Space Engineers

Space Engineers

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Star Trek Module 4 - Thrusters 1.2
   
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Type: Mod
Mod category: Block
Tags: NoScripts
File Size
Posted
Updated
37.420 MB
23 Apr, 2024 @ 3:48am
20 Aug, 2024 @ 4:18am
3 Change Notes ( view )

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Star Trek Module 4 - Thrusters 1.2

In 1 collection by Qarannia
Star Trek Modules
15 items
Description


Welcome to Star Trek Module 4 - Thrusters by Q-Tech. This mod contains a set of Star Trek themed thruster blocks. This mod requires Animation Engine to function, so make sure you have it loaded in your world. It is listed as a dependency so it should load automatically but if there are issues it may help to add it manually to the mod list.

IMPORTANT: Update information for this mod can be found in the Change Notes tab.

Under no circumstances is this mod to be publicly re-uploaded by anyone for any reason!

The other modules can be found on my workshop or in the Star Trek Modules collection.



The description of each module in the collection can be found in the Star Trek Modules Guide. Please refer to the guide for information about each mod. Please do not post questions or complaints if you have not read the guide. If you have read the guide and your question / concern has not been addressed then feel free to post it in the comments section.



This mod contains the following blocks:
  • Impulse Engines
  • RCS Thrusters
  • A customised particle for the entry into warp when using the Elite Dangerous: FSD Supercruise mod



If you like this mod then please visit Qarannia's Space Engineers Workshop to check out my other mods.





If you like my work and would like to support me, then you can buy me a coffee by clicking on the image below. Any support is greatly appreciated.

[www.buymeacoffee.com]
37 Comments
Qarannia  [author] 17 Apr @ 12:51pm 
@Elana I think Ctrl and + cycles through BuildInfo's different modes and one of them shows thrust vectors.

I'm pretty much out of SE modding for the time being. I fix stuff if it gets broken 'cos Keen changes something but apart from that I'm on extended shore leave.
Elana 17 Apr @ 11:00am 
I have build info, but I don't see anything obvious to indicate which direction it's facing.

My suggestion:

Alter the textures on the other faces of the blocks to show a thrust indicator for placement. It doesn't need to be large, simply having a label that says something like " ^ thrust direction " would help....could even stylize it to match the lcars labels you see on things like doors, power conduits, etc for keeping the trek feel for the label.
Qarannia  [author] 17 Apr @ 2:09am 
@Elana It is difficult. I use BuildInfo so I can visualise the flame vector; I don't know of any other way offhand.
Elana 16 Apr @ 4:51pm 
How can we tell which direction the thrusters will push the craft? especially with the ones on slopes, it's difficult to tell which way they are facing for functionality.
Qarannia  [author] 29 Jan @ 7:57am 
@hyphoenix You could make a local copy for yourself of the mod since it's probably not going to change any time soon and then change away to your hearts content. I never get upset when anyone does that; I wish I could give you a config file like with the weapons so you could edit away however much you want.

Maintaining integration between your edits and the original would also require time that I don't have right now. Plus it would open the door for anyone else who has a different idea of balance. Overall the best solution for you is a local copy of the mod that you edit however you like.
hyphoenix 28 Jan @ 1:34pm 
To balance it i'd say Impulse should have 10% weaker thrust then Hydrogen, but around 110% more energy use then ION. So, you're forced to pick Hydrogen for power, Ion for efficiency, or Impulse for a mix of both (with the benefit of no damage and small block sizes). If I edited the patch myself that's what I would set
hyphoenix 28 Jan @ 1:24pm 
No worries, I understand that.

I know how to make the change. So hypothetically, if I edit the values by myself inside the block definitions closer matching vanilla, could I send you the new files (or values) for you to upload an optional patch? If not I won't change anything, your decision
Qarannia  [author] 28 Jan @ 8:06am 
@hyphoenix The thrusters were designed for really large, really really heavy grids (upwards of 100 mil kg). My greatest wish is for a thruster where the user can select the thrust output in the Terminal. It could "maybe" be done with scripts but it's way beyond my ability.

At the moment I don't have the time or the resources to do anything more than emergency maintenance to a mod that breaks unexpectedly.
hyphoenix 28 Jan @ 6:05am 
Is there a chance we could have an optional version of the mod balanced to the core game, instead of your method? I like it, but with no damage to nearby blocks + very high thrust, it doesn't balance well compared to other vanilla thrusters
Qarannia  [author] 26 Jan @ 2:56pm 
@hyphoenix Hmmm, Does the same thing happen if you use different types of vanilla thrusters in a group?