Space Engineers

Space Engineers

Relative Top Speed
656 Comments
Jedediah_Weinstein Mar 30 @ 9:27pm 
Yeah, the lag thing I think is an issue too. I started using the Aerodynamic Physics mod, because it can change the top speed too, and the lag problem went away. No rush on fixes, just glad people are aware of it now. Also, FYI, the Aerodynamic Physics mod has problems saving settings too, I think Keen broke something and pretty much every mod that tries to let you save/edit a config is broken...
Rex Mar 29 @ 10:34pm 
should rename the mod to relative top lag
Gauge  [author] Mar 28 @ 7:09pm 
Oh really, damn. I dont have my work environment setup for SE right now. Ill see what i can do in the next few weeks.
Kris Eike Mar 27 @ 3:32pm 
I can confirm what Jedidiah says. No idea how it happened, but it just suddenly stopped working. Currently the mod is broken and should not be used. Its causing a lot of lag and stuttering when used. Shame, because we love it.
Jedediah_Weinstein Mar 22 @ 8:29pm 
Current state of the mod on a fresh install is 1/2 broken, but still sort of working. `/rts load` does nothing, `/rts config` shows the incorrect settings, and the speed readout is broken and locked to a max of 100 m/s. However, functionally, the mod seems to sort of work as described? Not that I can easily confirm, because the readout is broken, but it's pretty obvious when a ship is moving at 1000 ms VS 100 ms, and it's definitely allowing 1k m/s when I set that in the config files. Also, sometimes when using the Jetpack the readout will decide to work and reports the 100-1000k speeds I'd expect, it's just super inconsistent.

TL;DR the only part of this mod that still works is the upping of the speed limit itself, everything around that is completely broken. Not hating at all, love this mod and appreciate it's creation and maintenance over the years! Just a status update for anyone thinking of using it.
Aurilyn Feb 19 @ 9:54am 
I use Geforce now to play space engineers. Is there anyway I can change the speed config within the game?
FacteriaPhage Jan 30 @ 5:50pm 
@Terro Yup. As stated in the first reply, "Torch/Instance/Save/(GameSave)/Storage/1259618037_rts/RelativeTopSpeed.cfg were both editted, without the edits actually taking place in game on the server."
Terro Jan 28 @ 8:57am 
@FacteriaPhage I think someone said to NOT change the SE main config file but the config file specific to your save. Did you do that?
FacteriaPhage Jan 22 @ 11:13pm 
I see several reports here and in the Config Help about this mod being broken (as in, changing the config files don't apply any in game changes).

Yet, I know multiple servers that continue to use RTS with changes applied, so there must be a workaround. Someone want to point me in the right direction?

Yes, config files Torch/Instance/Storage/1259618037_rts/RelativeTopSpeed.cfg and Torch/Instance/Save/(GameSave)/Storage/1259618037_rts/RelativeTopSpeed.cfg were both editted, without the edits actually taking place in game on the server.
CABLES Jan 13 @ 7:00pm 
trying to make a calculator spreadsheet for a pvp server i play on -- what formula does this mod use to calculate cruise speed? i've tried taking a look at the script itself, but i'm no programmer and i'm having trouble parsing the code. would really appreciate it if you could write it out as an on-paper expression for people without CS experience like myself.
Ashes Vargrand Jan 8 @ 4:26pm 
how can i set the speed limit of the FlightMovementBlock block?
Mizar Dec 31, 2024 @ 10:24am 
Common mistake with this mod is to edit the config in the main Space Engineers folder, you need to edit the config file in the save folder for the saved game you want to change the settings for.

Go to AppData/Roaming/SpaceEngineers/Saves/(bunch of digits for your steamid)/(name of saved games, aka Star System...)/Storage/1359618037.sbm_RTS.

Edit "RelativeTopSpeed.cfg" in text editor, NotePad, etc. For a simple change I just double the speeds.
Goose Dec 31, 2024 @ 2:57am 
so i dont really know dick about shit. Is this the sort of mod that i can just install and go and my ships can go faster than in vanilla or does it require a phd and ages of tweaking first?
Bordeldhe Dec 13, 2024 @ 4:40am 
@Darian Stephens
I figured as much. I had found Configurable Parameters and the mod I recommended really does work because in the parameters it was set to 500m/h for small grids and 300 m/h for large. I increased it to 1kph because travelling in space just takes way too much time.
Darian Stephens Dec 13, 2024 @ 4:25am 
@Bordeldhe
That mod's just a speed limit increaser, those are a dime a dozen.
This is different, with a soft speed limit (Increasing resistance as you go faster, requiring your thrusters to push harder against it).

If you don't want that, then yeah just use any mod which adjusts the speed limit to whatever you want, though I'd recommend something like Configurable Parameters.
Bordeldhe Dec 13, 2024 @ 2:06am 
Broken, can't save config, it will reset settings once you load into the game and won't apply any changes at all.

Tried in %AppData%/Roaming/SpaceEngineers/Storage but also in %AppData%/Roaming/SpaceEngineers/Saves, the config in Storage doesn't change, but the one in Saves constantly changes back to its original settings, especially when I do /rts load in the game, should be able to change settings in /rts config to be honest, and load should actually apply those settings.
Bordeldhe Dec 13, 2024 @ 1:33am 
Config doesn't save changes, mine is called 1359618037.sbm_RTS, why can't we change these settings in the game?
Atok Nov 5, 2024 @ 12:00pm 
i Dont get it, when i change the config file in : %AppData%/Roaming/SpaceEngineers/Storage/1259618037_rts/RelativeTopSpeed.cfg

But the config never stay, now it wont apply at all

and if i try to change the config of the save herself : %AppData%/Roaming/SpaceEngineers/Save/(GameSave)/Storage/1259618037_rts/RelativeTopSpeed.cfg

i dont find the file on the save folder, even tho i checked the mod work in game i can type /rts, but the /rts config return me the default config, not the one i want
Nyxborne Nov 4, 2024 @ 8:04pm 
@alva No it does not. Once anything is docked (or subgridded) to the main grid, the center of mass changes and when RTS does it's thing it pushes back slight off axis, causing you to drift.
Aiva Nov 4, 2024 @ 3:51pm 
I believe this mod does not play well with vector thrust
Rayregula Oct 29, 2024 @ 12:07pm 
This mod does still work after the contact update, we have been using it without issues. (this is a local game with online enabled, not a dedicated server).

If you are having the configs reset make sure you are editing the config stored within the save folder of the current game. It sounds like you may be editing the wrong config file?
Atok Oct 24, 2024 @ 1:17pm 
it worked on one of my save, but i tried to apply it on an other one and i cant, the config file keep goig back tto default settings
erlgrey Oct 23, 2024 @ 1:35pm 
same issue since contact update for me on a dedicated server.
rts config shows old (default) values and rts load does not help either.
in jetpack it actually works properly, in a ship cockpit my speedo doesn't really show anything above 105m/s, if i then exit the cockpit and fly relative dampened to the ship i'm at e.g. 225 m/s.
[EXD] Peanut man Oct 18, 2024 @ 4:02am 
top speed doesn't seem to change for me it stays at 140m/s
Dog Pilot Oct 17, 2024 @ 1:58am 
same issue v
Bdh981010 Oct 6, 2024 @ 8:10am 
We don't get it to work. We upload the changed file to the server but when we do /rts config it shows the old settings. We have a dedicated server.
Someone Oct 3, 2024 @ 11:28am 
Still works. awesome Idea
Bdh981010 Sep 29, 2024 @ 9:36am 
Does this mod stil work ?
Lightnr Sep 29, 2024 @ 4:16am 
Is this comparible with the aero dynamics mod?
barak1211 Sep 19, 2024 @ 3:55pm 
is this mod broken or????
Jolly Aug 23, 2024 @ 7:29am 
real deal pilot when your speedometer is broken and you're still good :steamhappy:
Stubkan Aug 9, 2024 @ 4:47am 
The reason it 'doesnt work' and uses default values, is because its not. If you put this on a server, the server will have the correct adjusted relative top speed, but your local copy of the mod still has the default settings, so your local game thinks it's using the default values. Your ship will go 500m/s but your HUD will say it's doing 100m/s. This is a pretty bad bug, imo.
Riko Jul 15, 2024 @ 3:29am 
This mod isnt working to change defaults in
Nablabla Jun 10, 2024 @ 5:44am 
@NanoTree I think the reason for that jetpack is always a bit higher is that you can actually stay inside a large grid. It's dumb... I whish they made the jetpack speed dependant or relative to the next biggest ship but that can't be done in a mod easily
Nablabla Jun 10, 2024 @ 5:40am 
This is nice! Is there any change that you make it possible have different settings in atmosphere and space?
Because for space this does not make sense, so I would set it to something like
cruise=100/max=200 in atmosphere and
cruise=1500/max=1500 in space since there is no friction you know

what I don't understand is why bigger ships can fly slower and have less friction, it should be the other way around, right?
NanoTree Jun 8, 2024 @ 9:27am 
@SepticStorm you're really talking about acceleration and force, and not velocity at that point. Adding more engines will add more thrust (force output), which will be more expensive, so that is kind of already a thing in the game. You could calculate how much fuel it would take to get to light speed in the game using only thrusters, but it gets complicated when considering that the mass of your ship is changes as you burn off fuel versus the number of thrusters. But basically, your acceleration should improve as you burn off fuel.

In real life, the amount of fuel needed to reach light speed and the mass of that fuel is what would be impractical and where you get diminishing returns. E.G. more fuel weighs more and takes more force to push which means more thrust which burns more fuel, which means more mass from the thrusters themselves, etc.
quintarbarbarian May 16, 2024 @ 5:00pm 
would love to use this mod but it is not appearing in my mod list, any advice?
SepticStorm May 13, 2024 @ 6:47pm 
I have thought about this a lot, I would really like to find a similar mod. but instead of "boost" mode. make adding velocity more and more expensive. either by decreasing thrust efficiency, or by increasing the required fuel (h2/power). in effect making an in game "light speed' (not actually at that fast) where yes the speed is technically possible, however with diminishing returns the "max speed" would take "infinite thrust" just like reaching light speed in real life. but, I know nothing about modding to make this.
VANCE Apr 17, 2024 @ 9:55am 
is it possable to change the top speed in game?
SnowBubble Apr 12, 2024 @ 11:16am 
The path you have for the config file is no longer correct. The ID for the mod changed and is now 1359618037. Awesome mod thank you for making this!
JJ Apr 2, 2024 @ 11:15am 
What if I want to get rid of how the mass affects the speed? Can I change all the values for mass to 1?
Arkil Mar 30, 2024 @ 3:36am 
Oh this could be even simpler. I'm seeing yawing left and pitching up. My grid CoM is to the left and up from *grid combination* CoM.
Arkil Mar 30, 2024 @ 3:15am 
Thinking about this I realize that there are a few exploitable use cases...

You could work around exploits by classifying by mass, outer bounds or occlusion, which ever is fastest.
Arkil Mar 30, 2024 @ 3:03am 
I'm assuming that the behavior is because of the drag force being applied to the attached grid, which is not countered by main grid gyros (as usual in SE). I would expect that RTS would detect a "main" grid of a combination of grids and apply the drag force to that one only.
Arkil Mar 30, 2024 @ 2:59am 
Our server has an issue related to docked/attached grids of different sizes. I have a LG ship with a SG miner attached to a connector slightly off-axis. I'm seeing (and getting reports from players of) that if I'm boosting beyond cruise speed, ship begins to pitch/yaw slightly depending on where the attached grid is.

Has anyone else experienced this or found a fix? I can see the same issue happening on my private Torch instance that has default RTS settings. It doesn't happen if I remove RTS temporarily from modlist.
unlikeaboss Mar 16, 2024 @ 3:05pm 
if ships slow down over time it would be very similar to cosmoteer
Q.C Cosmos Mar 6, 2024 @ 1:48am 
Is there a way to set this per named grid so that you can have say a supersonic bomber and then also a subsonic bomber?
z64555 Jan 28, 2024 @ 11:13am 
Hey there, Is the RTS API accessible by scripts or only by mods?
Maximus Mogus Jan 18, 2024 @ 9:45am 
Is this mod compatible with Aerodynamic physics?
Darian Stephens Jan 16, 2024 @ 11:32am 
I think lowering the jetpack's thrust power is a far better solution. It would prevent you from out-manoeuvring crafts while still making it possible to work with ships at speed.
There was a mod I liked ages ago which added an 'atmospheric suit' with more thrust, but inability to function in space, making it impossible to escape a planet with it.
It also had a space suit, which DID work in space, but had low enough thrust that it couldn't even hover in a gravity well.
You had to build a ship to escape the planet, no two ways about it. You needed to switch your suit to the space version, either on-board or before taking off, in order to use it in space.
I found that it made for quite good balance without hampering gameplay, as you still got the utility of the jetpack without making it overpowered.