Space Engineers

Space Engineers

Gravity Generator Physics
37 Comments
Tetra 15 Oct, 2024 @ 9:01pm 
Doesnt seem to work however the vanilla replacement one does? maybe a change to something that binds the subtype to the script?
Darian Stephens 3 Jun, 2022 @ 2:38pm 
I think I meant to double-check the files and never got around to it/just forgot.
It's in the save's .sbc file or something, called GravityFalloff, I think.
Just search 'falloff' or 'gravity' in there and you should be able to find it. I think 2 is realistic, while 7 is the default? It's configured per-planet.
Osome 3 Jun, 2022 @ 10:23am 
man has waited a year for his answer
jsemGejSorryJakoMucq* 9 Sep, 2021 @ 7:06am 
How can i do that?
Darian Stephens 7 Sep, 2021 @ 5:15am 
You can change the falloff of planetary gravity to a realistic number, you don't need new types of gravity to change that.
jsemGejSorryJakoMucq* 7 Sep, 2021 @ 4:05am 
Please create a spherical gravity generator witch affects ships without artificial mass and has great range (at least 5km). Im looking for this generator becouse i want to create orbital satelites. This is not possible in vanilla planetary gravity because of its gradually increased strenght.
The Murakumo 19 May, 2020 @ 10:36pm 
I have a question....
Suppose I was trying to weaponize this..
Could I use this (at the center) of a grinder pit to pull in rogue fighters in or out of orbit?
Could I ALSO launch this puppy and watch it group up enemies into a singular location?
I need to know these things, because I've been trying to figure out a way to suck enemies into a singular area for focus fire.
Novum33 7 Aug, 2019 @ 1:39pm 
make a version of the spherical with an extreme max range
gumby 25 Aug, 2018 @ 2:23pm 
Any chance of an update?
Darian Stephens 16 Jun, 2018 @ 11:50pm 
Nah, but the fix is pretty simple.
I think there was a missing zero in registering for updates or something. I've got a patched version, but I don't know if it's allowed.
Couch 16 Jun, 2018 @ 2:17pm 
To clarify, does this mod work properly in the current version?
dRuPpI 7 Aug, 2017 @ 10:38pm 
@ Gamganca

of course it smashes down :steamhappy:
PrimOak6 24 Jul, 2017 @ 3:51pm 
could you make it were if your in range of on you can't use jump drives
Gamganca 3 Jul, 2017 @ 7:19pm 
I don't know if it was intentional or not, but when I spawn a simple block on a large ship with this gravity generator, the block shoots downward at a very high speed, smashing through the floor. (with only 1 G)
Biomechannibal 26 Apr, 2017 @ 10:47pm 
Works as a repulser lift on moons. Lunar hover chariot!
jay.jahn 20 Apr, 2017 @ 5:35am 
Could you make an anti gravity generator by chance?
SpaaaaaaceMouse 16 Apr, 2017 @ 8:25am 
Noticed the gravity only seems to effect the ship in the standard direction the generator pushes. Reversing it appears to have no effect.
SpaaaaaaceMouse 5 Apr, 2017 @ 9:05pm 
Tried it. It sort of fell up then leveled out. Maybe i can get it to work with more fiddling but it seems planetary gravity is still over-riding it.
jonn19  [author] 5 Apr, 2017 @ 7:54pm 
Hi mouse. Certainly not impossible. I think these guys will do the trick, although only if they're within 150m of the ground.
SpaaaaaaceMouse 5 Apr, 2017 @ 5:42pm 
I think this has been mentioned before as impossible but, it's worth asking again. Is it at all possible to make gravity generators counteract planetary gravity?
V4D4RS F1ST 4 Apr, 2017 @ 10:19pm 
Well i used to dream of tracktor beam type tools. i had two prototypes, one which fired a barbed bolt that had a head filled with mass blocks and another that was a chainless grabbing arm that held mass blocks. Both failed to be practical or easy to use.

The bolt, if you could hit, was durable but because it was not a static connection and just barbs tearing at armor it tended to rip the captive ship up and they often pulled lose. There were of course times when it just pened the armor but it did not grab so they escaped all together.

The arm had a static hold so it's grip could not be easily shaken... but it was fragile and was easily shot off. ramming it ironically destroyed the landing gear as well so that it failed.

I never used either prototype in multiplayer because ultimately while they were a cool and good idea they sucked in practice and werent worth the trouble
Darian Stephens 4 Apr, 2017 @ 6:54am 
Assuming these generators work on momentum, it shouldn't pose too much of an issue. At worst I'll need to account for a little bouncing, and that should be literally fun.
jonn19  [author] 4 Apr, 2017 @ 5:59am 
Darian, I've added planet surface detection to the voxel calculations. Be gentle with your adjustments, once you float out of the detection range the natural gravity will kick in suddenly. Inertia dampeners can also make life difficult... but hey, that's what engineering is all about!
Darian Stephens 4 Apr, 2017 @ 1:28am 
Oh gosh, if these gravity generators could work on planets, you'd have fully-functioning hover vehicles! THAT ACTUALLY HOVER!
Unless you can prevent the usage of gravity drives (Art. Mass) on planets, that would be exploitable (Which I think is the main reason they're disabled). Maybe if it was just the uni-directional grav gens that were non-functional on planets? I know gravity generators work slightly on moons, though, so I'm definitely trying that.
I've set up my game so that you can't actually build gravity generators until you've mined a material you can only get on the moon, though, so exploitation wouldn't be too big of an issue for me.

Those mines ARE actually simple, too, since you can just invert the gravity on the warhead-board GGens and they'll vacuum themselves towards the target. However, things like chaff launched first could cause a serious hole in the defences, which is awesome.
jonn19  [author] 4 Apr, 2017 @ 1:06am 
Yeah Darian; actually this makes space mines super-simple, hence the reduction in range on the sphericals. I'd hate to get whacked by a warhead-battery-gravgen from 400m away. Thanks Schlacter, I always associate magnetism and gravity, as similar slightly mystical forces, and should do some legit research haha! And hi V4DERS, yes I used to have some crash-assault ships built with Digi's mod (spherical plus grinders on the front) and my server in Australia has AI up to 3k blocks, so that will be happening for sure.
V4D4RS F1ST 3 Apr, 2017 @ 9:19pm 
You can make some scary tractor beam type stuff with this. Capturing ships is a reality now!
megapro 3 Apr, 2017 @ 9:57am 
using the linear instead of the square relationship for the gravity like you did was actually the legit way. gravity decreases lineary over distance (magnetism decreases with a square relationship though)
Darian Stephens 3 Apr, 2017 @ 3:14am 
One of the first things I'm imagining is the kick you'd get when you launch gravity-driven projectiles. Not very inventive, but I'll need a bit of time to play with this new system in mind.
jonn19  [author] 3 Apr, 2017 @ 2:56am 
No worries at all Darian, the modify-vanilla-blocks is actually slightly simpler code than adding the new blocks! I have just tested a small vehicle launch tube using four grav gens, too much fun. Let me know if you build anything especially inventive, be keen to see blueprints.
Darian Stephens 3 Apr, 2017 @ 2:05am 
I really do appreciate your willingnes to go a little bit out of your way to help me.
These gravity mechanics will certainly spice up that aspect of the game. I can't wait to actually manage my gravity carefully, instead of just cranking it up to the ship's bounding box and forgetting about it.
jonn19  [author] 3 Apr, 2017 @ 1:44am 
Ah true. Well given the modification required me to (1) delete a single file, and (2) remove about 16 characters of code, it's done :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=897568969 is the link!
Darian Stephens 3 Apr, 2017 @ 1:29am 
Patching out the generator from vanilla respawn ships doesn't account for the hundreds of ships added by mods like the EEM, and while I probably could write a script to batch-replace/remove the block from the blueprints (That actually sounds kinda useful...), but just having a version that applies the effect directly to vanilla grav gens is a more elegant solution, and what's to stop players from projecting a blueprinted vanilla gravity generator (You can do that for hidden blocks, right?)?
jonn19  [author] 3 Apr, 2017 @ 1:13am 
@Darian it'd actually be pretty simple to just add the effect to the regular generators, however I see there's this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=307303015 which removes the vanilla ones (and patches out the respawnship ones, etc.) It doesn't seem to conflict with my mod. Try adding it, and if that doesn't suit comment here again and I'll make the other mod.
@Anubis sounds terrifying, especially if you turn voxel damage off!!!
Anubis 2 Apr, 2017 @ 5:43pm 
I second Weaponized Astroids
Darian Stephens 2 Apr, 2017 @ 9:09am 
Could you possibly make a version that outright replaces the vanilla generators with this mechanic? I'd rather something like this not be optional, or at least have the option to make it non-optional!

It's a shame that we still can't have moving voxels... I'm still holding out hope for reference frames, that way we could have anything move at any speed and still have things within it interact properly!
jonn19  [author] 2 Apr, 2017 @ 3:53am 
Yeah @Acarii, for a spherical set with the usual field strength they will both converge, the lighter grid moving faster. If you set the gravity to -1g, for example, it would repel the other grid.
Acarii 1 Apr, 2017 @ 10:54pm 
So, what I am understanding from this is that the two grids will pull to each other. Meaning they both move, as would two planets should they find themselves within range of each other.