Space Engineers

Space Engineers

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Vincent Apr 19, 2019 @ 10:42am
Please Vote :)
Add More Realism to the Game for Roleplaying Purposes
I don't think this idea needs much explaining. It would be nice to see if we had a fence added to the game with different sizes, also some weapons look to me too lethal, we could have tasers that would temporarily cause power shortage to the suit or any object that the taser is aimed at. Bank notes might not be useful, but I believe it is good to have it. I have found that transfering powers in long range is a problem, we would have to build metal blocks all the way, cables would be useful, cables could be stationary or hang between two connections (depends on SE programmers).

https://support.keenswh.com/spaceengineers/general/topic/add-more-realism-to-the-game-for-roleplaying-purposes

Different Modes for Connectors
This idea is pretty simple to implement. As you know, connecting 2 connectors together shares power, terminal and inventory, but sharing all of this might not be what we want. We should be able to choose what we want connector to do. I have a military base built and I once had to charge vehicle using connector, connection was successful, but when I cut off power to the vehicle, whole base cut the power of, I had to get to the terminal to turn the power back on, keep in mind none off doors worked.

https://support.keenswh.com/spaceengineers/general/topic/different-modes-for-connectors-space-engineers

Generative Power from Thrusters
We all know that thrusters use resources to generate power, but lets concentrate on amtospheric thrusters. It uses electricity and turns it into force that causes movement. Since the thruster use electricity, I believe it can work in reverse, kinetic energy could turn into electric. The thruster uses lots of power to fly in atmosphere, I personally would like to go economical and save some power. If this can't be implemented, at least I could ask for another wind turbine, this time in a tube form.

https://support.keenswh.com/spaceengineers/general/topic/generative-power-from-thrusters
Last edited by Vincent; Apr 21, 2019 @ 2:49am
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Showing 1-15 of 68 comments
Slye_Fox Apr 19, 2019 @ 11:31am 
That last one makes no sense mechanically.
An atmo-thruster is not a turbine.
NYVS Apr 19, 2019 @ 11:59am 
Generative power from atmospheric thrusters is not how turbines work, nor is it at all practical when placed as a standalone system in real life as a means of power generation.
A note on banknotes. Banknotes are in themselves worthless unless backed by a common rare commodity. In the US up until recently, the note was representative of the ownership of a specified amount of gold in abstentia. By this a dollar was worth a dollar of gold. In SE you would be better off from a role playing experience from the perspective of deep story development to probably have actual trade of refined resources, instead of ill-enforceable notes. Such is closer to historically defined distance commodity exchange.
A connector is nice in that it has no distinct flow through mechanic, all it does is connects 2 separate grids and their inventories. That being said you can set up your ships in such a way that you can take power generation from one grid to charge another. setting up a sorter before and after a connector easily controls the flow of items through the connectors. Such sorters are ownership independent, where as the connectors ownership is important.
RoofCat Apr 19, 2019 @ 12:09pm 
In real life turbines use fuel. In SE they use electricity!

Would be quite stupid to make something, that uses electricity, also generate one during regular usage except while slowing down as regenerative system. As every mechanical part has energy losses. It's much better to simply avoid that part altogether than use electricity to generate electricity.
Vincent Apr 19, 2019 @ 1:23pm 
There is something known as kinetic energy. If thrusters are fueled from electricity, they logically work by turning electric force into magnetic, that runs the thruster. Vice versa, you can turn kinetic energy into electric too. If we dig into details more then turbines can't even work with electricity, they are based on fluids.
Vincent Apr 19, 2019 @ 1:26pm 
To summarize, the thruster is a generator, it generates force and it should be able to do the opposite.
Vincent Apr 19, 2019 @ 1:27pm 
The thruster to electricity idea isn't intended to generate more than it uses, but it is economically good idea.
Mr B. Apr 19, 2019 @ 1:54pm 
Originally posted by Vincent:
The thruster to electricity idea isn't intended to generate more than it uses, but it is economically good idea.
So...just reduce the energy usage on thrusters, is what your saying?
Vincent Apr 19, 2019 @ 1:57pm 
Originally posted by Mr B.:
Originally posted by Vincent:
The thruster to electricity idea isn't intended to generate more than it uses, but it is economically good idea.
So...just reduce the energy usage on thrusters, is what your saying?
Yes.
Mr B. Apr 19, 2019 @ 1:58pm 
I'd rather they increase output for Ions, and reduce weight of the atmo ones. There was once a day when ions were scary powerful, but they nerfed them.
RoofCat Apr 19, 2019 @ 2:14pm 
Originally posted by Vincent:
To summarize, the thruster is a generator, it generates force and it should be able to do the opposite.
Sure, that's what I described as regenerative system. Like electric cars do during braking. Recharge battery a tiny bit. Though realistically in a world where every craft is a hovercraft drone that's not the most reasonable business project. On reentry falling - probably. But everywhere else almost zero value. An even on reentry - the air is thick enough only for the last 5..8km which is like one minute of falling.
While for above the surface travel hovering for 3 min longer just to regenerate some power from directional slowdown using tiny(!) drag of thrusters alone (most drag would still be the rest of the whole craft and thus wasted) would likely waste more energy than save. Helicopters are notorious inefficient way of travel. Everything is a helicopter in SE.

It's not 100% absurd. But like 90..95% quite sure.
You would need much larger rotors (the size of the whole ship or larger) for starters for it to make any sense at all even in those limited usage scenarios like for 1 minute every hour. Air is nothing like driving on a street. And even on the street all you get is few percent regeneration in best case in city cycle as most is still lost - to system waste and other reasons. And driving on a highway you probably don't need to brake once for longer periods of time than your batteries can last. Which is still much more efficient than braking while regenerating medium-small piece of the kinetic energy required to reach that speed again.
Last edited by RoofCat; Apr 19, 2019 @ 2:24pm
NYVS Apr 19, 2019 @ 6:38pm 
^
I agree with you RoofCat.
A thruster is a generator in that it moves a significantly massive quantity of air through it to cause a difference in the fluid momentum, hence a force being made by the thrust. Inverting the dynamics does yes mean that a wind blowing into a stationary turbine does indeed create power (the basis for modern steam turbine power generation). But for such power to be generated you would need serious wind, such that as RoofCat said reentry speeds from space in SE would generate you a few seconds of power. Is this necessary in SE today; probably not as its safer to land with parachutes in such events.

Another question I would hypothesize is how would you go about doing non-lethal weapons? You mentioned tasers in your post, but at the same time space is inherently a mash of things going at significantly, hilarious different velocities. As an example I killed an intruder on my ship the other day by executing a turn...
Vincent Apr 19, 2019 @ 8:49pm 
I think this is one of the moments where people don't think something would work out well until it is put in practice. I am not posting random ideas, I encounter random situations when I play that tell me the game needs an update. If you don't need something added - doesn't mean that it's not useful. Also let's not forget that this is a game with futuristic style, why would you put boundaries on yourself?
Last edited by Vincent; Apr 19, 2019 @ 8:50pm
Vincent Apr 19, 2019 @ 9:00pm 
From my experience, I see that Space Engineers is poor on power for small ships on atmospheric areas. A battery wouldn't have enough power to lift up a simple small drone, it runs out on seconds.
Darkaiser Apr 19, 2019 @ 9:10pm 
Originally posted by Vincent:
From my experience, I see that Space Engineers is poor on power for small ships on atmospheric areas. A battery wouldn't have enough power to lift up a simple small drone, it runs out on seconds.


Then you're building your drones wrong. I can build (have built, actually) a drone with 7 thrusters (more than enough), one battery (also more than enough), all the necessary components to make it work (gyro, antenna, remote control etc) and two gatling turrets. On a full charge it can operate for over an hour in atmo.

SE is not about using things that happen in real life or else Programming and Timer blocks would be the size of a wristwatch. It's a sandbox game where you're asked to design and build around the limitations that the game sets before you. If you don't like the parameters, there are mods for virtually everything.
Vincent Apr 19, 2019 @ 9:15pm 
Originally posted by Darkaiser:
Originally posted by Vincent:
From my experience, I see that Space Engineers is poor on power for small ships on atmospheric areas. A battery wouldn't have enough power to lift up a simple small drone, it runs out on seconds.


Then you're building your drones wrong. I can build (have built, actually) a drone with 7 thrusters (more than enough), one battery (also more than enough), all the necessary components to make it work (gyro, antenna, remote control etc) and two gatling turrets. On a full charge it can operate for over an hour in atmo.

SE is not about using things that happen in real life or else Programming and Timer blocks would be the size of a wristwatch. It's a sandbox game where you're asked to design and build around the limitations that the game sets before you. If you don't like the parameters, there are mods for virtually everything.
You probably have a source of electricity, I am doing everything in survival now. Also, about game limitations, feedbacks are added to expand the limits.
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Date Posted: Apr 19, 2019 @ 10:42am
Posts: 68