Space Engineers

Space Engineers

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MA Maneuvering Aerospike Thruster
   
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
4.408 MB
28 Nov, 2018 @ 8:11pm
22 Sep, 2023 @ 5:55am
8 Change Notes ( view )

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MA Maneuvering Aerospike Thruster

Description
Maneuvering aerospike thruster:
This thruster is not like the others, it will help you steer the ship! The further off-center you place it, the more torque it can exert onto the ship. I suggest placing these near the outside corners on all 6 sides.
Normal thrusters will behave the same.
This lets you remove most gyros, but you need to keep 1 for holding position as the thrusters only respond to player command.

Thruster characteristics (besides the maneuvering):
It is a 1x1x1 sized hydrogen thruster, available on large grid and small grid.
On comparison to the normal hydrogen thruster;
-less thrust output. (500kN vs 900kN)
+higher efficiency. 150%
-more mass
+armored. It should be on par with heavy armor block in durability and mass.

These design choices should help it fit into it’s role of being mounted on the exposed corners and sides of the ship, and reduced fuel use for the purpose of control. Hopefully the increased mass will be more than offset by the reduced need for gyros.

It is using knsgf’s script for control, same script as his reaction control mod:
https://steamproxy.net/sharedfiles/filedetails/?id=674381063
Notes from knsgf about this mod:
This is a simplified, lightweight and more performance-friendly version of
Thruster Physics & Differential Throttling mod.

Notes -- READ THESE FIRST
Do not use this mod alongside with Digi's Realistic Thrusters; otherwise you'll end up applying the same thruster torque twice,
Do not use this mod alongside with Thruster Physics & Differential Throttling either; these mods, despite sharing codebase, are incompatible,
Only minimal testing on LAN has been done, thus no guarantees that this mod will work correctly in real multiplayer.

Differences between this mod and TP & DT
There is no differential throttling, no thrust calibration and no active control; instead this mod cheats by magically discarding engine torque if there are enough gyroscopes onboard. If the ship has insufficient gyros to cancel combined torque from thrusters, it will spin,
Having gyroscopes on a ship is mandatory, like in vanilla,
There are no special thruster modes, simply because they are not needed.

On the other hand, this mod offers several gameplay advantages over the other one:
it is fully compatible with stock RC autopilot,
no control lag.



Satisfied with this mod? Want some say on what happens next? Consider supporting me via Patreon. All proceeds get passed along to pillars of the modding community who have helped me along the way.
https://www.patreon.com/AutoMcD


As always, don't forget to upvote! Thank you.
-update 02.08.19 Fixed error in LOD pathnames which caused LOD not to load, and cause other render bugs to potentially happen. Keen has identified those bugs and will be fixed in next SE update! Should be much more stable now.

-update 12.02.18
- steers and provides directional thrust at the same time. It's still somewhat simplified but flies much smoother.

-update 12.01.18
- code update, relative inertia dampening support.
- Removed [NO RCS] tag notes because that feature was removed.
- Adjusted location of grids components to be on top of the list.
91 Comments
AutoMcDonough  [author] 18 Jan, 2024 @ 6:31pm 
I originally intended on adding more variants, perhaps i will circle back to this.
Priv[H]ate (͡ ͡° ͜ʖ ͡°) 6 Jan, 2024 @ 12:23pm 
The problem with "Reaction Control System (cheat mod)" from knsgf is that you either WASD or steer with mouse, but you can't do both effectively at the same time (as he also states in his mod description). The ship becomes far less manouvrable excecially for precision manouvering. Differential thrusters from knsgf, despite being far more customizable, is not playable in MP.

i'll stick with your mod, in which you manage to achieve a sort of balance between the 2. the only downside is that using only your mod, regular thrusters end up appling force on center of mass instead where the thruster is placed.

It would be great if atmospheric aerospike and ion aerospike could be added, so that hydrogen-less ships could benefit from this mod too
AutoMcDonough  [author] 21 Dec, 2023 @ 12:35pm 
digi's mod is trash. Use knsgf's mod if you want all the thrusters behaving like this.
Priv[H]ate (͡ ͡° ͜ʖ ͡°) 16 Dec, 2023 @ 2:42pm 
Excellent mod, thanks a lot!! is there a way (maybe planned for future) to have your thrusters without losing the realistic aspect of digi's mod being applied to standard thrusters?
Maeyanie 30 Sep, 2023 @ 6:46pm 
Thanks for the quick fix. :steamthumbsup:
AutoMcDonough  [author] 22 Sep, 2023 @ 6:06am 
updated
AutoMcDonough  [author] 22 Sep, 2023 @ 5:18am 
Thanks, I'll update this today
Knsgf 22 Sep, 2023 @ 2:56am 
A corrected ttrcwm.cs has been uploaded here:
https://pastebin.com/YEB8Z7i4
Maeyanie 21 Sep, 2023 @ 11:49pm 
One of the players on my server was getting a client crash which appears related to this every time he dies and respawns:
2023-09-21 10:31:41.116 - Thread: 1 -> Exception occurred: System.ArgumentException: An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at ttrcrwm.sync_helper.register_logic_object(grid_logic obj, Int64 entity_id)
at ttrcrwm.grid_logic..ctor(IMyCubeGrid new_grid)
at ttrcrwm.session_handler.on_entity_added(IMyEntity entity)
at System.Action`1.Invoke(T obj)
at Sandbox.Game.Entities.MyEntities.RaiseEntityAdd(MyEntity entity)
(Snip due to max 1000 length)
AutoMcDonough  [author] 28 Aug, 2023 @ 2:51pm 
deleted lol. If you hate Weaponcore you can get lost, I will not tolerate that nonsense here.