Space Engineers

Space Engineers

GFA - Repulsorlift Engines
111 Comments
VariableVixen 29 May @ 12:06pm 
Any way to remove or at least reduce the sound of the thrusters? I've made a very simple in-base cargo platform using these and they're pretty loud when I'm driving it around.
Enorats 25 May @ 2:06am 
Titanius, if you're still interested it is possible to alter the speed. It only takes a couple seconds to do. Just go to the workshop folder (steam/steamapps/workshop/content/244850/3015328630/scripts/GFA) and open the "RepulsorLogic" text file. A dozen or so lines down you'll see "private const int THRESHOLD = 25;". Change the 25 to whatever number you want and the thrusters will cut out at that number. Save it and you're done.
titanius anglesmith 20 Apr @ 2:04pm 
"sadface"
enenra  [author] 20 Apr @ 1:36pm 
Nope
titanius anglesmith 20 Apr @ 1:22pm 
way i can alter the speed? like a config ?
Ronchi 1 Apr @ 11:02am 
Ty Enera, I'll give that a whirl.
enenra  [author] 1 Apr @ 10:32am 
This mod references neither of those components. You likely have a corrupt download:
https://spaceengineers.wiki.gg/wiki/Fixing_Download_Corruption
Ronchi 1 Apr @ 8:34am 
It looks like it's the references to copper wire and titanium plate. Should there be a dependency mod ?
Ronchi 1 Apr @ 7:56am 
Heyo Enera, I am getting the following error, will this be due to a mod conflict ? or load order issue or other in your opinion ?
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.
enenra  [author] 30 Jan @ 4:43am 
I have no plans to make any changes to how it works right now.
Anarch Cassius 29 Jan @ 7:16pm 
I have the opposite opinion of RaSvet. The only thing keeping these things from being insanely OP is the platinum requirement. Make them available early on and no one will use other movement types.

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.
RaSvet 11 Jan @ 9:57pm 
Great job! Thank you very much.
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.
Frission 4 Nov, 2024 @ 12:29pm 
I like the lil' usage guidelines block at the bottom, nice touch :3
Deathpaw 28 Oct, 2024 @ 8:02am 
Hi TRW, Furry salute to you!. Can i ask a silly question, how is the power efficiency on these?
enenra  [author] 18 Oct, 2024 @ 9:32am 
Yes, you're not reading the mod description.
TheRedactedWolf 18 Oct, 2024 @ 8:46am 
Am I doing something wrong? It accelerates beyond 25m/s for some reason, though slows down with the acceleration. (Very nice mod btw, though Imo the repulsorlift is too cheap to build for the strength it provides.)
Dziwo 16 Oct, 2024 @ 10:35am 
This is the kinda mod I love. Something with unique strengths and limitations allowing for new kinds of builds instead of just 'what if ion thruster but 10 times as strong and works everywhere'
Arbiter 22 Aug, 2024 @ 12:14am 
It's nice, I have a few remarks :
-> 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.
=Duke= 22 Jun, 2024 @ 8:26pm 
Love this mod. The 25m/s limit is great.
Grebanton1234 1 Jun, 2024 @ 8:18am 
Hi, may I make an unlisted edit of your mod for my scenario? I want to add the speed limit to some underwater propellers and thought it might be the best to keep it all in one scipt.
enenra  [author] 12 May, 2024 @ 12:40am 
As a note, I've since patched this. The correct numbers should now be listed in the terminal.
enenra  [author] 24 Feb, 2024 @ 2:25pm 
oh good point. Didn't think about it that way, will look into it
john72934 24 Feb, 2024 @ 1:55pm 
To fix you can change the <ForceMagnitude> to 18000000 for large thruster and the <ForceMagnitude> to 360000 for the small thruster. That will equal 15 times the normal value. Then change <EffectivenessAtMinInfluence> to 1 and that will equal the 15 you had there before on small and large thruster. Then change the <EffectivenessAtMaxInfluence> to 0.66666667 that will equal the 10 you had there before for small and large thruster. With these changes the power will not increase and it will stay to your set value.
enenra  [author] 24 Feb, 2024 @ 10:12am 
Hm looks like this isn't even properly reported in the terminal.
Unforunately there isn't much I can do about this, since it looks like the values are tied together.
john72934 24 Feb, 2024 @ 9:52am 
Just wondering if the large version was suppose to use 12MW of power for 1 thruster. It seams the EffectivenessAtMinInfluence and the EffectivenessAtMaxInfluence is all so multiplying the power uses for large and small thrusters by what ever number the effectiveness is. was this intended.
enenra  [author] 19 Jan, 2024 @ 2:59am 
Happy you like it!
ezdowning 18 Jan, 2024 @ 10:46pm 
This is one of the best mods I've never known I needed; having them for 'maneuvering' thrusters has ludicrously improved the maneuverability of the...well, sort of monstrosity, in my latest save. And probably kept me from crashing into an asteroid a dozen times an hour. Keep up the good work!
enenra  [author] 8 Jan, 2024 @ 2:41am 
That's impossible to answer because it depends on the weight of the ship and other factors. I suggest you add more power blocks until the power doesn't max out anymore.
KiberVolk 7 Jan, 2024 @ 11:55pm 
How many are needed for a small grid ship (minimum)? Because when I have like 2-3 on each side except forward, my ship freaks out and power consumption is 100% and unresponsive.
Nomad 24 Dec, 2023 @ 8:06am 
AlexanderTheWorst he legit shows both grids in the image like how dumb are you ?
Crazy_Red_Medic 15 Dec, 2023 @ 12:14pm 
A trivia/nitpick:
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.
AlexanderTheWorst 28 Nov, 2023 @ 7:30pm 
this looks like large grid. do you plan to make small grid?
enenra  [author] 25 Nov, 2023 @ 7:34am 
That's probably the performance boost repulsors get when in gravity. It's 15x at full gravity and lowers to 10x at the lowest point of gravity I think.
kitsu.eb 25 Nov, 2023 @ 7:28am 
Hey Enenra, Build Info says a SG RLE provides 24kN thrust, while the new small flat atmo provides 32kN. I slapped some of these onto my first scrap miner in survival before reading the specs and they seem to far outperform regular atmo thrust, so there must be some factor Build Info isn't showing?
syk 22 Nov, 2023 @ 3:42pm 
Theank for this modde, is veary usephull
Isaacklan 22 Nov, 2023 @ 12:07pm 
this mod is very help full to get my ships fly into planets and fighters lot better to stop drifting and stop crashing or stop of hydrogen
enenra  [author] 10 Nov, 2023 @ 12:24pm 
I would recommend the mod BuildInfo to easily see those stats ingame. :-)
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.
Exhon 9 Nov, 2023 @ 1:14pm 
Can we get the stats for this? IE the weight, thrust, power consumption for the small and large grid variants?
Hikari 4 Nov, 2023 @ 3:21pm 
That's actually nice. I'll put them to good use.
enenra  [author] 4 Nov, 2023 @ 1:27am 
(And this is very much how ships move in Star Wars.)
enenra  [author] 4 Nov, 2023 @ 1:26am 
Yes, absolutely. And that characteristic is what makes flying with them so different than with 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.
Hikari 3 Nov, 2023 @ 10:28pm 
Can those thrusters be used to brake if you're going above 25m/s?
LordZarmack 3 Nov, 2023 @ 3:03am 
alright cheers
enenra  [author] 3 Nov, 2023 @ 12:51am 
No, it's just like any other thruster and only provides thrust in one direction.
LordZarmack 2 Nov, 2023 @ 4:28pm 
so does this block let a ship fly in omni-direction thrust or is this just a regular directional thust.
enenra  [author] 1 Nov, 2023 @ 11:49am 
The onl thing that happens is that the repulsors don't contribute thrust beyond 25m/s for a side of the grid. Any other thruster can accelerate the grid beyond that as normal.
Motor_Halo_30 1 Nov, 2023 @ 10:18am 
Maybe I’m not understanding the description, but with the lift engines, if the ship/grid has a forward speed/vector greater than 25 m/s, but has no vertical movement, with repulsor lifts facing downwards, will they still be able to move the ship upwards at 25 m/s?
enenra  [author] 20 Oct, 2023 @ 4:16am 
Ok, with a bit of delay but this version should now work. Please let me know if there are still issues.
enenra  [author] 17 Oct, 2023 @ 11:01pm 
Ok we should have a fix now but I didn't have time yesterday so I will be publishing the patch tonight in around 12h most likely.
Someone 17 Oct, 2023 @ 8:14am 
Good idea, appreciate the responsiveness - really helps us stressed out server admins :,)