 
Which cannon did they remove!!!
Craig P 14 Sep, 2015 @ 7:47pm 
Oh, cool evidently the OKI weapon mod discontinued the main cannon I used in all my modded designs. Cool. Great. Neat.
Re-Bot 12 Sep, 2015 @ 3:51pm 
Mabye ill learn some C# durring next summer but right now i dont have the kind of time to learn any kind of code. School kinda has that kind of affect saddly.
DaMightyMage 12 Sep, 2015 @ 3:24pm 
Though... you might want to add a bit of hysteresis to that logic, so it can't get stuck in an endless on/off cycle if your batteries change the available power enough to trip the thresholds you've set. That could get annoying fast. =P
DaMightyMage 12 Sep, 2015 @ 12:12pm 
C# isn't so bad; I taught myself to use it in a little under 2 weeks. Craig's Mimir script is a good example of how it works, so if you just sit down and look through it for a while, you can start to make sense of the basics. I highly recommend using a real code editor, though, not the Space Engineers programming block window. I like Sharp Develop, personally.

As to the battery script you were talking about, what Craig said below is you simply need to add some extra lines of code to a specific place inside Mimir. Find the line that says "void CustomLogic" and between the curly braces { } add

if (Output("Reactor") > 0.7) Apply("*Battery.Discharge");
else if (Output("Reactor") < 0.4) Apply("*Battery.Charge");
Re-Bot 11 Sep, 2015 @ 1:51pm 
Um i dont think i understand it even the slightest right now 0_o. I know it works but i have absolutly no understanding of C# or any other code. The most ive got is a tiny bit of knowlge about HTML's from 3 years ago, but im not even sure i can remember how to even do anything there.
Craig P 11 Sep, 2015 @ 1:48pm 
Well, that code embed didn't work, but hopefully you get the point.
Craig P 11 Sep, 2015 @ 1:48pm 
? The vid I made was to complain about all the bugs!

Editing Mimir is a long video, but basically you need to add a few lines below this:

[code]
void CustomLogic()
{
[/code]

Turning it into this:

[code]
void CustomLogic()
{
if (Output("Reactor") > 0.7) Apply("*Battery.Discharge");
else if (Output("Reactor") < 0.4) Apply("*Battery.Charge");
[/code]

You can add more logic as you like.
Re-Bot 11 Sep, 2015 @ 1:45pm 
about where in the tutorial vid is what im looking for???
Re-Bot 11 Sep, 2015 @ 1:34pm 
i will atempt to make it work first thogh i dout ill do it.
Re-Bot 11 Sep, 2015 @ 1:30pm 
awsome the ill just need to get the code to work on the ship i can put out a special workshop item so you can do that as i fear that all i would manage is to brake the code.
Craig P 11 Sep, 2015 @ 1:30pm 
The code snippet you need is already there. :)
Re-Bot 11 Sep, 2015 @ 1:29pm 
Hmm looks like the U1-1-A (my new utillity ship) will have to have atach ment the can atach to other atachment so i can carry more in 1g. other wise its working great and functions almost perfectly.
Craig P 11 Sep, 2015 @ 1:29pm 
That's easy, I'll go over to Mimir and put it in the code snippets right now.
Re-Bot 11 Sep, 2015 @ 1:26pm 
What i was thinking of having it do is when the power level is getting close to overload it would kick the main batteries on and if still needed the capacitor. That way i wouldent toggle those power systems manulely.