Space Engineers

Space Engineers

Aerodynamic Physics
3,514 Comments
Harold 23 Jun @ 9:36pm 
The deadly reentry is awesome. Just blew up my ship in a splash of sparks. 10/10
Abisius Xarvenius Carbensius 18 Jun @ 10:35pm 
@Малигос
the blueprint scren shouldnt even open if you open the admin menu and it doesnt open on my end, so if that happens i would say its something irregular that happens there.
Малигос 18 Jun @ 6:57pm 
nvm just alt+f10 oops
Малигос 18 Jun @ 6:55pm 
i was at work and had access to the console and files from my phone... the shift+alt+f10 menu is kinda weird too with the admin mod menu, the blueprint screen blocks the view, can't even make it transparent in the options, i'll check in that file directory, thank you!
@Малигос
so you manage a server without having access to se itself to join it as an admin to be able to check in on stuff and access settings made to be accessible from in world?

if that is the case i would recommend from my side that you either get a version of se you can use for it or get someone you trust to do that stuff for you.

besides that the file with the settings of the world are inside the world specific storage folder findeable under %appdata%\spaceengineersdedicated\saves\yourworldname\storage\571920453.sbm_sedrag but you might need to request access to it if you use a third party serverprovider as most of them dont allow access to the appdata area on default.
Малигос 18 Jun @ 1:43pm 
Is there a way to change the max speed in the configs? Im running a dedicated server so its kinda hard to press buttons to open a menu
DraygoKorvan  [author] 16 Jun @ 9:47am 
It can Confuoco, as Ryunoske states though if you are using large grid this mod does not do the lift calculation by default, there is an addon mod that enables those functions here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2800215762
Ryunoske 14 Jun @ 2:10am 
Hello, sorry, we had a talk here. Closed shape will do nothing, and if you are speaking about large grid - drag coefficients don't work, so any ship is a brick for this mod.
Multiple wings I think will work, but I suggest just trying it and comparing.
Confuoco 13 Jun @ 5:57pm 
Hello. Question:
Does multiple layers of sloopes (wings) will help with lift? like multiwings?
Ryunoske 13 Jun @ 1:05pm 
Everything can be an insult, eh? :steammocking:
Confuoco 13 Jun @ 8:02am 
I want to build super ugly simple cargo plane. And was thinking how many minimal thrusts i need to be able lift off.
and second is worth additional 'profile' to keep closed shape that additional mass or get rid it :)
@Confuoco
i usually go with "does it look like it can fly with wings?" and if it looks like that is give it a trial and error tour till i find is ok how it flys.
DraygoKorvan  [author] 13 Jun @ 6:58am 
"how to calculate how much lift force my design is giving me to lift cargo with wings :)?" Sadly, I dont give you enough information to be able to calculate this. The mod sort of short-cuts the lift calculation by determining how much drag should be converted to lift to make an approximation without causing a loop in the physics system (and clang). The bars that show up using the lift test feature shows you the % of lift in the test direction and the direction of lift.
DraygoKorvan  [author] 13 Jun @ 6:43am 
Then you come on here and claim somehow terminal velocity is 20x off.

So I ran those numbers to check. At 20x cD, the terminal velocity of a large ship armor block is 20.8 m/s, 60x 12.12ms, and 1x 95m/s. I calculated the Terminal velocity at the atmosphere height i took this measurement should be 61.1m/s. Off yes ( i know this because i set the base cD a bit lower on purpose initially, and I do have a good reason why), but not by a factor of over 20x. This is the sort of testing thats valuable. Not somone just coming in and saying "I know your wrong, just change this specific code, trust me bro".
DraygoKorvan  [author] 13 Jun @ 6:43am 
Accusing me of inventing problems that "dont exist"
Accusing me of gaslighting you, I was at work not focusing on your discussion I'm not going to be 100% accurate. This is basically assuming I was acting in bad faith when I was not.
Constantly nit-picking code instead of sticking to the problem statement and the evidence.
After a ton of back and forth on everything under the sun being wrong you finally got to talking about the drag of your ship, while being unclear you were talking about your ship
In the end we concluded the terminal velocity was close to expectation, so whats to change?
DraygoKorvan  [author] 13 Jun @ 6:42am 
I have spent hundreds of hours in testing. This is what I object to:
"I see you are not very interested in developing the mod" - You apologized for this to be fair
"Denying me to upload with changes
2. Not reacting to my question if he would do it himself
3. I read "you could drop all your notes there" as "do it if you want, I don't care"
4. The said discord has dead channels with last message unanswered questions > year old" Insulting, and not accurate.
"why calculation is slightly wrong, your response - "no, it's accurate" - the variable name is accurate and i said, "no, a is accurate" not "no, it's accurate", so you continue to lie and misrepresent what I said.
"Got banned for a suggestion, so I was right. " I timed you out, for my sanity and yours, that's not a ban, you could continue the discussion later if you like.
"More than this, author is inadequate" Another insult
Confuoco 13 Jun @ 6:31am 
how to calculate how much lift force my design is giving me to lift cargo with wings :)?
Ryunoske 13 Jun @ 6:11am 
No plan, just commenting on what you say, and how you treaded me. Everything I say about mechanics - I tested it.

About my aerodynamics mod: this mod has good foundation, UI features, visuals for center of mass and lift, particles. It is much work, and is more optimal to fix what is underperforming. I suggested it, and didn't recieve any certain answer. It could be anything from "Not interested" to "yes, I like it" or "I like this, but don't like that" - I would accept any of those and move on. Instead arguing with me without real arguments... After this I thought about making own, yet just I started modding a month ago, so we will see about that. Now I just need quick fixes for my world, which I'm doing.
H o r s e 13 Jun @ 3:38am 
@Ryunoske
So when is your aerodynamics mod coming out?
DraygoKorvan  [author] 12 Jun @ 3:48pm 
Continue to mock and belittle me, good plan.
Ryunoske 12 Jun @ 3:01pm 
You can disagree with facts all you want. Of course you see no evidence if you don't test it. You can close your eyes in front of an elephant and say it does not exist with this logic. You yourself told me that drag was lowered to compensate for update frequency. Now I tell you it is wrong, and you say "I don't believe it is low", hillarious.

Nothing to comment about drag coefficients, they are useless now, and I am not going to solve it.

You preferred to reply only to criticism about reenty, ignoring all others, cool.

I was polite when I joined discord, I even apologized for what I said here in my first messages. This resulted in you being unbelievably pretencious.
DraygoKorvan  [author] 12 Jun @ 12:06pm 
3) I have repeatedly accepted the criticism that reentry is a bit too sudden, and the particle is a bit too bright initially, but you seem to just ignore this and constantly bring it up again and again like I hadn't.

Your personal attacks and abuse need to stop. Your constant assumption that I'm acting in bad faith also needs to stop. You came into the discussion assuming bad intent.
DraygoKorvan  [author] 12 Jun @ 12:06pm 
2) Drag coefficients do work, they are not applied to large grids in the base mod. I pointed this out to you that this is by design, and if you want it applied you can run a sub mod that sets those coefficients. And if you are unhappy with those coefficients you can make your own sub mod and set your own. In addition to #2 as far as the drag coefficients and how they are applied, a lot of it is working the math in the way so the per-tick calculations are minimized. Maybe the reason you get C .88 as a multiplier seemingly being 'high' for a sleek design is this precomputation expecting that the squared after and I built that into the math.
DraygoKorvan  [author] 12 Jun @ 12:06pm 
1) I disagree with the base drag coefficient being too low, and i have not seen any evidence that it is too low that would be congruent with the overall design of the mod. (allowing vehicles and planes to both work well, the top speed of my f16 modeled plane matching reality, my boeing 747 top speed being near reality as well, being able to make gliders with a realistic enough glide slope)
Ryunoske 12 Jun @ 11:39am 
To sum up: 1.drag is 5%, 2.drag coefficients are not working, but calculating 60 times per second. (Oh yes, for 15x6 sleak front projection small ship I got C = 0.88) +theese coeffs get raised in the 2-nd degree in resulting equation, which isi wrong. 3. Particles explode in your face and 3 sec later your ship is dead.

What you don't understand is I could make all changes I need and thats it. I reached out to improve your mod. You percieved it as an attack, and got 200% defensive, not willing to explain anything so I had to ask twice.
Ryunoske 12 Jun @ 11:29am 
I don't need to subtract anything, I am flying horizontally. Man, I have a physics degree, stop trying to gaslight me. Trying to read through all this fog (what is base mod? what is 'that amount'?), what you are trying to say - is it is too late for increasing drag back up to 100%. Sure, but I didn't say you should, I said it so people can know. But also you have "mult" (great name) which people can use to adjust it back to weak drag.

Now whoever tested this did a bad job, and I don't care who you say they were, facts are facts. OR you could mention low drag in the description, but no.... Just as with drag coefficients not working for large grids, which people use 90% of the time - no info. And I tested the mod which enables it: all blocks coefficients = 0.75 except cockpit, wtf? And the coeff I got for super sleak 7x3 ship is 0.966.
DraygoKorvan  [author] 12 Jun @ 7:41am 
If you think dividing the force applied per tick by the tickrate is wrong, set your drag mult to 6000.
DraygoKorvan  [author] 12 Jun @ 7:39am 
You need to subtract acceleration due to gravity from your deceleration. And just to clarify I cannot significantly adjust the drag by that amount in the base mod without completely wrecking a lot of peoples builds so its not possible to adjust by that amount. I would also have to ignore the advice from people who tested this mod early on, which includes several professionals in the industry. I have considered slightly adjusting up the cD after I introduced the drag reduction mechanic due to shape, but there are a lot of consequences for doing it.
Ryunoske 11 Jun @ 2:44pm 
For everyone's info: just found out that drag is 4.89% of what it should be, if the author knew that you must not divide applied force by 60 to accomodate for update frequency (+he added own multiplier).

It is easy to check by outputting acceleration to an lcd with automatic lcds script, and printing out dragForce. Divide force by mass and you get deceleration you should have, but - there is almost no deceleration at any speed. Would it be right - the "mult" in dragsettings would make sense, because deceleration in pretty high, like in real world.
GreenDarkSteel 10 Jun @ 11:45pm 
No, I should have clarified that I had not read through the discord messages and was going off the current context left on the steam forum. To avoid potentially misinforming ill retract the comment, thanks for the heads up!
Abisius Xarvenius Carbensius 10 Jun @ 11:40pm 
@GreenDarkSteel
hope you did read through the discord communication before deciding that.
i for my part would say that just the few comments here definitly dont paint the full picture.
Abisius Xarvenius Carbensius 10 Jun @ 10:58pm 
@Ryunoske
i would argue that no one that is right in its mind would leave if they get a slap on the wrist to come down from theyre horse.

while i dont understand fully what whas calculated there and which parameters where used the communication itself was definitly far enough of the friendliness rails that i would myself give out a timeout for atleas a few hours to poke the thinking cells.
Ryunoske 10 Jun @ 12:06pm 
No one in his mind would stay after getting muted for a day. You doing this just shows your weakness... I told you with arguments about a minor problem - why calculation is slightly wrong, your response - "no, it's accurate". Not wasting any more time on this, and wish you visiting a psychiatrist.
DraygoKorvan  [author] 10 Jun @ 11:55am 
I timed you out for a day so you can cool off with how rude and disrespectful you have been to me.

If anyone thinks I'm in the wrong, you are welcome to read through the discord yourself and come to your own conclusion.
Ryunoske 10 Jun @ 11:43am 
Got banned for a suggestion, so I was right. More than this, author is inadequate
@Ryunoske
for me it sounded more like an invite to drop the notes there so that it can be worked on.
Ryunoske 8 Jun @ 1:04am 
1. Denying me to upload with changes
2. Not reacting to my question if he would do it himself
3. I read "you could drop all your notes there" as "do it if you want, I don't care"
4. The said discord has dead channels with last message unanswered questions > year old

Correct me if I'm wrong
Darian Stephens 8 Jun @ 12:34am 
Well that took a sudden turn. It was pretty cordial up until that point.
Ryunoske 8 Jun @ 12:29am 
I see you are not very interested in developing the mod
DraygoKorvan  [author] 7 Jun @ 2:43pm 
I have a discord, you can drop all your notes there in the appropriate channel. Link is in the description.
Ryunoske 7 Jun @ 1:00pm 
Then maybe you could look into making particle effect and heating more gradual? There are neat parameters: UserColorIntensityMultiplier and UserBirthMultiplier of burningparticle. Would fit well into UpdateParticle(), just 2 added rows and it will no more flashbang you in cockpit view.

Also gradual heating, or atleast adjustable through settings would be nice. Now heating to critical is almost intant. In settings there is <mult> parameter, which is not explained...

Last thing is burning altitude: relying on getting vanilla air density is not very realistic... burning must start at high atmosphere, not below 1/2 of it. Contact me, if you want, and I will send you my solutions to all these issues.
DraygoKorvan  [author] 7 Jun @ 10:54am 
no
Ryunoske 7 Jun @ 3:21am 
Can I publish a variant of this mod in the near future?
Ryunoske 7 Jun @ 3:20am 
It is same for Mars and Earthlike, and I bet it depends on where gravity halves (exactly at 13500) and nothing else. I changed it so the "atmosphere" variable used for checking (if > 0, then ablation (burning)) goes from 1 to 0 over whole atmosphere height, instead of zeroing at 0.5g on Earthlike. But now I don't like that burning is a step function of speed, instead of heat.... And burning speed equals simulationMaxSpeed / 1.2 + 20
@Ryunoske
in that case its to my understanding planet related and something that would need to be changed on the planets side.
Ryunoske 7 Jun @ 2:10am 
Found that at this altitude GetAirDensity returns 0 =(
Ryunoske 7 Jun @ 12:26am 
Burning ends at 13500m from ground, how can I increase it?
i like fun 5 Jun @ 1:27pm 
even by itself it removes speed cap
@Bruce6131
which of the many shield mods?
you will need to put a request in on that shield mods end to make the neccessary changes to tap into the aerodynamics mod for it to work as a heat shield.
DraygoKorvan  [author] 3 Jun @ 1:09pm 
Shield mod author doesnt want to fix it. v0v