Space Engineers

Space Engineers

Servovicis' Speed Mods
12 Comments
Goatroach 15 Feb, 2017 @ 4:26am 
Like yo-yoing in multi-player. My friend's cruiser started doing the Family Guy low rider TIE figher accross my screen the other night: https://youtu.be/yxOV82YjoaE
Servo  [author] 15 Feb, 2017 @ 4:21am 
even with mods, it feels a bit lacking. but the aerodynamics mod is sometihng I agree should be a core mechanic, however there are more pressing things they need to fix first.
Goatroach 15 Feb, 2017 @ 3:11am 
Fair point that aircraft in real life have drag to aid stopping and course change. I like the Aerodynamics mod that adds atmospheric resistance/friction. It really should be made into a core feature of the game. After all, one of the most challenging things for real life astronauts and aerospace engineers is dealing with re-entry. I love doing the shuttle re-entry in X-Plane 10 GE. Starting at 400,000 feet above sea level and traveling 15,000 Mph at the beginning of re-entry over the sea of Japan, then landing in southern California, safely on the ground about 30 minutes after beginning re-entry is incredible. I'd love to be able to do that in SE with my own ships without needing to mod, even if the speed is scaled down with the planet. Until then, I must use your speed mods and that aerodynamics mod. Thanks for making these speed mods, btw. :)
Servo  [author] 14 Feb, 2017 @ 3:56pm 
as far as modded publishes, it should let you so long as you specifiy the mod prereqs. Its been awhile since I've put a ship on the workshop though.
Servo  [author] 14 Feb, 2017 @ 3:54pm 
all fairness, aerodynamics isn't in the game, so while on planets, you cant change direction and hope velocity ajusts with it like in real life.
Goatroach 14 Feb, 2017 @ 3:42pm 
Yeah, the vanilla engines suck so much, yet they're massive. An F/A-18F Super Hornet in real life can dive at the ground, then nose up with the afterburners punched, and stop the plane in mid air, hovering briefly before sky-rocketing up again. This is accomplished with twin engines each producing 22,000 pounds of thrust (44,000 total), or 195,721.8 N with a combat weight to power ratio grater than 1:1, so why, oh why, do 3 large atmo thrusters for small ships, which according to the SE Wiki produce 408,000 N EACH (just one has more than twice the F/A-18F's engines combined) barely move a 35,000 Kg aircraft at low altitude?! Sometimes I get pretty annoyed by the terrible vanilla engines, but I have to use them because as far as I know, modded blueprints can't be published (it denies me the ability to publish modded ships).
Servo  [author] 14 Feb, 2017 @ 5:55am 
now if its an issue of deceleration to the planet, the starter ships are just not designed for proper reentry and rely on a speed cap. Engineers hopefully have learned to compinsate for that.
Servo  [author] 14 Feb, 2017 @ 5:54am 
If your goal is decelaration, which I've had the same issue many a time, its a matter of having enough thrusters pointed in the direction you want to slow down in. Just like some times it takes several min to get to top speed at times, it takes time to slow down too. Its just a matter of exerting a force forward. I like Gravity Drives for this. Huge force for speeding up and slowing down, and thrusters for turning and maintaining direction. Problom is it requires a balanced ship.
Servo  [author] 14 Feb, 2017 @ 5:45am 
acceleration is fixed based on force of thrusters / mass of ship
Servo  [author] 14 Feb, 2017 @ 5:44am 
Acceleration is not affected by max speed (fixed)
Goatroach 14 Feb, 2017 @ 5:19am 
Is acceleration a percentage of top speed, or fixed/constant? In other words, would the same ship accelerate faster with the 1,000 m/s mod than, say, the 500 m/s mod? I've found most ships can't decellerate fast enough above 500 m/s, so I'm thinking of downgrading from 1K m/s to 500 m/s, but I'm curious if that'll influence the acceleration.
Valdoroth 9 Jan, 2015 @ 11:20am 
Neat! I was just thinking about this the other day too.