Space Engineers

Space Engineers

[Obsolete] CSD Afterburner
203 Comments
Xjcw 4 May, 2019 @ 2:55am 
i remember these as very overpowered
they are stronger then hydrogen

like i propeled a ship 10000 miles by hitting forward once
(it was a mere cockpit though)
Mojo 12 Nov, 2017 @ 7:51am 
@ NinjaPirate - I know you probably do not want to update these but you could make them use Hydrogen which would give players another style of hydro thruster to use. :)
Hyper 17 Aug, 2017 @ 12:06am 
I'ts not compatible? :(
Procrasturbator 21 Mar, 2017 @ 6:55pm 
please make this DX11 compatible.... i have wanted an afterburner in the game for a long time. On a side note, think you could make a weaker version for things like when you build rovers? basically something you can use to get up that hill your tires cant seem to grab at? or for jumps across canyons lol
Godbrithil 23 Feb, 2017 @ 1:35am 
pls dx11 version
Ω Spriggan Ω 14 Sep, 2016 @ 1:21pm 
Yay Space Nitro
TheBraveGallade 27 Mar, 2016 @ 3:40am 
As much as asking this is douchy, DX11 would be nice...
NinjaPirate  [author] 20 Dec, 2015 @ 12:53pm 
This mod is currently redundant due to the advent of hydrogen thrusters. I will work to change the mechanics to integrate fuel-consumption in a balanced manner, but until such a time this mod will remain as-is, and its use is down to your discretion.
Cheetah 22 Oct, 2015 @ 1:35pm 
It really needs to be remade with new Hydrogen Thruster mechanics, which actually require fuel.
Azzaman! 19 Sep, 2015 @ 6:55pm 
Probably When it's done ++1 day everytime someone asks.

Also those snotty pricks who go "No Dx11, unsub bai" really don't know how the motivation of free agents works. Modders like Ninja do this for their own satisfaction, saying crap like that to any hobbiest modder is likey to at best delay work, at worst casue it to stop, delaying things further. As people decide to pick the project up assumeign anyone does.
Modders don't do things for free, they need satisfaction, if they don't get it they stop. Abuse reduces satisfaction with the project.
Suicide_Jack 6 Sep, 2015 @ 1:58pm 
Any eta on DX11?
killer 5 Sep, 2015 @ 7:10pm 
shoot i read it wrong sorry my mistake
NinjaPirate  [author] 5 Sep, 2015 @ 1:16pm 
2 gigs? Would you care to elaborate? If you're referring to the filesize of the mod, it's closer to 2 MB.
killer 4 Sep, 2015 @ 7:40pm 
about 2 gigs thats alot of band with for a afterburner

NinjaPirate  [author] 30 Aug, 2015 @ 1:34am 
That's the essence of it, yeah. I was still pushing the limits of what I could personally do within the gatling gun definitions.
Shamux 29 Aug, 2015 @ 8:35pm 
Ah. I see. You made it a gatling gun, changed the model and range, set recoil to max, and changed the bullet color to green?
PainGifter 9 Aug, 2015 @ 8:50am 
No Dx-11 = unsubscribe and thums down.
sammyson9 3 Jul, 2015 @ 3:29pm 
dx 11?
NinjaPirate  [author] 10 Apr, 2015 @ 3:44pm 
awful, so i won't be doing it
The Alien Hunter 10 Apr, 2015 @ 3:17pm 
thats fine, so what will your Quad turret look like when shooting?
NinjaPirate  [author] 10 Apr, 2015 @ 1:58pm 
It's impossible - gatling turrets aren't the same as fixed gatling guns. They *require* the barrel component to be in a separate, spinning, model. This means that if you have more than one, the points from which the projectiles draw would be rotating about the turret's axis of attack.

I'm unsure if I'm articulating this well, but Okim is right - it can't be done yet. Sorry buddy.
The Alien Hunter 10 Apr, 2015 @ 1:54pm 
but my real question is, how big is your turret gonna be? ( A x B x C grid)
The Alien Hunter 10 Apr, 2015 @ 1:53pm 
wow, ok, so there IS 2 quad gun turrets on the workshop, but they ARENT full auto! he says its impossible to make multiple barrels full auto, but i highly doubt it with your large ship Auto cannon, now i REALLY cant wait for your Quad gun turret! KEEP UP THE GOOD WORK.
Freznel 3 Apr, 2015 @ 7:51pm 
what we really need, is more lasers.
NinjaPirate  [author] 3 Apr, 2015 @ 1:52pm 
The Wirbelwind's Flakvierling is absolutely fully automatic! Dakka dakka dakka dakka dakka!!!
The Alien Hunter 3 Apr, 2015 @ 1:29pm 
that was just the only one i can think of off the top of my head.
The Alien Hunter 3 Apr, 2015 @ 1:28pm 
ah, but you know the concept im trying to get at right? 4 full auto guns.
NinjaPirate  [author] 3 Apr, 2015 @ 1:12pm 
Please understand that CSD is currently in the business of keeping WW2 German engineering relevant in today's space economy. If I produce any quad-barrel anti-air units, it'll be 20mm FlaK, rather than 12.7mm american machine guns :)
The Alien Hunter 3 Apr, 2015 @ 1:03pm 
NinjaPirate  [author] 3 Apr, 2015 @ 1:02pm 
Wirbelwind FlaK? ;)
The Alien Hunter 3 Apr, 2015 @ 12:55pm 
nice, can i ask one thing? will one be like an Anti-Air looking turret with 4 barrels? because i noticed thats another thing missing in SE.
NinjaPirate  [author] 3 Apr, 2015 @ 12:43pm 
I sure am, guy! It's a bunch of turrets - long overdue in the CSD line!
The Alien Hunter 3 Apr, 2015 @ 11:13am 
are you buy any chance in the middle of making a new mod? it would be really cool to see a new one :)
NinjaPirate  [author] 26 Mar, 2015 @ 2:59pm 
I think I addressed that before - it doesn't make much sense. At large ship scale, you can afford to add more mass to gain more thrust, or you can build a gravity-drive for the same CoM-based acceleration. Sorry, it's just not high on my list, if at all.
Freznel 26 Mar, 2015 @ 12:16pm 
Can you please add a large ship version?
sohovapottu 27 Feb, 2015 @ 2:54am 
sorry for sending two comments i just wanted the answers soon
NinjaPirate  [author] 27 Feb, 2015 @ 2:51am 
As I said in my reply to your comment on my other mod, I cannot say when. I have had to take more hours at work so I don't get time to work on my mods anymore.
sohovapottu 27 Feb, 2015 @ 2:49am 
i really like your mods when will come the next one?
Commander Kobold 24 Feb, 2015 @ 8:26pm 
Makes for great torpedo thrusters
LeoninJesterXII 23 Feb, 2015 @ 9:41am 
This is a really frikkin' cool idea. However, I thin the flme colour is a bit out of place. A blue flame would make more sense. I understand if the modding capabilities of weapons don't allow it, I was just putting out some hopefully constructive criticism.
andbruu 19 Feb, 2015 @ 4:51am 
I get alot og good use out of this. Placement can give it unique uses, such as quick pull-up after a run, rapid direction change and forward boost. I have to agree with NinjaPirate, that it has limited, but an intented use, forged by his vision of balance, and the limitations of the engine. Much rather have his low-balance, than many of the handsome, but powerful thrusters out there, that ignore many of the acpects that contribute to balance.....
I regognice that balance is subjective, but I like that NinjaPirate use vanilla SE as a compas.
NinjaPirate  [author] 18 Feb, 2015 @ 9:49am 
Alright, one last post. I have an issue with the sentiment that this is 'kind of useless if at high velocities it damages itself'. No, it's not. It's supposed to do that, because you aren't supposed to use it at high velocities. That's on a par with saying that the rocket launcher is kind of useless if at 5m range the explosion damages my own ship. It wouldn't be true, because I would just be using the thing inappropriately. This afterburner has a very clear intended use, and I'm sorry if that doesn't align with what you need.
NinjaPirate  [author] 18 Feb, 2015 @ 9:40am 
Fluff aside, you have to understand that I want this to remain balanced and competitive. If it takes no damage, and just required more exhaust clearance (which is practically a non-issue), it would essentially be a super-thruster that doesn't drain your reactor. More besides, the self-damage is a limitation of the game itself; the block's barrel and muzzle dummies become misaligned when the ship moves quickly, to the point that the projectiles draw inside the block itself. If damage was set to zero, you would still have impact sounds and sparks, which would look entirely out of place. Happy accident turned into usage-limit, which I'm rather happy with personally.
NinjaPirate  [author] 18 Feb, 2015 @ 9:36am 
Thank you for your suggestion. Here's why I shall disregard it: This system is designed to aid acceleration up to combat speed or to assist in rapid deceleration, in whichever direction is desired. The intention is that a small ship won't have to spend time at low velocities and in a position of compromise when faced with sudden and immediate danger. They can get from zero to combat speed in a much shorter time than their thrusters and reactors would otherwise allow.

This system is in no way designed to replace thrusters or as a high-speed "boost" engine. The system CAN aid in acceleration at high velocity, but in order to remain effective at such speeds, it has to work above and beyond the intended capacity and will wear much quicker.
Marxon 18 Feb, 2015 @ 8:47am 
This is kind of useless if at high velocities it damages itself... May I suggest for the sake of ease of use the weapons don't do damage but maybe have a bit bigger hitbox for clearance?
Andeerz 17 Feb, 2015 @ 12:47pm 
Gotcha! And I completely sympathize with those sentiments and I agree about your assessment about what people would build. Though I think you might be surprised with how much variability there could be in form of realistic ships depending on how accurately and extensively physics are modeled. Check this website out for funsies!!!: http://www.projectrho.com/public_html/rocket/realdesigns.php Some of these designs are beautifully outlandish in my opinion. :)

Regardless, you are right: there would definitely be a tendency towards certain shapes and designs, and all would have to be pretty symmetrical. Also, the game would have to have a way of more easily interacting with and displaying distribution of mass about center of gravity and the like (which I have seen clever solutions for... but I digress).
NinjaPirate  [author] 17 Feb, 2015 @ 3:56am 
@Marxon The Shadowhunter - This would be no less wonky than a gravity drive, and since large ships already have those, why change anything :)

I wanted fighters to have an acceleration solution that wouldn't overload the reactors or require more reactors/thrusters and thus increase mass. The mass of a fighter is very important to its maneuvrability.

Large ships can afford to increase their reactor room and expand the engine bay - on that scale, a bit more mass doesn't mean too much. More besides, they can have gravity drives, and they are no more or less wonky than this very mod! Align, align align :)
NinjaPirate  [author] 17 Feb, 2015 @ 3:51am 
@Blarty Over Here - it makes sense, I don't dispute that. And I agree that the thrusters could fire to arrest momentum. My problem with that is that the ships people build *would* absolutely roll and jink about before coming to a stop. It wouldn't be pretty to watch on pretty ships, and any practically functional ships with appropriate thrust would probably be cylindrical function-over-form ships that are no fun to look at or be in. Again, this is 100% how I feel about it and I'm not arguing right or wrong. It would be interesting to see it happen for a bit and say "oh, neat", but ultimately I'm happy with how simple our toolset is right now. It gives us clear rules and boundaries within which to build crazy machines without necessitating much knowledge of basic physics.
Marxon 16 Feb, 2015 @ 6:08pm 
I would love to see a large ship version to allow some heavier ships to have a bit more oomph to get going without a wonky gravity drive.
Andeerz 16 Feb, 2015 @ 4:31pm 
If thrusters could apply torque about the center of mass of the grid it is placed in as your afterburners do, the vanilla inertial dampening could be applied to this in the manner I describe above, minus the necessity of pistons/rotors, to bring things to a complete stop. To do so would be within the capacity of the game engine, since the scenario I described above is within the capacity of the game engine.. I hope this makes sense... it is hard to write this. :)