Space Engineers

Space Engineers

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Deadly Acceleration
   
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Type: Mod
Mod category: Script
File Size
Posted
Updated
1.386 MB
12 Mar, 2021 @ 4:07am
2 Apr, 2022 @ 5:12am
15 Change Notes ( view )

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Deadly Acceleration

Description
Deadly Acceleration

Introduction

Space Engineers is a little more forgiving than reality in regards to F = ma, this mod fixes that.

Have you ever been in an intense dogfight and done a 180 hairpin at 100m/s with your 99 gyros? Well, unfortunately for you, your engineer should be a smear in the cockpit after such a stunt.

This mod makes you take damage if you accelerate too fast. Over a certain (configurable) amount of acceleration, you will start taking damage. The damage is scaled depending on how far past the safe point you are. Being in a cockpit will reduce the damage you take, with different cockpits offering more or less protection for your poor engineer against the forces of nature (pun intended).

Features

  • Death
  • Both linear and angular acceleration is used, spinning too fast with gyros can also cause you to take damage
  • Highly customisable
  • Warnings when exceeding limit (in case you didn’t notice the red borders and sound effects)
  • Changes how you fight and build ships (no more 180 hairpins at 100m/s)
  • Fighter cockpit is now actually useful (it has a much higher cushion effect allowing you to survive longer at high g)
  • Survival only (more an unplanned feature since you cannot take damage in creative)
  • Damage is inversely scaled by time for small time values (configurable, see: TimeScaling). Allowing brief exposure to high acceleration with little or no damage
  • "Juice" for increasing resilience to high g (100% stolen from The Expanse). It can support any Component item through the API, see Deadly Acceleration - Basic Juice Pack for a mod that uses this. See the API Guide[github.com] for a basic rundown of how to use the API

A note on speed limits and balance

This mod is usable with a 100m/s speed limit, but only really in fights, since a 5g acceleration will get you to 100m/s in ~2 seconds. Be aware, however, when using modded thrusters or very fast ships since going too far over the safe point can kill you before you can react. This mod is currently only tested by me and therefore probably not very balanced. I suggest tuning the config to match your personal tastes.

Juice and toxicity mechanic

Overall juice is pretty self explanatory. Make it, slap it in your cockpit, and blast through a turn with no damage. Some things to note however:

  • Juice only works if it is in the inventory of the cockpit you are in, it will not work if it is in your personal inventory. This is an intentional design decision
  • Toxicity will decay over time naturally. However, if you use multiple juices without using a medbay, it will use the lowest decay rate of the juices used (e.g. you use one with 0.1 decay rate and one with 0.001, your decay rate is now 0.001)
  • Using a medbay (or survival kit) will cause the decay rate to increase dramatically (should decay from 100 in a few seconds tops). Additionally resetting toxicity to 0 using a medbay will also reset your toxic decay rate

Multiplayer

This mod undergoes testing in single-player, hosted multiplayer, and dedicated server environments. I am the only tester though so there may be bugs that only occure with multiple players. Please report them.

Planned features

This is a whishlist of what I might do with this mod, no promises:

  • Block damage. Ships can be torn apart by acceleration too (well, force), it just requires a lot more of it

Support for modded cockpits

This mod is partially compatible with modded cockpits. While by default modded cockpits will have no cushioning applied, they can be added to the config same as vanilla.

Configuration

I’ve run out of space here so configuration instructions can now be viewed by typing /da help config. This works in multiplayer or single-player. Note however that currently only admin players can do this in multiplayer.

Breaking changes

When new options are added to the config file, the old version is backed-up (renamed to "DeadlyAccel.cfg.backup.x" where x is a unique identifier) and the default config is loaded. Any modifications to the old config file must be copied over to the new file.

Bug reports

Report any problems with the mod here[github.com]. Please include a copy of your log files and steps to reproduce it. You can find your log files at %appdata%\SpaceEngineers\Storage\2422178213.sbm_DeadlyAccel.

Reuse/License

I’ve run out of space in the description, look at the license in the repo but tl;dr I will ask for your mod to be yeeted if you reuse without following the license and its GPLv3.

Source

The full source code for this mod can be found here: https://github.com/0x00002a/DeadlyAccel
35 Comments
ThottyNathaniel 18 May, 2024 @ 9:06am 
i like the breaking of blocks planned feature
TanjBear 28 Oct, 2022 @ 9:50am 
questions if i have a speed mod say 1000. would traveling in a cryopod prevent damage?
Aryemis 29 Jul, 2022 @ 6:08am 
Heya doing some testing with this mod and I noticed that the cushioning modifier isn't actually applied by the /da config reload option (the other options are though)
You need to actually reload the game for it to apply.
Lighted Shadows 13 Jul, 2022 @ 11:43am 
Disregard I think maybe it was a conflict with some other trash mod I removed and the error on server start vanished. Thanks for looking.
Natomic  [author] 13 Jul, 2022 @ 4:50am 
@LightedShadows is that an error your getting in the log? I can't see it in the F11 menu or the logfile
John Wack 25 Feb, 2022 @ 9:34pm 
can you add a black-out mechanic?
BloodyBathSalt 25 Jun, 2021 @ 12:02am 
Think you could implement Directional variables into the calculation? For example Negative G forces are less tolerable than positive ones. And lateral G forces are more tolerable than vertical G forces. Very short instances of very High Gforces can also be survivable. For example a fighter pilot ejecting can experience up to 24 G's. I haven't tested your mod yet so I'm not sure.

Additionally I imagine that if a person was laying down, say, in a bed. And they were accelerated upwards, They could take a Lot more G's safely compared to if they were sitting or standing up.

Lighted Shadows 17 Apr, 2021 @ 7:47pm 
@Natomic Great concept you have here. On the juice thing you could set in your config for Juice enabled cockpit by SubtypeID.
Make an item can call it JUICE
Let your script check if the cockpit inventory is juice enabled.
If it is check for juice and consume X amount.
If you have no juice apply damage.
Natomic  [author] 16 Apr, 2021 @ 2:14pm 
@Abisius Well I can't repro it with the industrial one, I don't own the other cockpit dlcs so I can't check those. I've fixed the MP stuff, at least for dedicated servers (I can't test hosted easily but it should be the same)
Abisius Xarvenius Carbensius 16 Apr, 2021 @ 12:50pm 
@Natomic
then somehting with the dlc cockpit is different, did it on my planet to orbit miner that is equipped with the dlc cockpit, no damage till 202m/s²