Space Engineers

Space Engineers

Helios MID-6-3 Merge Inertial Dampener
41 Comments
LookAtMyHorse 17 May @ 7:43pm 
do you know any solution similar to this that works on a small grid and *stops* rotation, not enhances it?
Hugh Jaynus 17 Jan, 2024 @ 2:24pm 
Will this support my weak gyros?
aBunningssnagwithonionsplease 8 Nov, 2023 @ 11:09pm 
a hundred you say...?
Major Jon  [author] 7 Nov, 2023 @ 8:22am 
no, small grid merge are pretty weak, you would need like a hundred or so to make it work
aBunningssnagwithonionsplease 6 Nov, 2023 @ 7:47pm 
Is there a small grid version of this?
Rotiart 17 May, 2023 @ 3:12pm 
Thank you, O7
Major Jon  [author] 17 May, 2023 @ 7:22am 
of course, that's what I published it for
Rotiart 16 May, 2023 @ 4:05pm 
Is it alright if I use this in one of my ships?
Leo_Draconus 9 Apr, 2023 @ 9:24am 
I've made a Star Trek TNG deflector out of this. Never finished the ship though, since I'm not yet comfortable building at that scale.
My plan was to use this as the deflector and use your MPD as the warp coils.
Major Jon  [author] 3 Jan, 2023 @ 9:03am 
yellow to the front, black to the back. Which side is up doesn't matter.
If you have the script, it will tell you if it's right.
Perryax 2 Jan, 2023 @ 3:06pm 
When i paste this in onto a ship, what part of it should i put facing forward?
John Long 14 Dec, 2022 @ 5:54pm 
First off, gotta say all your stuff is truly amazing, thanks for sharing!
I just built a small-grid 3x3 variant based off this. They're a bit weak but very compact so you can simply put as many as you want for desired effect, great stuff!
xxmanofmemesxx 9 May, 2022 @ 3:51pm 
How easy would it be to build one of these in survival and how important is it for a drive?
Major Jon  [author] 26 Apr, 2022 @ 10:57am 
it definitely still works. are you using it with the script? are the merge blocks on? do they turn yellow? If you have the script, they should only be on when the ship is moving quite fast. It also tells you if it's oriented correctly.
Hemza 26 Apr, 2022 @ 1:55am 
Does this no longer work? Whenever i turn the ship it drifts more than it would without it, i've placed it forwards and backwards doesn't reduce the drifitng. If it does work what am I doing wrong?
sgtklink 14 Nov, 2021 @ 2:18pm 
Ah, got it. Sucks, but as always your work is top notch. These things work great on my large grids.
Major Jon  [author] 14 Nov, 2021 @ 2:15pm 
There are now 1x1 small grid merge blocks, they are too weak though. You would a few dozen of them. You can try it, but I think it's kinda pointless because of how big it needs to be.
sgtklink 14 Nov, 2021 @ 2:00pm 
@Major Jon You commented earlier that a small grid version of this would be unfeasible without smaller merge blocks. Would modded merge blocks that are 1x1 work?
LSG123 9 Aug, 2021 @ 11:08pm 
yeah same haha, is there nothing else that could work in a similar way on small grid?
KAIZEN 2 May, 2021 @ 12:58am 
Ah too bad :/ I wanted an agile small fighter with that system :)
Major Jon  [author] 1 May, 2021 @ 2:39pm 
Not worth it, small gird merge blocks are too weak. You'd need like 20 of them, would be way too big.
KAIZEN 1 May, 2021 @ 1:01pm 
Hi, how about for small grid ships?
Major Jon  [author] 24 Jan, 2021 @ 6:17pm 
By main rotors I just meant the ones on the main grid, not the subgrid ones.
Without the script, you just have to turn them all on (they should be on already).

The script will only turn a few on (depending on speed), the rest will be off (red lights).
The ones that are on, should link up with the opposing ones and glow yellow.
https://streamable.com/cw7914
Erik 24 Jan, 2021 @ 5:10pm 
Cant get it to work. Took ages to get it aligned. Main rotors pointing forward - which are the main rotors!? An arrow would have been more helpful. However once aligned it still didnt seem to work - with or without the script. With the script the yellow merges have red lights and the greys have white lights. Toggling the Merge-Mid group only changes the grey merge lights to red or white. Without the script both yellow and grey toggle between red and white lights. Looking at the blocks while in flight the yellows are jiggling, but lights dont change. Yaw, pitch and roll seem no different with 0, 1 or 2 Mid drives. Really hope you can get it working.
ItsJustVirgil 16 Jan, 2021 @ 5:36pm 
So besides the turning help, does it actually function how default dampeners function in slowing/stopping the ship, or should I place a merge-pulse drive facing backwards for that?
cy-one 5 Jan, 2021 @ 12:36pm 
Yep, that script was exactly what I was imagining.
Turning speed was kinda "normal", and if the dampening worked at all, I definitely out-turned it (as my path would look like a corkscrew from above).

I tried manually activating the MID-mergeblocks, but the script didn't let me.
Disabled the script. Suddenly, the MID seemed to do it's thing.
Kinda wanted both (MID and Pulse drive) tho :/
Major Jon  [author] 5 Jan, 2021 @ 11:43am 
You can also try it without the script. Just turn it off and turn all merge blocks on.
Major Jon  [author] 5 Jan, 2021 @ 11:42am 
That's weird, maybe the merge blocks were turned off for some reason, or you just turned too slow. The faster you turn the more powerful the effect is. This is a video of an older version that shows how it should look: https://www.youtube.com/watch?v=edp4PuLKxVM
cy-one 5 Jan, 2021 @ 11:23am 
Update: I tried it with only the "front" dampener (see previous picture), script confirms it's the correct direction.

Because I didn't know if it only works if you're "under thrust", I basically pressed W and the left arrow at the same time (so basically trying to fly a circle).
Instead of "preventing me from drifting", I started drifting side-wards - continuing to turn, at one point I was drifting backwards. The pulse drives quickly arrested the backwards momentum, at which point I was still drifting side-wards (the pulse drives quickly accelerated my ship again forward, but the side-slip was still there).
Major Jon  [author] 5 Jan, 2021 @ 9:46am 
I think you misunderstood what this drive does. It's not a thruster and can't just produce thrust in any direction. It's more like wings on an airplane. When you're flying forwards and turn in any direction, this thing will give you a push in that direction and prevent you from drifting, just like wings would. So basically it's an inertial dampener that only works in turns (doesn't change speed, only direction) and can't bring you to a halt. It only works properly with the base rotors pointing forward, the script will tell you if you oriented it the right way.
cy-one 5 Jan, 2021 @ 1:09am 
I am somehow unable to get this one to work - just the usual "fiddling with arcane magic one doesn't understand", I guess.
The Pulse drives work fine and both are listed as "forward" within the managing script.
The Inertia drives, however, aren't working fine. Dampener 1 (front) is "correct direction" (whatever the vector is, I dunno) but either only damps forwards/backwards (which is unnoticable due to the main Pulse drives doing that already) or doesn't damp at all (other directions).
Dampener 2 (left) is "wrong direction" and doesn't do anything. Same for Dampener 3 (right).

This is the current setup. If I deactivate the "maneuvering" thrusters, the craft drifts sideways for ages. If I deactivate the lifting thruster, the ship just comes crashing down.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2350474527

How do I place/set up the Inertia dampeners so they work? :(
Major Jon  [author] 1 Jan, 2021 @ 6:16pm 
6 merge blocks is pretty much perfect for 100 m/s. If you want to go faster, just add more merge blocks. You can either put them on the same drive, or just place multiple drives. The script can recognize it with ease should you use it. Say if you had three drives, 18 merges total, the script would turn on 6 at 100 m/s, 12 at 200 and all 18 at 300.
AndroBohij 1 Jan, 2021 @ 5:49pm 
This drive is really cool, but is there any way to get efficient clang dampening past 100m/s? When I tested it, the drive's power drops off quickly when you start going up to 300m/s and beyond
Major Jon  [author] 19 Dec, 2020 @ 6:36am 
The script I wrote can already use all clang drives as inertial dampeners, just like normal thrusters. There are variables to modify their power, you could for example set power to like 0.01 and dampeningstrength to 100 (it multiplies with power). That way they would not fire normally, only to cancel out sideways speed.
The Thinker 2 19 Dec, 2020 @ 5:40am 
Is there any way to achieve the same affect with a mass shift drive that is programmed to only activate when you turn?
Major Jon  [author] 18 Dec, 2020 @ 7:48pm 
It technically works, but small grid merge blocks are a lot weaker, so you would need like 10-20 of them and that just doesn't fit in any fighter at all. I only see this being viable if Keen adds smaller merge blocks. Which they should, 3x3x1 is obscenely large.
The Thinker 2 18 Dec, 2020 @ 7:26pm 
So I put this on all sorts of my large grid ships and it works like a treat, causing them to behave almost like there's actually aerodynamics in the game. That got me thinking of making a small grid fighter that has a small grid version of this. Well after much headache and trial and error I can't solve this wizardry. Could you pleas, if at all possible, make a small grid inertial dampner that could go in a small fighter?
Far_Reach 11 Dec, 2020 @ 11:55am 
I'm glad I'm not the only one who refers to MJ's stuff as straight voodoo.
Leo_Draconus 28 May, 2020 @ 2:17pm 
With all your sorcery, I'm starting to expect you to make a Clang weapon like a merge-propelled missile or something.
Major Jon  [author] 25 May, 2020 @ 10:47am 
you mean when the ship moves sideways? I've never thought about what would happen tbh, probably something silly. Right now the power is adjusted to the velocity. I'm gonna play around with it a bit and probably switch it to be adjusted only to the forward veloctiy. So far the inertial dampeners don't matter for the this, it's on regardless. I think I should probably change that aswell.
Mike Dude 25 May, 2020 @ 8:52am 
This is clever. How does it react when you want to strafe with inertial dampeners off?