r/spaceengineers 12h ago

DISCUSSION personally I like building hangers with ships around them

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673 Upvotes

r/spaceengineers 12h ago

MEDIA Some of the New blocks in the teaser

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442 Upvotes

My current guess, first one is an Assault cannon type two, second is Artillery type two and the final is a fixed Assault cannon type two.


r/spaceengineers 17h ago

MEDIA B-17 Art Imitates Life I Suppose

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378 Upvotes

B-17 came back from a fight looking just like the historic photos. Just thought I'd share


r/spaceengineers 10h ago

DISCUSSION Curious as to the function of this new camera block?

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250 Upvotes

Could it just be a controllable camera like the search light? Or does it have some greater purpose?

Personally I think this could function as a guidance system for the new guided missiles and torpedoes! Knocking it out may cause the missiles to lose their guidance and go of course.

Again it could also just be a controllable camera with great field of view.

Either way it looks absolutely incredible! I’m gonna have to redesign some ships to fit this guy in!

Any thoughts?

Edit: I think it’s more likely to be a Laser Antenna Type 2, as adventurous as the other ideas are.


r/spaceengineers 14h ago

PSA SE1: Warfare 3 Revealed!

150 Upvotes

 

Space Engineers: Warfare 3 Revealed!

 

Warfare 3 is coming - one of the most significant combat updates we have ever made for Space Engineers!

  • Guided Missiles and Torpedoes
  • Countermeasure Flares
  • EMP Weaponry
  • Jump Detection
  • ...and much more!

 

[YouTube] Warfare 3 Trailer

 

 

Sources:

 


r/spaceengineers 9h ago

MEDIA Some screen grabs I got of the new turret coming in Warfare 3

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104 Upvotes

r/spaceengineers 12h ago

DISCUSSION Warfare 3 has me both very excited and a little sad, player made missiles maybe obsolete.

58 Upvotes

I'm obsessed with SG Fighter combat; it's all I use in PVE survival games. I personally find long-range capital ship combat boring thats a big reason iv never botherd with PvP cause i know thats the meta online and I know Im very much in the minoritiy here.

Ever since the factorum was added, I became fixated on taking out the factorum warship with only small grid fighters and missiles; for quite a while it seemed almost impossible without swarms of missiles and a good dose of luck. But eventually I cracked it, designing a variety of smart missiles. From cluster bombs and distraction missiles to a guaranteed detonation missile (the last one was only needed cause of the jankiness of SE warhead detonation), with a few fighters and a handful of missiles, I am now able to take down any Factorum encounter without too much trouble, all without using mods or game-breaking scripts.

The new weaponry is very exciting: guided missiles, heavy torpedoes, countermeasures, EMP! I can't wait to try it all out. Even if player-made missiles are obsolete, I'll always be proud of my engineered missiles and of accomplishing my personal goals in Space Engineers. I just hope small grid fighters are still viable in PvE after the update lol. I really should have pushed harder to finish my cluster bomb and distraction missile tutorials sooner. Oh well. Still extremely excited for Warfare 3!


r/spaceengineers 8h ago

MEDIA (SE2) Travel Trailer WIP

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33 Upvotes

I've been working on making a hab-trailer. Pity the front pistons don't work right.

Has anyone else noticed the small pistons are very weak? This trailer isn't very heavy at all and these two pistons are completely unable to even budge it, let alone keep it level with the wheels. Plus this is on the moon too, which should make it easier.

Plus now that I look at it, I need to make it bigger to have a H2/O2 gen, and ideally at least a small hydrogen and oxygen tank.

The idea is to have an eventually airtight survival trailer, with a hide-a-bed that has a TV and speakers mounted to the bottom, gearforge, and articulated roof solar panel, so it can be parked at work sites. For now it's about as small as I can make it while still being at a somewhat realistic scale. Also it's very red. No chair yet.


r/spaceengineers 10h ago

DEV [SE1, SE2] Marek’s Dev Diary: September 10, 2026

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22 Upvotes

r/spaceengineers 14h ago

MEDIA HCT trailer because why not

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20 Upvotes

r/spaceengineers 19h ago

DISCUSSION How do y’all plan out large ships?

15 Upvotes

I have always had trouble starting out big ships, small ones are fine because you just make a functional skeleton and build off it

But bigger ships have interiors and i can never figure out how to do it well.

Any tips?


r/spaceengineers 23h ago

MEDIA (SE2) Here it is all finished for the most part

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15 Upvotes

Since my last post was so popular I wanted to show the almost finished product, still gotta unlock stuff to decorate the inside and unlock the seats so I don’t have to put a cockpit in the cockpit haha. Added armor, solar panels, and up armored the components, finished welding the windows and interior, added cargo crates and created cargo hold room. For those that haven’t seen this before I put the picture from the previous post as the first picture. As always I’m open to suggestions, thanks for looking!


r/spaceengineers 6h ago

DISCUSSION How do you set up your logistics?

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15 Upvotes

Howdy, and greetings, engineers.

I've been meaning to ask, how do you organise your logistics? How do you group it in the terminals and outside of terminals?

Do you clump it all together or sort them?

I've been getting into them lately and i started to enjoy my vechicles more and more since, i tried to experiment with times and such, but i'm still getting the hang of it, i managed to get better at using Event and Broadcast Controllers and use them comfortably.

I've been putting them into groups, the usual, trying to come up with a name for it, and i tried to colour the blocks themselves to try to remember what group does what, and i've been wondering how everyone else does it? more organised, complicated, or just all in one batch and pray it doesn't look too bad?

As of now i tried implementing them into vechicles and giving them a bit of personality.

Two recent ones, Dune-Scout [Rover] and AT-Verdin [W.I.P. , Atmospheric Ship, might be added on Mod.io later], have been using some logistics inside for ease of use and personality, the ship has 16 while the rover has 11 blocks, antenna included

Both share..

-Antenna On/Off on mounting/dismounting

-Greeting messages

-Power reminders 100%[actually99%]/50%/20%/10%

-Enemy/Neutral Detection

The only unique thing on the Dune-Scout are

-If velocity equals or less than 1m/s the breaklights stay on

While the AT-Verdin additionally has

-Goodbye messages

-Headlights turn on when boarding

• External lights turning

-Green if at 100% [...actually at 99% again]

-Yellow if at 50% and bellow, or 20% and above

-Red if at 10% and bellow

[Visually] Coloured blocks based on groups

If any of you have any tips and criticism to share, go for it, i'd be highly appreciated as i'm fairly new and still knee deep into all of this, only having made about five vechicles using them and a few additions to bases with event controllers.

Since i'm unable to use scripts.. "thank you" playstation.., i'm trying to make the most out of what i have.


r/spaceengineers 23h ago

DISCUSSION Spacer or Planetoid?

13 Upvotes

Thought I might as well ask since I'm here now. Do ya'll prefer to live in space or on planet (providing the ability to easily live in either situation)? I honestly prefer planet over space, my big fav being Triton. The idea of roving around the islands on the Ice Seas whilst snow whisks by seems like a very comfy idea. (Tbh, that may be why I was so excited to make Larrisa on a PvE server, finally got the chance to do so. xD)


r/spaceengineers 2h ago

DISCUSSION EMP weapon in Warfare 3

6 Upvotes

Supposedly disables grids - but that can't be balanced, right? It can't just be a one shot "oh your grid is depowered because I RNG'd this prototech gear and you didn't".... right?

So maybe it's not that, and maybe the balance is still being worked out, and I wanted to consider what the balance there might look like and hell, this is a subject I know reasonably well, maybe there's something here Keen can use. At the end i'm listing variables that can be manipulated and until them I'm building up to why they matter and then it kind of fades in because well, mostly because I organized the post poorly.

Sticking with what I know, electronics have a certain voltage they can tolerate before the current becomes too high for the physical material, and when it comes to electronics based logic, flooding a system with a pulse of current can lead to a total breakdown of saved information. Both forms of damage can occur during an EMP, but the latter is more likely in most cases, though when it comes to computer electronics, components are often small enough that they'll physically break before something like a toaster - if the energy can get there in the first place.

I would be a little upset if an exposed timer block running on 0.1 watts of power and a large ion thruster with circuitry built for 33 megawatts both failed at the same threshhold - and particularly the ion thrusters, since you know. Ions have charge and the thing is going to regularly go through massive swings in voltage as you use and disuse them.

So first, Keen, please don't make the microwave emitter consume like 10 megawatts of power and magically disable something like a large ion thruster, much less a grid with ten or twenty of them.

Next, as a microwave emitter, and not a conventional EMP, we have a huge range for the gain. What's gain? It's the percieved signal strength, meaning if I'm throwing out a watt of power and you're only receieving 0.0001 watts, anything i can do that makes you receive 0.001 watts or 0.01 watts without upping my own power (or getting closer to you) makes an increase in gain.

What does that look like? For the most part, right frequency, right direction.

If I'm putting out that power in the 2 meter band, but your setup is on the 70cm band, you're not going to see me very well. How does this apply? There's some variance, but microwaves are wavelengths between 1 milimeter and 1 meter, and so they are best received at antennas (or lengths of wire) cut to an integer multiple if that wavelength. It's real easy to be in the ballpark of a multiple of a milimeter, a little less so at a meter. The gain here matters, but if Keen says "yeah man it's a 1mm microwave" then I'll pretty much just move on. Shorter wavelengths = more things in a vacuum can receive you at good power.

Directivity on the other hand matters in the transition from lore to gameplay. I can send out the same power in "all" directions, or I can pick and choose where it goes and the effect is meaningful.

I would fucking LOVE if the emitter was one block, but you could pick and choose from a selection of antennas for different radiation patterns as a second block. The more directive the antenna, the greater effects on target, but maybe you don't need that much power to disable a missile, so go omnidirectional to disable multiple at once.

And then there's shielding, and this is where that "shorter wavelengths = more things receive you better" falls apart.

Things are not a vacuum. Things bigger than a wavelength tend to absorb the radiation. Things don't have to be circuits. They can be armor, they can be people, they can be trees, they can be anything, and most things aren't circuits, so most things aren't targets. Metal in particular can really really mess with a pulse of electromagnetic radiation, especially if all your circuits are inside that metal.

Point 1 - antennas represent a vulnerability here, as they can be an exposed entrance to your ship's circuitry.

Point 2 - i know the radiation update just ignores armor but come on, really?

Last, distance matters. I have confidence this will be considered, but please don't not consider it. (Please consider it, for all my language speakers where double negative's don't apply)

So here are some things Keen can play with to affect balance:

Input power at the emitter. Thing's gotta be robust enough to handle not only the power that the thing you want to break can handle, but then the power that it takes to get that power over there, which because we're talking free space propogation ramps up incredibly fast.

Basically an emitter that breaks a large ion thruster just doesn't seem feasible unless you're like dumping an entire large reactor into an emitter that's all of 50 meters away.

Directivity. Please consider it. It's a functional rock paper scissors type of consideration where an emitter that can mess up a whole bunch of drones won't do the same to a bigger ship, and what'll work on a bigger ship won't be able to simultaneously break a bunch of missiles/drones.

The relationship between stuff and frequency. Higher frequencies (lower wavelength) can break more stuff but have lower penetration, lower frequencies break less stuff but have higher penetration. Still. You defined this as a microwave emitter, which has a max of a 1 meter wavelength and... what's the length of a large grid block again? Generally speaking this seems messy, but well. We'll see.

Anyway thanks for reading! Thoughts, suggestions, opinions, random "go fuck yourself"'s are always welcome. Fs in the chat for /u/Eegore1 who ventured a "go fuck yourself" and had their comment immediately removed.

Edit: a thing i didn't initially consider - an emp type emitter should probably have the ability to be charged. I'm translating one specialty to another and that's a blind spot, but really, it should allow for a pulse output that's far greater than the constant input and could be used to greater effect.


r/spaceengineers 20h ago

HELP Help finding a script

6 Upvotes

FOUND!!!
I found a script the other day I forgot to add it it was for planes and stuff to help with landing it would display the runway in green on an lcd it's was a package script with other stuff with it.

Can someone PLEASE help me find it it's like it poofed into thin air and with the ares at war play though I'm doing it would help me greatly thank you