Space Engineers

Space Engineers

Zeppelin and Controller Revamped (Airships, Blimps, Balloons) [On Hold]
52 Comments
Hikari 5 Sep, 2023 @ 10:05pm 
Controller is broken. No cockpits get the zeppelin controls.
[BR]SharkStrike 25 Aug, 2023 @ 11:51am 
This is a function that should have existed for a long time in SE.
An update is needed. They could use a modular system similar to the one in the Forever Skies game.
BIV 9 Aug, 2022 @ 5:00pm 
Great job PhilThe or is it Mr Thrill? The looks great and I can't wait to see how many seconds after launch comes the first 'Brown Trousers" event. Thanks for sharing all the time and effort you put into this, cheers mate,
Jackmino 7 Aug, 2021 @ 2:46pm 
Figured it out, turns out I had way too many gas cells for the weight of the craft
PhilTheThrill  [author] 7 Aug, 2021 @ 1:20pm 
I haven't worked on this in a couple years. There are more recently updated versions out there.
Jackmino 30 Jul, 2021 @ 5:49am 
How do you actually get this working, since at the moment the gas cells just climb at light speed to the edge of space and then just cut off their thrust once they pass it
PhilTheThrill  [author] 21 Jul, 2020 @ 11:04am 
cruddiestmonk26, This mod is not being developed at the moment. I am surprised it even works on the latest version of SE. NXTtrain may have an updated version. The original creators also worked on a complete rewrite around a year ago, maybe they released that version.
cruddiestmonk26 21 Jul, 2020 @ 9:13am 
I'm having a hard time making a carrier out of the a zeppelin at random time i attach a small grid ship to it it starts repeatedly redoing its altitude until i replace all the conecters that are being used to attach my fighters. but then if i change something there's a random chance it'll happen again.
Tachi 21 Mar, 2020 @ 5:05pm 
Alright, thanks a bunch
PhilTheThrill  [author] 21 Mar, 2020 @ 2:42pm 
Pulsing123, Tachi

The code in this mod is not up to date. I believe the original developers may have gotten it working again. In addition, NXTtrain seems to have improved it as well so maybe message him (his comment is below)
plusing123 (dragonheart) 16 Mar, 2020 @ 2:27pm 
is there a reason my ships spin out of control when i have this mod installed?
Tachi 9 Mar, 2020 @ 5:34pm 
Zeppelin goes straight up and doesnt come down for me, also how did you get the LCD to work? tried putting Zeppelin in the custom data and it did nothing
CovertJaguar 12 Dec, 2019 @ 10:40pm 
Yes, please!
NXTtrain 28 Nov, 2019 @ 4:21am 
So, I looked at the scripts, and I managed to get the small grid version of the balloon fully working. It was rather easy actually. I also modified the controller script so that it is available on every type of cockpit block. I'm still looking at a proper way to balance everything, but if people want, I can upload this modified version to the workshop
PhilTheThrill  [author] 31 Jul, 2019 @ 10:59am 
Yeah that is correct. It isn't really great for gameplay purposes though. I have stepped away from this mod, but it wouldn't be hard to change some things and make it realistic.
Mumberthrax 20 Jul, 2019 @ 11:32pm 
Am I mistaken or would the zeppelin not hold nearly as much hydrogen as a regular tank, since it would be uncompressed? I'm a bit noobish on the topic but a quick web search seems to indicate it would be something like zepp-capacity = tank-capacity / 280... so something on the order of like 900 "liters" as the game counts them at compressed density normally.

If that's correct (and I could be completely misunderstanding) is that too much realism, or an appropriate amount?
HATE|DeathKnight/ALLKEYSHOP 7 Jun, 2019 @ 12:23pm 
hi, no even with multiple vents it is just going up and down
PhilTheThrill  [author] 7 Jun, 2019 @ 10:29am 
You probably need a vent. I have been devoting most of my time to my own game, so this mod and its bugs are on hold. The original developer of the controller has been fixing a lot of the main issues with it, if he wants to own the mod I will link it, or if he wants me to adjust and reupload I can do that too later.

In addition I will be out of the country for the next 4 weeks, and will not be uploading at all for that period.
HATE|DeathKnight/ALLKEYSHOP 6 Jun, 2019 @ 2:28pm 
hi, sorry to bother you but now the options to set the altitude so on are ther but the blimp is still going up and down uncontroleable
HATE|DeathKnight/ALLKEYSHOP 27 May, 2019 @ 11:50am 
hi, in my test world the options wont appear in the cokpit
PhilTheThrill  [author] 20 May, 2019 @ 5:19pm 
Hey w4sted. At the moment it's only working on SP, I am doing MP testing right now. I'm keeping this and a few other places posted for that change.
w4stedspace 20 May, 2019 @ 5:10pm 
oo, looking forward to giving it a try :) Nice one
PhilTheThrill  [author] 20 May, 2019 @ 2:29pm 
Oh weird. Turns out I fixed it a long time ago and was hitting a core game bug. This will NOT be compatible with previous versions as I have fixed a ton of name misspellings (original code had zeplin, zeppelin, zepelin, baloon, balloon, and several other wonky things) that made it hard to maintain. I will do a quick MP test on my server once it is uploaded
PhilTheThrill  [author] 20 May, 2019 @ 2:16pm 
Hahaha no, I need to finish this up. Its currently a source of shame
CaedesEnder 20 May, 2019 @ 2:15pm 
oh im sorry man, really wasnt wanting to push you :D
Working on an idea these are perect for and didnt want to "commit" if it was abandoned or you didnt have time :)
PhilTheThrill  [author] 20 May, 2019 @ 2:04pm 
Uuuuuuuuugh I guess I will work on it again today lol
CaedesEnder 20 May, 2019 @ 1:57pm 
Hay, great work on the mod and thanks for keeping on top of it.
Any idea if you will be able to resolve the current issue?
PhilTheThrill  [author] 12 May, 2019 @ 4:12pm 
Yeah I am trying to figure out what caused them to break.
Eko_Shingo 11 May, 2019 @ 6:13pm 
the controls seem to be gone from a recent update
PhilTheThrill  [author] 13 Apr, 2019 @ 10:29am 
@Ranos I haven't experienced an issue like that in the latest version. There are a lot of potential causes for that issue, so I am sending you a friend request so we can message and troubleshoot it more efficiently.
Ranos 13 Apr, 2019 @ 6:09am 
Is there a way to limit the max vertical speed? I think limiting it to 10m/s for every 100m it is away from its target altitude would help.
Ranos 13 Apr, 2019 @ 5:53am 
I've lost 3 zepplins now due to the acceleration issue. They all started at 7km from sea level, then they start going up and down, getting faster each time. They also wait longer and longer after they have past the target altitude to start slowing down. Then at some point, they body slam the ground.
Ranos 13 Apr, 2019 @ 5:11am 
I put on 16 large thrusters to try and help it, but now it's pushing the whole thing up over the target, and it's only getting faster.
Ranos 13 Apr, 2019 @ 4:25am 
How do you get a zepplin to stabilize? Mine wont stop accelerating up and down, getting to about 4km away from the target altitude.
SolarFlare1234 12 Apr, 2019 @ 10:27pm 
"I'm in the airship!"

- villain
PhilTheThrill  [author] 11 Apr, 2019 @ 4:51pm 
@TOFUSQUARE Yes, the controls are in the control panel for any cockpit
NixFaux 11 Apr, 2019 @ 4:07am 
So if I read that all right I can add this and set a height and assuming I have enough lift it will maintain that height?
anrew10 8 Apr, 2019 @ 1:50pm 
But we have one advantage that they sorely lack





Z E P P L I N S
PhilTheThrill  [author] 8 Apr, 2019 @ 9:03am 
@Airomis that's one of the planned changes. I eventually want to do a full rewrite of this to make it more intuitive and performant, but for now these two mods patched together works.
Airomis 7 Apr, 2019 @ 10:04am 
Love it, I'd only change the vent to a vent block vrs the thruster block
AmbassadorPineapple 5 Apr, 2019 @ 4:25pm 
Z E P P L I N S
Potates 4 Apr, 2019 @ 3:01pm 
Never knew i wanted this until now.
Gauge 3 Apr, 2019 @ 2:57pm 
Each instance of a cockpit executes calculations and tries to manage hydrogen tanks. I initially intended to separate the code from the cockpits and register the grid on cockpit add/remove. Then any number of cockipts can control the grid without interfering and increasing performance load.

There are a number of conditions that should be able to short circuit the execution loop to optimize things. It's been a while so I don't remember details. If you try optimizing anything see if you can reduce how much/how often hydrogen tanks are manipulated that is where 80% of it's performance cost is.
PhilTheThrill  [author] 3 Apr, 2019 @ 1:25pm 
Oh ok cool that gives me something to work on for a while. Do you know which things caused the most performance issues? Subgridding and cockpits seem relatively straightforward.
Gauge 3 Apr, 2019 @ 1:15pm 
Ok, there were a few features we had issues with: multiple cockpits, subgridding and overall performance costs that are on my to-do list before we do another scenario that uses the mod.
PhilTheThrill  [author] 3 Apr, 2019 @ 11:05am 
I was planning on it. It works on my server (private, 3 or fewer players) with no problems. If it had any issues before I haven't fixed them, but I haven't found them yet.
Gauge 3 Apr, 2019 @ 9:54am 
Hi Phil, are you supporting MP with the current changes?
PhilTheThrill  [author] 3 Apr, 2019 @ 5:41am 
Thanks fellas, you guys still did 90% of the heavy lifting (pun intended). A majority of things I changed were either making it work on other planets(just realized I need to fix something for this) and updating deprecated API calls. If you want to work on the project or use the code to update the TLB one feel free to unpack it or I can send you a git repo.
D4RK3 54B3R 3 Apr, 2019 @ 12:33am 
oh noice. I should have done some of these things from the start, like packing the controller with the gas cells. The controller was originally thrown together to work for a very specific scenario planet we were running on the TLB server.
THE CHURROSAUR 2 Apr, 2019 @ 11:53pm 
Thanks for linking to the original mods! Feel free to hit us up at TLB if you have any questions!