Star Ruler 2

Star Ruler 2

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New Movement Physics
Content: Subsystems
Type: Mod
File Size
0.078 MB
May 24, 2016 @ 6:55pm
Jun 26, 2016 @ 1:42pm
4 Change Notes ( view )

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New Movement Physics

This mod increases the thrust of every engine type, but adds linear velocity drag. This makes ships accelerate a little slower than they expect (but way faster than unmodded), and slow down a little faster than that. It also means that any given ship will reach a top speed based on its thrust to mass ratio.

From preliminary testing and balancing, this top speed should be slower than any reasonably sized Hyperdrive, so you'll want to use some sort of FTL to get around. Slowboating it will certainly still work perfectly well, but it takes a bit longer under this movement system.

It also generally improves maneuverability at low velocities as the drag reduces unwanted lateral velocity, and this is further improved by a general increase to turning speeds. (As a result this mod is not compatible with my Faster Turning Speed mod as it incorporates that functionality)

Additionally, this mod enables ships to slowly move laterally without being vector thrust enabled. This means they can get started or correct their course without needing to be entirely rotated. By default they have 0% thrust at a 90 degree angle, scaling up to 35% thrust at slightly off angle in either direction, so ships can now (slowly) reverse. This updates to 100% thrust as soon as they're properly aligned. To prevent wobble at short range, ships now get additional braking thrust when very close to their point of destination, helping to prevent overshoots, oscillation, and wobble. This thrust is entirely magical but works really well at just making things easier to control.

(Icon is still by Lorc)
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Knittel Jan 10, 2017 @ 1:39pm 
Thank you very much for this mod. The movement may be less realistic but for gameplay purposes it is so much better. Especially with SlipStream Portals I had the problem of the ships running around the portal for 1 minute not hitting, which does not happen with this mod.
*thumps up*
Darloth  [author] Oct 29, 2016 @ 7:24am 
Sure - just download it from Github, where I keep most of my SR2 mods for that purpose:

If you just plop the New Movement Physics folder from that repository into the SR2 mods folder (I'm not sure where gog puts it, presumably in the same directory as the exe?) and optionally the graviton adjust mod as well, it should then show up in the mod list.

I have some others mirrored there as well.

If you need to copy a mod that -isn't- hosted elsewhere, it's possible but you'll need to dig around in the steamapps/common folder to find the subscribed item list and then find the mod you want and then get it to him separately, and I cannot really help you there. I know it's theoretically possible, but I've never done it myself.
Maggo 0815 Oct 29, 2016 @ 6:05am 
Trying to get this for someone that has Star ruler 2 from GOG. Any idea on how to give this to him?
bearhiderug Sep 11, 2016 @ 1:19am 
Well, I am or was prett happy with the defaul ahnilla one. I use the mod that increases turn speed by 1.75 though. As far as thrust I usualy use gates. But all ftl can compensate acroos galaxy flight times lol. Unless you are going for non ftl submaine warfare. However I will re add this mod and modify the values. I like the idea of mid course adjustments and no overshoooting thoguh alot ALOT.
Darloth  [author] Sep 10, 2016 @ 1:29pm 
You can turn it down if you like, the speed modifiers are merely thrust modifiers in a single text file. I don't offhand know the correct value for 'vanilla' acceleration, but you could probably get close with something like +20% thrust instead of however much the mod has.

If you come up with a value that seems to work really nicely, please let us know - maybe everyone else will like it too.
bearhiderug Sep 8, 2016 @ 8:08pm 
Just stopping by to say that the increased speed felt unessicary (sp) to me. While getting somewhere and engaging in battle was all nice and quick, it was just TOO quick. Good effort and all.
Toc Jun 24, 2016 @ 1:34pm 
Thank you, this is a substantial quality of gameplay improvement for me.
seronis May 27, 2016 @ 3:45am 
Sounds good. Was just a bit curious on reasoning. Its been some time since I booted up SR2 (i play sr1, aurora and stellaris a lot) and forget how the acceleration actually looks in game.
Darloth  [author] May 27, 2016 @ 3:11am 
It wouldn't. However, Star Ruler 2 lacks c. On ships with a lot of engine, it's often faster to just fly between star systems with your engines rather than bother turning on your hyperdrive.

I tried to add c, but it didn't work, so I went with the easier option of adding drag. Since that has a pleasant side effect of making ships maneuver more intuitively (yes, it's less realistic, but it looks good and it feels good) I released it.
seronis May 27, 2016 @ 2:59am 
Why would a space game need a speed limit other than 'c' ?