Space Engineers

Space Engineers

grid integrity (BROKEN)
79 Comments
flori1994  [author] 12 Jun, 2017 @ 6:21am 
dustfang61 12 Jun, 2017 @ 5:54am 
did this ever get fixed?
flori1994  [author] 26 Dec, 2016 @ 12:27pm 
my upload only when i finde someone you could fix this or work together with me to hold this mod at life
dominicawb 26 Dec, 2016 @ 5:53am 
So will this or the fix ever be coming back to life with the Beta?
SSV Normandy SR-1 4 Dec, 2016 @ 8:37pm 
That proves my point, trouble is it would take alot of work for someone to do this and we would have to find someone that could do it
flori1994  [author] 4 Dec, 2016 @ 2:53am 
yes that would be nice as when i crash one of my star trek federation starships the crash only destroy the engine section ( the lower part under thr warp narcells and under the saucer)
SSV Normandy SR-1 3 Dec, 2016 @ 5:34pm 
Well from my experience in SE when ever I crash a ship of decent size on a decending angle it just stops dead like if it had extreme resistance with it maybe flipping over, I would like to see it grind its way across the ground leaving a large crash site after.
flori1994  [author] 3 Dec, 2016 @ 3:47pm 
maybe a better calculation what happen when a grid hit an voxel?
MrEvan312 3 Dec, 2016 @ 3:37pm 
Well, using grid integrity you can actually perform a more destructive self destruct because each generated explosion is as powerful as a large grid warhead.

As to more realistic crashes, what could be done to make them more realistic?
SSV Normandy SR-1 3 Dec, 2016 @ 2:21pm 
The only 2 things missing from SE other than this is realistic ship crashes and a proper self destruct script
MrEvan312 2 Dec, 2016 @ 9:25pm 
Exactly! Which is what should happen in a fight.
SSV Normandy SR-1 2 Dec, 2016 @ 7:05pm 
It does add that consideration into a pilot's thoughts, do i run and save the ship or risk losing it in a battle
MrEvan312 30 Nov, 2016 @ 8:25pm 
It's honestly something that should be integrated (as an optional thing) into vanilla game, adds a great consequence to taking too much damage.

Some people's ships can escape with critical damage or at least still have a big twisted hulk with most if not all damaged components, whereas with this mod if you take too much damage you really do lose the ship.
SSV Normandy SR-1 30 Nov, 2016 @ 8:21pm 
Thanks man, this is one of the best mods for SE since i'm a fan of destruction
MrEvan312 30 Nov, 2016 @ 3:25pm 
Dellebs: Bless you! I'll look for a fella/feline to fix the guided missiles mod.
flori1994  [author] 30 Nov, 2016 @ 2:34pm 
that sounds great i hope you get done it
delleds 30 Nov, 2016 @ 2:16pm 
I'm trying to fix it currently. I've spent a total of 3 hours on it this week, I've got finals next week so I don't have much time currently.
SSV Normandy SR-1 19 Nov, 2016 @ 12:26am 
The fix is now broken as well, could someone try to fix it yet again with the latest update
mat5i6 18 Mar, 2016 @ 4:25am 
HunterHawks, you mean that numeric info on LCD panel? If yes than just put in LCD name "GridIntegrityStatus"
[FR]HunterHawks(Wolf) 17 Mar, 2016 @ 6:20am 
somebody remember the code to see the integrity of the ship ?
flori1994  [author] 29 Feb, 2016 @ 11:18am 
i would give that code to the autor who have fixed the missiles or would colaborate with him
MrEvan312 29 Feb, 2016 @ 11:16am 
Alby: for missiles or integrity?
flori1994  [author] 29 Feb, 2016 @ 11:14am 
no not realy
Alby7 29 Feb, 2016 @ 10:16am 
they just updated the source code, did you already look at it, any news?
MrEvan312 22 Feb, 2016 @ 10:32am 
Tim: Apparently Shaostoul talked to some modders who are going to try reviving Guided Missiles after they are done with their own projects, maybe they could help work on this too. Here's hoping.
flori1994  [author] 22 Feb, 2016 @ 10:20am 
i havend done anything to this mod. i have worked for my other two modpacks
SpaceJackalTim 22 Feb, 2016 @ 10:04am 
any updates about whats going on? did you find anyone to help you? did you find the problem yet? or have you given up?
flori1994  [author] 16 Feb, 2016 @ 4:15pm 
i dont think that the code internal is broken i think more that the code is not getting the information he needs
flori1994  [author] 16 Feb, 2016 @ 4:13pm 
maybe i dont know
flori1994  [author] 16 Feb, 2016 @ 4:07pm 
i could open a thread in the forum with asking for assistance
MrEvan312 16 Feb, 2016 @ 4:07pm 
Isn't Shaostoul (or whatever his name is) a dev, or at least close with them? I have no clue who to contact myself.
flori1994  [author] 16 Feb, 2016 @ 4:06pm 
idealy the actual source code ( i know keen has published their source code already but that is very old) or i need someone who work close with the devs
flori1994  [author] 16 Feb, 2016 @ 4:04pm 
or they have changed the abilty to let a ship explode with a simpel script (not ingame script)
MrEvan312 16 Feb, 2016 @ 4:03pm 
Is there a way around that without having to get outside help, or help from someone in the SE community?
flori1994  [author] 16 Feb, 2016 @ 4:03pm 
a possible issue could be that keen has changed in their code the variables for the ship ids
Khell3770 16 Feb, 2016 @ 11:44am 
I never noticed this mod before and it would figure it's not working now that I do find it. :( I'm posting mostly to keep up with the conversation and hope a update/fix for this mod comes about. Thx for trying to bring it back Flori1994
SpaceJackalTim 10 Feb, 2016 @ 8:38am 
any change to get it working again soon?
tecknolord13 5 Feb, 2016 @ 7:35pm 
this mod is needed
flori1994  [author] 5 Feb, 2016 @ 1:20pm 
no its still broken and i have no idea to fix it but i will work with everyone together who can fix it.
tecknolord13 29 Jan, 2016 @ 6:20pm 
is this mod working again?
Fluffs 22 Jan, 2016 @ 4:20pm 
Actually the latest patch fried quite a few mods, but it was purely accidental.
DF9 21 Jan, 2016 @ 12:42pm 
Judging from what the comments are, I went to ask if anyone else was having trouble and it seems the latest patch fried the mod. ):
flori1994  [author] 18 Jan, 2016 @ 1:49am 
evan i have not the skill to update this. it would give this to evreyone who has that skill.
MrEvan312 17 Jan, 2016 @ 8:49pm 
I agree with firebolt, in just about every aspect. I doubt that Marek and the others are the coniving type, mods like this must be so complex that with the changing of code every week something is bound to go wrong. Flori, how long do you think it would take to fix this mod?
FireBolt 17 Jan, 2016 @ 4:17am 
That said, this mod seems like such a fundamental addition (atleast to enable optional) it might be worth petitioning them to add it to the core game
FireBolt 17 Jan, 2016 @ 4:16am 
Seems unlikely to be honest, they encourage modding, and countering the creativity of people seems contradictive to the whole idea of space engineers. More then likely its a consequence of some other changes they made, that edited bits of data/coding that these mods plugged onto
flori1994  [author] 17 Jan, 2016 @ 1:36am 
evan it COULD be possiblr that the davs has destroyed the mods the dont like
MrEvan312 17 Jan, 2016 @ 12:10am 
Why exactly has the Jan14th update fried so many mods, such as this one and guided missiles?
flori1994  [author] 16 Jan, 2016 @ 7:35am 
the code of this inside a c++/c# script