Space Engineers

Space Engineers

42 ratings
Cheat Gyro
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Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
169.908 KB
23 Jul, 2018 @ 1:00pm
1 Aug, 2018 @ 5:35am
2 Change Notes ( view )

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Cheat Gyro

Description
I'm not going to beat around the bush. This is cheat gyro. It provides 100 times the turning power of a normal gyro.

I made it because I was sick of having to dump tons of gyros on a ship just to have it turn fast enough to spin once an hour. There are both small and large grid versions. I put it on pretty much every craft I create now, and I turn the power on it in the grid's terminal down to 1% so that it's only as powerufl as a regular gyro, and then turn it up as the need for more torque increases.

This is actually great for making a small craft into a tug. I have a fairly hefty small grid tug that uses landing gear to latch on to large ships and shove them around. With 4 of them on the tug and jacked up to 1.0 power input, I can overpower the inertial dampeners on most capital class ships and make them point where ever I want to.

Cheating is wrong, people. Don't do it. Or do it. I don't care.
16 Comments
hugums247 27 Jun @ 6:45pm 
Just tried something and it worked. Convert to station, and back to ship, then used the gyro override and they started working again. This time
hugums247 27 Jun @ 6:23pm 
have reloaded my game 6 times and can't get to work
hugums247 11 Feb @ 5:17pm 
Anyone having issues. Mine keeps quitting (not responding in game , and have to reload game)
Berry Bnuuy  [author] 24 Feb, 2022 @ 6:45pm 
No, I'm not saying they need an effectiveness value that calculates how optimal their positioning is in relation to the center of mass. I'm telling you that the physics engine in the game is realistic enough that it models that.

You could conceivably write a mod that overrides gyro behavior by making them apply torque at the center of mass, but that is NOT what this mod is about and it would likely require a compiled DLL plugin. This mod is just about cranking the torque output of a gyro to obscene levels that in the real world would cause the gyro to violently explode from centripetal force at near relativistic velocities.

No, it's not on github. Open the file that steam downloads for the mod in 7zip or winrar or whatever your poison is and extract the files.
<†>Baigle1<†>™ 23 Feb, 2022 @ 11:57pm 
P.S.
Is this on a GitHub?
<†>Baigle1<†>™ 23 Feb, 2022 @ 11:47pm 
So what you're saying is that the gyros need an effectiveness value that calculates how optimal their positioning is in relation to the center of mass?

And also something that calculates the DPI-adjusted turn-rate of the current and connected grids from the gyro interface, and possibly a slider or value box that lets you set a fixed turn-rate instead of a fixed power-level?

That might mean collecting all the powered gyro power and effectiveness values and adjusting the grid's gyros automatically whenever there is a mass change that is above a given tolerance or percentage of ship mass.

:steamhappy:
Drysyn 23 Feb, 2022 @ 8:46am 
I put 2 in the middle of a Daedalus(HUGE Stargate SG-1 Ship) and 1 in either hanger bay on the side, and the ship turned really great, So they are great as is just need to place them right as Kallisti says
Berry Bnuuy  [author] 23 Feb, 2022 @ 8:36am 
if someone thinks it's not enough maybe they should stick the gyro closer to the center of mass on their ship... There's a lot of people who don't seem to understand that a gyro isn't just something you smack onto a ship. All objects, even in their real world, must always rotate about their center of mass. So the closer to the center of mass the gyro is located, the easier it is for the gyro to spin the object.
<†>Baigle1<†>™ 22 Feb, 2022 @ 11:35am 
Maybe the game needs a mouse DPI speed (with window properties) to gyro response adjustment, some people seem to think these aren't enough, and others think its way too much.
Drysyn 2 Dec, 2021 @ 11:15pm 
Currently building a ship that should have 331 Gyro's... This will save me a lot of space :)