STEAM GROUP
Fox Company.SE FoxCSE
STEAM GROUP
Fox Company.SE FoxCSE
1
IN-GAME
12
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Founded
29 December, 2016
Language
English
ABOUT Fox Company.SE

Gotta go to space.

This is the authorization group for PhyreFox's Space Engineers PvE server group. Please pay attention to the Announcements for possible important information.

Server Details
Server Stewart
World "Fox Company Survival 2017"
Player Slots 16

Mod List
http://steamoss.com/sharedfiles/filedetails/?id=627150462
POPULAR DISCUSSIONS
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RECENT ANNOUNCEMENTS
Weapon Settings Warning, New Mods
Weapon Settings
I recently discovered that there might be a problem with projected ships not setting all blocks as owned by you when you build it. So when you build a new ship via projection when you are all done and cut it loose make sure you check the entire block list and make certain that you own every little bit of it. It's important...

In what is certainly totally unrelated news I want to ask that everyone with armed ships and stations to ensure that every single turret is configured for Target Neutrals = Off. Otherwise when a ship is being built or happens to fly by that has even a single block that is owned by no one your weapons will light it up and destroy it. Yeah. :(

New Mods/Blocks
In recent days we've seen the addition of a compact jump drive block for large and small grids that is only 1x1x1 but limited in power and range. Still, it provides options for smaller vessels that could use a jump drive. Also we have added a guided missile mod for small and large ships, detailed below.

Large Block Ships
These ships must use either a fixed direction target painter or designator turret if they're too slow or bulky to bring a fixed painter to bear in order to 'lock on' to another ship for missile guidance.
Large ships have two launchers available, Cruise Missiles and Torpedoes.
Cruise Missiles are your bread and butter general all-rounder missile and do comparable damage to a regular unguided vanilla rocket only with a relentless seeker head attached and a comparatively low rate of fire. They're pretty good at hitting damn near everything.
Torpedoes are far larger and and are only suitable for large and/or slow moving targets since thier speed and manuverability is far lower than cruise. They pack a hell of a punch and can rip into a larger ships hull with ease as well as nearly vaporize most small block ships if they can manage to catch them.

Small Block Ships
Two launchers are available for small ships, one missile and one countermeasure launcher (not useful since we aren't pvping). The model for the small ship to ship missile launcher was never finished by the original authority of this mod before it was abandoned and picked up by a guy that is only maintaining it so it's not pretty, but it does work. The front of the launcher is the 'longer' end opposite of the indentd part. These are simple fire and forget and will home in on whatever is in front of your crosshairs when fired. Simple! And about that...

These missiles DO NOT follow any sort of Friend/Foe rules and you can lock and fire them at friendly ships. Be mindful of what you are doing when you use them and avoid friendly fire.

Whew. That's a lot of words but that about covers it. o7

New Server, New Server-wide Rule
New Server!
Hey folks, as you may or may not know good guy JPMC has allowed us to use his game server for running our Space Engineers world. So performance should be way up all around. (provided no physics shenannigans are happening. More on this below... )

Its all set up now with player count increased from 12-16, and the group details have changed to reflect the new server name. IF you were part of the old server that he used to run, the new one will actually be in your history since it remembers by IP. If not, then you can find the game listed as "Stewart" where you would have seen my name before in the server browser.

New Rule :D
This morning we discovered a serious issue with something causing the server to lag out completely dumping the sim speed to as low as 0.33, utterly unplayable.

We went looking and I discovered that Mosler and Rin's giant base ship was jittering all around and spinning/moving erraticly. I spotted the mech ship thing attatched via landing gear also firing its thrusters, and when I got in it and detatched it which saw all the lag stop instantly, the motion ceased and the sim speed slammed back to a rock steady 1.0. The mechs thrusters were fighitng the stations' and causing massive physical lag.

So! From this point forward, any ships parked or docked with other ships via Connectors shall have thier thrusters and gyroscopes turned off while the vehicle is not in use and unoccupied. (stations bult into rocks do not have this problem afaik, so that should be safe enough.) DO NOT USE LANDING GEAR. (See update below)

The easiest way to accomplish this is to simply add all your thrusters and gyros to a block group in the Control Panel, them add it to your hotbar for the ships, so that when you connect/lock landing gear, you just turn them off, and turn em back on when you're preparing to take off. Simple. Please make this a common practice going forward, for everyones sake and a smoother experience. \o/

UPDATE 2017.01.12@1857 EST
We have discovered the same problem as above happening just now,and disconnecting anr econnecting ships via landing gear seems to be causing uncontrollable jittering and movement evenwithout powered thrusters.

The only safe connection points for ship to ship appears to be, as usual, connectors. Do not use landing gear to connect ship grids together from now on.

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Founded
29 December, 2016
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