Space Engineers

Space Engineers

VMOD Physics Fixing
80 Comments
Vas  [author] 15 Nov, 2024 @ 12:02pm 
As per jump drives, I don't mind them. We have experimented with warp technology in the lab already and have successfully warped a few particles a few inches or someodd small lengths of distances.

In gameplay sake, warp drives are fine. I already upped the speed limit in my game to around 700m/s which still breaks a lot of NPC ships and such. Normally when I create a planet too, I go into the files and edit its gravity falloff to be twice as large even. One planet I placed had gravity so wide it affected you 700KM from the ground. xD

I disabled some things, and left some things for gameplay sake. We can't fix everything, but we can bring it closer.
Vas  [author] 15 Nov, 2024 @ 11:59am 
Not sure you were rude. :P Disagreement isn't rude after all.

There's not really a way to nerf artificial mass blocks, you see any gravity they provide can be used by a gravity drive. If you disable large grid ones, people will exploit the small grid rotor attachment or just attach a small grid ship somewhere inside the ship, and use small artificial mass blocks. Though that will require one hell of a well positioned system to make sure the whole ship moves evenly with center of mass. :P

Space Balls I might be fine with, due to the infinite ranged firing capability of them. Removing their gravity components while allowing them to somehow be fired from a ship would be interesting though.

The sphere one wouldn't really simulate ring stations unless you can invert the gravity but that is an interesting idea. I'll probably enable them again.
Leo_Draconus 15 Nov, 2024 @ 8:39am 
Regarding jumpdrives, I wouldn't mind if they were disabled. Just crank up the speed limit and fix the gravity falloff .
While near-instantaneous travel is useful, we're probably not going to develop FTL anytime soon unless it's gifted to us or we discover it by accident.
Leo_Draconus 15 Nov, 2024 @ 8:33am 
I do agree removing gravity generators would break gameplay.
Spherical GGs were meant for artificial planetoids and round ships/stations. For the latter you could build a centrifugal ring instead but the physics are janky and the automatic mag boots interfere. For the former... yeah I don't see us achieving that in ~52 years.
Leo_Draconus 15 Nov, 2024 @ 8:29am 
Apologies for being rude. I have no right to tell you what you should or shouldn't do. I'd like to redeem myself by making a suggestion instead.

What if you disabled large grid mass blocks and nerfed small grid?
Space balls really shouldn't exist.

The only uses I can see for spaceballs:
>Decor as the only sphere in the game (build a solar system model or something)
>Zero-G sports
>being hurled by a mechanical contraption
>having their lack of power requirement exploited as ammo for "gravity guns"
Vas  [author] 14 Nov, 2024 @ 5:15pm 
Ah hmm. I'm not sure how to solve that. The problem is to prevent gravity drives.
Leo_Draconus 14 Nov, 2024 @ 8:30am 
I don't know if this has been adressed already, but Artificial Mass can be used for rovers or mechs/walkers so that they can operate on stations outside of natural gravity.
Keen's "Sparks of The Future" world has a rover on a asteroid which requires artificial mass.
I don't mind you nerfing mass blocks, but don't disable them.
Vas  [author] 11 Nov, 2024 @ 7:41pm 
More pages to come later.
Vas  [author] 11 Nov, 2024 @ 7:41pm 
Here you go Yoshi, a discussion on reactors too. Including the submarine reactors.
Vas  [author] 10 Nov, 2024 @ 11:23pm 
I stayed up and did Thrusters topic first. I'll tackle reactors next, but tomorrow or something. I'm exhausted.
Vas  [author] 10 Nov, 2024 @ 9:44pm 
A typical nuclear sub produces about 15MW and has a constant supply of liquid water for cooling.

Don't like the mod, don't use it!
Yoshi 10 Nov, 2024 @ 5:03pm 
You know if you think they're unrealistic 2 things.. 1, you can just... not use them? second... the reactor's meant to represent nuclear power.. Have you done any googling to how nuclear powered anything works? Like nuclear powered Submarines? do you know how safe, simple and compact that is????? the only unrealistic thing is your assumption that the reactor is "unrealistic"
Vas  [author] 11 Sep, 2024 @ 8:06am 
Solar power is so simple and easy I can't figure out why anyone has an issue with it. Perhaps everyone got used to sticking down one magic super power block somewhere and forgetting about power anymore.
deathcrusader 11 Sep, 2024 @ 5:12am 
10/10 makes my game PAIN
Vas  [author] 9 Mar, 2024 @ 10:22am 
And they don't even need to be as complex as the minecraft mod versions. They can still be single block reactor systems that just need to be fed two items instead of one, with some kind of early power method to produce the fuel rods the reactors would burn for their fuel, with an output of spent rods that need to be used in some other way, perhaps weapons manufacturing like the warheads or a new type of penetrating ammo.
Kor 9 Mar, 2024 @ 4:53am 
Agree with author, game will much more fun if these fictional blocks will be replaced by more, to a degree, realistic ones, especially reactors. Like look at the various minecraft mods about nuclear power production, most of them more realistic than se.
Vas  [author] 2 Mar, 2024 @ 6:32pm 
Keep in mind, I know the difference between realism, balance, and gameplay. I'm not some "extreme realism simulator" type person.

Gravity generators? Pretty much impossible. But for gameplay sake, they are fine.
Jump drives? Also pretty much impossible. But, again, gameplay's sake, its fine.

The rest I've already explained. But I get it, you're one of them kids who just wants a space shooter and space lego smasher. Its fine, thats what KeenSWH designed because it was easier and made them more money while not having to do anything creative and unique. Don't like the mod, don't use it.
Vas  [author] 2 Mar, 2024 @ 6:27pm 
I've been with this game since its inception, by the way. I know exactly what the original idea behind this game was for. I remember watching it being developed from a simple tech demo with 3 pre-designed asteroids to what it is now.

If you read the original mission statement, and the current one, you'd see that they failed, big time. They did no research of any kind to even slightly come up with accurate information. They could have done so much better while keeping the game entirely enjoyable. They just didn't. Cause research is such a pain in the ass. Imagine spending a week or less reading science journals on the internet! :|

This mod simply disables the blocks that defy physics, since there's no way to make them accurate from my skill level or the fact that parts of the game are just too hard coded.
Vas  [author] 2 Mar, 2024 @ 6:22pm 
I find it funny that literally everyone who argues against realism in any way, assumes absolute max realism is what people are advocating for. How about simple realism? Some kind of basic facts? Rather than random magic all over the place just because.

Why do I make mods? Because I don't like something in a game. Why do I have contempt for the devs of this game? Because they are corrupt lazy people who ditched their community and reject all input. I used to love this game, thats why I made mods for it. I gave up now, because the game is too hard coded to change for the better, or requires coding skills above my capability.

Plugins and such already exist to add more realism than I've even suggested, proving it was possible in the first place for the devs to do. They just didn't. You might have to pay for such in their next DLC.. I mean "Update".
Merlin 2 Mar, 2024 @ 3:17pm 
pt2:
I suggest you play Kerbal Space Program (with realism mods) or Children of a Dead Earth if you want a realistic experience. You'll find Children of a Dead Earth is cool but lacks that special engagement of SE and that is in my opinion almost entirely attributable to the fact that it is very realistic. Its more like chess than a visceral experience you take part in.

Realistically all space warfare would be done by throwing asteroids at each other using orbital mechanics or sending nukes or missiles on months long orbital trajectories, but that's no fun in real time at a human scale. Keen needs to fix things but I think the primary impetus behind this mod is a misunderstanding of what this game is for.
Merlin 2 Mar, 2024 @ 3:17pm 
Very strange to me for someone with what seems to be straight up contempt for a game and its developers to bother to create a mod for said game. We all know these things are wrong and that the discrepancies between reality and game features exist largely to simplify the experience and computation and make it more enjoyable to play. Yeah it would be cool to do generator heat management but I would rather have a ship that works so I can go blow up the pirates. In order to design all this realism into our crafts you'd never work with large blocks again as all of the routing of different pipes, sinks, and reservoirs would make the large grids too cumbersome to use and all of our PCs irl and in game would melt (for different reasons). The developers were forced to sacrifice a lot of space realism for the deforming voxel and independent grid system to work and behave with networking.
Vas  [author] 10 Mar, 2023 @ 9:04pm 
I'm not sure what you mean by that. :P

If you are referring to the fact that my mod is one of those "Actually, this is what is scientifically accurate" mods, then yes, I made a mod to try and remove some of the magic in Space Engineers.

If you look at KeenSWH's website, their mission statement proclaims "no magic, no fantasy, only science", which is why its surprising that there is almost nothing but magic in this game.
Riku~Anita 10 Mar, 2023 @ 8:31pm 
ah yes, the um actually of mods
Vas  [author] 23 Jul, 2022 @ 8:44pm 
Mod has been updated to include the Warfare crap.
Vas  [author] 11 May, 2022 @ 7:51pm 
There's no reason to have this method of warp. An instant teleport is fine for the sake of gameplay and processing power. No need to over-complicate it. You can improve upon it, by making the launch time longer, instead of 10 seconds, it could be 60. Then your ship could be disabled for 60-120 seconds after arriving. However there's no reason to make moving through space, slower.

One method of doing something like what you want, is to make the jump drive's chargeup time slower based on the distance, and add a disable ship timer that also grows based on distance.

Simple teleport is done because it needs to be simple and easy to process.
Sasha Fox #SaveTF2 11 May, 2022 @ 2:44pm 
Oh also FSD lets you still load things in and even still steer the ship, so during warp there has to be a way to get performance back as once Warp is set that ship cannot turn or adjust course and due to speed wouldn't really need to see the planets head by so long as it had a clear view on its target and didn't enter gravity
Sasha Fox #SaveTF2 11 May, 2022 @ 2:43pm 
I wonder if there was a way to communicate to the server before hand that they were not to load any objects during warp flight but maybe be visible still and have physics disabled or something.
I know the FSD warpdrive mod let me take Sevastopol station and a star destroyer a few thousand KM with only my PC starting to reach max on a single core. Server SIM seemed okay through. That was a core at 5.1GHz
Vas  [author] 9 May, 2022 @ 9:50am 
That would cause lots of lag on servers and have lots of unnecessary processing. Jump drives already have a time limit too.
Sasha Fox #SaveTF2 9 May, 2022 @ 9:39am 
I was thinking more along the idea of the ship lining up, taking time to charge up before setting its speed to 100000m/s with gyro's engines and everything else disabled during the warp.
Perhaps a few seconds after the warp till engines come back online as if its restarting which would add a bit of PvP/PvE mechanics so people could use the FSD Drive mod to fly fast to locations but nothing is faster then a warp drive, at the cost that once warp has begun your course is locked unless you disable warp potentially causing damage to the ship and once you leave warp based on the number of engines the ships thrusters and gyros are disabled for a period leaving someone vulnerable but also the fastest way of navigation possible and no guiding except lining it up being required.

Maybe have it so there is time it takes to charge up the jump drive but also time it takes to calculate the route which is faster if there are jump computers on-bored/connected to it..
Vas  [author] 27 Apr, 2022 @ 5:59pm 
Its unlikely that you can make warp drives jump slower, due to the fact that all it is, is a teleport mechanic. In order to move slower, it would need to leave your ship somewhere in space where you can't see or control it, but someone else could.
Sasha Fox #SaveTF2 27 Apr, 2022 @ 4:27pm 
I enjoy slow buildup, realistic mechanics. I have mods such as FSD drive but it requires a long period to charge and to use as well as thermal issues same with my warp drives, I'm still looking for a mod that makes jump drives take time to reach a destination just because I hate how quickly they just appear somewhere. I like expanding content but increasing time it takes to reach that content, I like survival and something lasting a long time for me to play not something I can just build a few ships, reach end content and be over with, that burns it all out and ruins it for me so I've always prefered things where I actually have to think of solutions and progress and feel like I'm actually progressing. Also difficulty for me just makes the progress so much more worth it, like I've actually done something.
Sasha Fox #SaveTF2 27 Apr, 2022 @ 4:27pm 
I use creative mode sometimes to build stations and starting locations but I always limit the starting location as a station thats inside a meteor or something with limited power and no build perms to force the player off it while also preventing drones from just destroying me early game xD
Vas  [author] 15 Apr, 2022 @ 8:01am 
Thats good, not many like playing hard mode. :P
Sasha Fox #SaveTF2 15 Apr, 2022 @ 7:41am 
Honestly this interests me.
Vas  [author] 11 Mar, 2022 @ 1:23pm 
Oh and pure energy thrust didn't have to be a gameplay mechanic. The devs could easily have fixed it if they wanted to. Very easily. But they left the thrusters hard coded to use only one source of "energy", and that was either electricity OR gas. Rather than both.
Vas  [author] 11 Mar, 2022 @ 1:22pm 
Yes, I've used that before, but I don't like hydrogen engines anyway. They seem rather, useless, compared to my other power sources like solar.
Haj 11 Mar, 2022 @ 7:02am 
there is a mod for hydrogen fix, "no free energy" i think, im using it with the water mod where ice is infinite, other than that, hydrogen is your mid game power, i had the a struggle on my water mod world where i dont have uranium yet and its pain without hydrogen. The "pure energy thrust" is a gameplay mechanic if im not wrong same as hydrogen, you dont get ice/water out of it so mechanic-whise its perfectly good
Vas  [author] 5 Mar, 2022 @ 7:50pm 
Actually, the game uses uranium reactors early game, its your first source of power and its pretty much your only source for high energy ships.

There is no such thing as pure energy thrust. You can do things like solar sails and whatnot but those require massive amounts of surface area and produce very little movement and the further you are from the star, the weaker they become.

And yes, I wish to rebalance ice to hydrogen, but its a complex hard coded untouchable system really.
Haj 5 Mar, 2022 @ 11:32am 
tbh, i feel like you are angry at keen. Yes they probably should have remade the engine and other things like that. Tho (im not saying you cant play like this) there is a diffrence between Realism and enjoyable gameplay. Uranium reactors are for endgame, high density power. Ions are already weak af, and without them you cant make a pure energy ship like you can do in atmosphere (i kinda like the idea of a non-conveyor gas tank, but it doesnt fit the game) so they are space versions of atmo thrusters. Tho I agree with generators and mass blocks, and im kind of suprised you didnt touch the ice to hydrogen thing where you can get more energy in form of hydrogen than you put in

aaaaaaand no hard feelings, those are just my thoughts
MauseLoch9000 16 Jan, 2022 @ 10:28am 
ok
Vas  [author] 16 Jan, 2022 @ 6:18am 
I disabled the blocks, and nerfed them. I nerfed them because things spawn with the blocks even with them disabled. A problem with the game's core code not letting you disable that fact.

My description is entirely accurate, I mention this in the description.
MauseLoch9000 16 Jan, 2022 @ 6:15am 
It isnt just nerfing these blocks, they are completly gone! If this mod would do what it says in the description, I would use it.
Vas  [author] 10 Sep, 2020 @ 11:40am 
After all the outrage from the community, it won't happen. They've become closed up, and they hate the community now. They gave up trying to give the community what they want and are just cashing in on the game now with all this DLC till they run out of ideas and call it quits. They've already deleted the forums, they had trolls on the moderator team, they allow the reddit to be run by trolls, they allowed an ex-dev to maintain power in their discord and troll and harass people. They blame everyone else for all the problems with the game. They won't be doing anything for the community's sake again. Now its just a small hobby for a few devs to release stuff and make the company a little bit more money every so often.
Kill3rCat [1st FORECON] 10 Sep, 2020 @ 11:35am 
I agree with some of that, though I think rebuilding the game from scratch after it released in early access was never a viable option.

I hope that the success of SE does prompt them to develop a sequel on a more suitable engine, but I both fear and suspect that if they ever do develop a sequel it will most likely be on the same engine, and re-using as much of the code as they can to save on time development costs.
Vas  [author] 10 Sep, 2020 @ 11:30am 
Well unfortunately KeenSWH believes in magic and fairy tales. They promised something they couldn't deliver in their mission statement, and when the community called them on it they labeled us all toxic and evil. Especially after they started drowning us with DLC with new content that you gotta pay to use like good looking thrusters and such some of which was ripped from mods.

The game was also designed with a semi-bad engine at start and ill equipped because it was just a tech demo. They didn't wanna bother starting a NEW game like they did with ME to make a better game from the start, so instead they just kept building on SE's bad crappy engine with tons of hard coded crap in it. A shame really, they could have made this game great if they had simply rebuilt the engine in a new game.
Kill3rCat [1st FORECON] 10 Sep, 2020 @ 10:25am 
Well, that's part of the reason why I am hunting for such mods. I'm working on a world for Space Engineers with planets and moons to a 1/32 scale, along with many other mods, including MidSpace's speed mod, aerodynamic/re-entry mod, orbital mechanics, etc.

I'm trying to create a more grounded and realistic Space Engineers, where the player is confronted with realistic, practical problems, for which they must engineer realistic and practical solutions, within the boundaries of what is fun and mechanically feasible within the game.
Vas  [author] 10 Sep, 2020 @ 9:56am 
Ultimately there are several things I'd like to do, but it all requires coding and modeling and such. But I can't, so for now I just disable the blocks I can't fix.

Personally I've never truly had issues with hydrogen thrusters except when trying to escape a planet I made way back when I made planets 512KM and such.
Kill3rCat [1st FORECON] 10 Sep, 2020 @ 9:26am 
I'm aware :)
Vas  [author] 10 Sep, 2020 @ 9:23am 
Its a complex thing that requires coding knowledge to do. Otherwise I'd have done it by now.
Kill3rCat [1st FORECON] 10 Sep, 2020 @ 7:52am 
And now I think about it, cold gas or monopropellant thrusters would be handy... maybe I need to take up SE modding.