Space Engineers

Space Engineers

42 avaliações
Cheat Gyro
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Type: Mod
Mod category: Block, Other
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169.908 KB
23/jul./2018 às 13:00
1/ago./2018 às 5:35
2 notas de atualização (ver)

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Cheat Gyro

Descrição
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 comentário(s)
hugums247 27 de jun. às 18:45 
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 de jun. às 18:23 
have reloaded my game 6 times and can't get to work
hugums247 11 de fev. às 17:17 
Anyone having issues. Mine keeps quitting (not responding in game , and have to reload game)
Berry Bnuuy  [autor(a)] 24/fev./2022 às 18:45 
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/fev./2022 às 23:57 
P.S.
Is this on a GitHub?
<†>Baigle1<†>™ 23/fev./2022 às 23:47 
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/fev./2022 às 8:46 
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  [autor(a)] 23/fev./2022 às 8:36 
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/fev./2022 às 11:35 
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/dez./2021 às 23:15 
Currently building a ship that should have 331 Gyro's... This will save me a lot of space :)