Space Engineers

Space Engineers

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Ice, Vanilla Jul 9, 2016 @ 12:24pm
space engineers distances
i did a calculation and it seems that if you where to travel between earth and the alien planet with space engineers vanilla max speed (no jump drives) it would take about 15 hours and 45 minutes till you arive. not including the refueling time and repairation maybe even battles with S.P.A.T funny isnt it that the scale looks so big even though it is only 5663.7 km. hereby i recommend using jump drives before you decide to fly away from earth in survival mode
but can someone tell me if my calculations where correct because i suck at math

info:
max/average speed: 100m/s
distance: 5663.7km or 5663700m

just wanted to know. i think calculations are correct but it seems alot for a game
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Showing 1-6 of 6 comments
Shut off inertial dampners. Turn off any system other then oxygen vents run those on solar pannels, you made a 15 hour trip using no fuel beyond acceleration to cruise speed.
VanGoghComplex Jul 9, 2016 @ 1:04pm 
Originally posted by BgBλrdoGλmes:
just wanted to know. i think calculations are correct but it seems alot for a game
Space is big. The devs wanted to capture that.

Juno took five years to reach Jupiter. 15 hours is no biggie.
Regular jackoff Jul 9, 2016 @ 1:05pm 
seems correct.. it's a long time but nothing compared to some other games ;) for example in KSP it takes years/decades IRL to get to other planets and there is no jump drive only time warp
Ice, Vanilla Jul 9, 2016 @ 3:07pm 
i understand the real distances but i must say that i was still quite suprised when i found out
thanks for making sure the calculations where right
Thalyn Jul 9, 2016 @ 10:11pm 
Now you get why Jump Drives were added. It wasn't because "Warp is cool!" but rather "Space is too big to force people to sit through in real-time, even when it's scaled down." It's a necessary evil until such time as the speed limit can be significantly raised or removed, so it'll probably be there for some time yet.

Frontier: Elite II actually had up to 10,000x time compression (8.64 seconds = 1 day), with speeds in the tens or even hundreds of thousands of km/s, because of just how mind-bogglingly big space is when it's modelled at full size. And, in all fairness to Keen, if you hit that time compression while trying to auto-dock you'd usually wind up slamming into the station because the physics accuracy was too low (the rest of the time you'd fly straight through it and out of auto-pilot range).
Last edited by Thalyn; Jul 9, 2016 @ 10:11pm
ZombieHunter Jul 9, 2016 @ 11:11pm 
KSP handles it best by using time compression but forcing it to disable and/or lower to computationally manageable levels when near objects or too close to planets. When timesteps get too small in physics calculations the numbers 'blow up'. Its the concept of limits and when those are reached the physics starts to fall apart.

It seems SE falls apart at anything over 100 to 107 m/s (or at least that is the claim even though many have gone faster). It might be able to allow you to go faster but its not the most stable and bad things can happen. In SE's case it is the artificial speed limit that is the problem and the lack of a time acceleration / compression feature. SE ships barely go as fast as an Indy 500 racecar and are slower than F1 race cars. To illustrate: to leave Earth one must achieve around 16,500 mph and that is just for LEO. To perform Holman Orbital Transfers and slingshots around planets much more velocity is required. In KSP you can shorten trips by using its excellent simulation of gravitational mechanics and swing around behind planets to go faster and in front of them to slow down...without using fuel or thrusters except for the initial positioning and intercept.

In SE as long as you maintain 50 to 100 m/s at about 45 to 90 degrees and are using hydrogen thrusters you will leave the planet.
Last edited by ZombieHunter; Jul 9, 2016 @ 11:12pm
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Date Posted: Jul 9, 2016 @ 12:24pm
Posts: 6