Space Engineers

Space Engineers

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Gravity Generator Physics
   
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Type: Mod
Mod category: Block
File Size
Posted
Updated
476.000 KB
1 Apr, 2017 @ 9:52pm
5 Apr, 2017 @ 7:29am
4 Change Notes ( view )

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Gravity Generator Physics

Description
First, I'd like to thank Digi whose mod Enhanced Gravity Generators was the inspiration behind this one.

This mod adds two large grid gravity generators, which are to most intents and purposes identical to vanilla ones (I even used the models to keep mod size down.) There are really only two differences:

1, The spherical gen has a reduced max range of 150m.
2. They pull/push grids (and get affected by asteroids/planets!)

Digi's gens also affect other grids, but there are two fundamental differences in how the forces are calculated:

Firstly, the distance between the gravity generator and the target grid affects the force; it's an inverse relationship, so when flying a ship into the edge of the gravity field you'll only see a weak effect, and closing on the gravity generator will increase the effect. I thought about using a more legit inverse square relationship but given fields are a max. 150m, the linear effect kicks in a little sooner which I think feels better.

The other difference is based on grid mass. Total gravitational attraction is based on the combined mass of the two objects, but the smaller object will display a greater effect as its inertia is less. So with this mod, whilst both the gravity generator's own grid and the "target" grid will move according to the gravity direction, the effect will be more noticeable on the grid with less mass.

That's pretty confusing so here are some examples:
Larger grid with gravgen, smaller grid without - smaller grid moves faster, large grid slower
Larger grid without, smaller grid with gravgen - smaller grid moves faster, large grid slower
Two smallish grids, one with a gravgen - both move at the same speed
Two largeish grids, one with a gravgen - both move at the same speed

Basically, how much your grid moves is based on the mass of the other grid, just like how much you move when you jump is based on the mass of the Earth. The Earth doesn't get affected by your mass much.

Try it out on a singleplayer world with some replaceable grids :)

UPDATE: Now with voxel detection! Sadly I can't make the asteroids move, but grids with gravity generators will be pushed/pulled by any asteroids or planet surface that's within detection range. Handy for anchoring up against your favourite asteroid, or try having a couple of sphericals on the front of your ship set to -1g and they'll do their best to repel your ship from impact damage.

NOTE: If you would like to have the vanilla gravity gens behave like this, rather than both vanilla and the modded ones available in your world, subscribe to https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=897568969. It's identical except it modifies the vanilla blocks instead of adding extras.

MAINTENANCE NOTE: The 1.181 update which brought multithreaded physics to the game, also brought massive performance drops on my systems. The continuous stream of minor updates and hotfixes since has done nothing to improve performance over 1.180.600, and have solved less issues than they have caused. My own server has been reverted (via subscribing to the 1.180 Beta) to the stable, smooth and enjoyable experience SE gave me back then, and as this mod works well with this reversion I have no plans to keep it maintained for broken later versions.
Please don't use comments below to engage in criticism of the game, and the best of luck to the Keen developers who hopefully will eventually give us the SE experience we all hope for. I'll continue to read comments and respond when I can.
Apologies if this decision affects your enjoyment of the game.
37 Comments
Tetra 15 Oct, 2024 @ 9:01pm 
Doesnt seem to work however the vanilla replacement one does? maybe a change to something that binds the subtype to the script?
Darian Stephens 3 Jun, 2022 @ 2:38pm 
I think I meant to double-check the files and never got around to it/just forgot.
It's in the save's .sbc file or something, called GravityFalloff, I think.
Just search 'falloff' or 'gravity' in there and you should be able to find it. I think 2 is realistic, while 7 is the default? It's configured per-planet.
Osome 3 Jun, 2022 @ 10:23am 
man has waited a year for his answer
jsemGejSorryJakoMucq* 9 Sep, 2021 @ 7:06am 
How can i do that?
Darian Stephens 7 Sep, 2021 @ 5:15am 
You can change the falloff of planetary gravity to a realistic number, you don't need new types of gravity to change that.
jsemGejSorryJakoMucq* 7 Sep, 2021 @ 4:05am 
Please create a spherical gravity generator witch affects ships without artificial mass and has great range (at least 5km). Im looking for this generator becouse i want to create orbital satelites. This is not possible in vanilla planetary gravity because of its gradually increased strenght.
The Murakumo 19 May, 2020 @ 10:36pm 
I have a question....
Suppose I was trying to weaponize this..
Could I use this (at the center) of a grinder pit to pull in rogue fighters in or out of orbit?
Could I ALSO launch this puppy and watch it group up enemies into a singular location?
I need to know these things, because I've been trying to figure out a way to suck enemies into a singular area for focus fire.
Novum33 7 Aug, 2019 @ 1:39pm 
make a version of the spherical with an extreme max range
gumby 25 Aug, 2018 @ 2:23pm 
Any chance of an update?
Darian Stephens 16 Jun, 2018 @ 11:50pm 
Nah, but the fix is pretty simple.
I think there was a missing zero in registering for updates or something. I've got a patched version, but I don't know if it's allowed.