Space Engineers

Space Engineers

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Relative Top Speed
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Type: Mod
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107.029 KB
12. apr. 2018 kl. 16.01
13. apr. 2023 kl. 20.12
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Relative Top Speed

Beskrivelse
Features
- User defined speed limits
- Control the speed of individual ships based on mass and acceleration
- Change configuration on the fly (no need to restart)
- Multiplayer ready

Description
Imagine you are in a fighter chasing down an enemy ship. You are closing the gap but just before you get in range they hit 100m/s. Then there's this awkward feeling of hopelessness as you both drift into oblivion. By introducing Cruise speed, a soft speed limit based on mass, and Boost, bonus potential speed based on ship acceleration, this mod defines simple, intuitive, ship classes.

The Nit and Grit
Speed Limit: This is the speed limit implemented in Space Engineers (set to 140m/s by default)

Cruise Speed: This is the maximum speed that the current grid can maintain without continuous acceleration. Cruise speed is determined purely off of grid mass and is calculated on a slight curve giving better results the lighter the ship is.

Boost: beyond cruise speed a resistance force is applied to the grid. A grids boost speed can be calculated like this.
Max Boost = Cruise speed + [acceleration / resistance multiplier]

Ignore Grids Without Thrust: setting this to true will stop all resistance forces on grids that have no thrusters on them. This is to allow gravity cannons and such to still be effective.

Chat Commands
/rts help - lists commands
/rts config - shows maximum and minimum values for grids
/rts hud - displays useful numbers when in cockpit (use this when building)

Default Settings
- Speed Limit: 140 - Ignore Grids Without Thrust: true - Ignore Grids Without Cockpit: false Large Grid - Min Cruise: 60 - Mid Cruise: 80 - Max Cruise: 110 - Mass at Min Cruise: 8M - Mass at Mid Cruise: 5M - Mass at Max Cruise: 200,000 - Resistance Multiplier: 1.5 Small Grid - Min Cruise: 90 - Mid Cruise: 95 - Max Cruise: 115 - Mass at Min Cruise: 400,000 - Mass at Mid Cruise: 300,000 - Mass at Max Cruise: 10,000 - Resistance Multiplier: 1.0

Configuration

There is an API for any modders looking to get speed information about ships. To access it just unzip this mod and copy the RtsApi.cs file into your project.

To configure general default settings for all worlds go to:
%AppData%/Roaming/SpaceEngineers/Storage/1259618037_rts/RelativeTopSpeed.cfg
or
Torch/Instance/Storage/1259618037_rts/RelativeTopSpeed.cfg

To configure world settings go to:
%AppData%/Roaming/SpaceEngineers/Save/(GameSave)/Storage/1259618037_rts/RelativeTopSpeed.cfg
or
Torch/Instance/Save/(GameSave)/Storage/1259618037_rts/RelativeTopSpeed.cfg

If you need help with setting up your config post your current config and your desired outcome and ill help get you on track.

What you need to think about when configuring the mod. What is the overall speed limit i want? 100m/s 250m/s? What is the most massive ship i expect to see on server? 500k? 8M? 20M?... What is the minimum speed i want my heaviest ships to move? 60m/s? 100m/s 150m/s? How light do i want to force people to build to get max cruise? 200k? 1M? How much head room do i want to leave for boosting? (MaxCruise=WorldSpeedLimit - headroom) Do i want to favor lighter or heavier grids? If not set the mid values to the value between min and max. Finally tune the resistance multiplier to get boost value you want.


Tags
Speed Mod, Speed Limit, High Speed, High Velocity, Higher Velocity, Faster Speed, Fast Speed, Faster Velocity, Go Fast, More Go Go Juice, Go Go Gadget
Populære diskusjoner Vis alle (7)
48
15. mai kl. 14.08
Config Help
Gauge
1
26. sep. kl. 14.05
[UNDOCUMENTED FEATURE] Mod only works correctly with single-grid constructs
Arkil
2
19. nov. 2023 kl. 20.53
[BUG] Client hud showing incorrect speed values
Wicked One
630 kommentarer
Someone 10 timer siden 
Still works. awesome Idea
Bdh981010 29. sep. kl. 9.36 
Does this mod stil work ?
Lightnr 29. sep. kl. 4.16 
Is this comparible with the aero dynamics mod?
barak1211 19. sep. kl. 15.55 
is this mod broken or????
Jolly 23. aug. kl. 7.29 
real deal pilot when your speedometer is broken and you're still good :steamhappy:
Stubkan 9. aug. kl. 4.47 
The reason it 'doesnt work' and uses default values, is because its not. If you put this on a server, the server will have the correct adjusted relative top speed, but your local copy of the mod still has the default settings, so your local game thinks it's using the default values. Your ship will go 500m/s but your HUD will say it's doing 100m/s. This is a pretty bad bug, imo.
Riko 15. juli kl. 3.29 
This mod isnt working to change defaults in
Nablabla 10. juni kl. 5.44 
@NanoTree I think the reason for that jetpack is always a bit higher is that you can actually stay inside a large grid. It's dumb... I whish they made the jetpack speed dependant or relative to the next biggest ship but that can't be done in a mod easily
Nablabla 10. juni kl. 5.40 
This is nice! Is there any change that you make it possible have different settings in atmosphere and space?
Because for space this does not make sense, so I would set it to something like
cruise=100/max=200 in atmosphere and
cruise=1500/max=1500 in space since there is no friction you know

what I don't understand is why bigger ships can fly slower and have less friction, it should be the other way around, right?
NanoTree 8. juni kl. 9.27 
@SepticStorm you're really talking about acceleration and force, and not velocity at that point. Adding more engines will add more thrust (force output), which will be more expensive, so that is kind of already a thing in the game. You could calculate how much fuel it would take to get to light speed in the game using only thrusters, but it gets complicated when considering that the mass of your ship is changes as you burn off fuel versus the number of thrusters. But basically, your acceleration should improve as you burn off fuel.

In real life, the amount of fuel needed to reach light speed and the mass of that fuel is what would be impractical and where you get diminishing returns. E.G. more fuel weighs more and takes more force to push which means more thrust which burns more fuel, which means more mass from the thrusters themselves, etc.