Space Engineers

Space Engineers

Realistic Thrusters (offset forces, NPCs unaffected)
468 Comments
Piesolesy Jun 28 @ 4:57am 
Would be great if thrusters knew how many % of their thrust is needed to balance
Digi  [author] May 1 @ 1:53am 
Player made stuff needs to be built balanced to be properly controlled by anyone or anything, that's kinda the point of the mod, to add that challenge in thrust geometry.

The reason NPCs are excluded is because they would get ineffective at flying as the ships are designed for the vanilla thrusters.
AmNinjaAkg May 1 @ 12:57am 
@Digi - Does this mod work with remote controlled AI by player? You know the mod that allows you to control ships like drones to fight battles for you while you sit in your mother ship sending out controlled AI drones to kill targets.
Red Coralian Apr 29 @ 4:54pm 
Have you ever thought to add a center of mass indicator like the aerodynamic mod? It's kind of annoying to have to download the Aerodynamic mod just to figure out how to balance a ship.
Unknown Feb 13 @ 7:56pm 
Hello, your mod is great, thanks for your work! I don't want to play the game without this mod anymore! But, I also use the physics mod with Aerodynamics. And I have a question: your engines have a realistic effect on the structure, but the blocks in the aerodynamic mode that create lift still affect the center of mass, and Because of this, an airplane, for example, can fly with one wing torn off and not experience any problems with stability.Could you make a patch for the aerodynamic mod so that it uses physics like in your mod? That would be amazing!
sethharpenger Sep 23, 2024 @ 1:03pm 
any chance that this screws with landinggears and rotors so epically that i can't fly with more than 5 things docked?
Digi  [author] Aug 11, 2024 @ 6:11pm 
Nope, it's complicated to take control of thrusters to react to rotation and requires more math than I can understand (this mod's math is handled by the physics engine, I just tell it to add force at a position).

Also a mod already exists that does that: https://steamcommunity.com/sharedfiles/filedetails/?id=660333966
Kalinade Aug 11, 2024 @ 3:18pm 
Any plans to add differential thrust to this?
Orangensaf1 Jul 6, 2024 @ 4:12am 
I like the idea of the mod, but handflying every ship without dampeners gets annoying fast. Traveling to a trade station on a planet should be a easy glide instead of hitting spacebar every second to stay afloat :-) The mod is fun to play around in a creative world tough.
S c r a g s k i May 20, 2024 @ 9:51am 
You absolute beast, I didn't realise you'd replied and updated the mod so fast. Worked first time like a charm <3
Digi  [author] May 12, 2024 @ 10:08am 
AcceptsHumans thing might work, I dunno how I glossed over that =) I'll look into if player factions can ever set that, thanks :}

As for the private info thing, anything that a player can input to turn off realistic thrust, they will xD because it's an objective advantage
S c r a g s k i May 11, 2024 @ 10:31am 
Or a reversed version of the "force-realistic-thrust" custom pirvate info tag? Like "force-vanilla-thrust"?
S c r a g s k i May 11, 2024 @ 10:27am 
Is there no way to make it exclude factions with "AcceptsHumans=False" seeing as these are on that log output, and would never be human?
S c r a g s k i May 11, 2024 @ 8:55am 
Legend <3
Digi  [author] May 11, 2024 @ 8:39am 
Sure, I've updated the mod to write that list of factions to its log only for server or singleplayer:
<wherever appdata is>\Storage\575893643.sbm_RealisticThrusters\info.log
S c r a g s k i May 11, 2024 @ 7:04am 
Any way for me to find the values for faction.IsEveryoneNpc() so I can test on another save and mix n match mods to find which is causing the issue?
S c r a g s k i May 10, 2024 @ 2:55pm 
I've been messing with my load order loads in the past while. I wonder if I've bricked the save in particular. I'll carry on messing around with other saves and disable it for this one for now. Thanks for taking a look
Digi  [author] May 10, 2024 @ 12:55pm 
The Spaghetti Cruiser is owned by Thumbs which is the founder of Assert faction (and the only member), but the game says it's NOT an NPC faction... soooo I dunno xD
I can see it belongs to "Assertive Combat Systems Dependency" and it's supposed to be an NPC faction... but why it's not in yours I've no idea.

These are all the factions the modAPI thinks are player factions:
[SPRT] Space Pirates
[SPID] Space spiders
[ASSERT] Assert Inc
[NOMAD] [AiE] Nomads
[ELAN] Earthlike Animals
[SCG] SCRG

Then the rest of 50 factions are NPC.
Which kinda bad as the first 2 are vanilla ones right? xD

I really have no idea what else I can do in this case really :/
S c r a g s k i May 10, 2024 @ 12:44am 
Hi, I've uploaded the world to my workshop. It's called "Spaghetti Noodle Test" as there's a ship nearby called something to do with Spaghetti and I'm at work so can't check the exact name lmao. I've put all my subbed mods on the page as well in case
Digi  [author] May 9, 2024 @ 6:26pm 
Yes I would like a world to replicate with as I told Alistar too :P

The way this mod detects NPCs is by looking at the faction if everyone in it is an NPC (this is because faction.IsEveryoneNpc() is all we can access from the API); meaning if there's even one player in that faction then all NPCs in that will not be seen as NPCs and they get realistic thrust which they can't fly with xD
S c r a g s k i May 9, 2024 @ 2:34pm 
Hi @Digi, having the same issues as Alistar where NPCs are having trouble flying

I'm using Assertive Combat along with a few others for NPCs but have only come across the assert faction so far. I hasve noticed they use their own "NPC Atmo Thrusters" on the ships so i'm wondering if this is related? Their flying returns to normal as soon as this mod is disabled. Moving the mod in the load order didn't appear to have any affects. Can provide a test world if needed

Would love to get this working flawlessly in my load order :praisesun:
Digi  [author] Mar 8, 2024 @ 6:37am 
They shouldn't have problems, try it =)
ostlandr Mar 8, 2024 @ 5:47am 
Does this work with the Aerodynamic Physics mod?
Digi  [author] Nov 8, 2023 @ 5:23am 
As the title says this mod attempts to ignore NPC-owned stuff, how are your NPCs done exactly? Can you provide a test world? (ideally a smaller one as I don't have enough RAM to load something that a DS would normally run)
(BaB)Alistar Draconous Nov 7, 2023 @ 9:54am 
npcs having trouble flying
Burnt Dog Oct 19, 2023 @ 4:43am 
Is there a way to see your center of thrust in each direction? If not will it be a planned feature or a separate mod?
Into Sep 25, 2023 @ 10:12am 
@ Gemini Sierra
building a hover craft with that mod and if you want to have a look, just DM me
Gemini Sierra Jul 18, 2023 @ 8:45am 
does anyone have any tips/trick and examples of ships using this mod? having way to many issues getting something to fly straight
Digi  [author] May 25, 2023 @ 6:49pm 
Oh I see what you meant now, unfortunate cropping there =) I've renamed it to be shorter so that the whole name can fit :}
Jarquafelmu May 25, 2023 @ 5:55pm 
ti_mo_n, "disabled" is a part of the mod name
Digi  [author] May 25, 2023 @ 5:47pm 
I don't see where the disabled part is O.o
Digi  [author] May 25, 2023 @ 3:16pm 
First off you are on the PC game version yes?
Then where exactly does it say disabled? Or can you share a screenshot of it :}
ti_mo_n May 25, 2023 @ 1:09pm 
When I'm starting a new game I go the "mods" menu and there I can see this mod on the list of available mods, but it says "disabled" regardless of whether I add it to the game, or not. What is that? How do I "enable" it?
Digi  [author] May 19, 2023 @ 9:58am 
What's the specifics there, you want a server-wide configurable % amount of thrust to be realistic? (like at 75% realistic it'd be 25% applied to CoM and 75% to thrusters position)
BisonBiter May 18, 2023 @ 8:14am 
Any chance you'd be willing to add some of the elements of "Realistic-ish" thrust to your base mod? Those are really nice for SLIGHTLY unbalanced small grids not being a massive issue. But your base mod seems to have less bugs, and includes the vital feature of not affecting NPC grids. Totally understand if you don't want to, in that case would I be allowed to make a mod based on yours to achieve that?
Into May 12, 2023 @ 7:54am 
But it allows more flexibility for special use cases like events. Some kind of Admin mode or something like this.
Digi  [author] May 12, 2023 @ 7:39am 
@Into
No, giving that option defeats the entire point of the mod :P
Into May 12, 2023 @ 3:26am 
Is there a way, to turn off that mod, for a specific ship?
vyntra Feb 14, 2023 @ 9:43pm 
it would be really interesting to see something like this but it sort of goes all the way - i realise that's vague, so here's the explanation of what I mean:
gyros are delegated purely to stabilisation, and you instead need thrusters that you can fire to turn (basically how RCS thrusters function on real spacecraft). would definitely be a pretty interesting thing to play around with.

it's clearly possible with this as is, but a version of this mod that does that would be amazing
Dog Feb 11, 2023 @ 1:24am 
Modular Encounters System, adds random AI events to your game. You need it and then you download NPC packs which will add the stuff that can spawn.
CTH2004 Feb 10, 2023 @ 2:07pm 
what's MES?
Dog Feb 10, 2023 @ 5:37am 
This is awesome! One of my favorite features of the Aerodynamic Physics mod was that thrusters worked like this due to drag. Sadly it cant be used properly with MES but this solves that! Thank you so much! I hope you continue to keep this mod functioning as time goes on.
CTH2004 Jan 21, 2023 @ 12:44pm 
@DiGi
Thanks!
Digi  [author] Dec 26, 2022 @ 2:25pm 
@Rusted Droid - I dunno, not really looking to do that though, this is enough difficulty as-is =) there might be one already on workshop, otherwise you could request it somewhere, maybe keen's discord.

@CTG2004 - 2 mods? if you mean alternatives to this, I don't think anyone linked them here.
And the person with the PB script made for this mod has only showed videos.
So you'll have to search steam workshop for those, maybe use google as it could be better than steam's search xD
CTH2004 Dec 26, 2022 @ 12:59pm 
@DiGi, you mentioned 2 mods and a script. Do you know how far back they are in the comments, or will I need to read each one? Thanks!
Rusted Droid Dec 26, 2022 @ 10:25am 
Can you make separate mod that force disable vanilla Dampeners?
Powerman913717 Dec 20, 2022 @ 3:46am 
Has anyone written a script to take advantage of these physics changes? For instance, you could likely balance thruster force based on the center of mass. But another advantage would be manipulating the force applied to aid in maneuverability. I'm not familiar with the scripting system like internally, but it seems like something that would be possible.
Digi  [author] Aug 13, 2022 @ 11:06am 
I'm just telling the physics engine to apply a force to the grid entity at a specific position, it does all the math but I'm pretty sure it does use its inertia tensor.
Derpy Aug 12, 2022 @ 10:58am 
Does this mod take into account a grid's moment of inertia when calculating the applied torque from thrusters?