Space Engineers

Space Engineers

[broken/moved] NoBox Black Skybox with sun
19 Comments
a  [author] Jun 25, 2019 @ 12:31pm 
Ah, that's a shame, but kind of expected I guess since this is a really old mod. I'll put broken in the title and try see if I can fix it.. can't say for sure I still have the .sbmi file for this mod though :( but thanks for testing!
AkagiVoid Jun 23, 2019 @ 8:00pm 
Skybox broken
インキ一 /ᐠ_ ꞈ _ᐟ\ Feb 24, 2016 @ 1:33pm 
The black background with sunlight was just want i needed. This will make it easier to do screening in after effects. Thanks man. :)
a  [author] Nov 22, 2015 @ 3:23pm 
@Sinner_D: I agree there, ♥♥♥♥'s really big and can go really fast in the real world, it's nice space engineers tries to touch the scale, but the sub-jumbojet speed limit is laughably behind on the rest of the game.
And it's alright, though perhaps beyond this we should move to a thread under 'discussions' for this mod ;)
Sinner_D Nov 22, 2015 @ 2:33pm 
lastly, apparently in SE universe, they have yet to even break the sound barrier

104.5m/s = Mach 0.304487179

P.S. sorry for blasting your mods posts Anthropy, just really hate when the statement "made for realism" comes into play to defend SE physics. :steamfacepalm:
Sinner_D Nov 22, 2015 @ 2:27pm 
BTW: "Realistic My AZZ"

In-Game:
[list]
[*] Default in-game max speed =
~104.5m/s (.1045km/s, ~233mph)
[*] default in-game asteroid speed =
0m/s (0km/s, 0mph)
[*] Default in-game Planetary Orbital speed =
0m/s (0km/s, 0mph)
[/list]

Real World: (No not the show)
[list]
[*] Default Real speed limit (technically speed of light) =
299,792,458m/s (299,792.458km/s, 670,616,629.4mph)
[*] Average speed of a Real Asteroid belt objects =
~25,000+m/s (~25km/s, ~55,900mph)
[*] Default Planetary Orbital speed =
~30km/s (~30,000m/s, 67,108.08876mph)
[*] ISS/ All STS Missions average orbital speed =
~17,500mph ( 7,823.2m/s, 7.8232km/s)
[/list]
Sinner_D Nov 22, 2015 @ 2:27pm 
@jarhead, Ive never seen NASA using atmospheric thrusters (AKA crazy unrealistic turbine engines with realistically engine destroying flames shooting out the bottom thrusters)... Nor have any NASA missions or any human based missions involved anything other than chemical rockets and O2 manuevering thrusters. This "realism" you speak of is all in your head bro.

Thermal thrusters would have like 0.000001 the TWR as hydrogen thrusters if the game was that "realistic"

a  [author] Nov 22, 2015 @ 1:21pm 
@jarhead atmospheric thrusters only work up to ~3-5KM depending where you are (mountains and stuff), if they drop you in at 15KM they do less than anything
a  [author] Nov 22, 2015 @ 1:19pm 
@jarhead that's nice and all but when you spawn in a lander at 15KM height there's just no thrust, and only because you can't go faster than 100m/s you'll eventually be able to brake, but when you don't have a speed limit you'll slam the floor at 500M/s. I hope they fix that :P
jarhead Nov 22, 2015 @ 1:16pm 
the devs added both atmo and hydro thrusters for use with planets
the idea is for realism
use atmo thrusters to get up to 12 - 15km
then hydro as boosters or to get rest of way to space from 12 - 15km
(if used as boosters then you can set them to 50% thrust using overideand save 1/2 or more of the hydro to use for rest of trip to space)
the ion thrusters (regular ones from before planets) would then take over when in space
a  [author] Nov 22, 2015 @ 1:04pm 
@Sinner_D: Yea the planetary landers are a bit fubar with speed mods because of them dropping in at 15KM and having no way to brake in time. Using a normal ship works though, you can leave the atmosphere at 15KM with ion thrusters, and then go to the moon, it's sub optimal though. I really hope they fix that.

As for the jumpdrives, accelerating/decelerating is a looot of energy, and in survival you really want to preserve energy, plus the mods allow for 500 000KM jumps which are a lot more attractive.
Sinner_D Nov 22, 2015 @ 12:45pm 
nah I totally agree, but when I first tried planets with speed md, the planetary lander ships were virtually impossible to make reentry cause id be going 600+m/s by the time I hit the 2000-3000m ceiling and the atmo thrusters just couldnt decelerate in time.

But light speed mod sounds AWESOME... doesnt that kinda void the need for jump drives though?
a  [author] Nov 22, 2015 @ 9:51am 
I personally recommend setting it as high as it goes and avoiding situations in which these glitches happen (e.g don't smack into a planet at 4KM/s and expect a normal crater, you'll just explode a bit further underground).
The game is just more fun when you don't have a silly speed limit that you don't have in real life. Flying through an asteroid field at 3KM/s is amazing though, modern version of win95 stars screen saver ;)
jarhead Nov 22, 2015 @ 9:34am 
i recommend a speed of 1kms for small ship and 800ms for large to allow orbiting and keep it down to a reasonable level (fewer glitches)
a  [author] Nov 22, 2015 @ 9:29am 
@Sinner_D: Look for the "Speed of Light" mod in my workshop items!
I find the game really unplayable without speedmod :) you can't even orbit a planet under 700-800M/s. Engine starts to act weird if you fly into something at 1500M/s+ though! (glitch through objects etc)
Sinner_D Nov 22, 2015 @ 9:14am 
... can i get a mod with speedlimit only, no skybox change...PLEASE!!!
Sinner_D Nov 22, 2015 @ 9:14am 
holy hell, 1mil m/s speed limit...is that even playable?
jarhead Apr 4, 2015 @ 9:01pm 
Can you make a version with no speed mod (I have another mod that sets the speed without editing the environment file).
KhaosOld Mar 18, 2015 @ 11:46am 
For those tired of mistaking stars and astroids. 11/10, works perfectly.