Space Engineers

Space Engineers

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Dynamic Repulsorlift
   
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Type: Mod
Mod category: Block
Tags: NoScripts
File Size
Posted
Updated
179.441 MB
5 Mar, 2021 @ 1:49am
5 Mar, 2021 @ 1:50pm
2 Change Notes ( view )

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Dynamic Repulsorlift

In 1 collection by Kreeg
ARMCO Starwars Project Rebirth
10 items
Description
Welcome to Dynamic Repulsors.
These Flameless Engines, use Derekt's script, to allow Upgrade modules, that allow you to improve the stats of the engines , without needing a dozen duplicates of the same thruster in your G-Menu, and allow dramatic improvements.
Keep your Terminal, and Engine Groups easily clean.

Has Full Skin Support.
Has Emissive Support, for power states.
All Environments; Work in Space & Atmosphere without difference.
Vanilla Components, no custom bits to worry about.
Flameless & Damageless.
2x slowdown Modifier Baseline (Dampening Thrust Force)
LODs, Coming Soon
Build States, Coming Soon

Summary

Repulsors, average from more energy-effecient than Ions, with slightly less force, yet when upgraded, can achieve superior stats.
Superchargers, available for Large-Grid, can dramatically increase power drain, but have vastly superior force output per thruster.

STATS

Large Grid (Before Upgrades)

Large Repulsor
3mw Drain
900kn

(3x Upgrade 1)
24mw Drain
3.6mn

(3x Supercharger 1)
3gw Drain
112.5mn

Small Repulsor
2mw Drain
400kn

(1x Upgrade 1)
4mw Drain
800kn

(1x Supercharger 1)
20mw Drain
2mn

---------

Small Grid (Before Upgrades)

Large Repulsor
1mw Drain
36kn

(3x Upgrade 1)
8mw Drain
228kn

(3x Supercharger 1)
Not Availale for Small Grid

---------

Small Repulsor
250kw Drain
12kn


(1x Upgrade 1)
500kw Drain
24kn

1x Supercharger 1)
Not Availale for Small Grid

----------

VANILLA STATS

For Reference Material, Ions.

Large Ion (Large Grid)
33mw Drain
4.3 mn

Small Ion (Large Grid)
3.36mw Drain
345.6kn


Large Ion (Small Grid)
2.4mw Drain
172.8kn

Small Ion (Small Grid)
200kw Drain
14.4kn


Legal

Servers; Just credit & link back to this mod, if you wish a 'copy', or tweaked version.
I don't ask for much.


Disclaimer:

All Rights to the content within, as per Steam statements & legal code, declare the original Author, IE Kreeg, owns their own model assets, code work, and all files of their own design & creation.
These ownership rights & controlling rights do not extend to Keen, nor any 3rd party, nor are invalided by any external force.
Your "usage" rights, are limited, and do not grant nor extended nor imply any rights to control, ownership or similar.
All code sections are owned by their respective parties: An example being scripter CS code, belongs to the scripters whom made it, and are referenced.
Keen has no rights nor ownership to any content or assets created by me or others involved this project.
Steam & Keen guidelines state this legal fact.

Anyone who fails to understand this, or attempts to illegally clone, acclaim ownership, illegally take control or similar to the mentioned assets in any manner,
Can, be DCMA'ed by Me, to legally take all such attempts down with legal force.
If you have a problem with this; You can go read Steam's exacting legal documents on the matter.
I am nicer than most, do not make me waste my time Going after theives.
24 Comments
Kreeg  [author] 8 Jun @ 8:15pm 
Directional', the glowing tube with the glow matching the Icon is the front
GloBeast 8 Jun @ 5:07pm 
Are these omni-directional or should they face a certain direction?
Yaku 28 Dec, 2023 @ 11:36am 
Any news on if/when the missing smol upgrades are going to be implemented, love using this mod btw <3
Kreeg  [author] 18 Jun, 2023 @ 11:50pm 
glowing light port connects to the Repulsors' similar port
VONMON 18 Jun, 2023 @ 9:51pm 
How do you attach the upgrades? Do they just need to be touching the repulsor?
Kreeg  [author] 13 Jul, 2022 @ 2:42pm 
Not that I am aware of, should be fully functional.
Fenrir Gaming 13 Jul, 2022 @ 2:29pm 
Any need for this mod to be updated due to the new Warfare II and Most Wanted DLC/Updates?
Kreeg  [author] 21 May, 2022 @ 7:24pm 
Is the water mod involved?
As block descriptions keep getting overridden of late by that mod, so that's my assumption on that.

If the server has a different version of the mod, such as changing the subtypeIDs (Which would match that behavior), the blocks with a different ID will despawn.
This is the same with if the server has modified the availability of select block functions.

A server can do this via Script as well' without requiring an reupload, so that is suspected.
CODE7 21 May, 2022 @ 3:55pm 
Curious. Ya so are all the module attachments set up for both small and large grid? In MP there is a comment for large grid only in the tooltip something that doesn't exist in single player. When spawning a ship built in SP intothe server if I have a thrusters with say 3 superchargers attached they vanish. So if the thruster was buried inside I need to cut away to get in there and add them back.

It's not so much the mount points but in MP for instance the Supercharger, efficiency and the big square one all will not work on small grid. They say large grid only.

Thanks for the prompt response, I would like to keep this mod if I can figure out why this is happening.
Kreeg  [author] 21 May, 2022 @ 2:19pm 
I have special subtypeIDs, which should prevent any mod conflict due to how long said IDs are.
The script attaches via ID, which should also make it pretty safe.

For the behavior issue: Not aware of how that happens.
In the slightest, since mount points shouldn't change between DS & SP.

Should be perfectly safe to install near Flares' due to the ID differences.