Space Engineers

Space Engineers

Atmospheric Drag & Re-Entry Effects
347 Comments
PaladinSage 4 Jun, 2024 @ 7:10pm 
id love to see an update for this mod please...
DeadTreeGabe 8 Dec, 2023 @ 11:41am 
Fix
KEJWII 25 Oct, 2023 @ 4:02am 
I wonder if energy/defense shields can protect against this
ammo_87 17 Jul, 2023 @ 5:47pm 
Can u get this back up-to-date?
Junebug 24 May, 2023 @ 11:06am 
Buncha children in the comment sections, people have lives.
Hwacha self 26 Sep, 2021 @ 9:12am 
IT wont work
Crab Gaming 4 Aug, 2021 @ 11:57pm 
ay bro update the fucking mod
🐲★►Denis◄★🐲 21 Jun, 2021 @ 4:20am 
MOD doesn't work. 💩
Garvey 11 Sep, 2020 @ 3:07pm 
all i really want is Re-entry flames, and nothing else.
Sir Spoony 18 Aug, 2020 @ 11:33pm 
This modder is FIRED!!! :gearthumbsdown:
V4D4RS F1ST 6 Jul, 2020 @ 4:07pm 
The mod is abandoned. Period. You can fix it if you wish but, the author has a life. He for whatever reason cannot and has no obligation too you or this mod.
TheArbyArbiter 5 Jul, 2020 @ 10:03am 
FIX IT
Phantom Xavier 15 Sep, 2019 @ 11:39pm 
@stef There is a mod called Aerodynamic Physics that is very similar and that I use for things like odst pods and the like
Stefan 1 Jun, 2019 @ 9:00am 
so any mod sortlike this? fucking stupid that its abandoned :(
Automaton Spy 7 Apr, 2019 @ 2:39am 
Mod still works. It does conflict with some planet mods however.
Cynblue 1 Apr, 2019 @ 10:23am 
is this compatible with digi's wings?
CYB :: AngrySpaceMarine <AFK> 24 Jan, 2019 @ 1:38pm 
fudge, i was hoping to use this mod to make it more fun to play with reentry physics
PsychoticDreemurr 7 Jan, 2019 @ 3:18pm 
it doesnt work :(
Wygos 21 Apr, 2018 @ 11:28pm 
Can someone fix this?
V4D4RS F1ST 4 Mar, 2018 @ 7:59pm 
Mod is abandoned.
TangerineSpaceRaptor 4 Mar, 2018 @ 8:17am 
*giving
TangerineSpaceRaptor 4 Mar, 2018 @ 8:17am 
This is give me errors.
Wygos 16 Feb, 2018 @ 1:49am 
1.186.2
Drag dont work...effects too.
Dondelium 8 Feb, 2018 @ 7:57pm 
I came to see if his particle effects were affected by the last update. Looks like he left this mod, so: I have one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=565427330
V4D4RS F1ST 1 Jan, 2018 @ 11:36pm 
this mod hasnt been updated since the start of 2017 before beta release. @TheLegend(OP Weps) you need to read. The mod is dead.
Biscone 1 Jan, 2018 @ 9:07pm 
Yeah am wondering the same thing i need to burn some ships up for a survival map
V4D4RS F1ST 21 Dec, 2017 @ 12:41pm 
this mod hasnt been updated since the start of 2017 before beta release. @TheLegend(OP Weps) you need to read. The mod is dead.
V4D4RS F1ST 26 Sep, 2017 @ 11:45am 
this mod hasnt been updated since the start of 2017 before beta release.
Buta 26 Sep, 2017 @ 6:14am 
is there something more i need for this to work? cuz i dont think this mod is functional at all anymore unless i missed something needed (no FX no nothing) can anyone tell me where to find good reentry FX and reasnoble dmg mod from entering planetary atmos*** been looking like crazy and i think the re-entry effects should bee in the game
SoulTechnology 20 Sep, 2017 @ 8:45pm 
it works still however i found a bug: on 120km alient planet at around 0.33g in a 4k block large ship (size of big red) i was slowly decending and stopping to see how low i could get befor my ions couldent hold me up. at 33 however i stopped as soon as i got low ehat warnigns form hitting atmo and stoppd. at 0ms my heat exponentially rose untill it, and the damage, got so high the game crashed from the entire ship (seems top down?) getting damaged at once crashed the game.
V4D4RS F1ST 26 Aug, 2017 @ 2:47pm 
Its kinda worked on and off for awhile. the modder hasnt been seen since last spring.
OpposingHorse 26 Aug, 2017 @ 9:03am 
i think it broke...
spEeͥD`eͣxͫ 25 Aug, 2017 @ 1:56am 
This still working?
V4D4RS F1ST 23 Aug, 2017 @ 1:10pm 
Realistic is also subjective in games. My perception may not match yours so a example would have been nice.

The lesson for you here is do not talk down to someone's opinion and if you must at least try to make a decent arguement. Attacking an opinion doesnt go far and just isnt seen as cool. you could ask the person why they feel that way instead and debate it. Also try less "..."'s as they are somewhat disruptive of the message you were presenting.
V4D4RS F1ST 23 Aug, 2017 @ 1:10pm 
In my opinion engineer drag should be separate anyway simply because it includes a smaller group of people and has little practical use code wise. the main idea works here and thats what matters. I find nothing realistic about jetpacking around at high speeds and while there has been a jump from low orbit it was not easy and is not seen as the conventional way of getting onto a planet. Maybe the game has a strong jetpack but if you value realism then play with everything limited to the realistic setting and get a mod that severely limits the jetpack to more realistic levels of force.
V4D4RS F1ST 23 Aug, 2017 @ 1:09pm 
I do not think you have ever coded anything before. That would just take a lot of code and time and work for a future that wouldnt see much use. this mod in general already doesnt have overwhelming support and "skydiving" groups are bound to be smaller. If you want realism play war thunder or open your front door. SE runs on a outdated physics engine and will likely never be as perfect as you want it. Adding such a function might also hurt server performance as now drag must be checked and calculated for engineers so that might slow servers a bit as well simply because you are walking on a planet. Lastly adding all the code runs the risk of causing bugs.
R-TEAM 23 Aug, 2017 @ 3:54am 
i think you have never maked skydiving ... the "drag" here is amazing .. and it is only a low speed compared over the speed the engineer can get in atmo ... so sorry - you have no interest on an "realistic" behavor ... and i think anyway, the jetpack is extrem overpowered on planets ...
V4D4RS F1ST 22 Aug, 2017 @ 11:15pm 
in all honesty who flys at speeds that matter as an engineer in atmosphere? unless you take a boatload of extra tanks you will run out of fuel before drag becomes an issue and even then it simply is not practical unless your in creative (something i always do only in space anyway except for specifically testing stuff on planets.)
R-TEAM 22 Aug, 2017 @ 5:44am 
Only thing this lack - is engineer drag .. very nice on the drag mod from Draygo....
V4D4RS F1ST 18 Aug, 2017 @ 11:25pm 
dont need a wing mod. i made it work with just this mod.
R-TEAM 18 Aug, 2017 @ 9:45am 
And, with an wing mod, and aero control surfaces, you can fly, like an real Air craft, with only one engine and no gyro ..
R-TEAM 18 Aug, 2017 @ 5:29am 
This is right -> for the Drag ....
The Heat/ReEntry effect need an higher speed as vanilla limits .....
V4D4RS F1ST 18 Aug, 2017 @ 3:05am 
the mod still works with vanilla speeds. you can fly using only one engine and turn using only a gyro and air resistance to change course.
R-TEAM 16 Aug, 2017 @ 3:32am 
The problem with small grids and uncontrolable movement >200m/s is a well know problem after the multithreaded physic update - you should FIRST test the "bug" without the mod before claim the mod as root .........
The mod required an speed mod - this is clear statet in the description ... why can this be an "bug" ?? (and no one hold any to code an mod with working with the vanilla limit of 100m/s..)
The mod runs nice and good on my server with over 200 other mods ... so i would say, most times the "bug" is in front of the screen ... not in the code ...
R-TEAM 14 Aug, 2017 @ 11:15am 
Mod is working (after one day of test) from the Drag side good on Server ... no problems ...
Would be nice to implement Engineer Drag :)
V4D4RS F1ST 13 Aug, 2017 @ 11:57pm 
well the tie series of fighters from star wars were more space craft than planetary craft. heck the engines are ion engines which by SE tech inherently makes them space only anyway.
TIE fighter == Twin Ion Engine fighter.
AryxCami 13 Aug, 2017 @ 4:23pm 
Flew a TIE-Striker at 300m/s on the earthlike planet. The wings cought fire. snapped off, then the cockpit plummeted toward the surface.
V4D4RS F1ST 10 Aug, 2017 @ 12:54pm 
The mod was made to work in conjuction with a higher end speed mod. most of my ships could maintain 600+ m/s and only generate minimal levels of heat due to having to turn to stay in atmosphere. At those speeds you go across worlds pretty fast.

In other notes the speed mod i has never had a set limit. i used it often as a cheap way to cruise early game to distance locations since i was able to cruise at speeds of 2500 m/s. i can say though that at those speeds stopping wasnt a big concern because you would usually hit objects far before you became aware of them.