Space Engineers

Space Engineers

Reaction Control System (cheat mod)
24 Comments
Knsgf  [author] 3 May, 2024 @ 1:17pm 
The mod has long been discontinued.
flummifp 3 May, 2024 @ 12:55pm 
Causes a crash when placing down an emotion controller
Knsgf  [author] 25 Feb, 2023 @ 11:57pm 
It never was intended for MP.
1antonioorlo1 25 Feb, 2023 @ 3:47pm 
So I think it's broken for multiplayer
16BitPotato 16 Dec, 2022 @ 4:54pm 
I've been fiddling with this for a few months now, and I can definitely it's a ton of fun to build ships that can flip'n'burn properly. I especially like that it integrates with existing designs without needing major changes.
Unfortunately, it seems that certain encounters, particularly drones, spawned by MES are unable to locomote when this mod is running. As best I can tell, this has to do with a conflict specific to MES grid behavior; enemies spawned by economy missions, for instance, seem to work fine.
AutoMcDonough 17 Nov, 2021 @ 5:17am 
getting reports on my mod using this script that the new tether power poles is causing conflict, and cython’s old energy shield mod
1antonioorlo1 27 Aug, 2021 @ 1:06pm 
I had a problem with intercepting thrust not working, but the [NO RCS] tag helped. And now it's the perfect mod, thanks!
Knsgf  [author] 9 Mar, 2021 @ 10:19am 
Still, if one uses this mod on its own, (s)he will not get "really poor and expected performance out of improperly placed thrusters". So it is and will remain a cheat mod.
Knsgf  [author] 7 Mar, 2021 @ 3:00am 
Boodals:
Check out MA Maneuvering Aerospike Thruster .

Trynnun:
Ignoring off-centre thrust when convenient is cheating.
Boodals 5 Mar, 2021 @ 1:27pm 
Yeah that figures. A shame because this is my favourite thruster torque mod.
Does anyone know of any other thruster-torque mod that is lightweight and controls steering? Digi's doesn't do steering, and TP & DT seems too overcomplicated.
Knsgf  [author] 5 Mar, 2021 @ 5:38am 
The mod doesn't affect NP ships at all. It is also not supported anymore.
Boodals 4 Mar, 2021 @ 11:32am 
How does this mod treat NPC controlled ships? In my playthrough, the hostile drones just sit still in the sky, although the large grid ships seem to move just fine (they just have a linear flight path). I haven't confirmed its because of this mod, but it seems likely.
The description says that thrusters are used for steering and not movement until you assign them to the [NO RCS] group. Wouldn't it have made more sense to do the opposite, made thrusters move but not turn by default. Since vanilla ships will come with gyroscopes so they can overcome some thrust imbalance, but until they are assigned the group they won't be able to move.
1antonioorlo1 13 Mar, 2020 @ 4:56pm 
OH GOD YEEEAAAAH!! I am infinitely grateful to you! Thx!!))
Knsgf  [author] 30 Jan, 2018 @ 6:45am 
Ulfsark:
The crash occurs inside Keen's code; there is nothing I can do about it.

EDIT:
After some more testing I've found that crashes no longer occur if I remove "Smart Turrets" mod from the world.

EDIT #2:
I think I've found a workaround that doesn't require removal of "Smart Turrets". If crashes still trigger, let me know.
Ulfsark 29 Jan, 2018 @ 9:54pm 
Even on this mod the game crashes as soon as I turn. here's the world.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1286168206
Knsgf  [author] 7 Apr, 2017 @ 9:37am 
Nixeen:
Because issues caused by asymmetric thrust are virtually irrelevant and nonexistent when using this mod.
Nixeen 6 Apr, 2017 @ 6:45pm 
Why is it now called "cheat mod" ?
Knsgf  [author] 9 Oct, 2016 @ 8:42pm 
KC Pilot:
Both mods actually do this. Make sure that overridden thrusters are in [NO RCS] group to prevent the mod from interfering.
Engi 9 Oct, 2016 @ 5:40pm 
For some reason this mod is desabling thrust over ride. I thought that was only the full blown mod that did that?
Knsgf  [author] 29 Apr, 2016 @ 3:32am 
Digi:
Silly me.
Digi 28 Apr, 2016 @ 4:57pm 
Doesn't typing Q or E rotate the ship ? xD
Knsgf  [author] 28 Apr, 2016 @ 11:53am 
Digi:
Thanks for the tip. Checking CameraController directly against Sandbox.Engine.Utils.MySpectatorCameraController seems to work as well.

With regards to chat, it shouldn't pose any trouble with this particular mod, but it's definitely the problem with the other one.
Digi 28 Apr, 2016 @ 10:37am 
Oh and the chat is also a place where input annoyingly can't be skipped :(
Digi 28 Apr, 2016 @ 10:33am 
I'd just like to add about the input, your spectator detection won't work properly if you press spectator keys in a state (like in a menu) that won't actually enable spectator.

You're better of just checking if the camera is either a character or a block, anything other than that is probably a spectator (unless I've forgot something xD)