Space Engineers

Space Engineers

[codecat]Gyroscopes [DX11] PUBLIC
65 Comments
Hitcholator 19 Jan, 2017 @ 2:46am 
Does anyone experience SimSpeed Drop when you use them ?
I am playing in SP and after using them my SimSpeed droped badly.
VALT13L 16 Dec, 2016 @ 2:58am 
CANNOT live without this mod on my saves, brilliant :) thank you for continuing to support this mod, hope the update comes soon :)
LocInt 15 Sep, 2016 @ 11:52am 
Is there something wrong with these? It is like they are 100x less effective.
cakoluciam 15 Feb, 2016 @ 2:32am 
read the specs file ;D
Meat Vegetable 2 Feb, 2016 @ 12:53pm 
are these survival ready and have build stages?
Inferi  [author] 19 Jan, 2016 @ 5:11am 
@Arstan : I place each mod in its own sbc file to get a better structure of my mods. If I would need to edit some mod, I just open that sbc mod file and nothing else. One could place large and small of the same mod in the same file, but I prefer it this way. I do not think it has any negative impact in game if you do as I do , or if you put all in one file. SE retrieves all sbc files in the folder anyways. The most important thing is that you find a way that suits you. You should also choose a prefix for your mods so your mods do not conflict with others. I usually use "codecat-" nowdays for prefix in my mod IDs... I thank you for liking and using my mods, always nice to hear :)
Arstan 18 Jan, 2016 @ 3:11pm 
Cracking open this mod to get an idea what is needed for modded gyros, I see that every gyro has its own .sbc file. Is there a direct reason for this? Would it be ill advised to combine all my gyros into a single file? ie Cubeblocks.sbc? Looking for your input, I personally use and love several of your mods!
LocInt 2 Nov, 2015 @ 11:52am 
Keep up the good work.
Inferi  [author] 24 Sep, 2015 @ 4:24am 
@Mike Loeven: The ccAI are created by codecat Advanced Industries and have a better force magnitude then standard codecat version of the same size. I had a custom component for the ccAI version before but had to take it away for a little while. I will add that component again when I am working on gyros again.
Mike Loeven 23 Sep, 2015 @ 3:57pm 
@whats the difference between the 30 in 1 and the CCAI 30 in 1. Looking on your spec sheet their component lists and stats appear identical save for a slight difference in power consumption and force magnitude
Fistagon 4 Sep, 2015 @ 7:40pm 
Shogun thanks you
Inferi  [author] 4 Sep, 2015 @ 7:20pm 
@Shogun KA YO!: The ccAI are created by codecat Advanced Industries and have a better force magnitude then standard codecat version of the same size. I will add a extra custom component to the ccAI version when I get to mod my gyros again so this will be easier to see after that.
Fistagon 4 Sep, 2015 @ 7:06pm 
whats the ccAI 30 in1 do? i read the specs file and Shogun dont understand
Inferi  [author] 28 Aug, 2015 @ 4:46pm 
@SteelChross : Looking good and you were right, its has really changed. And thanks for sharing your creation :)
SteelChross 28 Aug, 2015 @ 3:56pm 
@Inferi
Well, I have done I can do with her. A lot of changes since when you saw it. I leave you with the final product. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=499408872 Thank you for your mod contributions! Looking forward to anything new you come out with in the future.
SteelChross 22 Aug, 2015 @ 11:14pm 
@Inferi Thanks man, I will check them out, and let you know when its finished
Inferi  [author] 21 Aug, 2015 @ 2:18am 
@SteelChross: I will be honest with you; I am terrible with that in this game :) Nothing seem to fit anywhere, just big blocks. I often try to put them in places where I think they will go and then later I always need to rethink it. My best suggestion is that you download a few ships from the workshop that are adapted to what you want to do and pick them apart to see how they are structured. It may take some time but you will eventually see how it works.
Alternatively, you can go to:
http://forums.keenswh.com/categories/space-engineers.1006/
Inferi  [author] 21 Aug, 2015 @ 2:18am 
There you can ask questions about SE and building and other stuff. They are friendly :)
They will explain to you how things work and maybe even join you in your build. I am not playing SE that much anymore "mostly modding". And right now I am in one of my "down periods" in my life so not much is done.
But as I said, ask on the forum and download a bunch of ships from the workshop.
And please share your finished result or any result you want to share. I love seeing my mods in action :D
crowbarzero 20 Aug, 2015 @ 6:42pm 
Oh sweet, ty for posting the specs for all 3.
SteelChross 20 Aug, 2015 @ 5:49pm 
@Inferi
Sorry it took me a bit to respond, but to answer your question and be quite honest I am more than unfamiliar with how oxygen, conveyors, assembly blocks, and production blocks would be best assembled to be the most effecient.... I have a learning disability that keeps me from picking up on things that dont interest me. It is supremely frustrating and wreaks havock with my life. The building part captivates me to no end, but the whole ore mining and processing just.... yeah, I dont find it interesting at all.I want to build complete vessels, but I am hindered from producing things that can be fully used by this. So I need someone to go in and install those items in a fashion that would be the most beneficial. From observing how it is set up in the ship I might be able to pick up on how each item functions with the others, and how best to use them.
Inferi  [author] 20 Aug, 2015 @ 2:29am 
@commander.bert: Delete the mod from your computer and let it download again. The component pack was taken away due to limitations in the game. All gyroscopes should now work without the component pack. Report back on how it worked out for you.
commander.bert 19 Aug, 2015 @ 4:37pm 
In my game this mod produces a critical error on load too, I tried to find the Component Pack, but there is no such Pack in the workshop. What can I do?
Inferi  [author] 14 Aug, 2015 @ 1:12am 
@SteelChross: Well, its a big big ship :D It is in a early build stage it seems? What ideas are you looking for? exterior? interior? weapons? ??
SteelChross 13 Aug, 2015 @ 5:38pm 
Hey Inferi, Your mods, packs, and blocks are the staples of all of my builds. Got a new one though that is soooooo huge I could use some input on, and I would be honored if you could check it out and throw me some ideas. I am going to post the link here which you can feel free to delete after you have seen it. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=499408872
Inferi  [author] 9 Aug, 2015 @ 7:41pm 
I have now taken away the required components pack. The components will be in the pack where the mods are in the future. The reason is that the game didnt work as I wanted it to with other components so I wont use seperate packs for that anymore.
Inferi  [author] 28 Jul, 2015 @ 1:08pm 
@Hawk191280: Did your problem get solved?
Inferi  [author] 27 Jul, 2015 @ 5:31pm 
@Hawk191280 : I dont understand what is wrong but do you have my " [codecat]ccAIComponents " pack installed?
Hawk191280 27 Jul, 2015 @ 5:30pm 
Message is only serious mistake if the mod is loaded then oh he is no longer available within the game
Inferi  [author] 27 Jul, 2015 @ 5:28pm 
@Hawk191280 : What is the issue?
Hawk191280 27 Jul, 2015 @ 5:27pm 
Report Hi Your object is a serious issue and we'll look at times please shut after
Inferi  [author] 27 Jul, 2015 @ 5:24pm 
@Hawk191280: I am still not german :) Please write in english. What I got out of this message from google translate was that there was an issue? Please report what that was.
Hawk191280 27 Jul, 2015 @ 3:39pm 
Hi Deine Objekt melden einen gravierenden Fehler und werden abgschaltet schau mal bitte nach
Malhavoc 21 Jul, 2015 @ 5:30am 
That would certainly explain things.
Inferi  [author] 21 Jul, 2015 @ 3:02am 
@Malhavoc: KEEN say this: When multiple mods changes one thing (e.g. skybox), the mod which is loaded last (bottom most in list) will have priority. So mods in Space Engineers are loaded in the order of BACKWARDS!!!!? :/ ... So there is the answer why it didnt work :)
Inferi  [author] 20 Jul, 2015 @ 2:37am 
@Malhavoc: Thanks for the feedback. I will see if anyone has a sollution to this or if its just a gameproblem for keen to fix :)
Malhavoc 19 Jul, 2015 @ 5:51pm 
Ok, I've isolated the issue, and it turns out, its rather simple. The components mod MUST follow the gyroscope mod, if they are swapped with the component mod coming in first, they error out. I was successful in the original world I had the issue with.
Inferi  [author] 19 Jul, 2015 @ 1:47pm 
@Malhavoc: Would be great if you would do that so I know if there are a confilct with another mod.. It can also be a world related bug. Those do happen sometimes and the only way to get around that is to start new world "what I know of anyways".
Malhavoc 19 Jul, 2015 @ 1:44pm 
I'll make a new world, adding in mods till I figure out if there is a conflict with another mod.
Malhavoc 19 Jul, 2015 @ 1:44pm 
I made a fresh world, and was able to successfully get the mod to work again. However, when I attempted to utilize the mod on the world it was previously working on, it errors out again. I had moved both the mod and the components mod to the top of the mod list in the world loading.

I get the following error:
Some mods were not loaded because of errors. See log for errors or run game in single player to access mod debug screen. (Codecat)Gyroscopes (DX11)

The logfile contained the following entry:
No definition 'MyObjectBuilder_Component/ccAIGyroBoosterV1'. Maybe a mistake in XML?
2015-07-19 15:26:58.791 - Thread: 1 -> MOD_CRITICAL_ERROR: [codecat]Gyroscopes [DX11]
2015-07-19 15:26:58.791 - Thread: 1 -> in file: C:/Users/TJD/AppData/Roaming/SpaceEngineers/Mods/471753867.sbm/Data/codecat_cc_AI_gyro30in1_Large.sbc
2015-07-19 15:26:58.791 - Thread: 1 -> MOD PARTIALLY SKIPPED, LOADED ONLY 3/5 PHASES, see logfile for details



Inferi  [author] 19 Jul, 2015 @ 1:13pm 
@Malhavoc : Please report back how it goes .
Malhavoc 19 Jul, 2015 @ 1:12pm 
I had done that, but I will try it again.
Inferi  [author] 19 Jul, 2015 @ 12:10pm 
@Malhavoc: You need to download [codecat]ccAIComponents
Malhavoc 19 Jul, 2015 @ 12:01pm 
Just thought I'd point out some sort of error that recently came up. The mod won't load properly, when the world finished loading there is a simple error window stating the mod name.

MOD_CRITICAL_ERROR: [codecat]Gyroscopes [DX11]
2015-07-19 12:25:54.861 - Thread: 1 -> in file: C:/Users/TJD/AppData/Roaming/SpaceEngineers/Mods/471753867.sbm/Data/codecat_cc_AI_gyro30in1_Large.sbc
2015-07-19 12:25:54.861 - Thread: 1 -> MOD PARTIALLY SKIPPED, LOADED ONLY 3/5 PHASES, see logfile for details

I deleted the mod from the mods folder, and loaded a blank world with just this mod, and received the same error.
Kam Solastor 9 Jul, 2015 @ 3:50pm 
Cool
Inferi  [author] 9 Jul, 2015 @ 3:49pm 
@Kam Solastor: I am currently working on stuff irl. Join my group to get updates on when Im back to modding and other stuff :) Should be about 2 weeks before im back to modding
Kam Solastor 9 Jul, 2015 @ 10:57am 
Any word on the new gyros? If I'm gonna be tinkering with new jump drives, it'd be a great time to install new gyros too :P
Fistagon 5 Jul, 2015 @ 11:44pm 
very nice shogun will use in ship and replace old gyros now
Kam Solastor 4 Jul, 2015 @ 10:30am 
Ok. The ship I've been working on has been sitting around for awhile anyway, without additional gyro support. A bit longer won't kill her. Thanks for looking into it!
Inferi  [author] 4 Jul, 2015 @ 10:20am 
@Kam Solastor : Good thinking :) but I like to keep them in same package. Right now I am doing a container and when that is done I will see what I can come up with "no promises".
Kam Solastor 4 Jul, 2015 @ 10:15am 
Maybe '[Codecat] Gyroscopes with Module Support'?