Space Engineers

Space Engineers

184 ratings
UltraGyro (DX11)
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block
File Size
Posted
Updated
251.507 KB
Sep 12, 2014 @ 11:12am
Jul 7, 2016 @ 12:25pm
8 Change Notes ( view )

Subscribe to download
UltraGyro (DX11)

Description
*** Attention *** 7/ 7 / 2016
This Mod has just been re-balanced. It was pointed out that there was an error in the ForceMagnitude calculation for the larger UltraGyro. The UltraGyro is now more balanced but also far weaker than it previously was. My appologies if this hurts your current / wip designs. To fix those ships that depended on the strong version of the UltraGyro I have released an extra mod with the old "Force" values for the UltraGyro.
You can get this new mod called "Ultra-UltraGyro" to fix your ships that used the older over-powered UltraGyro.

Link to New Mod - Ultra-UltraGyro

Finally Updated to DX11 thanks to The Witch.

This mod adds more powerfull Gyroscopes to be used on large ships.
Block UltraGyro = 3 x 3 x 3 only available on large ships.
Block 2XGyro = 2 x 2 x 2 , only available on large ships.

Ultra Gyro is = to approx 30 1 x 1 Gyros.
2X Gyro is = to approx 10 1 x 1 Gyros.

Most people who use this mod have really large ships that would normally need a few hundred gyros.
The 2x gyro was created for the 12 mil kg and up ships.

Caution use of the UltraGyro on Smaller (Large) ships might cause destruction due to high turn rates.

Resources Required to Build:
2X Gyro:
Computers = 40
Motors = 32
Large Steel Tubes = 32
Metal Grid = 250
Construction Components = 320
Steel Plates = 2750

UltraGyro:
Computers = 135
Motors = 108
Large Steel Tubes = 108
Metal Grid = 500
Construction Components = 1080
Steel Plates = 6000

Some values might need to be tweeked over time.

Update 7 / 7/ 2016 - Rebalanced , Added missing effects and sounds, changed required building components.
Update 9 / 26 / 2014 - Now used Custom block categories in the G Menu . Gyros now show in "All Blocks", "Large Blocks", and "CyB Intergalactic"
Update 9 / 18 / 2014 - reduced power requirements for both gyros. (All Gyros use power even while the ship is not moving - vanilla mechanic that cannot be changed) :(

Thanks to Cyanox for the proper math.
77 Comments
CyborgJenn  [author] Jun 29, 2017 @ 11:36pm 
Have you seen my other mod ?
It is this Gyro but seriously overpowered.
http://steamcommunity.com/sharedfiles/filedetails/?id=719677202
人族狙击手 Jun 29, 2017 @ 4:56pm 
你好我使用你的这个MOD2年了。我想修改你的MOD参数并且利用你的模型。因为我的船非常的大。它需要200.000以上的陀螺仪。因为我用了200个1000X陀螺仪MOD。
我会把你的名字加入到创建者。
Hello I am using your MOD for two years. I would like to modify your MOD parameters and use your model. Because my ship is very big. It needs more than 200.000 gyroscope. Because I used 200 1000X gyroscope MOD.
I will add your name to the creator.
Blue Moon Mar 2, 2017 @ 1:17pm 
blech, for how much space they take up, it feels rather weak. a gyro that takes up eight blocks is only ten powerful, one that takes up 27 is only 30.... i feel like the reward for upgrading should be higher, as should the power usage for the bigger gyros.

like the 2x2x2 should be 16 gyros, but super power thirsty and expensive, and the 3x3x3 40-50 gyros, and be ungodly hard to make and power
Daywalker Sep 16, 2016 @ 10:17am 
i worked around and found out that now ships that are docked or landed on other ships(eg hangar) make the big ship unmovable so their changed something as before i could fly around with my flagship and now i cant even turn it aslong as my figher is landed inside the hangar.
CyborgJenn  [author] Sep 16, 2016 @ 6:18am 
Aight , thanks for letting me know. Will have a look at it today and get a patch out asap.
everwake Sep 16, 2016 @ 6:07am 
I can confirm that this mod was broken by 01.153 update ( or maybe even earlier ) it no longer works
Daywalker Sep 15, 2016 @ 7:22am 
seems like after the patch today gyros dont work anymore cant move my ship or even rotate it.
Blacknight1010 Sep 13, 2016 @ 6:08am 
well now that i have two choices i kinda want an opinion. i am trying to build a 1Bkg ship for planets i have 16x atmoshere thrusters to match the 1Bkg capacity along with 16x hydrogen thrusters gyros are killing my frame rate even before i am finished i also have 8 titain trusters faceing in every direction except forward and back wich will be 16 ^_^ i kinda wanted a mega portable base that i could fly to planets or astoriods and convert it to a station was the original idea its a work in progress what mod should i use?:steamhappy:
CyborgJenn  [author] Aug 18, 2016 @ 11:01am 
My Intention has always been to keep this mod balanced, compared to the base game. The Ultra Gyro was never supposed to be that powerfull. My mistake which needed to be fixed. Having the over powered gyro in this mod really made no sense. (to me). I realize this was going to cause a few issues with peoples designs, for that I appologize.
I am not all heartless, which is why I realeased the other mod to give the over powered gyro back to those who needed it. Yes understandable that means slight redesigns to some ships. For most I imagine that might be anywhere from 1 to 12 gyros that will need to be replaced with the ones from my other mod. If you are using more than that, holy creap that has to be a monster of a ship. If you have built one of those massive ships feel free to share it so I can add some more screen shots to this mod. Thanks - Jenny
Plexxter [FF0000FF] DD Aug 12, 2016 @ 5:00am 
bla bla 2 years no fucking update and than this. you can tell me what you won`t.... it`s stupid.