Space Engineers

Space Engineers

Eezo Gyro LG and SM Ships
79 Comments
CodedCrow 16 May, 2022 @ 12:45pm 
sure thing
Visentinel  [author] 16 May, 2022 @ 12:08pm 
Should be fine mate, just make sure to make your own new thumbnail for the mod ;)
CodedCrow 16 May, 2022 @ 9:01am 
Hey, I'm making a large mod and I'd like to use some content from your mod.
I'll make a few changes, mainly change the recipe and some rebalance. (mainly due to the new recipe)
Is it okay if I use it? I'll link back to this page.
Dorimanx 4 Aug, 2021 @ 7:47am 
Thank you! :) will be awesome!
Visentinel  [author] 3 Aug, 2021 @ 11:09pm 
you can do that no problem
Dorimanx 3 Aug, 2021 @ 2:22am 
Hi Devs!
This gyro looks really great! something new and fresh look.
I really need new MEGA gyro for our servers, i need it to be x10000 from vanilla gyro :)

So i like to ask your permission to include this gyro in our server mod pack, so i can change the gyro force, and add more power and new special components.
i will include LINK to here and our gratitude for great design in our server news when all done.

Our mod pack is UNlisted and not bothering anyone :)

Our Titan NPC ship with 25K blocks and 500K PCU is waiting for new gyros to be installed on board and replace 50 existing gyros with x1350 that not enough for him to move normally in battle with many players attacking it!

Thank you.
Armigus 14 Nov, 2020 @ 12:08pm 
I think it's the power output. Basic small ship gyro is a scant 30W while vanilla is 2kW. So strength is equivalent to 105W. Some scaling is in order, especially given the weight and volume.
Visentinel  [author] 21 Apr, 2020 @ 5:51am 
just a little update for damage effects
nukeguard  [author] 21 Apr, 2018 @ 8:20pm 
yes, overall placement affects ships now, back when this was made that was not the case
Dragon Crisis Core 21 Apr, 2018 @ 6:57pm 
Although gyros may be mathmaticly better say 35 times a vanilla one one gyro does not necesarily provide the same turning strength of 35 gyros placed around a ship, i think the placement affects overall output for gyros.
R_Oerich 9 Jan, 2018 @ 1:11pm 
Well thats what happens.. hope go figure it out.. :)
Visentinel  [author] 9 Jan, 2018 @ 12:49pm 
and thats after buffing them on the last update yesterday ish
Visentinel  [author] 9 Jan, 2018 @ 12:48pm 
yeah the math just wont behave for me xD !!
R_Oerich 9 Jan, 2018 @ 8:19am 
Nice Gyro, Just tried to install it on a small ship build. But had to use 5 to reach aroudn same movement as 35 vanilla ons..
Visentinel  [author] 7 Jan, 2018 @ 5:43am 
Updated the Mountpoints - NukeGuard
Slight Buff to Force - Visentinel
Visentinel  [author] 26 Nov, 2017 @ 8:06pm 
its the ship itself moving that causes it. long time ago i figured out how to optimise a ship but the results arent pretty... literally a ship looks crappy in the name of sim
SimplyBenjamen 25 Nov, 2017 @ 11:59pm 
I installed just enough gyros to turn my ship and lost almost 10 FPS right away. With this I should be able to turn and not lag to death to make a carrier turn xD
Visentinel  [author] 11 Nov, 2017 @ 12:56am 
yeah, big gyros are a mandate for rly big cap ships
lurts 10 Nov, 2017 @ 5:42am 
your mod is still fine :) i use it on every single large ship i build because the vanilla gyros suck for mothership use
lurts 10 Nov, 2017 @ 5:41am 
hm never did it myself but thanks for the suggestion :)
Visentinel  [author] 10 Nov, 2017 @ 4:47am 
it doesnt need it, you just "want" it. im sorry im not going to modify the mount points. BUT you could do it for yourself, the .sbm is zip format so extract the mod to a folder in the /mods folder. find the cube blocks sbc file and delete the mountpoints and then the game will automatic add mount points to all sides.
lurts 8 Nov, 2017 @ 12:38pm 
i saw that but i think it 'needs' one on each side
Visentinel  [author] 8 Nov, 2017 @ 11:27am 
you can see that
Visentinel  [author] 8 Nov, 2017 @ 11:27am 
only the bottom has an attachment platform
lurts 8 Nov, 2017 @ 8:50am 
Could you please add more attachment points? it is a bit annoying that i cant place them on top of each other!

But great mod!!! LOVE IT <3
Visentinel  [author] 27 Aug, 2017 @ 7:14am 
Done, just the large ship got a small buff and the emissives are working again
Visentinel  [author] 27 Aug, 2017 @ 6:10am 
Rebalance update coming
Kham 6 Jul, 2017 @ 6:29am 
Haha thanks for the advice, that's actually a pretty good idea. I do dislike that the mod system for the game doesn't allow more customisation control for server admins.
Visentinel  [author] 6 Jul, 2017 @ 5:49am 
Hey man just publish it yourself under the "other" category. I did it all the time when I ran servers. I would pack tons of mods into a single published one with my own tweaks n stuff, just don’t go over around 100mb each and try to combine as many cube blocks xml sections into a single file for performance reasons in load times. Also u can take that opportunity to customize your own environment settings for skybox and lighting ;)

just dont tell anyone you did it ;) what others dont know they cant report you about hehe ^.*
Kham 6 Jul, 2017 @ 5:22am 
Ok man, I guess I can understand that. I've edited it locally for my offline game so I could get the ship moving, will have to look at alternatives for our server version.
Visentinel  [author] 5 Jul, 2017 @ 10:10pm 
balance changes to the base vanilla game may have done this. im not doing any work at all to any of my mods until the game goes out of beta, out of ealry access at this point :P
Kham 5 Jul, 2017 @ 9:37am 
Just picked this up as a temporary solution for my large small grid ship in my single player needing well over a hundred gyros to move. Though I think somebody got their maths a little muddled here for the small ship version. It's 10x less powerful than you say it should be. Currently, it puts out 1.56MN of force, which divided by 35 (as you state above) is only 44.5kN yet a vanilla small gyro puts out 448kN. In fact, it's current state means it's actually less effective than simply placing 27 vanilla gyros in the same space it takes up meaning the small ship version is currently not very useful at all.
Visentinel  [author] 25 May, 2017 @ 2:17am 
Best way to know is sub and try it :P much faster than waiting for me to reply lol.
DeRavi 24 May, 2017 @ 9:16pm 
is this working?
ExessiveGK 16 Jan, 2017 @ 7:54am 
they Seem to be very weak after update, I have to place over 6 of them to equal to 15 small ship gyro's,
Visentinel  [author] 3 Jan, 2017 @ 1:36am 
i know i need to get to that remath but the witcher 3 is soooo damn good LOL. il do it tomorro i swear xD
Visentinel  [author] 3 Jan, 2017 @ 1:35am 
Nukeguard is da man, he updated the models.

Updated Mod and fixed Yipeee !
nukeguard  [author] 19 Dec, 2016 @ 8:45pm 
Other mods are having this same issue, not sure what it is, as some models are fine in the mod and others just somehow are invisible.
Visentinel  [author] 19 Dec, 2016 @ 7:31pm 
Il investigate this soon, but i cant replicate the issue with the mod locally, only the workshop version is broken so i dont know what i can do honestly. there must be a continued issue with workshop mods ?
JTR 19 Dec, 2016 @ 8:45am 
Gyro appears invisible when placed. (DEV)
Solo-D 11 Dec, 2016 @ 6:32pm 
Hope we can get a 50x version of this XD.
Visentinel  [author] 11 Dec, 2016 @ 4:15am 
hah im not good on math so il re-math this sometime soon and check.
Solo-D 10 Dec, 2016 @ 2:59pm 
hmm....I did a small calculation comparing with the Gyros upgrade module mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=442436465 . Turned out that within the equal given space (3x3x3), this gyro in this mod is 35 times more powerful than the vanilla gyros where the mod I mentioned above is 48 times more powerful and have 1x1x3 free space left. So......Any buff maybe?
mat5i6 10 Dec, 2016 @ 7:05am 
After last update I have missing textures, model has pink textures. (DEV) Or it's just me?
Visentinel  [author] 10 Dec, 2016 @ 5:17am 
? Looks fine to me
mat5i6 10 Dec, 2016 @ 1:06am 
Textures are broken, if you will find some time for this mod, please fix them. Thanks.
crowbarzero 11 Oct, 2016 @ 7:09pm 
Awesome looking gyro! And super useful to boot, yep I'm using this.
nukeguard  [author] 10 Oct, 2016 @ 4:38pm 
makes perfect sense to me, the gyro is a stabilizer, there is also a psuedo-motorcycle that uses two gyros to keep it upright at a stop
Shroom 10 Oct, 2016 @ 9:33am 
@quintencenshel That's really cool. I never knew they were used in naval ships for that purpose.
quintencenshel 10 Oct, 2016 @ 6:24am 
@Slayer . . The largest gyro ever made in real life 30ft diameter and placed on a ship. It's purpose was to limit the ships roll. It also weighed about 60 tons. So is this really a stretch from reality? That large one on the ship was made of concrete! Someone actually said, "Hmm . . . I know, let's place a huge block of concrete in the ship, spin it and that will make things better and not actually sink the ship!":steamfacepalm: