Space Engineers

Space Engineers

Realistic Thrusters (offset forces, NPCs unaffected)
459 Comments
S c r a g s k i May 20 @ 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 @ 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 @ 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 @ 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 @ 8:55am 
Legend <3
Digi  [author] May 11 @ 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 @ 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 @ 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 @ 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 @ 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 @ 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 @ 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 @ 6:37am 
They shouldn't have problems, try it =)
ostlandr Mar 8 @ 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?
azella 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?
Digi  [author] May 15, 2022 @ 10:29am 
Save your game and look in sandbox[_config].sbc again as dependencies show up there too, so if this mod is really not there then it's not coming from this (unless there's some weird memory leak thing, restart game to clear those kinds of things, but I doubt this one would get that).

Most likely another mod that provides similar behavior :P
The Ginger May 15, 2022 @ 7:28am 
my game is acting as if this mod is installed, but i checked my sandbox.sbc and its not, is there any way to quickly check if other mods are dependent on this one without going one by one through the mod menu?
Fine Gentleman Apr 24, 2022 @ 6:36am 
god i hope he doesn't implement that

fuckin ruin the mod
Digi  [author] Apr 24, 2022 @ 12:25am 
Anymore? No, dampeners were never accounted for xD they only "work" when the ship is balanced because that's what they expect.

Sorry, I'm not gonna allow players to opt out, that would defeat the entire purpose of this mod because most people will simply opt out.

Besides me not being great with math (also lazyness) to make my own inertia dampeners for this, there's also mods that provide that already (one linked in comments below), and also at least one PB script to aid with this mod (also mentioned in the comments here), so there are options :P
Soulbinder Apr 23, 2022 @ 4:28pm 
Hi Digi,

I like that thrusters produce torque when offset from the CoM. However I really dislike that the inertia dampening does not work with this anymore. I read in the description that there is nothing you can do about that :-/

A bad, but maybe better than nothing workaround could be to only use the realistic thruster logic, if the player has turned off inertia dampening. I think that would create a nice mix of the standard "force only" control and the manual control of the realistic thruster mode. As long as you have the dampener turned on, everything behaves as you are accustomed to from the normal game. But if the dampener is turned off, a balanced design matters and you need to control manually. Howver, if you screw up, you can turn on the dampener again to help stabilize.

Would that be possible to implement? And would you be interested in looking into this?

Cheers
Fine Gentleman Mar 31, 2022 @ 2:15pm 
just use both mods dude, the fact that grids stop spinning is good for my pc
von Hohenzoller-Imposter Mar 19, 2022 @ 8:41am 
Thanks :)

Request: could you add arguments to disable the angular-velocity dampening in this mod? (like /thrustoffset angulardampening false)

Spinning grids with controller and Gyro (even if the Gyro is disabled) will stop spinning after a few seconds. this is obviously unrealistic (If I don't do anything to reduce my velocity, I will obviously continue on the path that I am, be that path linear or angular).

There already is an Standalone mod that does this => https://steamcommunity.com/sharedfiles/filedetails/?id=2137480020 .

But since this significantly influences the behavior of this mod, I think it is a good addition to this mod.

Thanks again, I do not think I would have 700 hours in this Game without your mods.
Digi  [author] Mar 18, 2022 @ 3:28am 
Neither, I'm feeding the position of the thruster into AddForce() so that the physics engine pushes at that position, the math is done by havok.
von Hohenzoller-Imposter Mar 18, 2022 @ 3:20am 
Is this mod designed using euler-angles and not quaternions?

I am trying to build an RCS-Thruster Script, and when using frame-accurate data for Pitching, the result is offset in the Roll direction. (It is quite possible that the mistake is on my side, since yaw is fine)