Space Engineers

Space Engineers

UltraGyro (DX11)
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.
Shroom Jul 22, 2016 @ 8:09am 
@Plexx Correct, you do not understand. This was supposed to be a realistic gyro, but a mistake was made calculating the proper magnitude to give them, which has since been fixed.

There are plenty of other overpowered gyros out there that you can use instead of this one. As I said, if you message JennyLee politely, I'm sure he/she would be happy to upload a separate version for you using the same block IDs and whatever magnitudes you are used to having. It would be far more worthwhile to try than just whining here about it.
Plexxter [FF0000FF] DD Jul 21, 2016 @ 10:04pm 
@Shroom I can not understand the logic behind it , if the description was wrong , it is logical that one adjusts the description and not mod ?? 16000 subscribers now have to remodel their ships?
Shroom Jul 21, 2016 @ 8:44am 
@Plexx because the original values were a mistake and did not match the description of this mod.

I'm sure if you ask nicely, JennyLeeP will be happy to upload the older version, or perhaps even upload a custom version with overpowered versions of all sizes for those who relied on the older, incorrectly balanced version.
Plexxter [FF0000FF] DD Jul 15, 2016 @ 11:28am 
I do not understand why you have not left this mod as it has been , and rebalanced version 've uploaded as a new one. sorry for my bad google english ;-D
Plexxter [FF0000FF] DD Jul 15, 2016 @ 10:44am 
No , why do you do such a thing ?? Now I have to re- construct over 20 finished ships!!!!!!!
Shroom Jul 13, 2016 @ 10:45pm 
There's still the Advanced Gyro which is a 1x1 50x gyro in case you need OP gyros.
CaD Jul 13, 2016 @ 9:18pm 
Sorry I thought they had stopped working but it was just the new lower settings, My bad. I grabbed the link for the patch. Its just my 50mil kg ships stopped turning and I jumped to the wrong conclusions. Thanks go to JennyLeeP for the great work.
Shroom Jul 12, 2016 @ 7:11pm 
There's no reason I can think of that would prevent these from working in dev.
CaD Jul 12, 2016 @ 2:40pm 
Just realised its probly cos im using the dev version, geuss il have to change all my current ships 22 and stations 34 of them back to ordinary gyros. My universe is large The Artifex System with about 30 extra planets and dont know how many moons. Played on Intell Extreme 6core 4.8 ghz and two 980ti 32gig ram. Incedently Off topic, since the 42 update I cant get to the outer system without it crashing had to stop all mining bots comeing going there its completely disrupeted my game. I used to zip around at a whopping, (this is not an error) 11,300ms yep thats eleven thousand three hundred ms and in just one update im reduced to 100ms theyve killed it for me....
CaD Jul 12, 2016 @ 2:07pm 
I use these gyros in all my large ships and stations. Instead of dozens of gyros I only need a couple of these. They Are Brilliant Love Em. But as of the 77 update they no longer work......
Shroom Jul 8, 2016 @ 3:44pm 
I would say you might as well enable it, as I can't really think of a good reason not to
CyborgJenn  [author] Jul 8, 2016 @ 3:30pm 
You are welcome !

Does anyone feel the need for these Gyro's to be available on stations ?
Leaning towards doing so , just not sure of the interest. Or if it is really even neccesary.
Shroom Jul 7, 2016 @ 2:26pm 
Thanks guys, you're both awesome. My server now has a balanced gyro tiers :)
CyborgJenn  [author] Jul 7, 2016 @ 12:49pm 
Awesome , would love to check it out when you are done.

I need to make a new carrier as well. My "Dragon-Carrier" was large at the time, now feels really small.

It is on my workshop if you are interested.
Seff Jul 7, 2016 @ 12:44pm 
I don't think blame is really important, it was just a mixup.

What is important is that I can now resume work on my carrier. :D
CyborgJenn  [author] Jul 7, 2016 @ 12:35pm 
I suppose that is what happened. This mod is essentially mine, Nox is my math Guy. I would not lay any blame on him though. He has always been very helpful to me in many areas. I could take the blame myself for not (at the time) fully understanding the scientific notation used, and not double checking the numbers.

This mod has now been updated.

I have decided to release an extra - "New" mod wilth the old Force Values for the UltraGyro. For those with ships that this re-balance significantly effects. It is called Ultra-UltraGyro and only includes the old large UltraGyro. I will note this in my desciption shortly , it is in my workshop already.

Hopefully this is sufficient.
Thanks for the feedback!
Seff Jul 7, 2016 @ 11:44am 
Yeah, the scientific notation in the gyro force makes things a little tricky, and it's pretty easy to slip a decimal point left or right. As I read them out, it was:
Vanilla:
3.36E+07
33,600,000

Old Ultragyro:
2.7216E+10
27,216,000,000

New Ultragyro:
1.008E+9
1,008,000,000

Personally, with how it worked out, I think someone multiplied the vanilla force figure by 27 (direct scale up), and then intended to make a rebalance pass to push it to 30x force - but accidentally multiplied its current 27x force by 30 instead of the vanilla force, resulting in 27*30=810x force.
CyborgJenn  [author] Jul 7, 2016 @ 11:31am 
After some testing @seff 's math for <ForceMagnitude> feels right - in game. Nice job @seff
However this is going to mean large value changes for the UltraGyro. Some may need to re-design their ships. Feedback will be required if this change is too drastic, as it will be a large nerf to UltraGyro's Force. The 2x Gyro will be getting a "slight" boost in strength.
@Shroom it is possible that I missed a decimal originally as well.

Personal Note:
I am hesitant on the large change to the UltraGyro , who knows how many designs use that gyro.
Though i will most likely push this change to the workshop, I am preparred for the flak.
Shroom Jul 7, 2016 @ 8:38am 
When I gave it a cursory look the otehr day, they appeared to match up in power with however many vanilla gyros would fit in the space the modded gyros occupy, at a slightly reduced cost than the equivalent number of vanilla gyros. Looking at it again now, I'm seeing it as Seff described. Guess I mixed up a decimal place.

I trust Seff to figure out a good balance point, y'all got this.
CyborgJenn  [author] Jul 7, 2016 @ 8:14am 
@shroom , Fair enough :)

I have currently added :
<PrimarySound>,
<ResourceSinkGroup>,
<DamageEffectId>,
and <DamagedSound>.

Working out the math and testing shortly. Expect an Update today.
Shroom Jul 7, 2016 @ 7:47am 
magnitude, not thrust. This is why I shouldnt comment before I have my coffee
Shroom Jul 7, 2016 @ 7:47am 
I'm gonna take another look at those values as I may be mistaken... but I checked it the other day and their thrust values seemed fine, not "810x gyro". So I've redacted my thoughts for now
CyborgJenn  [author] Jul 7, 2016 @ 7:40am 
Thanks !
I wonder what happened to the 2 posts made here by that @shroom guy.
I will be working on this today/tomorrow.
Seff Jul 7, 2016 @ 7:22am 
Previous pastebin link expired, so here's a fresh one.

http://pastebin.com/UtaQ3zbG
CyborgJenn  [author] Jun 29, 2016 @ 8:19am 
I do plan on updating this mod very soon using @seff 's ideas/numbers . Unfortunately I am on vacation with my laptop and all of my files are at home on my desktop. When I get back after july 4th I will make this my top priority. Thank you all for enjoying this mod, thanks for the input and feedback. @shroom, sure feel free to post your values. I will take them into consideration with @seff 's when I rebalance and update the mod. :)
Seff Jun 22, 2016 @ 1:42pm 
Sorry I took so long to get back to you, got caught up with another project. Here is the updated cubeblocks:

http://pastebin.com/uFz7YaDp

Changelog:
-Added PrimarySound, ResourceSinkGroup, DamageEffectId, and DamagedSound definitions
-Rescaled 2xGyro off new vanilla components (~5x for plates and grids, all others 8x).
-Force of 2xGyro was too low; rather than rescale it directly as a '10x' gyro as described, I scaled it as an 8.5x Gyro, giving it a bonus strength-to-volume of 6.25% over vanilla gyros, making it less efficient than the Ultragyro's 11% strength-to-volume bonus. (2x Gyro Force from 2.608E+8 to 2.856E+8)
-Rescaled UltraGyro off new vanilla components (10x for plates and grids, all others 27x).
-Force of UltraGyro was insanely high - it was essentially an 810x Gyro, not 30x. Large builds using the UltraGyro may need to adjusted. (UltraGyro Force from 2.7216E+10 to 1.008E+9).
-Adjusted build times to 8x and 27x of current vanilla build time of 45 seconds.
CyborgJenn  [author] Jun 10, 2016 @ 2:38pm 
I have not played SE in for a bit. Was giving it a break for a while. Playing lots of Overwatch and stuff. @Seff pastebin what you got and I will have a look at it. Thanks guys for keeping me updated on SE changes. I was not aware of anything that changed affecting this mod.
Seff Jun 3, 2016 @ 8:12pm 
Hey, your mod is a bit outdated. Components are no longer scaled appropriately (vanilla components changed) and the forces are way out of wack (30x is waaaay too high, 10x is actually a little low). Would you mind if I uploaded my own version, or if I pastebinned you an updated cubeblocks would you push an update?
ExtraDecimal May 29, 2016 @ 6:25am 
you need to update the scaling please and sink it as a gyro entity at the moment is not showing as anything.
ExtraDecimal May 29, 2016 @ 6:23am 
Your untra Gyro has the wrong calcs. the scaling is way off. 33Mn for a 1x1 gyro x 30 (for your ultra) should be 990Mn not 26950Mn.
nlandon1987 Jan 10, 2016 @ 3:50pm 
I wish somebody would update the "Large ship laser cannon" to DX11
CyborgJenn  [author] Dec 29, 2015 @ 11:18am 
Got it sorted. All should be fine now.
You should now see the new textures for the models on your ships.
Thanks to The Witch for helping get this updated.
CyborgJenn  [author] Dec 29, 2015 @ 11:03am 
Having issues with steam downloading the updates. My appologies if this is causign any problems.
Plexxter [FF0000FF] DD Oct 18, 2015 @ 2:25am 
hey JennyLeeP you can check with SEModder4, he helps so many to get their mods on DX11. He's really good at it.
Sorry for my bad english
X-4 Oct 4, 2015 @ 11:15pm 
Is this mod survival ready? No bugs spawning it in survival mode?
Zaanix Sep 3, 2015 @ 3:42pm 
I think these will work perfectly with my 225 Earthbreaker drill mining rig!
JΛMIΣ Jun 5, 2015 @ 12:42pm 
Updated to DirX 11?
GrimTheYeeter May 31, 2015 @ 8:15am 
Awesome. I'm glad to hear it :] I love this gyro for my heavy ships. It does wonders
CyborgJenn  [author] May 30, 2015 @ 7:54pm 
Hello, yes I will be updating this to be DX11 compatible in the next few days. Thanks :)