Space Engineers

Space Engineers

[Deprecated] Planetary Dynamics - Re-Entry Heat, Drag, and Wings.
226 Comments
Kolljak 30 Nov, 2022 @ 6:40pm 
can anyone tell me if it is broken. i am not seeing a "its is broken" so i am assuming it still works?
game plays 1230 28 Nov, 2020 @ 5:44pm 
just thank you now i get to burn my aircraft 24/7 when i try to fly with them
btaylor00744 20 Sep, 2020 @ 2:28pm 
Thanks for the info - yes please don't remove it until it actually breaks - I kind of like yours better for actual balance etc. You did great - I enjoyed having to add segments of wing material under the front to make some things fly. It felt like earning it.
Dondelium  [author] 20 Sep, 2020 @ 7:54am 
FYI. I intend to leave the mod in its current state until a SE change breaks it.
Dondelium  [author] 20 Sep, 2020 @ 7:52am 
You will need to rebuild your wings. That, should be all you need to do if you use those mods. Honestly handling flight mechanics will probably be easier with them.
btaylor00744 20 Sep, 2020 @ 1:45am 
I have so many things that use this mod - does the replacement you suggest make conversion easy or am I screwed?
hysteria 8 May, 2020 @ 5:43am 
Is this mod interfere with the npc spawn mods like EEM or MES? Can it make the npc ships randomly lose control?
SeptimusCorvus 22 Jan, 2020 @ 9:42am 
Hi sirius, I had the same issue and I seem to be able to solve it by removing a random block from the grid that's acting weird, then replacing it. It seems to be an issue when the game loads/when you spawn a grid with wings. Just delete/grind off any random bit and put it back, I think the mod re-calculates the amount of lift it needs (so it doesn't flutter like a leaf and land backwards and upside down (or struggle into the air and then want to fly down and upside down). It was driving me crazy for a few days, as i couldnt work out why my planes seemed to flip out at random (I'm using digis wing mod and planetary dynamics together, and my planes have suspension wheels on them. Grinding and welding a block to update the grid seems to work reliably, at least for me.

Hope this helps :)
SiriusBlack 27 Nov, 2019 @ 7:41am 
I am having a few issues. I designed an aircraft that works really well half the time, then the other half of the time when i try to take off or just fly it flips and rolls like my gyros are on override. I originally used this mod for my plane. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=473571246 . But when i had the flipping issues i switched to using the wings from this mod. Either one causes me the same issues. I am tired of having to go back to previous saves to save my plane. Any help would be greatly appreciated.
Tsubasa 25 Sep, 2019 @ 7:38am 
is it possible to achieve drag without using the wing blocks?
Hot Redhead 18 Sep, 2019 @ 10:28pm 
Looking for a way to replicate that first fighter on the first picture - I don't see any wings on it. Is there a place I can download this blueprint from?
Cynblue 1 Apr, 2019 @ 10:26am 
is this compatible with digis wings?
by this i mean do they worlk well with thiss mod as i did not find annything in the description of eter of the 2 mods that tells me this
A_N1ne 25 Feb, 2019 @ 8:03am 
cool. looking forward to it
Dondelium  [author] 24 Feb, 2019 @ 8:53am 
Currently no. I did just think of a way to implement that. I wont have time to get to it soon, but may be able to find some time in the next couple of weeks.
A_N1ne 23 Feb, 2019 @ 4:59pm 
this is an awesome mod, but I have sub grids inside my ship that are breaking during re-entry, is there a way to stop this from happening?
Significant Otter 19 Jul, 2018 @ 2:59pm 
Thank you, that's very helpful. I'd use your mod with a dedicated speed mod (~400 m/s) because that's more sensible on a DS.
Dondelium  [author] 18 Jul, 2018 @ 7:36pm 
My mod is an all encompassing pre-balanced mod. With a 1km/s speed mod, and wings.
It may not be best as a dedicated server mod as it does have a 1km/s speed limit.

Draygos will provide you more customization options.
Significant Otter 17 Jul, 2018 @ 4:03pm 
Hey @Dondelium, I'm currently trying to decide which drag mod to use on my server. Can you tell me what's the difference between your mod and that of Dragyo Korvan (this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=571920453)?

Apart from the wings included in your mod of course.
Dondelium  [author] 5 Jan, 2018 @ 1:59pm 
@Mechjeb How large of a ship are you using when experiencing lag, how fast are you moving, and what other mods are being used?

I ask because a fast moving large ship 2000+ parts will cause lag. This is because the massive amount of changes that occur during reentry. The heaviest calculation being: Blocks being destroyed, which causes updates for the whole grid in space engineers itself.

This can be avoided by using less blocks, or by slowing down before entering the atmosphere.

Some other mods cause exponentially more updates than would be done normally, which can cause slowdown.

Sadly there is no good way to reduce these issues otherwise.

Now, if none of these issues are present, then there is definetly an issue which needs to be resolved, and I will need to be able to recreate the scenario you are experiencing to pin point the problem.
TheEventHorizon 5 Jan, 2018 @ 6:27am 
This mod Seems to be causing severe lag when ships enter the atmosphere
Ulfsark 28 Dec, 2017 @ 1:42pm 
This looks like an awesome all-in-one mod for realistic atmosphereic flight, the only thing is you're severely limited by the parts. There are other wing block mods out there, maybe see if you can "borrow" or use some of those models and apply your lift dynamic to them.
Andy_S 11 Dec, 2017 @ 2:26am 
Standalone wings mod is a goner? :(
Dondelium  [author] 10 Dec, 2017 @ 7:32am 
I ran a mission to the moon on a survival world where I re-entered a small ship at about 800 ms. I used parachutes and a heatshield on one face of my return vehicle to get it safely to the surface.

The travel module on the other hand desentigrated within a few seconds of entering the atmosphere. So I know this system works.
Dondelium  [author] 10 Dec, 2017 @ 7:30am 
Each block has its own heat/damage profile. This means a solar panel/connector will rip off with ease, and heavy armor will take much more.

Heat doesnt spread of the entire craft evenly either. Heat is only applied to the blocks at the foremost position for the faces directly recieving drag.

This means that with proper driving you could attach (Using merge blocks) a heavy armor heat shield on one face, and keep your ship carefully pointing that heat shield in the direction of travel until your parachutes/thrusters/drag can slow you down enough the heat isnt a danger, and then jettison the heatshield to reduce weight.

Another option is to not enter the atmosphere over 500ms. This is usually enough to keep most of your ship intact. (Light armor shouldnt even take damage)
Church.exe 9 Dec, 2017 @ 11:03pm 
but i do have one question, that being do they take the damage till they run out or simpily dampen the damage delt
Church.exe 9 Dec, 2017 @ 11:02pm 
Would but im more doing it to survive a crash landing of a mothership and dampen any small portions of damage so i dont need to repair as many of my ships parts are very hard to reach
Dondelium  [author] 9 Dec, 2017 @ 10:55pm 
Your honestly better off using heavy armor as a heatshield.
This is because heavy armor takes more heat to take damage, and takes it at a reduced rate.
Dondelium  [author] 9 Dec, 2017 @ 10:53pm 
Yes, but it wont stop much.
Church.exe 9 Dec, 2017 @ 10:43pm 
so theoreticly you could prevent a small portion of damage to help say an escape pod with rentry
Dondelium  [author] 9 Dec, 2017 @ 10:29pm 
Shields do prevent some damage, but are not natively scripted into the system.
This means that with the massive amount of damage that is applied via re-entry the shields do not tend to last long. (I use the energy shield mod too, they dont do alot of good)
Church.exe 9 Dec, 2017 @ 10:23pm 
do shields help prevent this (from cythons mod?)
Dondelium  [author] 3 Dec, 2017 @ 5:38pm 
This mod is still functional, and now that speed mods are fixed, PD is good again.
Spock The Builder 1 Dec, 2017 @ 2:31am 
Speed mods are fixed, so hopefully all the physics mods can be updated and work again
Technik_Kality 29 Nov, 2017 @ 2:39pm 
has the speed issue been fixed for this one?
Hot Redhead 14 Nov, 2017 @ 2:43pm 
@TheGamingAssassin With mods it is possible to do an unlimited speed. However, a recent "major" patch they did to improve physics calculations resulted in the capability of doing that mod broken. Now, small ships are only capable of flying up to 200 m/s without going crazy, and large ships can only hit appx 850 (from what I've tested)
TheGaminODST 14 Nov, 2017 @ 1:06pm 
the max speed in SE is only 100 m/s
Hot Redhead 1 Nov, 2017 @ 1:40pm 
Is the 250 m/s glitch still a problem? Is it possible that we dumb down the speed limits and cap speed at, say 235 and adjust the lift mod to compensate?
Dondelium  [author] 6 Oct, 2017 @ 6:12pm 
Mod error fixed. Looks like the 250m/s issue is still occuring.
agrimes 30 Aug, 2017 @ 12:58pm 
2017-08-30 15:55:24.502 - Thread: 1 -> MOD_ERROR: [Dev/Stable] Planetary Dynamics - Re-Entry Heat, Drag, and Wings.
2017-08-30 15:55:24.502 - Thread: 1 -> in file:
2017-08-30 15:55:24.502 - Thread: 1 -> Compilation of C:\Users\atg\AppData\Roaming\SpaceEngineers\Mods\565427330.sbm_PlanetDymanics failed:
2017-08-30 15:55:24.503 - Thread: 1 -> MOD_ERROR: [Dev/Stable] Planetary Dynamics - Re-Entry Heat, Drag, and Wings.
2017-08-30 15:55:24.503 - Thread: 1 -> in file:
2017-08-30 15:55:24.503 - Thread: 1 -> C:\Users\atg\AppData\Local\Temp\SpaceEngineers\565427330.sbm_PlanetDymanics\HotBlock.cs(88,22): Error: There is no argument given that corresponds to the required formal parameter 'validateOwnership' of 'MyCubeGrid.ColorBlocks(Vector3I, Vector3I, Vector3, bool, bool)'
2017-08-30 15:55:24.503 - Thread: 1 -> MOD_ERROR: [Dev/Stable] Planetary Dynamics - Re-Entry Heat, Drag, and Wings.
agrimes 30 Aug, 2017 @ 12:52pm 
It was providing lift yesterday but today it's not doing anything, my plane just falls straight down and, usually, through the ground. Relatively new map, created for building planes. =\
Princess Lily 21 Aug, 2017 @ 8:07pm 
i've had the same issue til i figured out a solution i slowly gather speed up to 250m/s for planets and managed to keep myself stable if i dont move to much tho turning to fast causes the planes to jerk a bit my only guess is the physics involved with atmospheric reentry it feels more realistic than a game problem so idk but i do agree that it could be a bit annoying x.x
R-TEAM 13 Aug, 2017 @ 3:06am 
Hi, will you add Drag on Engineer ?
balink 21 Jun, 2017 @ 8:11am 
Yeah space engineers 180 totally broke speed mods. there's posts all over the forums about ships twitching and going completely out of control at about 250 m/s, even when only a simple speed mod is installed.
Hot Redhead 21 Jun, 2017 @ 1:48am 
I still don't have an answer.. No matter where I look, I can't get any info on it. DO your ships glitch around when flying >150 m/s? >300? If not... Fuck idk what could be wrong. Please help D:..It makes the game unplayable for me.
⎝Trillium Starbreeze⎠ 19 Jun, 2017 @ 6:33am 
So without any speed modding (i.e. speed capped at 100m/s) heating will not be applied?
Hot Redhead 3 Jun, 2017 @ 6:45pm 
Question: could it be the speed mod code that you have built into this mod? Someone elsewhere on the workshop claims that it is the way pre-patch speed mods were coded.
Hot Redhead 2 Jun, 2017 @ 7:42pm 
Okay, perfect. Thanks for the check, dondelium!
Dondelium  [author] 2 Jun, 2017 @ 6:08pm 
Ok, so I just went to check the re-entry. I was unable to get fast enough because around 250 meters a second and then the vessel starts jerking around randomly.

This seems to be space engineers itself as I added a few markers to show when my mod is actively applying forces.

While in space the jerking continues, but my mod is not applying any forces at that time. So it seems to be yesterdays update and not planetary dynamics.
Dondelium  [author] 2 Jun, 2017 @ 5:27pm 
Evening Redhead. What exactly seems to be broken? I just went for a joy ride in an aircraft of mine and it seems to be working properly. I havent tested the re-entry heating yet.