Space Engineers

Space Engineers

[1.193 compatible] PhysFix v3: A Slightly Arcade Physics Fix
155 Comments
Macilcuru Mar 13, 2022 @ 6:51pm 
I don't suppose we know if the Warfare 2 armor adjustments are compatible with this? I've not had any crashes yet, but I don't know what impact they might have on one another.
r3S1d3Nt-3v1L Dec 27, 2020 @ 4:32am 
Update?
Darian Stephens Apr 10, 2020 @ 5:44am 
Oh, perhaps there's not a thing for regular ol' turrets.
There's the option 'Enable friendly missile damage' which is off by default, but perhaps it's ONLY a thing for missiles, and regular turrets are left out?
toxikaraidur Apr 9, 2020 @ 11:33am 
What setting would that be though? Just curious.
Darian Stephens Apr 9, 2020 @ 8:14am 
It doesn't anymore, because that was added to the vanilla game.
It's not a solution to the targeting, it just makes weapons to no damage to their own grid. Assuming it's enabled in the world settings, of course.
toxikaraidur Apr 9, 2020 @ 5:27am 
I've heard rumor that Physfix helps with turrets shooting the ships they're attached to. Is this true?
Zvex Oct 28, 2019 @ 9:18am 
Clang is defeated once again, we can sleep well ... until Keen will release the next physics update :)
Cheetah  [author] Oct 25, 2019 @ 5:37am 
Impact Tolerance is back. Compatible with 1.193.
Cheetah  [author] Oct 25, 2019 @ 4:14am 
After so much abandon, this mod is going to receive some love. I'm currently working on restoring the collision tolerance feature, and I think it's going to be released first with the other features (that were not vanillized) getting ported to 1.193 later.
Kevin03YZFR1 Aug 31, 2019 @ 10:54am 
Anxiously awaiting the update! :steamhappy:
Moogles Jun 14, 2019 @ 4:10am 
Looking forward to an update :)
Confuoco May 22, 2019 @ 8:36am 
Working?
Cheetah  [author] Sep 7, 2018 @ 12:29am 
@everybody
I need to completely rewrite this mod, because it was made before the Physics patch (and inspired it in some way).
I've seen the bug with no conveyor connection in advanced rotors, and I'll try to fix ASAP.
Alb Sep 1, 2018 @ 10:55pm 
Nvm on the sound loop thing. I just caused it without this mod so it's a vanilla issue.
Darian Stephens Sep 1, 2018 @ 10:19pm 
I've had an issue where production sounds, like the assembler, will loop forever at my location.
I stopped using this mod a while ago, since it appeared to introduce the ghost-damage bug.
Carnaxus Jul 25, 2018 @ 9:00pm 
Suggestion for the "thruster damage eating landing pads" idea: Make heavy armor blocks immune to thruster damage from other grids and/or subgrids (because when you Connector to a station you become a subgrid until you disconnect).
Darian Stephens May 15, 2018 @ 4:40am 
I've had a few issues that seem to be caused by this, especially where damage is concerned.
Blocks will look unharmed, but will spew smoke and not actually function, which makes repairs rather annoying.
Grave May 15, 2018 @ 3:35am 
Ran into a problem where the Large Ship Advanced Rotor's conveyor didn't function, all large grid parts. Found a post suggesting Physfix may have caused it, disabled Physfix and now it works.

Looking for further confirmation/requests for logs
Darian Stephens Apr 10, 2018 @ 7:11pm 
I have suspicions that this mod might be causing some visual issues with impacts.
More often than not, after a slow impact, some parts of my ship will be sparking, smoking, or whatever, but there will be no visual component loss.
If I reload the game, the missing components are shown, and if I manage to guess the missing ones beforehand, the block willl be repaired.
jackik Feb 15, 2018 @ 8:28pm 
well it says "Vanillized" for about ¼ of the changes... but no, this mod is not obsolete
Darian Stephens Feb 8, 2018 @ 5:12pm 
Why would it? None of those changes have been implemented in to the base game... Have they?
jackik Feb 8, 2018 @ 9:30am 
i think he means if the recent update made this obsolete . . .
Darian Stephens Feb 8, 2018 @ 6:54am 
Did you read the description, or even the title?
Lithe Feb 8, 2018 @ 6:50am 
Is this mod obsolete?
jackik Dec 21, 2017 @ 11:35am 
i know, i was just commenting
Darian Stephens Dec 20, 2017 @ 11:34am 
@jackick1410
There's already a mod for that, 'Gravity Generator Physics'. I personally use the 'Replacer' version in the description, so I don't have both vanilla and alternate physics version.
jackik Dec 2, 2017 @ 6:35am 
The only 'really' fair to cancel out the gravity drive stuff imo would be to apply the inverse force of the applied force to the grid of the gravity generator itself. heck no to the computation cost though. right now wouldn't it be possible to have to ships connected using nonconventional means to propell them forward? using rings of armor blocks for example.
Thanks a lot for your contribution to SE!
kenlon Nov 30, 2017 @ 7:54pm 
"— Weapon Damage Multipliers are now also functional!"

This is not mentioned in your mod description. Can you explain?
Marek Rosa  [developer] Nov 26, 2017 @ 12:29pm 
@Cheetah
Sent you a message :)
Cheetah  [author] Nov 23, 2017 @ 10:48pm 
@Marek Rosa
Thanks for the kind words. May we have a little talk, please?
jb_aero Nov 23, 2017 @ 6:49pm 
I believe a few months ago they vanillized immunity to animals. Or at least, they don't target grids anymore, idk if they can still damage them while aiming at a player.
Darian Stephens Nov 23, 2017 @ 5:18pm 
And now, the game plays even better than before. It's great to have such an open community, where both developers and mod makers can help eachother out.
Marek Rosa  [developer] Nov 23, 2017 @ 1:39pm 
Thanks Cheetah for your mod! It served as a good inspiration for us.
Darian Stephens Nov 23, 2017 @ 4:40am 
I was wondering why things were breaking so easily... Nice to have what's left of this back!
I have to admit, though, it was entertaining to have my lights smashed if I hit something too hard.
It seems impact damage is softened or otherwise changed now, because my small spotlights were able to survive the impact, even if they had to be repaired.
Actually, I really like that for some reason!
Cheetah  [author] Nov 23, 2017 @ 4:37am 
PHYSFIX IS BACK!

Too early did I deprecate PhysFix! There's still lotta stuff to fix!

Changelog:
— Removed subgrid damage nullification (now vanilla)
— Removed turret anti-selfdamage (vanillized)
— Removed smart-locking (no longer exists)

— Impact Tolerance is back online!
— Gravity Drive Fix is back online!
— Weapon Damage Multipliers are now also functional!
Hydrall Nov 18, 2017 @ 6:29am 
This mod was incredibly useful; thank you for your work!
a Nov 17, 2017 @ 6:37pm 
Thank you for having made this mod! I bet this inspired keen, and I've happily made use of it before this update. To the hall of fame :horns:
Cheetah  [author] Nov 17, 2017 @ 5:41pm 
— Announcement:
With the arrival of the Update 1.185, this mod has been made mostly obsolete by Keens save for the "Gravity Drive" exploit fixer. Thus, PhysFix has done it's work and it is now deprecated and no longer updated. I plan to release the anti-gravdrive part separately.
Darian Stephens Oct 21, 2017 @ 5:46pm 
It is the connectors' fault, but there's a plugin to fix it that was posted on reddit not long ago.
I'll look for it.
a Oct 21, 2017 @ 8:47am 
@Darian There's a fix for it? I couldn't find a fix, only people suggesting it was the fault of small ship connectors (haven't tested myself).
Darian Stephens Oct 20, 2017 @ 7:47pm 
@Inq
Nah, just download the mod which fixes it off of reddit; it's a deeper problem than workshop mods can touch.
Inq182 Oct 20, 2017 @ 7:44pm 
hey could you fix the 225m/s+ bug causing loss of control when connectors are built onto grids?
Cheetah  [author] Sep 27, 2017 @ 9:26pm 
It should be.
Alb Sep 26, 2017 @ 2:29pm 
@cheetah, It was already set to 0.

New question, does this effect sub-sub-grids and so on?
Darian Stephens Sep 26, 2017 @ 4:25am 
So, the default of zero means that subgrid damage should be nigh-impossible?
Or do we need to set it to a higher number like 10 to have it work?
Cheetah  [author] Sep 26, 2017 @ 3:58am 
@Alb
You need to tweak the SubgridCollisionToleranceMultiplier in the config. Increase it, or you can just set it to zero so the subgrid damage is not possible at all (unless it clangs really hard).
Darian Stephens Sep 21, 2017 @ 11:44pm 
I think you might have to configure it? It's not very well specified.
Alb Sep 21, 2017 @ 7:51pm 
Was fooling around with some stuff earlier. Had a rotor-based turret and was looking around with it (control module mod) and it clanged and broke apart. This mod was loaded too.

I was under the impression that subgrids couldn't damage other connected grids (like with my rotor-turret). It seem there may be an issue with that feature, or I must've missunderstood how exactly it's supposed to work.
Kosmoski Aug 30, 2017 @ 6:14am 
oh, keen removed it? i havent played this game in several months.