Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Do you really think that more power would solve that issue and increase turning speeds when standing still?
More reactors are under constructions as we speak (increasing by 33%). Will return with more information shortly.
Oh, well thjank you for the info and testing, I really appreciate it. I have already spent too much time to give up on this baby and will continue. Hopefully I can upload the final version, with adequate turning capabilities, at some point.
Thank you :)
I didn't have time to look at the dozens of modded gyros on the workshop and find one that was functional and sane, I just edited local game file to do it... I've not looked at the inside of the ship, though I noticed (using SE toolbox) there;s a lot of incomplete and damaged parts as it is already. Have fun with your creations, that's what the game is all about :)
You need to use caution doing such things, of course (though the 'verify integrity of game files' in the Steam library > game > properties > local files will revert all changes) but the gyros are defined in the XML file CubeBlocks_Control.sbc located in:
<install path>\Steam\steamapps\common\SpaceEngineers\Content\Data\CubeBlocks
and within that look for Gyroscope, and within that subsection the performance is set by the value of the <ForceMagnitude> item.
https://steamcommunity.com/sharedfiles/filedetails/?id=302496574
https://steamcommunity.com/sharedfiles/filedetails/?id=771904015
https://steamcommunity.com/sharedfiles/filedetails/?id=297357201
__
Keep in mind the best Perfo for a Mothership is no more than 100 blocks long,
-> we may not be able to complete the ship when over 100 blocks long because of the "Physical Shapes" limit we see in the "Info" Tab of the Mothership Terminal.
We reach that game limit faster when building over 100 blocks long, so I strongly recommend to stay under 100 blocks long if you want to be able to complete before reaching the game limit.
We lose the creation when going over the PS Limit so keep an eye on this one.
EDIT -> PS over MAX = The ship becomes a "Ghost" and nothing can be done to recover.
The ship is too heavy for this game where you will have to use Modded Gyros, Thruster and Reactors to delete all the Vanilla blocks that adds to the mass.
The Warp thruster is a "All in one" and very very powerful so you will need just a few.
-> It's already too heavy at 100 blocks long made with heavy armor and I can see it's not completed cause seems that you will make it longer than 100 :
https://steamcommunity.com/sharedfiles/filedetails/?id=2805609191
___
No Mods :
You will have to lower its total mass by deleting the following :
1 - Change heavy armor for Light armor.
2 - Delete the mergeable wings / huge walls on pistons/rotors on the sides that adds too much mass for nothing.
3 - Delete a lot of turrets because it only needs 6 to destroy a Pirate station.
+
Advice
-> Do not build all subgrids before completing the skin with the needed to fly.
I recommend to start by creating the skin of the Mothership, no more than 100 blocks long with its needed Thrusters, Gyros and Reactors so it can fly first before adding more to it.
-> Better make it fly first.
+
Add one subgrid at a time after the Mothership can fly properly.
_________
Again, keep in mind the best Perfo for a Mothership is no more than 100 blocks long and no more than 100 000 PCU used.