Space Engineers

Space Engineers

Thruster physics & Differential throttling
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Update: 21 May, 2016 @ 7:28am

* Control panel switches,
* Removed group tagging (performance-heavy and not really needed anymore),
* Fixed ships without engines on top drifting upwards (and nobody tells me about it, no).

Update: 5 May, 2016 @ 9:27am

Implemented a server-side ship control with an extremely primitive and crude client-side prediction.

Update: 4 May, 2016 @ 12:41am

Minor performance improvements for worlds with lots of idle ships.

Update: 3 May, 2016 @ 12:24pm

* Fixed numerous bugs in hover and landing routines,
* Fixed a SERIOUS ISSUE which would cause a COMPLELTE LOCK-UP OF THE WHOLE GAME when switching thrusters off,
* Fixed atmospheric engines sitting idle after reentry,
* Added vertical speed indication,
* Gyroscopes no longer offset thrust imbalance (this is a hard-core version, after all). They're still useful for absorbing transient oscillations.

Update: 2 May, 2016 @ 12:59am

Fixed triangular mode not activating when it should and doing so when it shouldn't.

Update: 1 May, 2016 @ 8:09am

Reduced lower limit to 60 % of calibrated maximum.

Update: 1 May, 2016 @ 7:47am

* Improved triangular mode operation -- now uses CoT,
* When accelerating or hovering, thruster output will not go below 90 % of calibrated maximum.

Update: 29 Apr, 2016 @ 2:36pm

Implemented correct atmospheric thrust calculation (for active control only -- doing the same for calibration is insane).

Update: 29 Apr, 2016 @ 8:06am

Fixed my own sloppines.

Update: 29 Apr, 2016 @ 3:31am

Improved spectator mode detection (thanks, Digi).