Space Engineers

Space Engineers

Deadly Acceleration
35 Comments
ThottyNathaniel 18 May, 2024 @ 9:06am 
i like the breaking of blocks planned feature
TanjBear 28 Oct, 2022 @ 9:50am 
questions if i have a speed mod say 1000. would traveling in a cryopod prevent damage?
Aryemis 29 Jul, 2022 @ 6:08am 
Heya doing some testing with this mod and I noticed that the cushioning modifier isn't actually applied by the /da config reload option (the other options are though)
You need to actually reload the game for it to apply.
Lighted Shadows 13 Jul, 2022 @ 11:43am 
Disregard I think maybe it was a conflict with some other trash mod I removed and the error on server start vanished. Thanks for looking.
Natomic  [author] 13 Jul, 2022 @ 4:50am 
@LightedShadows is that an error your getting in the log? I can't see it in the F11 menu or the logfile
John Wack 25 Feb, 2022 @ 9:34pm 
can you add a black-out mechanic?
BloodyBathSalt 25 Jun, 2021 @ 12:02am 
Think you could implement Directional variables into the calculation? For example Negative G forces are less tolerable than positive ones. And lateral G forces are more tolerable than vertical G forces. Very short instances of very High Gforces can also be survivable. For example a fighter pilot ejecting can experience up to 24 G's. I haven't tested your mod yet so I'm not sure.

Additionally I imagine that if a person was laying down, say, in a bed. And they were accelerated upwards, They could take a Lot more G's safely compared to if they were sitting or standing up.

Lighted Shadows 17 Apr, 2021 @ 7:47pm 
@Natomic Great concept you have here. On the juice thing you could set in your config for Juice enabled cockpit by SubtypeID.
Make an item can call it JUICE
Let your script check if the cockpit inventory is juice enabled.
If it is check for juice and consume X amount.
If you have no juice apply damage.
Natomic  [author] 16 Apr, 2021 @ 2:14pm 
@Abisius Well I can't repro it with the industrial one, I don't own the other cockpit dlcs so I can't check those. I've fixed the MP stuff, at least for dedicated servers (I can't test hosted easily but it should be the same)
Abisius Xarvenius Carbensius 16 Apr, 2021 @ 12:50pm 
@Natomic
then somehting with the dlc cockpit is different, did it on my planet to orbit miner that is equipped with the dlc cockpit, no damage till 202m/s²
Natomic  [author] 16 Apr, 2021 @ 11:11am 
@Abisius Unless you have a modified config, that ain't right. Default is 49.(something), past that you should start taking damage and it ramps up. At 100m/s^2 I would expect it to insta-kill you (even in a fighter cockpit)
Ace 16 Apr, 2021 @ 6:00am 
I wonder if a black-out mechanic could be made possible.
Abisius Xarvenius Carbensius 15 Apr, 2021 @ 2:30pm 
@I'm tragedy
the speed isnt a problem, you just need enough time to get to that speed or you kill yourself.
seams from my experience so far that yo ustart taking damage once your get above 200m/s²
so you can still reach your 1000m/s as long as you keep your acceleration low enough to not exceed the 200m/s²
i target my ships atm at aorund 100m/s² to have a bit of free "space" in the acceleration for unexpectet things
Кн'язь Владимиръ 15 Apr, 2021 @ 2:16pm 
I mean normal flight, not collisions
Кн'язь Владимиръ 15 Apr, 2021 @ 2:13pm 
What is the maximum speed the pilot can handle? I have a mod that puts a limit in 1000 m/s
Abisius Xarvenius Carbensius 14 Apr, 2021 @ 6:30pm 
@Natomic
take the time you need, better do it with time and dont haste than haste and have more problems after it :)
Natomic  [author] 14 Apr, 2021 @ 5:26pm 
@Abisius Yeah my MP testing is limited to say the least (I play single-player mostly). I should have some time to look at it tomorrow or over the weekend (quite busy rn)
Abisius Xarvenius Carbensius 13 Apr, 2021 @ 1:48am 
@Natomic
how far is coop/mp suport?
i asc cause in sp no probs but once i go and set the world to friends or privat i get "object not set to an instance" errors the moment someone besides of me as host tries to spawn and they lan i nan endlessspawning os that they never finish theyre spawnin
Natomic  [author] 2 Apr, 2021 @ 2:58pm 
@Jowi Should now be fixed. I've added a configuration option IgnoreRespawnShips which allows disabling of damage for respawn ships (it is true by default)
Natomic  [author] 2 Apr, 2021 @ 9:40am 
@Jowi Sorry, seems my reply did not send. I am aware of the issue and am currently investigating it
Jowi 2 Apr, 2021 @ 7:21am 
tried it again, only this mod, same result on all planets, again i think its because you sit in a passenger seat, because dropping and deploying the parachute in a small ship in a cockpit damages but not kill you
Abisius Xarvenius Carbensius 2 Apr, 2021 @ 6:33am 
@Jowi
petram has a 1.2g enviroment, so faster you are faster at the moment the parachute opens than i na 1g enviroment which also means you have a higher negativ acceleration by it.
Jowi 2 Apr, 2021 @ 4:54am 
nope, on my firts try i had no speedmod and then i tried it again with only this mod and it still happened. I didnt test pertam now that i think about it
Abisius Xarvenius Carbensius 1 Apr, 2021 @ 8:24pm 
@Jowi
are you using any speedmods and if yes, how fast where you?
did myself a drop on pertram with a maxspeed of 150m/s and survived.
Jowi 1 Apr, 2021 @ 2:34pm 
Earth, mars, triton, europa- all of them. As soon as the parachute deploys the acceleration is too high and you die. I think its because you sit in a passanger seat and not in a cockpit.
Abisius Xarvenius Carbensius 1 Apr, 2021 @ 6:59am 
@Jowi
in which gravity did you spawn?
Jowi 1 Apr, 2021 @ 6:58am 
There is a problem - when starting a new game in a droppod, the deployment of the parachute instantly kills the player.
Useless 19 Mar, 2021 @ 7:41pm 
could we ever see a gravity mod based off this. think the expanse and how they have gravity in that show
Mr.Unknown 18 Mar, 2021 @ 4:45am 
Oh my god
I wanted this for SOOOOOO LONG
A must have for realistic space combat.
Abisius Xarvenius Carbensius 17 Mar, 2021 @ 8:47am 
for the ripping the ship apart, maybee yo ucan get a bit of help on how to do form the aerodynamic physics mod or better said from the authors
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=571920453
Sergej 16 Mar, 2021 @ 12:14am 
Ah the problem of potential space warfare, pink goo.
enenra 13 Mar, 2021 @ 7:34am 
Awesome! Thanks for the quick reply. :-)
Natomic  [author] 13 Mar, 2021 @ 6:51am 
Yep you do not take damage if you are remote controlling. Having very nimble drones and missiles being able to out manouver a player (at the cost of reduced awareness because no 3rd person) was part of my reason for making this :p
Natomic  [author] 13 Mar, 2021 @ 6:45am 
It should, it uses the character physics or the parent physics if it is parented. I am not sure if remote controlling makes the character parented to the remote control, I'll have it test it (unless you know?)
enenra 13 Mar, 2021 @ 6:04am 
Does this account for remote-controlled grids? As in, the player would not take damage while using them?

That would put drones in quite an interesting situation.