Space Engineers

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Is there a way to make a colision alarm?
Ok just spent half a day upgradeing the starting ship on astroids to get me somewhere far away (towards the sun) and i just keep going up to full turning my dampners off and drifting at 104 MPS and i would like to walk around my ship while im moving BUT iv had a few incdents where giant astroids have come out of nowhere and crashed into my ship making it half its orgnial size, so is there any way to make an alarm to stop this? thank you anyone who can help.
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Showing 1-15 of 40 comments
sapper4725 Jan 7, 2015 @ 5:15am 
try a timing block linked to a sensor and sound block set to maximum but Im not sure that will give you enough time to react to stop your ship although I think you could try linking your reactors to it to and have them shutoff when the sensor is triggered but with the dampeners off the ship wont stop
Last edited by sapper4725; Jan 7, 2015 @ 5:17am
Daemn Jan 7, 2015 @ 5:23am 
you might find some ide help in this post.
not sure how to link but topic is

I've got an idea for a ship feature.... Input please!
Last edited by Daemn; Jan 7, 2015 @ 5:24am
crazywoj Jan 7, 2015 @ 5:23am 
could do what bill said^ but have it also be a set up of alternate emergency thrusters on a second ship attached with landing gear?
Last edited by crazywoj; Jan 7, 2015 @ 5:25am
Coxzee Jan 7, 2015 @ 6:33am 
It's easy to make a proximity alarm but it will be difficult for you to be able to stop your ship in time but this is what I would do.

Install sensor as close to the front of your ship as possible and set range to maximum.

Install two timer blocks, name one prox 1 and other prox 2

Then go to your sensor set action and right click prox 1 timer block and select start.

Then put prox 2 in the other slot and set to start.

Now go to your timer blocks prox 1 and right click on a un-used sound block with range and volume set to max and select that you want it to play when timer triggers.
Also set prox 1 to stop prox 2 and prox 2 to stop prox 1 this keeps the loop going and resets timers each time they're not in use.

Now go to prox 2 set to stop prox 1 and stop sound block prox alarm.

Now you have an alarm but now you need to set a gravity generator with it's bottom facing the front of your ship and with one artificial mass on top and one beneath and try to get the whole thing central as possible and turn them all off.

Now go back to prox 1 timer block and add the gravity gen to the list along with the two artificial masses and set to turn on when timer triggered and turn on dampners.

Now go to prox 2 and set the artificial mass and grav gen to turn off.

You'll now have a system that will trigger a warp drive in reverse and it should stop you if you're not going to fast.


You can also add alert lights to come on when prox 1 is triggered if you wish.

And when I say place the artificial masses above and below your grav gen I mean the grav gens bottom and top not the ships as the grav gen will be on it's side., otherwise your'll shoot downwards and that would be catastrothic.
Last edited by Coxzee; Jan 8, 2015 @ 6:38am
Mikhail Reign Jan 7, 2015 @ 6:52am 
Or just turn your dampeners on, group all the thrusters, put a sensor on the front of your ship, set to max and have it turn the thruster group on if it senses a roid. Tho not many ships would be able to stop from 104 in the space of sensors max range. maybe send a probe ship out the stopping distance and then some before you ship in the same direction. Put a antenna on it. If the anntenna mark goes away, it means that the probe has smashed into a roid and you hsould stop.
raymazoida Jan 7, 2015 @ 7:29am 
The problem is the sensor range: 50m

Now if you are traveling 104m/s it doesn't take a genius to work out how long you have to stop before you crash your ship.

No normal drive will bring you to a stop in such a short space of time.
Coxzee Jan 7, 2015 @ 7:35am 
Originally posted by mrraybaker:
The problem is the sensor range: 50m

Now if you are traveling 104m/s it doesn't take a genius to work out how long you have to stop before you crash your ship.

No normal drive will bring you to a stop in such a short space of time.

Yeah that's the problem, that's why I think the warp drive or whatever it should be called is the only real option.

Ofcorse you could get the extended range sensor mod and that might give you enough time without having to use the artificial masses, only trouble then is you need about 20 timer blocks in order to set up your thruster overide because each timer can only adjust the overide by one segment value and you need lots.
raymazoida Jan 7, 2015 @ 7:37am 
Can grav drive stop you that quick though??? hmm worth a test i suppose :D

And won't the timers for normal drive if you use a sensor extendor mod just need to turn on the dampners? Or I gues in this case just sound the alarm so the pilot can go do it.
Coxzee Jan 7, 2015 @ 7:42am 
Originally posted by mrraybaker:
Can grav drive stop you that quick though??? hmm worth a test i suppose :D

And won't the timers for normal drive if you use a sensor extendor mod just need to turn on the dampners? Or I gues in this case just sound the alarm so the pilot can go do it.

Well I have my doubts I must admit, it's just theory on my part and you may need to add more artificial masses but it should work as long as you're not going too fast, say 30m/s max. but if you combine it with the extended range sensor I think it would then as I think it's range is 150m if I remember.
raymazoida Jan 7, 2015 @ 8:01am 
Couldn't find that mod - found several that claim to go up to a 1000, but they are either not survival ready, or have "issues"

Even at 150 going at 30m/s you'd have 3 seconds to come to a complete stop, should be doable with a grav drive but quite a lot of effort for a break! Suppose if you have enough thrusters it may also be possible for a ship..but any ship you want it on would have to be pretty large for you to want to bother with such things in the first place. So it's possible that you'd completly ruin the "look" of a ship to do it with normal thrusters.
Coxzee Jan 7, 2015 @ 8:08am 
Originally posted by mrraybaker:
Couldn't find that mod - found several that claim to go up to a 1000, but they are either not survival ready, or have "issues"

Even at 150 going at 30m/s you'd have 3 seconds to come to a complete stop, should be doable with a grav drive but quite a lot of effort for a break! Suppose if you have enough thrusters it may also be possible for a ship..but any ship you want it on would have to be pretty large for you to want to bother with such things in the first place. So it's possible that you'd completly ruin the "look" of a ship to do it with normal thrusters.

Here you go my friend. ;)

http://steamcommunity.com/sharedfiles/filedetails/?id=352017577&searchtext=


I have to go out now but I'am going to experiment later and I'll get back with the results.
Mikhail Reign Jan 7, 2015 @ 9:09am 
Originally posted by UESCCoxzee=FILTH=:
only trouble then is you need about 20 timer blocks in order to set up your thruster overide because each timer can only adjust the overide by one segment value and you need lots.

No you dont. Turn dampeners on, group engines, turn engines off, have sensor turn engines on.
Elysian Echo Jan 7, 2015 @ 9:11am 
Yes what somebody up top said.

Gravity drive gan get you from 0 to 104 in 2 seconds

Then surly it can stop you that fast.

You will become a painting on the wall but your ship will be saved.

And then we can call you a good capitain for dieing for your ship.

and no mods required.
Last edited by Elysian Echo; Jan 7, 2015 @ 9:11am
Coxzee Jan 7, 2015 @ 9:14am 
Originally posted by Mikhail Reign:
Originally posted by UESCCoxzee=FILTH=:
only trouble then is you need about 20 timer blocks in order to set up your thruster overide because each timer can only adjust the overide by one segment value and you need lots.

No you dont. Turn dampeners on, group engines, turn engines off, have sensor turn engines on.

Yes but that would only turn on the thrusters and not increase overide and the dampners could never stop you by themself, so you would need loads of timing blocks set in sequence to raise the overide.
Mikhail Reign Jan 7, 2015 @ 9:18am 
Dampeners run at 100%. Thrusting in any one direction only runs at 75% or so. Overriding a engine 100% is the same power output as when dampeners are running at 100%
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Date Posted: Jan 7, 2015 @ 5:13am
Posts: 40