Space Engineers

Space Engineers

Helios MID-6 Merge Inertial Dampener [superseded]
35 Comments
stsrwarsfan54 31 May @ 3:34pm 
so if there is weak thrust to keep the ship in the air, will the clang drive negate this or will the ship fall?
Evilmario5 12 Jan, 2020 @ 2:03am 
Works rather well with the merge pump drive i had setup 2x pump drives to have a continuos drive and the Merge Inertial Dampener and im able to pull very sharp turns and get upto 364m/s in 4 seconds on a pvp server i should beable to ajust the design of the ship to have an insanely good pvp ship :D
Firebird_528 3 Jan, 2020 @ 11:00am 
Oh, you used my Artemis as demonstration platform. It also fits nicely into the design of my Corvette, good job! (I mean the drive and its integration into the Artemis):cozyspaceengineersc:
Major Jon  [author] 3 Jan, 2020 @ 8:05am 
I have a prototype version of this with just 4 merge blocks in a 2x3 space instead of 3x5. A small ship variant is probably not gonna happen, because the small ship merge blocks are really big and weak. You would need a whole bunch of them and the thing would take up as much space as like 5 hydrogen tanks or so. If you want to experiment with it yourself, this [imgur.com] is probably the best way to do it.
I SWEAR SHE WAS 18 3 Jan, 2020 @ 6:43am 
I love this drive. Could you make a small ship variant of this? And if possible try to reduce the size. I would love to throw it into my fighter designs.
Major Jon  [author] 25 Dec, 2019 @ 7:01am 
I don't actually plan my builds, maybe a few short sketches to get the shape right, but then I just fool around ingame until the shape looks good. But I guess atleast 50% of my prototypes never get released, because they're just not looking good enough and I don't want to waste all that time finishing them.
Major Jon  [author] 25 Dec, 2019 @ 7:01am 
For some I actually exported the model (ctrl.+alt+e i think) and imported them into autodesk inventor, but that really sucked and took forever. You can also import them in the preinstalled windows 3d viewer, that was alot easier. The background and the measurements I added afterwards in gimp. That shouldn't be so hard since you can export the images from windows 3d viewer as png with transparancy. If you directly take screenshots from ingame, you have to cut the ship out yourselft and you can only lower your fov to 40. You can lower it even further with nvidia ansel, then it should look much more like a proper blueprint. Ansel also has a greenscreen function, really useful for taking screenshots.
Mister Mahogany 24 Dec, 2019 @ 8:43pm 
I love all of your ships and really enjoy seeing the blueprints that show all the dimensions. I was wondering what program or how you make these blueprints. As a side question when your doing some of your bigger builds do you use like graph paper or any out side software to plan out your ships. If you do see this the dampener is great and I love your builds in general.
Major Jon  [author] 24 Dec, 2019 @ 4:06pm 
you can check if the merge blocks are linked, i.e. they're yellow. normally they should just link naturally when you spawn it in. If your ship turns super slowly the drive doesn't work at all, but that would have to be a really slow turn. Also i think the merge blocks can't link up if your ship is moving faster than 280 m/s, but I guess thats not the problem. Propulsion shouldn't play a role and I don't think think the other drive can cause any problems here. If the merge blocks really don't link up, you can try reducing the rotor offset, that should help.
Manuel 24 Dec, 2019 @ 3:42pm 
This does not work on my ship.. placed with sorters pointing to the front, merge blocks are turned on and it was spawned with creative mode.

Maybe my merge blocks just dont like each other enough?

Does it require a certain turning radius or thrusters on fill throttle?

I'm using the "Mass shifting Drive" as main propulsion, but still have about 8 large ion thrusters as forward thrust. It turns very slowly so this could be a problem with the speed?
jollous 24 Dec, 2019 @ 8:51am 
Oh i thought it was a mod.
My bad :winter2019neutralbulb:
Major Jon  [author] 24 Dec, 2019 @ 8:49am 
It's not a mod, it's a 100% vanilla blueprint. If you mean that it doesn't show up in the F10 menu, there's a button for reloading the list. Sometimes it also just takes a minute or so for new blueprints to show up. I guess reloading the world also makes the game reload all blueprints, so maybe that helps.
jollous 24 Dec, 2019 @ 7:56am 
Why isn't the mod showing up when I install it? Refreshed and downloaded it again but still nothing.
Major Jon  [author] 19 Dec, 2019 @ 6:18am 
I think that should be possible, but you would need a similar amount of merge blocks, so there's probably not many ships, where it would even fit. Should be simple to build though, just place a rotor next a merge block, 2 blast door edges or something alike on top and another merge block to the side, infront of the first one, with a gap inbetween.
Jagerune 18 Dec, 2019 @ 9:13pm 
Can this be made into small blocks as well? I gave it a go, but I couldn't get that to work and it gave me merge errors.
Knapp 16 Dec, 2019 @ 8:38am 
I love things like this, that exploit flaws in the game.
G.E. Turok 16 Dec, 2019 @ 4:09am 
So, while playing around with different concepts using you're amazing creation, i wanted to test how it would work with a grav-drive set up. to do so, i put a single artificial mass block centered on the front, and just covered the back with gravity generators, so their "down" was the front of the unit. then i slapped on a reactor, a gyro, a flight seat, and set up a "grav drive" group for gravity generators. after hotkeying the MID and the grave drives, i copied the beautiful creation and pasted it close by. not realizing what i had done, the grave drives on the copy meant to test it had "grabbed" the original and was pulling it along with me. it was beautiful. it actually shadowed the copy's movements and stayed with it. 10/10 would space ballet again.
Rhea.licious 14 Dec, 2019 @ 4:12pm 
What is this, Protomolecule tech?
Malum Caedo 14 Dec, 2019 @ 3:13am 
this is genius.
JWA 13 Dec, 2019 @ 9:48pm 
I love that this stuff almost looks like a complete component that would go in a ship.
Molten Carnage 13 Dec, 2019 @ 3:30pm 
@LordZ it's not the video, it's the Steam overlay. I've notified Steam but they are unwilling to accept that they screwed up on their update.
This is becoming a regular pattern with Steam.
Update -> screws up Steam Overlay -> complaint received -> deny there is an issue -> weeks later update released to fix the issue.
All we can do is issue complaints until they cave an work on a hotfix.
Ken Stormwolf 13 Dec, 2019 @ 1:10pm 
So basically you are using the CLANG Glitch to make it into a feasible system of movement?
Trygon 12 Dec, 2019 @ 9:57pm 
This is beyond dark magic
Advocated Edict 12 Dec, 2019 @ 8:31pm 
Is this dark magic?
LordZ 12 Dec, 2019 @ 7:43am 
all your videos dont work :(
Stratus 11 Dec, 2019 @ 4:07pm 
How do you come up with this stuff??
Major Jon  [author] 11 Dec, 2019 @ 4:03pm 
No, you can place it wherever you want. Just make sure the arrows are pointing forwards.
<#cc00cc>bill 11 Dec, 2019 @ 3:41pm 
Does this have to be placed along the centre of mass?
balzaimon 11 Dec, 2019 @ 1:49am 
This is that good 'ole dark hoodoo shit! Awesome work!
Horesmi 11 Dec, 2019 @ 12:12am 
Holy shit this is the best theoretical explanation of the merge forces. Good job comrade.
SuicideNeil 10 Dec, 2019 @ 8:06pm 
The spirit of Ravric smiles favourably upon you, Jonathan...
Osker 10 Dec, 2019 @ 5:43pm 
I don't understand the voodoo behind this or any of your recent "clang drives" but that doesn't stop me from being impressed. Maybe I should go back to Club Penguin and simpler times. Anyway, awesome work!
Renz 10 Dec, 2019 @ 12:13pm 
No, he has been BLESSED by clang himself
Orwell_Huxley ®™ 10 Dec, 2019 @ 10:22am 
you some kind of wizard? :)