Space Engineers

Space Engineers

Realistic Thrusters (offset forces, NPCs unaffected)
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Update: May 12, 2024 @ 8:05pm

- Improved NPC detection by also checking if faction has AllowHumans off (or IsEveryoneNpc() from before).

Update: May 11, 2024 @ 8:38am

- Added list of NPC and player factions to this mod's log for server or singleplayer side only, used for debugging.

Update: Jun 22, 2021 @ 3:00am

- Fixed wrong grid data being discarded when multiple grids get marked for close in the same tick.
- Small optimizations.

Update: Nov 2, 2020 @ 5:48pm

- Added a way to force realistic thrust on specific NPC grids by adding "force-realistic-thrust" to any ship controller's custom data on that grid. The ship controller must be owned by the major owner on the grid for it to work (prevents players from exploiting NPCs flight by placing a cockpit/RC with that tag).

- Also added "force-realistic-thrust" for NPC factions, write it in that faction's private info to force all their owned ships to use realistic thrust.

Update: Nov 2, 2020 @ 5:20pm

(see next one)

Update: Nov 2, 2020 @ 4:57pm

(see next one)

Update: May 28, 2020 @ 12:41pm

- Removed DroneAI check.
Because blocks could have that AI but not actually work because they're owned by players and would've disabled realistic thrust.

Update: May 23, 2020 @ 5:34am

Realistic thrust now gets disabled for ships being NPC controlled... most of the time.
Due to control spaghetti and lack of access, it's not 100% accurate.

So how it works:
All tests are per-grid, so thrusters on rotors/pistons/connectors are separate grids that are independently checked.
So the tests are as follows in priority order (if a step does something, next steps do not execute)
1. any RC that has DroneAI (not autopilot) turns realistic OFF.
2. any player controlling the flying cockpit/RC turns realistic ON.
3. any player controlling a turret while also in a cockpit both on the same grid turns realistic ON.
4. grid unowned turns realistic ON.
5. first major owner is in a NPC-only faction turns realistic OFF.

And hopefully that works fine, please report any specific edge cases where it doesn't work as expected that were not mentioned here.

Update: Mar 7, 2019 @ 2:22pm

- Fixed original thrust not being properly cancelled by applying it at grid-group CoM instead of grid CoM.
- Fixed forces being applied 1 update frame late.

Update: Jun 1, 2017 @ 1:16pm

- Changed to non-entity update (to prevent issues in v1.181).