Space Engineers

Space Engineers

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Sixela963 Mar 16, 2016 @ 3:57pm
Most realistic way to play?
I want to start some kind of really realistic survival. Of course not 1000% real, but still pretty close.

Of course, no spectator/thirdperson and realistic thrusters mod, but i have other questions:
Should i use gyros? I am still not sure if their strengh is realistic, and it is extremely important for ship design.

What settings for cargo/weld/refine and stuff? Because i want to make a realistic experience, but not a time wasting machine.

Please, help me decide, friendgineers.
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casualsailor Mar 16, 2016 @ 4:24pm 
I'm not sure about your gyro question. You cannot turn a ship without them.

As for Cargo, etc, I go with 3x inventory, 2x Refin/Assemb and 2x welding.

If you go with realistic inventory you have 400L. This means you can carry about 100 steel plates with your welder/grinder. That means you have enough for 4 Light Armor blocks. But when you consider a refinery uses 1200 blocks that is 12 trips back and forth to storage just for its steel plates. And blocks like antennas, grav gens, medbays and reactors will require you to make dozens of trips as you can only hold 3-10 of the spacial components (radio,medical,gravity, reactor components) And those blocks can require 100 of those alone.

So 3x inventory is what I consider the minimum. As for the Refining/Assembling, I start with 2x and then add 4 productivity modules to each. But you can play around with this setting without having to worry about moving your cargo around like you do if you lower your inventory multiplier. But I find 2x works ok.

As for what to do. For non-planet starts, I typically start with the Asteroid Start and convert the Yellow Respawn ship into a 4 drill (on 5 connector tube post) ship with refinery, assembler, medbay, oxygen gen all connected together so you can get gas from your medbay and can add productivity modules to both the assembler and refinery once you get some ore. Then get some nickel and add an ore detector and large cargo box and you've got a ship that will allow you to gather and process enough ore to do whatever you want. Your next step should be to grab some silver and add 2 more reactors since that large cargo box will make you want to add a couple more thrusters (which require platinum)

For Planet starts, I start with the Star System start, covert the lander into a 4 drill ship on a post of connectors 6 long coming out the center of the bottom of the lander. Add a couple more batteries and you're good to go. I don't worry about solar panels too much. Find some silver and build a second reactor and once you get some uranium you are good to go. Often the ore is beneath what you can drill to, but just hand drill and carry it back up and deposit it in the drill and swap hydrogen tanks the same way and you can stay down there for 30 mins or more before needing to recharge suit energy. On those veins that punch thru, just hand drill and let the or fall to the bottom of your hole and again ferry it up. Once you get a good supply of Uranium and a bit of everything else you'll be ready to setup a base or what ever.

jandraelune Mar 16, 2016 @ 8:45pm 
You can turn a ship with out gyros. You need thrusters spaced out widely and using Thrust Override as an on/off. The off balance thruster set-up will cause the ship to rotate about the center of rotation.

Rotation isn't nearly as fast...but doable.

Note that smaller the ship the harder this is to do...small enough and not doable at all.
Sixela963 Mar 17, 2016 @ 11:44am 
Do you guys think it is possible to make a useable gyro out of rotors? If not, do you have a link for a mod decreasing its force?(or is it actually realistic)
Also, remembered a few even more realism mods: exploding hydro tank and 3d helmet hud mod.
jandraelune Mar 17, 2016 @ 3:42pm 
Pistons and Rotors ends are their own grid space...thus any thing that works with Dampeners will fight against any movement done on the main craft they are attached to.

So, no Gyro's, no Thrusters. THrusters can work...but only in thrust override in the direction you want to travel with you using WSAD on the main craft at the same time to prevent the main craft's Dampener from fighting the addon thruster attached to the pistion/rotor.
Darkaiser Mar 21, 2016 @ 2:54pm 
Think of it this way: ANY spacecraft will have some sort of control system. Now SE doesn't have vanilla manuvering thrusters, onboard computers and so forth. The Gyro simulates all of this. Flying a ship, especially a ship that changes mass (as a utility or mining ship will) is challenging enough. Trying to invent some Rube Goldberg system of flying old-school is nuts. However, your mileage may vary.
Sixela963 Mar 22, 2016 @ 1:04pm 
Originally posted by Darkaiser:
Think of it this way: ANY spacecraft will have some sort of control system. Now SE doesn't have vanilla manuvering thrusters, onboard computers and so forth. The Gyro simulates all of this. Flying a ship, especially a ship that changes mass (as a utility or mining ship will) is challenging enough. Trying to invent some Rube Goldberg system of flying old-school is nuts. However, your mileage may vary.
Yeah, did a bit of testing and while making rotor-controlled turning is not impossible, it isn't worth it. A bit like the decompression ships some people tried to do a while ago. Well, go for gyro then.
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Date Posted: Mar 16, 2016 @ 3:57pm
Posts: 6