Space Engineers

Space Engineers

Gyroscope +1000% (MultiLang+27)
78 Comments
CynicDragon Mar 27, 2023 @ 9:03pm 
Can you fix the typo in the title?
Prof.Liebstrumpf  [author] Feb 21, 2022 @ 9:48am 
yeah, sorry for that. it was a typo all the time. It was +10000% instead +1000% xD
You can switch to the stronger one if you will:
https://steamcommunity.com/sharedfiles/filedetails/?id=2164840620
The Gyroscope mods are all recalculated. Less materials now needed. (This means less weight too! ;)
stike31 Feb 21, 2022 @ 8:40am 
the gyroscope has lost all its power, due to which all ships that are equipped with this gyroscope are no longer controlled.
Verod392 Aug 7, 2021 @ 9:52pm 
Small grid version seems to be broken as of the Heavy Industry patch
DR4G4L May 25, 2021 @ 8:31am 
@jandraelune: author has a mod with 10000%, i think he added those levels for this one too.
jandraelune May 12, 2021 @ 7:18am 
@dr4gal

I found the same, the +1000% gives off WAY more effect then listed. With only 2 a 25mil gird flips insainly fast, but with 4 500% it barely budges.
DR4G4L May 7, 2021 @ 9:43am 
Addition: my 15mil kg ship can flip in 3 seconds using only 1x 1000% gyro instead of 300x normal ones (with those it took 35s to do a full rotation)
DR4G4L May 7, 2021 @ 6:23am 
Maybe it's a mod conflict, but I replaced 120 large gyros with 1 of this and had to reduce it to like 20%
MilonZ Feb 5, 2021 @ 11:01pm 
Hello M Mouse, you select the vanilla gyroscope from the g menu, then you scroll down ou up with your mouse until the boosted gyroscope becomes the active selection to build. Cheers
M Mouse Feb 5, 2021 @ 8:18pm 
So @MilonZ & @LoneGhostWolf what exactly did you do to try and fix the problem, it's placing down vanilla gyroscopes when you select the +1000%? And how exactly do you fix it?
Hubris423 Oct 14, 2020 @ 7:28am 
This doesnt work
MilonZ Aug 6, 2020 @ 10:17pm 
Np, me neither. I've done the error for two weeks, maybe that moving the modded gyros to a new class would improve the mod value, its helpfulness ? I think that we've made the mistake because we're used to other mods that have their own, so there's no way to confuse with the vanilla items ?
SwissWolf Aug 5, 2020 @ 5:11pm 
@MilonZ u've saved me a ton of trouble. so when i searched for gyros in the G menu and dragged the modded one onto the hot bar it did show the mod gyro icon but it was a gyro group and the default gyro was the default when selecting it, i just had to scroll to get the modded gyro. i can't believe i missed something so obvious >_<
MilonZ Jul 28, 2020 @ 5:21pm 
LoneGhostWolf, if you have the same results as the vanilla gyros, may i suggest that you had the same problem as me ?
MilonZ Jul 28, 2020 @ 5:19pm 
Sorry for the hiccups and ty Prof !
MilonZ Jul 28, 2020 @ 5:17pm 
Hello, i was on a business trip so i haven't had the time to play the game. I think i've understood my problem, and probably some other's. There's a problem with the interface, not your gyros. When i select your gyro pressing "g" or using the shortcut, this is the vanilla gyro appearing ("gyroscope" in the GUI) ! I then have to scroll down to select your 100000% gyro to place it down ... I have made some tests (as i already have a 243x gyro mod from another author), and yours seems much beefier, as it is a 1000x. So far so good, i'll get back to the design of my ship. The interface is somewhat muddled for your gyros, as it's a subclass of the vanilla gyro, and i've been using the vanilla gyros instead of yours ... =/
SwissWolf Jul 28, 2020 @ 3:39pm 
i just tried the newest one. not sure if it really worked or not, i think i didn't put down as many as default gyros to be able to somewhat steer but it still required 160 of the 100K. i'd think with that many zeros the difference would be quite big but it's only about half or a third of the default. maybe my ship is just too freakin big and will no matter what never turn fast, not sure kinda new to the game (the ship with only thrusters and batteries is 25.8 mil Kg. maybe a bit too big?
Prof.Liebstrumpf  [author] Jul 27, 2020 @ 11:10pm 
Did you tried out the newest one too?
SwissWolf Jul 27, 2020 @ 3:39pm 
Hey, i've tried out all of your gyro mods (250%, 500%, and this 1000%) but i've always had to put down the same amount of gyros as with the default gyro to be able to steer my ship. it didn't seem to work, not sure why ¯\_(ツ)_/¯. i've tried restarting the game. checked the gyro to make sure it's on max (creative world)
MilonZ Jul 15, 2020 @ 12:40pm 
I think that the mod was updated yesterday, wasn't it ? I had a Steam update, but wasn't able to see which modules got updated. The movement is almost unperceivable, as if the gyros were nerfed instead of boosted since the last update.

If my calculations are good, i have 3448 of your gyroscopes installed, a huge number, which i hope to reduce when they are operationnal (they take a lot of PCUs, 172400, and CPU).
Prof.Liebstrumpf  [author] Jul 14, 2020 @ 10:36am 
that's how updates works!
MilonZ Jul 14, 2020 @ 10:33am 
As the value are updated, do i need to delete the current gyros, or will the gyros values update without my intervention ?
MilonZ Jul 14, 2020 @ 10:31am 
Ok, thanks, i pushed the investigation but it seems that your mod is stored as a binary, so i couldn't examine it. Ty for your efforts, i certainly prefer a mod made by yourself, as i know it will be clean and maintained. I'll give you a feedback as soon as my workshop will update =)
Prof.Liebstrumpf  [author] Jul 14, 2020 @ 10:23am 
Dude, i added 3 zeros to this mod, not to "original". this means 6 zeros. but i see, i've added 2 and not 3 ^^ plus one zero in description more as it is. i'll change that.
MilonZ Jul 14, 2020 @ 10:13am 
sorry, i don't know where your mod is located (i'm not at all familiar with mods) so i can't control the value myself =D
MilonZ Jul 14, 2020 @ 10:10am 
if my memory is good, the value for the ForceMagnitude should be 3.36E+10 in the XML. The default value is 3.36E+7, with a additional +3 (you multiply the value by 1000), 7+3 = 10
MilonZ Jul 14, 2020 @ 10:06am 
adding 3 zeros means x1000, as in 1,000, what i'm expecting for a 100000% mod (100% x 1000) =)
Prof.Liebstrumpf  [author] Jul 14, 2020 @ 9:59am 
i don't know why its working strange like this. adding 3 zeros means x100 but its still low.
MilonZ Jul 14, 2020 @ 9:55am 
By the way, i've reduced my ship's weight by around 3 times, i don't know if it does influence the way gyros work. With the 250x gyros, my ship weighted around 300M kg, with your 100000% gyros, now it weights around 138M kg
MilonZ Jul 14, 2020 @ 9:50am 
Are you sure your new gyros are 100,000% ? I've replaced my around 250x (so 25,000%) by yours, and i've lost a LOT of mobility. Especially as the 250x were huge (3x3x3) and your 100,000% are compact (1x1x1), i should have gained a lot of mobility, as i can cram more in the same volume. I suspect you have a numeric error somewhere
MilonZ Jul 14, 2020 @ 9:02am 
Hello Prof, i'll try your new gyro as soon as it finished downloading (i have an another game updating). So far, i've continued building my mothership concept, and i've been using an another mod which i've not been satisfied of (a 250x gyro, not maintened, not updated, which i won't advertise). I've solved my "explosion" problem by adding merge blocks to my sail system, so i'm pretty certain that so far, large value gyros work as expected (i have 50-100+ 250x gyros). I'll try to replace these gyros by yours, i prefer to use your mods =)
Prof.Liebstrumpf  [author] Jul 13, 2020 @ 7:15am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2164840620
added a new one. It's strange with the strenght of the gyros. Doesn't look like it's in % but the values are
Elkstone Jul 13, 2020 @ 6:12am 
I put one on a ship and nothing happened when trying to rotate or force rotation
Prof.Liebstrumpf  [author] Jul 13, 2020 @ 4:55am 
Its working but not many of them on one ship.
Elkstone Jul 13, 2020 @ 4:40am 
So, it just doesn't function. Cool
MilonZ Jun 30, 2020 @ 12:48pm 
i suppose i could use "merge blocks" to block the sails within my ship's hull and that will solve the problem. I will be exploring this way if my ship still fails with light armor (i've never used them). However, a 10000% gyroscope could work, and even reduce the CPU demands by 10 times over the 1000% gyroscope, and by 100 times over the vanilla gyroscope (less entities to control). If you decide to make a new mod, i'll be happy to betatest it ! Keep me informed, and thanks for your help !
MilonZ Jun 30, 2020 @ 12:35pm 
I suspect the gyroscopic force is superior to my mecanism braking strength, and that's what causes problems.The gyroscopic force is 3.36E+09N so 0.36 GN while my rotors braking strength is limited to 100MN, so 0.1 GN, that what's actually making sense. If i reduce the weight of the ship, i could use less rotors and force, so i won't have this problem. However, i'm surprised, but i think 100x or 1000x gyroscopes could be functionnal, as long as there isn't pistons & rotors !
MilonZ Jun 30, 2020 @ 12:34pm 
OK, so far as i'm gone, my destruction problem seems to be caused by the extensible solar "sail" which is stored inside my ship's hull, and which is articulated by a lot of pistons and rotors. The 3.36E+10 and 3.36E+09 gyros doesn't seem to be the cause, more of a consequence of my peculiar design. I've pushed to 196x 3.36E+09 gyros. The most sensible thing to do is to stick with your Gyroscope +1000% (so 3.36E+08 N i assume) then reduce the weight of the ship and see if my sail is still destroying the ship (i've build my ship around it). The thrusters doesn't seem to cause this kind of problems, i've been using them for long.
MilonZ Jun 30, 2020 @ 11:53am 
the 3.36E+10 gyro seems to cause a lot of structural damage, but the 3.36E+09 not (maybe a limit by single gyro ?!). However, one 3.36E+09 seems to be unsufficient for a 110M kg ship, i'm already at 20. I'll keep pushing (by increments) to see if i can make it work
MilonZ Jun 30, 2020 @ 11:35am 
the rotation seems too strong for the blocks, they seem to destroy themselves by the sheer rotation speed
MilonZ Jun 30, 2020 @ 11:34am 
OK, i've changed the SubtypeID and the BlocPairName ? Reducing power to 3.36E+09
Prof.Liebstrumpf  [author] Jun 30, 2020 @ 11:27am 
To add a new gyroscope, change the "subtypeid" and the name. remove the line with "<BlockPairName>Gyroscope</BlockPairName>"
MilonZ Jun 30, 2020 @ 11:24am 
well ... it seems to work, but there's some evil doing there, my ship moved (FAST) then it began to destroy itself and i have ongoing severe lags lol
MilonZ Jun 30, 2020 @ 11:19am 
ok, i've named a MilonZ.sbc with the large gyro section, and a ForceMagnitude value up to 3.36E+10 (1000 times stronger). I don't know if it's a good idea to overlap definitions, it's a long time since i've done XML stuff. The vanilla gyro should be 1000 times stronger, i'm building some to see if it works
Prof.Liebstrumpf  [author] Jun 30, 2020 @ 11:04am 
Gyroscope is in the "CubeBlocks_Control.sbc"
Prof.Liebstrumpf  [author] Jun 30, 2020 @ 11:02am 
there's no tool needet. just a notepad. the files with block is to find in "SpaceEngineers\Content\Data\CubeBlocks" Take a copy of the file with gyroscope, rename it, remove other blocks in the file (with texteditor), and change the value you want.
MilonZ Jun 30, 2020 @ 11:00am 
It could be cool to experiment, even as a temporary proof of concept. Is it easily feasible, can you guide me ? I'm not familiar with the game internal tools
MilonZ Jun 30, 2020 @ 10:57am 
So far, there's a lot of limitations regarding heavy armor and large ships, i really have the feeling that KSH messed up with the heavy armor idea, that they didn't thought it over. The vanilla and modded thrusters are OK, but the bottleneck is the gyros, more precisely the fact that a large number of gyros involve a high CPU usage. For large heavy ships to become a reality, they should introduce more powerful gyros, even 10-100 times stronger than yours, so the CPU usage involved by gyros is kept to its minimum ;-)
Prof.Liebstrumpf  [author] Jun 30, 2020 @ 10:55am 
Maybe you can try it out byself.
Take a copy of the original gyroscope and modify it high enough.
Prof.Liebstrumpf  [author] Jun 30, 2020 @ 10:50am 
thanks for that info! :)