Space Engineers

Space Engineers

Functional Jetpack Nerfing
38 Comments
Galenmacil  [author] 8 Jul @ 9:03am 
Hello BatLeE,

The values can be edited if you are willing to do a bit of fiddling. You need to locate a file named "characters.sbc" in the folder where Steam store mods for Space Engineers.

In that file, locate BOTH lines (one for the male astronaut and one for the female astronaut ) that starts with "EffectivenessAtMaxInfluence" and set the value to a number close to 1 (or possibly above 1). This will improve the performance of the jet pack in atmospheric worlds. You may also need to adjust the value of "ForceMagnitude" to allow for hovering on normal gravity worlds. Start with a value of 1000 perhaps and see how it performs.

I no longer play Space Engineers and it has been a while since I created this mod so I can only point you in the right direction. You will need to test it out by yourself... See the description above for the exact values I used and go from there.
BatLeE 8 Jul @ 8:33am 
Is there a way to reduce the nerf of the jetpack? A value we can tweak maybe, to make it not completely useless in atmosphere, just enough to propel a few meters high. Thanks
ArcZeroNine 29 Jun, 2024 @ 8:37am 
so im trying to find the config that gets generated in the save file or was it just the mod config itself that can be changed?
Kyrox 26 Sep, 2023 @ 9:38pm 
I appreciate the info and timely response. I'm new to Space Engineers and just trying to get into the swing of things. I found a mod compilation for best mods to run for 2023? Author has your mod and Spacewalk stacked together. Trying to avoid compatibility issues lol.
Galenmacil  [author] 26 Sep, 2023 @ 6:44pm 
From what I have seen they are not compatible.

Survival Reborn: Spacewalk provide its own modified 'Characters.sbc' file which is also the one edited by this mod.
But, SR:S also uses scripts to alter more than just base .sbc files so my final analysis is: probably not or at least conflicts will arise on what parameters both mod tweaks.
Kyrox 26 Sep, 2023 @ 6:13pm 
Is this compatible with Survival Reborn: Spacewalk?
Galenmacil  [author] 10 Sep, 2023 @ 11:35pm 
Just updated for Space Engineers 1.203.023. Latest version as of this writing.
B7_Messor 3 Sep, 2023 @ 2:52am 
Please tell me, does the mod work on the latest patch 1.203? and the question of "interest" - wasn't it easier to tie the nerf of the jetpack to the characteristics of the calculation of ion engines? which means the jetpack won't work in the atmosphere at all. and then it works like an ion engine?)))
Galenmacil  [author] 28 Jul, 2021 @ 6:41pm 
No update needed for Space Engineers version 1.199.
Galenmacil  [author] 26 Jul, 2021 @ 5:20pm 
Faustus: Check out this mod called "Configurable Parameters": https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2422592854

The jetpack settings are taken from both this mod and the original "Jetpack Nerfing" mod. Read the last two post here for more details .
Faust 26 Jul, 2021 @ 10:56am 
is there a way to apply this mod on custom skin mods?
Galenmacil  [author] 22 May, 2021 @ 5:43pm 
Updated for SE 1.198.031
Galenmacil  [author] 26 Apr, 2021 @ 10:10pm 
Just updated for SE 1.198.
Dobonhonkeroo 30 Mar, 2021 @ 6:06pm 
Pretty neat, would be great with customizable gravity influence, acceleration, etc. Or at the least while on atmospheric planets being able to hover 1 meter, dampener height (anywhere above set height, dampeners lose strength).

Either way like what you're doing :)
Ceph 26 Feb, 2021 @ 7:21am 
Thanks for this. My go-to mod for a more realistic experience in SE.
Galenmacil  [author] 15 Jan, 2021 @ 10:04pm 
Just updated for SE 1.197.
Galenmacil  [author] 13 Jan, 2021 @ 6:38pm 
Thanks for the info Nucklead. Updating...
Nucklead 12 Jan, 2021 @ 12:21pm 
Hi! Thank you for your mod. Jetpack is much more believable now. Just wanted to say, while I looked through changes in characters.sbc and compared them with the original file, I found out that your mod uses a bit outdated file. Original one has new lines that apply footsteps to a character. So, maybe you wish to update the mod.
Galenmacil  [author] 10 Dec, 2020 @ 6:01pm 
Sapphire: You just need to either remove the mod from Steam or edit your current game in Space Engineer and disable the mod...
Sapphire 10 Dec, 2020 @ 1:58am 
yes
Galenmacil  [author] 9 Dec, 2020 @ 10:05pm 
Sapphire: To default? Like in the base game without mod?
Sapphire 9 Dec, 2020 @ 12:18pm 
Hello, is there any way to reverse jetpack to default?
Quartofel 13 Oct, 2020 @ 11:34am 
Yesssss
Link 16 Sep, 2020 @ 3:38pm 
Look forward to trying. Server just switched to this with the update.
Galenmacil  [author] 16 Sep, 2020 @ 3:33pm 
Updated with the new H2 fuel consumption parameters.
Galenmacil  [author] 13 Sep, 2020 @ 5:25pm 
I would like some opinions on this topic

There is also, in my opinion, a large disparity concerning fuel consumption. Some numbers:

With no refill bottle in inventory and applying full throttle to the jetpack thrusters, the suit internal H² reserve last for:

At 0g, 1% is consumed every ~240 seconds. That translate to roughly 24000 seconds (6.67 realtime hours) of autonomy.

On the moon surface at 0.25g performing stationary hovering, 100% is consumed in ~70 seconds.


I think that fuel usage needs to be way higher for operation at 0g. How about 5 minute of autonomy at full throttle for zero-g operation? Don't forget that you can disable the dampeners and apply a short burst to start moving so this would correspond to much more time for typical 0g operation.
Galenmacil  [author] 13 Sep, 2020 @ 4:38pm 
[continuation of previous post]

Any attempt at using 300 ForceMagnitude and try to boost it to achieve hovering at 0.25g, done by changing any of the last four variables, didn't work. Either you get the problem you discovered or thrust is insufficient for hovering. I did many test, even trying to figure out the exact equation used for jetpack thrust in SE, without success.

It would appears that the "Influences" parameters control only the behaviors in an atmosphere. EffectivenessAtMinInfluence in that case represent some sort of scaling factor when out of the atmosphere/in space above a planetary body.

So, I am considering using the following values in the next update:

ForceMagnitude : 540
SlowdownFactor : 1
ConsumptionFactorPerG : 1000
MinPlanetaryInfluence : 0
MaxPlanetaryInfluence : 0
EffectivenessAtMinInfluence : 0
EffectivenessAtMaxInfluence : 0
Galenmacil  [author] 13 Sep, 2020 @ 4:25pm 
Xenthe: I did several test with different values for the last four variables. The problem you describe, I was able to verify. So, I came up with only one possible solution: Have a fixed amount of thrust applied to the jetpack that would allow for hovering at <0.25g... That value is ~540.

The original "Jetpack Nerfing mod" uses a fixed thrust value of 300. This is not enough to hover on any planetary bodies. Well, maybe on custom bodies with gravity lower than ~0.13g that would be possible, but I did not test it.

At 0g, in space:
At 300 ForceMagnitude, accelerating from 0m/s to 110m/s takes about 38 seconds.
At 540 ForceMagnitude, accelerating from 0m/s to 110m/s takes about 21 seconds.

Deceleration takes the same amount of time, respectively, since SlowdownFactor is set to 1 for both mods.
Xen 12 Sep, 2020 @ 4:56pm 
from my testing the (planetary influence) dont effect thrust and are just the range that the min/max influences have effect at
Galenmacil  [author] 12 Sep, 2020 @ 4:01pm 
[continuation of previous post]

ForceMagnitude, SlowdownFactor, MinPowerConsumption, MaxPowerConsumption and ConsumptionFartorPerG are pretty much self explanatory. The last four however are not that clear to me.

The [EffectivenessAt...] values are not behaving "logically". You would expect [...AtMaxInfluence] to logically represent some form of thrust scaling when "close to the planet surface". This is not the case. EffectivenessAtMinInfluence seems to be the one responsible for that.

I'll do some more testing and see if the effect I want (>1:1 Thrust ratio at <0.25g) can be achieved with [...PlanetaryInfluence] instead.
Galenmacil  [author] 12 Sep, 2020 @ 4:01pm 
Xenthe: This seems like an inherent problem with the way Space Engineers handle jetpack propulsion. With that being said, I have not tested that specific problem you mentioned.

Basically, these are the variables that can be changed regarding jetpack thrust behaviors (the numbers shown are the default values).

ForceMagnitude : 3200
SlowdownFactor : 5
MinPowerConsumption : 0.000000001
MaxPowerConsumption : 0.0001
ConsumptionFactorPerG : 250
MinPlanetaryInfluence : 0
MaxPlanetaryInfluence : 1
EffectivenessAtMinInfluence : 0.67
EffectivenessAtMaxInfluence : 1
Xen 12 Sep, 2020 @ 1:26pm 
the min/max influences arent updating when going away from a planet/moon making you have higher acceleration in space if you're come from a moon than if you've come from a planet
Dobs 10 Sep, 2020 @ 11:22pm 
Any way to add ways for us to set our own values? This is a great idea, but tweaking it to out own liking would be perfect!
FartyParty 31 Aug, 2020 @ 8:26pm 
awesome... I've always loved the jetpack model of Empyrion over SE, as the default SE model really promotes effortless griefing more than anything. Now, if SE could just allow for short planetary bursts to allow folks to get unstuck out of a pit, that would be perfect, but this mod is 100% better than default for sure.
Galenmacil  [author] 29 Aug, 2020 @ 5:00pm 
Thanks Drizzt :tallowmere:
Drizzt 29 Aug, 2020 @ 2:27am 
hey - thanks for this - your original jetpack nerfing mod has always been the one i use and so this is an automatic download for me (but it is possible i may find myself sticking with the hardcore original ;-))

Thanks again!
qu_qu 28 Aug, 2020 @ 2:53pm 
jet packs are op in the game this is needed
data 25 Aug, 2020 @ 9:13pm 
This mod is basically perfect, allows for practical usage on moons and space but at the same time makes vehicles very much a necessity, maybe i would prefer the acceleration to be a little more dampened but still it's job well done.

Another addition that would be nice is custom values that could be entered in by the user to tweak to their liking, i'm not sure if it possible but if it is that would be a nice addition.

But yeah, many thanks for this mod, that's a star from me.