The Praedian Records

J.G. Phoenix

Current Projects

Chapter 2 1st Draft 30%

Remnants of the Elders

Yamato 60%
Hermes 5%
Yorktown 80%
Victorious 30%
Maya 5%
Blücher 70%
Prinz Eugen 10%
Seydlitz 85%
Lützow 10%
Magdeburg 5%
Prinz Heinrich 5%
Konigsberg 5%
Type 34 Destroyer 90%
Type 36 Destroyer 80%

Space Engineers: Most Wanted Update

We only had about a four day advanced warning for this update, which I actually appreciate in hindsight. Having the anticipation boil over for weeks was painful last time. Anyway, let’s hop right into it.

Most Wanted

This was a community requests update where Keen focused on adding blocks and features to the game that had been on the backburner for years. We didn’t get everything we’ve ever wanted, naturally, but to say they filled in a lot of missing pieces in the engineers’ kit would be an massive understatement. There are a lot of standouts here.

New features include:

  • A camera overlay (bye bye crude MAC gun LCDs)
  • A ‘weldless’ armor skin
  • A corrugated metal skin

New blocks include:

  • New Armor shapes (S + L grid, Light + Heavy, 10 shapes, 40 blocks total)
  • T Junction Conveyor (S + L grid, 2 blocks total)
  • Round Windows (S + L grid, 4 shapes, 16 blocks total)
  • Small advanced rotor (S grid, 1 block)
  • Conveyor Converter (S grid, 1 block)
  • Half Cover Wall Mirror (L grid, 1 block)
  • Plushie Engineer (S grid, 1 block)
  • Ladder Shaft (L grid, 1 block)
  • Reinforced Conveyors (S + L grid, 3 shapes, 6 blocks total)

Keen also did something clever and updated older DLCs. The sale they topped it off with is from their site specifically and not Steam, but with the Steam keys it’s only a little extra work.

DLC Updates

  • Inverted Corner Desks (L grid, 2 blocks total) [Deco Pack 1]
  • Grated Catwalk Variants (L grid, 4 blocks total) [Deco Pack 2]
  • Railing Variants (L grid, 3 blocks total) [Deco Pack 2]
  • Neon Tubes (L grid got 3 new shapes, S grid got 8 new shapes, 11 blocks total) [Sparks of the Future]
  • Industrial Conveyor T-junction [Heavy Industry]
  • Diagonal Window Wall (L grid, 2 blocks total) [Warfare 1]
  • Diagonal Bridge Window Inverted (L grid, 1 block) [Warfare 2]

My Favorites

This was tough, but in terms of what I’ll actually use the most, I’ve got to hand it to the following three additions.

Ladder Shaft

This one’s subtle but vastly improves the look and feel of any grid you add it to. It’s also nice to use these instead of passageways because not only is climbing an option in emergencies now, but there’s also guiding arrows and a platform to step off onto in each shaft. These are a must for large ships and a very welcome addition.

Reinforced Conveyors

The best thing about these conveyors isn’t that you can build on top of them, or combine form and function, but that they have an airtight seal on one side. I’ll try to demonstrate this in future builds because it’s a real game changer on more compact ships that need a lot of ‘tubing.’

That’s not to say being able to build directly on these isn’t a big improvement, not to mention form finally meeting function where conveyors are concerned, it’s just that my builds in particular are going to get much more efficient internally with that partial airtight seal. It’s going to be very nice going forward.

New Armor Shapes

We’ve had access to blocks like these through mods for ages, but being able to ditch those mods and keep the blocks is a game changer. That’s one more mod off the list, and much smoother armor transitions for vanilla builds.

I’m still waiting on the elongated blocks, because then the insane builds Sundae used to make will be extremely close to vanilla when they’re remade, but for now, this is great progress.

Honorable Mentions

Catwalks and Rails

Frankly, the only reason this isn’t a favorite is because I haven’t had a chance to experiment with them in depth, but I could tell just by looking at them that a lot of gaps are getting filled here in particular. The old version of the Prinz Heinrich would have made extensive use of these new catwalks and railings, so I’m going to see if the new version I’m mentally drafting up can’t do something similar.

Round Windows (Including the Half Windows)

These can bring a lot of style to a building or a ship depending on how you use them. The half windows might make for good forward or aft observation areas that shouldn’t be overly exposed. They’d also work as regular windows with a bit of a bulge. I like the half windows because they let you make narrower windows like you’d see on something like the Enterprise D from Star Trek, just … rounder.

Diagonal Half Windows

I have very specific plans for these somewhere down the road. That’s why they get an honorable mention here. They won’t work on the Hippers since I have the bridge and observation area designs nailed down already, but for other factions like the Greater Terran Union or the Imperial Royal Navy? Definitely~ More on those factions when I get to work on at least one of their ships.

There were plenty of other blocks in this update, I just wanted to touch on the ones I’m personally most interested in right this moment.

Bug Fixes

Not to be overlooked, there were plenty of bug fixes in the update as well.

There’s only one on the list that I’ve personally experienced, that issue with small grid armor panels. It was annoying to try to deal with them on the Cosmo Messers because the game tended to ignore them when performing an action on the block you had the cursor aimed at, instead performing that action on the block beneath. This led to painting issues, accidental deletions, and so on. So I’m glad that won’t be an issue going forward.

Current Builds

I haven’t had a look at the Cosmo Messers yet, but they could definitely benefit from the reinforced conveyors. Some of the extra plating on the outer hull is used to cover up conveyor junctions so being able to remove those should both improve the appearance and lighten the weight. Doesn’t hurt the processing load, either.

The real gem with this update is the Admiral Hipper. I not only worked some of the new blocks into the design during the stream, I was hit with such a wave of inspiration that I managed to implement some other cosmetic changes I’d been considering for a while.

Blue + orange beats blue + red; don’t let anyone tell you otherwise.

The exterior pics here are already out of date since I’m still actively working on this, but here’s how the Hipper’s coming along.

It wasn’t easy convincing myself to remove the extra large shock cannons from the Hipper, but I feel like the first ship of the class should have a more balanced armament. She has two medium sized coilguns now instead of one large one, so her firepower, while extremely forward biased, is still quite strong. Other weapons scattered around the hull are mostly for defense and whittling down small grids.

Hipper’s capable, but I don’t want this hull type to start getting extremely well armed until the Prinz Eugen and the Lützow hulls are built.

On that note, here are the planned hulls for the Hippers:

  • Admiral Hipper (Heavy Cruiser)
  • Blücher (Marine Assault Cruiser)
  • Prinz Eugen (Strike Cruiser)
  • Weser (Assault Carrier)
  • Lützow (Strike Cruiser)
  • Mainz (Light Cruiser)

Most of these are a long ways off, but this update is really helping me iron out some problems I was having with the design, particularly in the performance department. I’ve got a lot of remodeling to do, but things are looking up.

Closing

That was the update for the most part. I was on the Youtube stream since I forgot Twitch was a thing. It was fun to see well known builders chime in and occasionally do so myself while updating the Hipper in the background. Keep up the good work, Keen, and thanks again o7

Finished: Halo The Fall of Reach

It was a good read. I’ve always got my little nitpicks but that goes with everything, especially my own writing.

What stands out the most for me in Halo The Fall of Reach are the differences between the invasion of Reach in this book versus the game. Seeing how this book came out nine years before the game, Halo: Reach (the game) is the one making the retcons. What’s weird about that is that I actually kind of prefer the book’s version of events. A lot of things in the game feel like so much padding compared to other Covenant invasions.

Still, before I read Halo The Fall of Reach, I might have argued that the events established in the games should supersede the books. It’s the same argument I would use with the Star Wars movies superseding any contradicting elements in the books.

Quality is beholden to no medium, though. So how do I feel about it now? I’m not sure. I’m not just saying that because the new Star Wars movies are terrible, and it’s not even because some of the more recent Halo games have been less than the sum of their parts. I just genuinely wonder if books should be lower in the canon pecking order just because ‘the original’ thing was a movie or a game.

There are elements of the game I would keep over the book and vice versa. One example, Halsey in Halo: Reach isn’t as relatable and likeable as she is in the book. She’s not nearly as bad as she is in the tv show, but that’s a whole other can of fish bait. One thing I’d keep from the game over the book is the number of spartans.

It’s not as painful as I thought it would be for them to be missing, but the Spartan IIIs clearly didn’t exist in the lore back in 2001. Even if you crammed them into the book they would have a handful of hours to fight the Covenant vs the multiple weeks shown in the game. I’d prefer something in the middle, like a few days of fighting before everything just falls apart.

I guess that’s what headcanon’s for.

I’m not sure what the next read is going to be but since I mentioned Star Wars, Dark Force Rising doesn’t sound like a bad idea.

Fleeing Victory Chapter Three Part Three

“The drakes peeled off?” Lieutenant Rog couldn’t credit something like that to the strength of the 203rd’s formation. Even with his anti air in position, they didn’t have enough firepower to completely repulse an airstrike. This formation was meant to keep the enemy on the ground from closing in unchallenged. Rog’s men were making themselves a big target for the fliers in exchange.

The Lieutenant tapped his operator on the shoulder. “Any news from the scouts?”

“Incomplete reports and a lot of screaming,” the operator shook his head, “Nothing actionable.”

It sounded like radio discipline was breaking down again. Rog needed a minute to try and come up with a plan, so he’d let his command vehicle’s operator, Lang, handle the radio station for a change. Unfortunately, he hadn’t come up with anything he liked, and the scouts hadn’t reported back with the intel they needed.

Getting out of this might require a gamble, a committed move made completely in the dark.

“Hold on,” Lang held out his hand to keep Rog’s attention, “This is Intrepid 1. 21, you’re breaking up. Repeat that. Over.”

“21?” Lieutenant Rog had a slightly incredulous look on his face.

“Intrepid 1 to 21. Good to hear. Get us some coordinates, then. That might be our ticket out of this mess. Over.”

Rog couldn’t hide the anticipation on his face.

“Sir, Intrepid 21’s scout vehicle made it out of the encirclement and found a ruin relatively close by. If the coordinates look good, we can probably muscle our way out and head in that direction.”

“Good. It’s not much, but an actual landmark will help us pull out of here. I’d also appreciate having better ground to fight on, if it comes to that.”

“Lieutenant, are we still on the mission?” That was a good question, so it was no wonder Rog’s driver, Tos, was asking.

Rog sighed, not quite sure himself. On the one hand, they were still at near full fighting strength. They were pinned down like rats, but if the enemy suddenly ran low on ammunition–something that wasn’t completely out of the question–the 203rd would be poised to make a violent comeback, potentially sweeping the field. It made the lieutenant wonder if the enemy had as many units out there as the incoming fire suggested.

“Yeah,” Rog gave the idea more consideration, “They could be playing us right now.”

“Sir?”

“No one’s even sighted an enemy gun or tank yet. It feels like they’ve got us slightly outnumbered, but if that’s the case, they’re risking a lot by waiting for the drakes to bomb us into submission. They should be closing in before we get desperate enough to break out.”

“Ah,” Tos nodded, “You think they’re pinning us down until the main force gets here.”

“Those drakes they sent could actually be the main force, but there might be tracked reinforcements on the way,” Rog said. “They clearly knew we were coming, but they probably spread themselves out to make sure they caught us as soon as we came out of one of the tunnels.”

“In that case,” Lang began, looking away from his station, “We need to break out of here before possible reinforcements really close the net.”

“Or those drakes come back to hit us again. As soon as Intrepid 21 gets us those coordinates we’re making a break for it,” Rog decided. They had a bearing already, but the distance to the target would determine some critical details in the orders Rog was preparing to give the 203rd.

They didn’t have to wait long for Casey to report in, but the lieutenant wouldn’t have believed that at the time. Two minutes was an eternity while under fire, even if it was barely amounting to suppressing fire.

“Coordinates received,” Lang winced at the radio. Rog reflexively mirrored the reaction, wondering what was wrong. “Keep yourselves alive, Intrepid 21. Over and out.”

“What happened?”

“The drakes took out their vehicle, but our scouts made it to the ruin on foot. Both are injured.”

Lieutenant Rog clenched his teeth. “Not again.”

Lang and Tos already knew to keep quiet about this. Casey and Alice would probably survive until they arrived, but every time the latter got into trouble, far too many of Rog’s men broke ranks to try and help her. They couldn’t afford that kind of stupidity right now.

Lang handed Rog a slip of paper with the coordinates freshly singed on with hot mana. That was the only good news for the moment.

“Only a couple of miles.” At full speed–or near enough as they could get on this hellish terrain–it wouldn’t take them long catch up.

Ricard was sure he was going insane from all the waiting and worrying when Lieutenant Rog finally buzzed in with new orders. Apparently the scouts had found … something.

“Intrepid 21’s scout team have found a landmark for us. We’re heading straight for it. Staggered column. Intrepids 7 and 10 take point; Intrepids 2 and 4 take up the rear. We’re getting out of here right now.”

Rog gave more specific orders to the anti air units, sensor units, logistics vehicles, and even the scouts, but by that point Ricard was already focused on getting Chaser into position in the column. They were going to wind up roughly in the middle of the pack, a couple of vehicles in front of Intrepid 1, and right behind one of the sensor vehicles.

“Alright we’re left,” Ricard’s voice trailed off as he turned Chaser’s turret about forty-five degrees in that direction and waited. That was when he noticed the shelling beginning to die down considerably. Ricard wasn’t optimistic enough to think they would burn through all of their ammunition just suppressing them like this. What felt far more likely to him was a group of heavy tanks preparing to charge their position at point blank range. For a group as large as the 203rd, shock and awe was the only way to defeat them outright.

“We’re underway,” Nicholas reported.

“Alright, let’s fall in and get out of here.”

The radio chatter was picking up again. Rather than add to the noise, Ricard focused as best he could in order to use the Commune technique. “Alice, Casey, what’s the situation over there?” It was so much more waiting before he tried again. “Alice, Casey, it’s Rick. Respond.”

“Are they okay?” Nicholas looked back over his shoulder.

“That’s what I’m trying to find out,” Ricard frowned. “Alice. Casey. Come on, give me something here.” It was at that moment Ricard lamented being in the middle of the pack. At least if Chaser were at the front, he could move faster without as much scrutiny. He would still be in for a reprimand dragging the battalion along at such a high speed, but at least he wouldn’t feel helpless.

“Hey Rick. It’s Matteo. You reading me?”

Ricard cocked an eyebrow at his radio. “Intrepid 21 receiving. What is it, 7? Over.”

“Orders, reports, and relays ONLY!” Lieutenant Rog wasn’t having any unnecessary chatter on the main channel today.

Ricard sighed and waited for Matteo to inevitably continue their exchange via the commune technique.

“Still receiving?”

Ricard heard Matteo’s voice in his head this time, undistorted, but quieter. “What’s this about, Matteo?”

“I’ve been trying to raise Alice; congratulate her for finding us a way out, and all that. No luck so far. How about you?”

That wasn’t good. “Same here. No response through commune, either. I’m not sure what to think.”

“You know what I think? I think we need to double time it. The lieutenant gave us the lead, so we get to set the pace of this fighting retreat. Think you can keep up?”

The beginnings of a smile made it to Ricard. “I was just about to ask. Yeah, we can keep up.”

“Good. Now let’s get over there and thank her in person.”

Assuming Alice and Casey were alright. Ricard could only hope and follow Matteo’s lead along with the rest of the 203rd.

Wrapping Up April

I am definitely petering out for this month. I crashed for four and half hours and I have no idea why. It was pretty bad; I usually don’t start falling asleep in my chair. Sniped by the sandman, I guess.

Or maybe it was the ramen? That’s new.

It was definitely a missed opportunity but there’s still good news on the horizon. To start, I’m going to wrap up Chapter 3 for Fleeing Victory tomorrow. I just have to put all the words down and make them look nice. Depending on how early that gets done, I’m also going to take a look at one of my other ongoing projects. It’ll either be the Arpeggio article or the Cosmo Messer article.

I’m also almost done with The Fall of Reach. That should be finished by the 28th, just in time for the Space Engineers news.

I wish I had more to say about Remnants and Artorius, but I’m still in the prep phase for both of them. I haven’t even decided whether I’m going to write Artorius as a regular or visual novel yet. I’m definitely lacking an artist a good artist in the latter case. I can always do the writing and then get help with the assets later on.

(I know some people who would really get on my case about this ‘artist’ thing if they knew about this site)

Anyway, if I can’t decide soon I’m probably just going to flip a coin. Yeah. May 1st. If I haven’t decided by then, I leave the decision up to my thumb and physics.

Ugh

Well I’m a little mad. Today wasn’t even a quarter as productive as it could have been. Also Youtube’s really getting on my nerves. I need to consider bitchute or some other alternative for hosting videos for when I do get around to making them again.

Anyway, since today was unproductive I don’t have any actual updates to go over.

On that note, there’s probably tomorrow.

M.A.S.S. Builder: New Boss Concept Art

This is one of my favorite boss designs to date. There’s no beating the ‘The Claw,’ good old Boss Hand, but the proportions on this monstrosity are just perfect.

“Gojira”

It’ll cost me all my ammo and then some, but I can’t wait to fight this thing.

I Just Had an Idea

I’m not sure if it’s a good idea or a terrible one, but Artorius (the main story) really is one of those things that can easily be or become anything: novel, game, web comic, whatever.

I thought I’d decided on a novel, but the pacing and the cerebral nature of Artorius is something a visual novel could convey and carry more smoothly. At least in the way I envisioned it. That’s got me wondering if a visual novel is the better fit for the main story.

So why not both? Write the novel and then make a VN version. I’m only going to be able to do one or the other initially. Both have extremely difficult aspects to them. A novel, despite being pure text, can be insanely difficult to finish (especially in the same year you start it). Visual novels have a lot of media assets tied to them and I’ve got to conjure all of those up myself.

I don’t know which route I’m better equipped for, nor which is better for the story itself … and speaking of routes, that’s another thing visual novels can do. Between that and the inner monologues, slower pacing, and long stretches between the action, this might be the way to go.

That’s just how I feel at the moment. I might completely shift gears on this in a day or two, but I’m going to have to decide soon, and I’m doing a lot of research to help me get there. If I do decide once and for all to go the novel route, I know all of the major events by heart now, I’d just have an uphill battle weaving it all together and trimming the fat. If I go with a visual novel, I could probably have the story finished in a few months, but then I’ll probably spend the rest of the year or longer struggling to get the media for it.

Decisions …

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