Space Engineers

Space Engineers

Kinetic Devastation
223 Comments
shootermangabe 11 Feb @ 2:38pm 
(1000mph = 447.04m/s)
shootermangabe 11 Feb @ 2:38pm 
I just set my top speed to 1000mph and max is it fun as hell and I still get to use rockets. Woooo!!!
Kototop_CMB 30 Nov, 2024 @ 4:33am 
very cool
can you also make mod that fix weapons on big speed? like projectiles dont get speed from creation, and if you fly faster than projectiles you just hit yourself
Tetra 15 Oct, 2024 @ 9:04pm 
getting crashes when causing a detonation with ammunition in cargo
a_person 29 May, 2024 @ 3:49pm 
This mod appears to have the same issue as warheads with fast moving grids with the explosion happening where the grid was a few ticks ago causing the fast moving grid to be unscathed by the explosion.
PimpMyDog 10 Apr, 2024 @ 2:17pm 
Is it safe to remove from the savegame without it corrupting something in it?
kinngrimm 25 Jan, 2024 @ 10:28am 
this sounds so good, sadly i doubt my potato could handle it :(
RichardLuo 4 Dec, 2023 @ 12:29am 
Does this mod affect performance very much?
lord.riker 28 Oct, 2023 @ 4:18pm 
Oh, understood. I was up really late and didn't put it together.
Echthros  [author] 28 Oct, 2023 @ 1:19pm 
@lord.riker The update was in the Bigger Explosions mod that this one is dependent on. Both Kinetic Devastation and Nuclear Weapons were affected.
lord.riker 28 Oct, 2023 @ 5:46am 
Did that update mentioned in your comment go through? The last update says it was on Nov 28, 2021 @ 3:45pm.
Echthros  [author] 28 Jul, 2023 @ 1:56pm 
Update:
Reduced volume on larger explosion SFX.
santreo 6 Jul, 2023 @ 10:53am 
Hi. How can I use this mod to fix missiles flying through tank and voxels? I don`t need them to explode
Maple Viking 1 May, 2023 @ 4:49am 
does this mod still work? I'm trying to crash a large ship into a planet at 300/ms and it doesn't activate. I haven't made any changes to the config.
Tomato 27 Feb, 2023 @ 8:58am 
I've run into a problem where at high enough speeds things still clip through planets and end up blowing up underground, or with asteroids and ships just go straight through them. Is there anyway to increase the range of the raycast checking for collisions or anything like that? Would be useful.
ryangoslinglover306 13 Oct, 2022 @ 7:13am 
okay so, i have a very basic one that just removes the cap entirely and makes it some ffvraction of the speed of light, how would you go about making damage from crashing a bit smaller?
It still feels very large
Syroth 12 Oct, 2022 @ 8:41am 
Hi, regarding speed mods all will work, basically. Space engineers lets you pretty easily change the speed by changing a single number. Speed mods make this change super easy for us all which is why we use them.

But all mods change that existing number that Keen gives us built into the game. Therefore, this mod here will work with any basic speed mod, as in one that doesnt change *other* things such as physics writ large
ryangoslinglover306 9 Oct, 2022 @ 8:11am 
I also want to know what infinite speed mods match with this mod, or if its all
ryangoslinglover306 9 Oct, 2022 @ 8:10am 
Can you help me a little bit? I have some issues with your modpack
Star_Kindler 13 Aug, 2022 @ 3:33pm 
edit: it would also be very useful for figuring out what damage multipliers to use for different things, as instead of having to restart the server before every change, you could just change it in-game while testing.
Star_Kindler 13 Aug, 2022 @ 3:32pm 
Would there be any way to turn this mod's effects on and off, or at least change the damage multiplier while in-game? I absolutely love this mod, however it makes gravity cannons extremely overpowered, and it would be amazing to be able to turn it on whenever I want it and turn it off during ship combat without having to restart the server in-between.
Siv 8 Aug, 2022 @ 1:53pm 
I love this so much. Thank you.
BadDaddyLama 24 Jul, 2022 @ 8:52pm 
Can you make it so Rail Guns dont explode the ground voxels as an option and instead travel in a strait "liner damage line" perhaps through the voxels - damage while solo and while destroying blocks, Im being left with 150 mtr craters from a Sml SV size ship wih a basic Rail gun hitting minor things...(like stupidly) the configs are to broad for them and kill the other kinetics. please and thankyou.
ryangoslinglover306 25 May, 2022 @ 6:27am 
how effective is this at stopping the disintegration to dust?
MountainDEWDjv 24 Apr, 2022 @ 6:37pm 
So I've set the speeds to -1 and put a speed mod on the server but it is not picking it up. HMM
MountainDEWDjv 24 Apr, 2022 @ 4:28pm 
@Echthros

Thanks a bunch for the quick reply!! I'll figure it out! In the meantime I'll just keep setting off explosions and sitting back LOL
Echthros  [author] 23 Apr, 2022 @ 12:14pm 
@MountainDEWDjv That sounds like there's a de-sync between the max speed set on the server and the clients. As long as the max speed is set correctly on the server, it should normally mirror that down to all clients. I would check to make sure the Config.xml is set up correctly on the server.

But yes, you can always just set the the speed modifiers in the Config.xml to -1 to disable them and use a normal speed mod if that's easier.
MountainDEWDjv 23 Apr, 2022 @ 11:21am 
Hello Author,

Let me start by saying this mod (and nukes) is FUN AS HECK! We've been having a blast setting off chain nukes. Nothing like realizing you underestimated the size of the boom boom LOL.

I am having an issue currently. I've set the top speed for small and large grids via the config file on our dedicated server and when we fly in a ship the speed indicator caps at 100m/s.... it FEELS like you are accelerating more BUT it lags a lot in the process.

It initially did not do this, I was wondering if we could somehow figure out what is going on OR if it would be good enough to just set the mod to default speed and load in a speed mod??
Echthros  [author] 15 Apr, 2022 @ 10:48pm 
Sound effects for all explosions have been redone by 'Hybrid V' and are much higher quality now!
notjordansime 12 Mar, 2022 @ 3:50pm 
Hey @Echthros, just curious, have you had a chance to consider the workaround I suggested?
Erikan39 11 Mar, 2022 @ 4:32pm 
Thx
Echthros  [author] 11 Mar, 2022 @ 4:25pm 
@ComputerErika It scales with grid speed. There is no upper limit on the raycast length.
Erikan39 11 Mar, 2022 @ 2:42pm 
So, this ray-cast to detect if the ship collides with something in the next physics frame, is there a limit to how long it can be?
notjordansime 10 Mar, 2022 @ 8:15pm 
Thank you tremendously for taking the time to look into the issue!! I appreciate it. I'm sorry to hear you hit a dead end.

Just had a possible idea for a workaround... is it possible to toggle the "Enable Voxel Destruction" setting (from the 'advanced world settings' menu) without a world restart? Even if it's with a command or something, being able to toggle it manually would work perfectly fine for me. If it'd be possible for you to look into this at some point, I'd really appreciate it. Thank you very much for your time :)
Echthros  [author] 10 Mar, 2022 @ 1:10pm 
@notjordansime I did. Unfortunately, I wasn't able to find a way to make that work. The damage done to voxels from collisions seems to be buried in the physics system and isn't something I have any control over. It's possible that Keen might expose that system for modders at some point, but for the time being it seems like it might be impossible.
notjordansime 10 Mar, 2022 @ 12:52pm 
Hey Echthros, I hope you're doing well.
Last year, I asked about the possibility of a mod that disables voxel damage caused by collisions and explosions. Here's what you had to say;
"I may check a bit later if there's a way to do what you're suggesting by manipulating the damage handler, but that would be a separate mod."
Just curious, have you had a chance to look into that at all?
RivalXHorseman 27 Feb, 2022 @ 9:36pm 
I like the mod, but there's a small issue I'm having with it that I'm wondering if is known or a bug or something I didn't do right. If a ship crashes into the ground, it behaves mostly as expected other than that parts of the surface of the ground might not get destroyed and will get stuck inside the ship, but the ground below the surface gets destroyed. Is there something I might not have set up right or is this normal?
Echthros  [author] 26 Feb, 2022 @ 9:53am 
@Shadowreaver Yes, the difference in speed between them is the only thing that matters for whether an explosion is generated or not.

@Lt. Ruben (AUT) That isn't a bad idea, but this mod shares an general explosion system with the Nuclear Weapons mod and is intended to cover all more general explosions, not just kinetic ones. Also, that would pretty much require reworking every aspect of this mod, which I'm not going to do at this point.
Shadowreaver 26 Feb, 2022 @ 8:56am 
Is it possible to dock 2 high ships with the mod is they both fly at high speeds?
For example my carrier flying at 200m/s and docking my shuttle when the diff. between them would be at its peak 5m/s?
Lt. Ruben 23 Feb, 2022 @ 6:07pm 
i love the fact that it tracks objects that usually would bug through others due to speed, but why does a kinetic impact cause a spherical explosion?

Not sure if it's possible, but wouldn't it be better to cause damage forwards and backwards from the impacting object? That way the impactor and impactee both get damage in a line, and it looks like penetration instead of a thermonuclear explosion.
EnjoyCoke 23 Feb, 2022 @ 7:53am 
AMAZING!
Erikan39 21 Feb, 2022 @ 5:40pm 
Aayyy Thank you very much :D
I got it working
Echthros  [author] 21 Feb, 2022 @ 5:32pm 
@ComputerErika For performance reasons, a grid needs to be at least 5 blocks to be tracked by the system.
Erikan39 21 Feb, 2022 @ 5:26pm 
This mod does not seem to be working for me,
I made sure its installed, used it speed settings to raise the speed limit which worked
But when I drop a block for orbit it still just clips through the planet
It was going about about just over 400 m/s, is that too fast?
Echthros  [author] 20 Feb, 2022 @ 10:31am 
@Haliganaxe You can change the max speed values in either this or Real Orbits. Changing both is not necessary.

@goofball305 It should work with Darkstar's shield mod.
MrHodor 20 Feb, 2022 @ 10:24am 
Do I need to change the speed values in this to match the speed value in "real orbits" mod? or do the values in this mod only affect when something explodes?
goofball305 16 Feb, 2022 @ 9:41pm 
any idea how this plays with the various shield mods?
GSG | DJToxica 6 Feb, 2022 @ 11:58am 
This! Thats how i always thought about how to handle extreme high speeds in SE.
AceOfSpades 23 Jan, 2022 @ 5:40pm 
Thanks, I'll try doing that.

The reason I intended do collisions at this speed was to more accurately depict starship collisions rather than just have them fuse together.
Echthros  [author] 23 Jan, 2022 @ 5:19pm 
@Aces 100 m/s has barely any energy, so you won't see any significant explosions at that speed unless the grid is enormously massive, or you increase the energy mutliplier. Plus, the explosion will only generate proportional to the speed you are travelling above the defined minimum, so travelling at exactly at that speed won't generate anything. You will need to increase the maximum grid speed (using <LargeGridMaxSpeedMultiplier> and <SmallGridMaxSpeedMultiplier>) in order to see any significant explosions.

If you want to see the explosions at 100 m/s, you will need to drop the minimum speed even lower (~50 m/s) and increase the energy multiplier significantly. In general, this mod is designed more for handling extremely high velocity collisions, though, so you won't generally see anything at vanilla speeds without significant tweaking.