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https://spaceengineers.wiki.gg/wiki/Fixing_Download_Corruption
MOD_CRITICAL_ERROR: GFA - Repulsorlift Engines, in file: C:\Steam\steamapps\workshop\content\244850\3015328630\Data\CubeBlocks\GFA_Repulsors.sbc
MOD PARTIALLY SKIPPED, LOADED ONLY 4/6 PHASES, Following Error occured:
Object reference not set to an instance of an object.
If anything I'd say add gravity components to add weight and expense without eating too much platinum and either raise energy usage or lower non-breaking thrust.
It is very interesting that this type of engine changes the fundamental approach of ship design, where Vanilla engines are needed only to gain speed while moving forward. Everything else can be replaced with Repulsor.
However, I have a proposal to modernize the range of Trusts. Let's say you can add new engine options - for example, for a small grid, where you can replace Thrust with Superconductor. The purpose of this action is to replace Platinum with Gold (perhaps Silver?). Thus, this type of Engine will become available at earlier stages of Survival. For balance, you can reduce the traction force and increase energy consumption.
-> A 1x1x1 Large block and a 2x1x1 Small Block would be nice
-> the limit the 1x1x1 speed would be up to 10 m/s
-> I would scale the energy and thrust requirement to the mass of the grid it's on, so that it would have enough thrust to move it enough, but would work the same for heavier and lighter grid. (As for now, a repulsorlift on a light grid is really overkill.
Unforunately there isn't much I can do about this, since it looks like the values are tied together.
After 25m/s, limiter drops single engine performance by exactly 99%.
If ship is light enough that 1% is plenty to keep slowly accelerating.
The way it is done in this mod, 100% is impossible to achieve anyways, due to how Keen mod api works.
If you install reasonably lots of them(20-40) on a light ship, Klang brakes the limiter for you, and things like almost instant 0-100 begin.
The values I've set in the files probably won't help much as they are in different units. Suffice to say that repulsors are completely overpowered in terms of power & energy consumption vs. thrust. The only thing that makes them be balanced is the acceleration limit to 25m/s, so it's hard to compare them directly to normal thrusters.
If you have normal thrusters as main forwards engines and repulsors for everything else, you'll automatically start flying more like a plane than what is typical in SE. Because strafing isn't really a thing.