Hello, Engineers! Today's minor update brings you more dedicated server GUI and Remote Client improvements, more descriptive tool tips for trash removal settings and lots of quality of life improvements and fixes. To name a few, we have addressed a rare issue with cars, which should prevent these vehicles from experiencing explosions. And we fixed slow loading times or issue with Game is already saving.
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. But in case you are experiencing any issues, please visit our new support page: https://support.keenswh.com/ We will try to help you as soon as possible. Have fun!
Due to the nationwide internet outages that prevented us from streaming today, here is a brief video going over the update and our thoughts behind it. We hope you are having fun with the new multiplayer!
https://www.youtube.com/watch?v=RIMoIPKuAx4 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 and negative comments, as it helps us to create a better game for you!
Hello, Engineers! 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. But wait - that's not all! With this massive multiplayer update we are releasing optimizations and performance improvements, Safe Zones, Female Engineer and much more!
Marek Rosa is going to play the Space Engineers Public Multiplayer Test alongside some Keen developers and YouTubers on the KeenCommunityNetwork & SE YouTube channel, Fri, July 13, 5 - 6 pm UTC:
We are running another Public Multiplayer Test showcasing new multiplayer improvements from Thursday, July 12th at 11AM to Friday, July 13th, 11PM (GMT +2). Keen Software House admins will be managing the test for the whole period and we'd like to get your feedback about the "work in progress" version of the game. The upcoming version focuses on a number of Space Engineers multiplayer improvements, so we hope you'll enjoy it and that you'll provide us valuable feedback before the actual release.
We are aware of some unfinished things and bugs in this version. We are going to fix them right away, but we didn’t want to postpone this public multiplayer test any longer.
We plan to run these multiplayer tests until we are fully satisfied with the results.
Steam branch (will be activated on July 12th): mptest Password: nt7WuDw9kdvB ***Please note: the password for Steam branch will be activated on July 12th.*** How to change branches: 1. Select the game from your library, right click and select properties. A dialog box with a number of tabs will appear, you’re looking for one that says "BETAS". 2. You will see 2 things now, a drop down menu and a text box to enter a beta access code. Enter the password provided here and choose mptest branch from the drop down menu.
Hello, Engineers! We concluded another test round and this time we had survival servers running for the whole week. In this build we focused on improving the positions synchronization and memory leaks. We improved character walking and jetpack prediction and added prediction for grids (early prototype, glitches included).
https://www.youtube.com/watch?v=ZfjCUEJwztI Quick conclusions: * Memory is much better, but there is still some leak - probably connected to some specific action (in most cases the memory is stable, but at some points on some servers it starts to climb too much) * There is still occasional freeze happening, even in survival servers * We still have few crashes in Creative in multiplayer code to be fixed * PCUs are still possible to leak, fortunately we finally know why * Survival server with 32 players is holding up very well! :)
Hello, Engineers! Thanks for participating in our public multiplayer test. This time (2018/06/21), we had 14 dedicated servers in EU, UK and US running simultaneously, 12 were survival, 2 were creative.
https://www.youtube.com/watch?v=y5PZ9Rizz8g Quick recap: - we are still hunting down all memory leaks - on survival, crashes went down significantly, but there is still some freeze present - on survival, performance and PCUs were nicely connected together - on creative, we still recorded some PCU leak and heavy performance load caused by various actions - compared to feedback from previous test, there were improvements in everything, reliability and movement - players were also slightly more happier with controls of ships and character, but there was decrease in car handling (which we are researching) - overall the feedback is showing steady improvement
As the movement is still the biggest complaint by far, we are right now working on improving it. Thanks a lot for all your help and patience, you guys are amazing and helping us make the game better and better! :)