Space Engineers

Space Engineers

Power Caps + Engine (DX 11)
51 kommentarer
VS-lockon 19. nov. 2021 kl. 15:51 
rider come back please
agrimes 12. jan. 2017 kl. 21:49 
Hey, I'm using ur large grid small engines to hover a 65,000 ton ship... It's the only solution available on this design, The engines are appropriately designed but the nanites are constantly welding the blocks behind the engines. =\ I tried script-welding the thing and the hull immediately went back to being dammaged. =( Yeah, I know these things are only 1% efficient and waste abount the same amount of power as a small nuke, but still it should be possible to use them without constantly dammaging the ship.
Kiithnaras 30. dec. 2016 kl. 13:31 
My gut feeling is that SE changed the way it loads LOD models into a model-indexing method rather than raw file structure method. Faster and cheaper, but also prone to filename conflicts. Because both the large-grid and small-grid thrusters have the same file names (albiet in different folders), the LOD models are being loaded from the large-grids since they are indexed prior to the small-grids and therefore first to call in the index.

The LOD models do exist, shroomy, but the game loads the large-grids first. Rider could either remove the LOD models or just rename the small-grids accordingly, but you're right - either way it's a model-file compiley thingum.
Shroom 28. dec. 2016 kl. 9:32 
To fix the LOD issues: Eikester suggests to either remove the <LOD> section from the xml and recompile the meshes or add the lod models
Kiithnaras 17. dec. 2016 kl. 1:13 
The newest update to SE Beta is causing something funky with the LOD models, using the Large models for Small thrusters. Any ideas as to why or how to fix? Not game-breaking, but rather obnoxious
VS-lockon 21. juni 2016 kl. 7:18 
Rider can make a mod with just the batteries because I really don't use the thrusters on this at all and just taking space I can use for other mods
agrimes 2. maj 2016 kl. 18:39 
I use a spreadsheet to evaluate engines, here's my balance report:

TWR: practically a cheat. The small = 577, xl = 2223, reference stock = 83.333 for xl, 864 for hydrogen.

Efficiency: absolute crap. Stock balance for ions is 0.1, your small is 10x WORSE (0.01), your xl is 2x worse (0.05). USELESS IN SURVIVAL MODE WHERE IT WILL BURN FUEL LIKE A MOFO!!!

thrust per unit volume: best is your small at 2.5, XL is 0.61, stock is 0.15.

fluffyness. Stock small is 2.19, your small is 4.329 (made of lead.) Your XL is only slightly less fluffy than the stock large hydrogen, yours being 0.278 and stock large hydrogen being 0.257
VS-lockon 10. jan. 2016 kl. 5:31 
I love your mod can you make make a reactorthat generate 40.000 power and out puts 20.000 BC I use hey shield mod that take a lot of power and I ending up with 3.000 reactors in 3 rooms making my ship way too big so if you can make me a we reactor but not too big with those specs
Roman Cat 5. dec. 2015 kl. 3:16 
Please balance thrusters. For survival they has imbalance power.
MAJ MxFlx 23. nov. 2015 kl. 14:15 
Power Caps Work Great. Thrusters randomly disappear or explode. Not sure if its when I try to thrust with them or when the level loads.
Valkyrie Ice 10. nov. 2015 kl. 19:12 
I like these, but I am having an issue with them in my world. They keep randomly vanishing one at a time. Every time I fly my ship one of them goes poof. It's usually only one, and it doesn't appear to be exploding or damaging anything else.

andbruu 23. juli 2015 kl. 4:46 
@Rider Will this mod be updated to DX11? I am not asking for an ETA, but would just like to know if I should continue to design my ships around it. For most of my vessels, your afterburners are such a large part, that it would be a mayor hassel to redesign. I am just starting over on my fleet, and wondering if I should include your mod. For the fleet it is not only a matter of visual design, but what roles and capabilities vessel could have.
Kam Solastor 8. juni 2015 kl. 17:13 
By the way, was tracking down the afterburners and realized they came from here - love those things, even if they are a absolute glutton for power.
KilledJoy 6. juni 2015 kl. 17:14 
DX-11????
Motam 21. maj 2015 kl. 13:22 
@Rider: Thanks for the info, I currently helped myself by adding the power cap and the thrusters as a toolbar button so I can activate them as I see fit.
I hope it will be possible at a later point in time to add these checkboxes so that power caps can be dedicated only to afterburners, only to 'normal' thrusters etc..
andbruu 21. maj 2015 kl. 7:58 
@Rider Thanks for the update. Regarding upgrades, would it be possible that you made your own upgrade module, that could only attach to the back of the thrusters? Each "square" on the back of a thruster could have an upgrade port, so that the larger thrusters could have more upgrades attached. Then you could have upgrade modules with different length, each with 50% extra thrust, but different power effectiveness. 2x1x1 with 300% increased power; 4x1x1 for 200% power increase and 6x1x1 for 100% power increase.
This system still place rear area as the most important "resource" for good thrust, while it allows for rewarding use of internal space.
Rider  [ophavsmand] 21. maj 2015 kl. 0:40 
@Motam, Sorry the game engine does not allows that kind feature but i'm working on a method with the new upgrade modules.
Motam 20. maj 2015 kl. 17:08 
Would it be possible to make them usable with the standard engines (and other mods engines) as an option in the controls (like tickboxes for 'afterburner use' / 'standard engine use')?
The thing is, I have a very small craft as a 'digging assistant' and it has only one small reactor. When accelerating / dampening with all thrusters, the reactor gets overloaded. I would like to keep the craft small but have extra power when accelerating / dampening.
Also the 'energy usage' goes wonky on my ship: when idling the hud reports 3000% energy usage ;)).
Other than these minor 'issues', awesome mod!! :))
TX 19. maj 2015 kl. 8:35 
No worries, i decided to not save, and wait for a fix instead, and now it all seem to work again except they have been discharged, but thats no worries. Solar power and long time batteries will fix that :)

Thx Rider, and thumbs up for cool mod btw :)
Rider  [ophavsmand] 18. maj 2015 kl. 16:15 
@andbruu, to make the thrusters upgradeable is easy, but it looks not so good when i place only the upgrade empty on each side, i must modify the model that it fits better. That's the problem i have, and i will not destroy the look of the thrusters.
I think i make another mod like a thruster pack but with less base thrust as the afterburner but with upgrade ports on each side to add more than just one supercharger or turbocharger :-)).
The XL is rebalanced.
Rider  [ophavsmand] 18. maj 2015 kl. 14:55 
@ TX_Spare, I'm really sorry, i have uploaded the wrong version, i fix it immediately.
TX 18. maj 2015 kl. 12:23 
What has happen to the small capacitor?
I had 6 of them in my ship, in various places, and they are gone. (Tiny seems ok, dunno about the other 2)
When i try to place a new small, the model is rotated 90 deg when u place it.
(From -- to | when u place it, at least in survival)

Am i gonna have to rip apart my ship now?
No detail of them being altered in the log above nether...
andbruu 18. maj 2015 kl. 9:03 
Nice to see that your still working on this. Would you consider making upgrade modules for these. A 100 percent increase in thrust for a 300 percent increase in power requirement would be perfect IMO. I note that you increased the thrust of the new XL by a factor of 10, compared to the Large version, but the power is only increased by a factor of 5. It MIGHT be balanced by the fact that you could fit more large thrusters on the same facing (25 if my math serves me right). Looking forward to test it out. It is however massive... none of my ships could fit that... must start on a super-battleship.
andbruu 3. apr. 2015 kl. 14:28 
Thanks a lot Rider, and I hope other will be happy with this as well. I'll be getting right back into building more ships with your thrusters.
Rider  [ophavsmand] 3. apr. 2015 kl. 2:02 
@andbruu You have right, I change the power consumption back like it was before
andbruu 2. apr. 2015 kl. 16:26 
Hi, I have used your mod for a while now, and found its balance (after production) to be good. However, with the hefty decrease in power required, I now feel that it is way too powerful, compared to the vanilla thrusters. A quick calculation puts the vanilla large/large thruster at a power to thrust ratio of 1:5,6, while yours is 1:5. Is that correct calculation? If it is, then together with the HUGE reduction in volume, and required surface area of your model, I think it is too powerful. Also, I liked how I was limited in using it because of energy storage capacity and recharge time, but that has also changed to be more powerful. Would you consider releasing a less powerful version?
OGefr.Porta 4. mar. 2015 kl. 2:56 
is this thing more powerful than a titan thruster??????
Roman Cat 15. feb. 2015 kl. 8:52 
Increase the cost of production by 10 times.
Roman Cat 15. feb. 2015 kl. 8:49 
That'S Perfect. But please, the creation of these engines more expensive. Thank U.
OptomisticGaming 14. feb. 2015 kl. 5:45 
this mod looks good
BioMech 11. feb. 2015 kl. 13:46 
Design looks good, although similar to others (just thrusters, the caps look original, and if copied/adapted from others, credit should be given), also, pink textures usually indicate wrong texture path/filename.
Kienata 10. feb. 2015 kl. 19:12 
Construction models of the thrusters are pink. (STAGE1)(STAGE2) stage three seems fine and final stage is clearly fine.
BlackRedDead 10. feb. 2015 kl. 17:53 
meh, a mix of two existing mods...
COMMUNICATION - something mankind achieve after the fire ;-)
Supercaps
Afterburner
Rider  [ophavsmand] 10. feb. 2015 kl. 8:21 
Now with Large Thruster for small and large Ship
Thruster energy consumption is re-balanced a little bit
EZ 10. feb. 2015 kl. 0:19 
Clarity is vital, even if you use translate. I dont understand why you have balanced these thrusters to need 30+ large reactors to even begin to power 1 small thruster properly!! (I tried them out a couple of days ago, not sure if you have re-balanced them since). I appreciate that they are "burst" thrusters, but thats still way too much requirement. On the positive side, I like the visual design :)
Rider  [ophavsmand] 9. feb. 2015 kl. 15:19 
@Derp Gas
thats capacitors and a thruster with afterburner (description is in english and german)
KilledJoy 9. feb. 2015 kl. 13:36 
Can i ask what this mod does? Im no good with german and i dont use google translator cuz it misinterpits language?
Lepler700 9. feb. 2015 kl. 8:50 
ich finde den mode gut
Failtastic17 8. feb. 2015 kl. 14:30 
I don't know much German, but I read some of the comments that were in English, and it sounds pretty good. Can't wait to test it.
Rider  [ophavsmand] 8. feb. 2015 kl. 2:06 
@Mornedhel
Ist nicht meine absicht, aber mal abwarten
Rider  [ophavsmand] 8. feb. 2015 kl. 2:00 
@Suicide_Jack
Viel Leistung auf kleinem raum ergibt sehr hohen Sprit verbrauch :-)
und für dauerbetrieb sind sie ja nicht geeignet (auser mit genug Reactoren versteht sich^^)
Rulin 7. feb. 2015 kl. 16:27 
Fehlt nur noch ein Script, dass ausschließlich Energie von den "Powercaps" saugt oder kann man das evtl in den Mod mit einbauen?
Suicide_Jack 7. feb. 2015 kl. 16:03 
Der Energieverbrauch sollte nochmal überarbeitet werden.
Getestet mit einem großen Schiff mit 1GW Leistung und einem dieser Triebwerke, selbst im Ruhezustand war das immer überlastet!
Kleines Schiff war mit 9MW Leistung das selbe Spiel, ein Triebwerk und der Reaktor war dauerüberladen.


powerconsumption is too high!
i have tested the thruster on a large ship with 1GW powersupply and a single thruster sends the ship into overload, even in the idle state!
Same with small ship variant, 9MW supply with a single thruster and the energy went straight into overload, even in idle state.
Mike Loeven 7. feb. 2015 kl. 14:57 
Whats the capacity and charge/discharge rate of the caps
Nioreux 7. feb. 2015 kl. 14:39 
?
Nioreux 7. feb. 2015 kl. 14:39 
how about a large thruster version of the thruster
the.gamer112 7. feb. 2015 kl. 14:23 
Muss man die Mod erst aktivieren? Ich kann beides nicht im Spiel finden...
Rulin 7. feb. 2015 kl. 14:14 
Cool, gleich mal testen!
Coxzee 7. feb. 2015 kl. 8:19 
Very nice design. ;)
PanicOregon281 7. feb. 2015 kl. 3:49 
are those batteries in the background or power usage regulators for a feature with this mod that causes your reactors to take damage when the power usage is overloaded?