Space Engineers

Space Engineers

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How many Gyros is too many?
Me personally have used 27+ Large gyros in a 3x3x3 brick of Gyros.

My understanding is that their placement near the center of mass makes a big difference as well as their placement with regard to other gyros.

The laziest way to guarantee a ship turns well is to just stick 3 layers of 3x3 gyros somewhere on the vessel.

I've had vessels with 100+ gyros more or less randomly placed with horrible results.

The good ole "brick of gyros" reigns supreme in my mind. But how do they actually work together in this game?
Last edited by Whispdragoon62; Dec 5, 2023 @ 8:55pm
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Showing 1-7 of 7 comments
Capt Fuzzy Dec 6, 2023 @ 1:07am 
Like you, I've experimented with gyro number and placement, and have obtained similar results.
I generally place mine as close to center mass as I can get them, and I also tend to place them all 'facing' the same direction, though I have experimented with this as well, my results have been, for the most part, inconclusive.
Placing the gyros center mass seems to give the biggest advantage as far as maneuverability goes. I can typically turn a large ship on a dime with this method, and if I've placed enough gyros, very quickly as well.
Dan2D3D  [developer] Dec 7, 2023 @ 3:25am 
Hi, I'll say when going in circle and still no better maneuverability, I mean like adding Gyros just add more mass that will need more Gyros that will add more mass ...

-> It's not working at some point on absurdly huge Mothership where adding more just get worst.
Last edited by Dan2D3D; Dec 7, 2023 @ 3:35am
Dan2D3D  [developer] Dec 7, 2023 @ 3:44am 
For example :

The ship on the right side in the screenshot below is too big for the game and adding more Gyros only add more mass so only get worst.

Better build Mothership under 100 blocks long to avoid mass problem.

The one in center is already absurdly huge for this game and better be light armor cause it would be too heavy using heavy armor :
https://steamcommunity.com/sharedfiles/filedetails/?id=2862931256
The white/blue ship is 160 blocks long.

Edit
Sorry corrections made.
Last edited by Dan2D3D; Dec 7, 2023 @ 3:57am
Captain Canard Dec 7, 2023 @ 5:48am 
Does Gyro placement matter at all? It seems my ship rotates (pitch, roll, and yaw) around ME rather than the gyros. I sit in the front, and I have to be careful not to bang the back end of my ship against rocks when pitching up because apparently I'm the "fulcrum" rather than the gyros or even center-of-mass.

I've only observed this on one ship (never gave it much thought until recently), so I'll test it on some other ships and even a couple experimental platforms and report back with my results.
Dan2D3D  [developer] Dec 7, 2023 @ 5:56am 
Originally posted by The Phoenix:
Does Gyro placement matter at all? It seems my ship rotates (pitch, roll, and yaw) around ME rather than the gyros. I sit in the front, and I have to be careful not to bang the back end of my ship against rocks when pitching up because apparently I'm the "fulcrum" rather than the gyros or even center-of-mass.

I've only observed this on one ship (never gave it much thought until recently), so I'll test it on some other ships and even a couple experimental platforms and report back with my results.

Ship rotation goes with the center of mass, for example : placing all heavy blocks to the back of the ship will more the pivot back.
Last edited by Dan2D3D; Dec 7, 2023 @ 5:58am
Dan2D3D  [developer] Dec 7, 2023 @ 6:03am 
I will add :

The Gyro block is very heavy and placing all gyroscopes on the back of the ship can move the center of mass because more heavy blocks on the back.
Last edited by Dan2D3D; Dec 7, 2023 @ 6:04am
Here are some notes on gyros.

In SE, the maximum rotational speed of a large grid or a small grid is hard-coded. I suspect there is a maximum speed of rotation to avoid grids clipping through objects.

In the game, a ship turns around its center of mass. You can see markers for center-of-mass by going into the K menu>INFO and then turning on the setting.

Take note of the farthest point on your ship from the center of mass. Once that point gets up to the maximum rotational speed, your ship cannot rotate (in terms of RPMs) any faster. So longer ships tend to max out at lower RPMs regardless of how may gyros that you put on the ship.... i.e. your ship will turn slower.

More gyros means you'll reach your maximum RPMs faster and easier... but that's all the advantage you will get.

So your best strategy for faster turning:
1. Manipulate your center of mass to be equal distance between the two farthest points on your ship.
2. Do not make your ships unnecessarily long, wide, etc. Adding that extra antenna to the front of your ship or that long griebling is slowing down rotational RPMs.
3. Keep the mass down by not adding excess mass... like redundant gyroscopes.
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Date Posted: Dec 5, 2023 @ 8:54pm
Posts: 7