Space Engineers

Space Engineers

Relative Top Speed
Arkil Apr 14, 2024 @ 5:41am
[UNDOCUMENTED FEATURE] Mod only works correctly with single-grid constructs
Opening up this discussion to inform anyone else wondering about why their ships don't fly straight at max speed.

As shown in the code snippets below, mod uses the grid center of mass to impart the additional forces it simulates. For a single grid, this is fine.

grid.Physics.AddForce(MyPhysicsForceType.APPLY_WORLD_FORCE, velocity, grid.Physics.CenterOfMassWorld, null, maxBoost);

grid.Physics.AddForce(MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, inverseAccelerationForce, grid.Physics.CenterOfMassWorld, null);

If you have a grid that has other things attached, via connectors or landing gears, your ship's true center of mass will shift (unless you're really good at balancing). SE already calculates your true COM and uses that for thrust forces. Because RTS adds forces to another COM you'll experience torque forces making your ship yaw or pitch.

Don't know if this is intended by the mod author or not, so not necessarily a bug. :)
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Showing 1-4 of 4 comments
Byzz Sep 26, 2024 @ 2:05pm 
welp this confirmed my suspicion the problem I had been dealing with for the last hour is being caused by this mod, welp that sucks
Rayregula Oct 29, 2024 @ 12:12pm 
It's very hard to lift grids with a ship especially if the other ship weighs a ton more then your lifting ship. Have had a few pull me to the ground due to balancing issues. I don't suppose there is a way to tell it to ignore a certain grid?

Or a way to disable the mod temporarily when moving things without having to reload the save each time? (there are other people that play the save, so restarting is too much of a pain.)
Byzz Oct 29, 2024 @ 1:39pm 
better to just use a different mod to increase the max speed
Rayregula Nov 3, 2024 @ 9:41am 
Originally posted by Byzz:
welp this confirmed my suspicion the problem I had been dealing with for the last hour is being caused by this mod, welp that sucks


I swapped over to using this https://steamcommunity.com/sharedfiles/filedetails/?id=2422592854

Though you lose the relative part of this mod.

But it does not do the multi-grid center of mass calculations which are the problem referenced by this discussion thread.
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