Space Engineers

Space Engineers

699 ratings
Stealth Drive (Cloaking)
16
13
7
3
9
4
7
3
3
3
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Block
File Size
Posted
Updated
136.170 MB
8 May, 2022 @ 11:25pm
19 Feb, 2024 @ 6:04pm
39 Change Notes ( view )

Subscribe to download
Stealth Drive (Cloaking)

Description
News

New 1x1x1 large grid stealth drive has been added, may add others at a later date.

Some new config options have been added to limit drive operation in or out of water.

Custom drives and heat sinks can now be defined in the world/server config file. See patch notes for more details.


Thanks to a tip from a commenter I discovered how to dynamically hide armour edges, so they are no longer completely disabled when this mod is loaded. You may notice some differences in appearance, especially during stealth fade in/out.

This had the side effect of making stealthed grids far too visible to clients with Anti-aliasing turned off (default on low graphics), so grids will now be completely invisible if you have Anti-aliasing disabled. I recommend having it on for best visuals.




Overview

This mod adds the stealth drive to the game, allowing ships to become almost invisible and undetectable by weapons. It also contains heat sink blocks, which allow ships to remain in stealth for longer before needing to drop out to vent accumulated heat.

This mod is intended for use with WeaponCore; WC weapons will not be able to detect or lock onto ships in stealth. I'm not currently planning on trying to make this work the same way in vanilla, as there is no easy way to tell vanilla weapons not to target something.

I decided to add a feature to at least prevent vanilla turrets from automatically targeting cloaked grids; this won't stop players from being able to bring up a reticle on you and lock onto your ship, but it will have to do for the moment. At least it will let you sneak up on NPCs :)

I do plan on making improvements and potentially adding more features over time; if you encounter any bugs please let me know in the comments or ping me in the WeaponCore discord.

Discord Link[discord.gg]



Features

Stealth Drive
Stealths a ship or station, any connected grids, and any detached grids/players/floating objects within the stealth field. The stealth field is considered to be a cuboid, aligned with the parent grid, and encompassing the full extent of any other grids mechanically connected to the parent grid.

The power required to enter stealth is proportional to the surface area of the stealth field, while the stealth duration is dependent only on the number of Heat Sink blocks on the grid.
When stealth is disabled, either manually or by time running out and the heat sinks needing to discharge built up heat, the drive will go into cooldown for the same duration that stealth was active. While cooling down, a heat signature will be visible to players within a distance proportional to the drive's power consumption.

Heat Sink
Accumulates heat produced during cloaking, venting it into space afterward. While heat sinks are not strictly necessary for cloaking, the drive itself can only store a limited amount of heat and thus cloak time is limited without additional heat sinks. These can be placed anywhere on the grid without needing to be mounted on the drive directly; it is recommended to mount them externally to prevent the discharge of heat from vaporising parts of your ship!




Tips

Set Anti-aliasing to FXAA in your graphics settings for best results, allowing you to see a very faint outline of a stealthed ship nearby. To counter this, certain paint schemes can enhance the optical camouflage of your ship, making it almost impossible to visually detect a stealthed ship unless it is right on top of you.

You can have multiple stealth drives on your ship at once, but only one of them will be functional at a time. Heat sinks however are only limited by PCU, so if you want you can make a pure stealth ship that can go invisible for long periods of time, but is only very lightly armed (or not at all).




Configuration Options

The mod will generate a config file inside your world's save folder. The path should be something like this:
\AppData\Roaming\SpaceEngineers\Saves\76561198140591171\...
...\MyWorld\Storage\2805859069_StealthSystem\


Inside the file are the following configuration options:
FadeTime - Length of time over which stealthed grids will fade to invisible.

ShieldDelay - Time before shields are re-enabled after leaving stealth.

JumpPenalty - Time subtracted from remaining stealth duration when a jump drive is discharged.

Transparency - Percentage of transparency of stealthed grids - 1 is fully transparent/invisible, 0 is fully visible/opaque.

DisableShields - Whether shields should be disabled while in stealth.

DamageThreshold - Amount of damage a stealthed grid can take before dropping out of stealth. If this is set to 0, taking damage will not disable stealth.

DisableWeapons - Whether weapons should be disabled while in stealth. If false, stealthed grids can fire weapons but will lose stealth if their weapons cause damage to anything.

HideThrusterFlames - Whether thruster flames should be hidden while in stealth.

WorkInWater - Whether stealth can be engaged while the grid is submerged.

WorkOutOfWater - Whether stealth can be engaged while the grid is not submerged.

WaterTransitionDepth - Height in metres above water (below if negative) to enable/disable drive in either of the above cases.

RevealOnDamage - Whether stealthed grids should be revealed when their weapons hit something.

DriveSettings

⠀⠀Subtype - Subtype ID of a block of type UpgradeModule to use as a drive.

⠀⠀Duration - Stealth time provided by the drive itself.

⠀⠀PowerScale - Power in megawatts required for drive to engage, in multiples of the grid's (and all connected grids') surface area.

⠀⠀SignalDistanceScale - Distance in metres the heat signature from the drive cooling down will be visible from, in multiples of the drive's power consumption.

SinkConfig

⠀⠀Subtype - Subtype ID of a block of type UpgradeModule to use as a heat sink.

⠀⠀Duration - Additional stealth time provided by each active heat sink.

⠀⠀Power - Power in megawatts drawn by heat sink while stealth is engaged.

⠀⠀DoDamage - Whether heat sinks should damage blocks/entities in front of them when radiating heat.
Note that all duration values are in game ticks, where 60 ticks = 1 second.


Default Values

FadeTime - 210 ticks/3.5 seconds
ShieldDelay - 300 ticks/5 seconds
JumpPenalty - 180 ticks/3 seconds
Transparency - 90%
DisableShields - true
DamageThreshold - 1000
DisableWeapons - true
HideThrusterFlames - true
WorkInWater - true
WorkOutOfWater - true
WaterTransitionDepth - 0m
RevealOnDamage - true

Drive Stealth Duration - 1800 ticks/30 seconds
Drive PowerScale - 0.02
Drive SignalRangeScale - 20

Sink Stealth Duration - 600 ticks/10 seconds
Sink Power Draw - 10MW
Sink Heat Damage - true



Credits

AryxCami for the Stealth Drive model 😀
DarkStar for all he's taught me and for allowing this to work with WC.
The_Swack for the thumbnail and other images.
jonn19 for making the OG stealth mod which inspired me to make this!
Popular Discussions View All (1)
1
6 Feb, 2024 @ 10:05am
Mod.io verrsion
minemanyt70
276 Comments
Earl Sneakington 17 Dec, 2024 @ 3:39am 
Other than just size how does the 1x1x1 stealth drive differ vs the larger one?
Fordo 11 Dec, 2024 @ 3:41am 
Removing and readding the weapons seems to fix it, but even copy pasting the grid doesn't reactivate the weapons.
Fordo 11 Dec, 2024 @ 3:36am 
i was testing this mod and everything seemed to be working as intended, until for some reason my game kicked me off my own local server (weird), and then when i loaded up the save again i couldn't fire the weapons on the ship anymore. I was in stealth at the time of being kicked off the server, turning off or back on of the stealth doesn't seem to fix the issue, it's like the weapons and turrets have become unusable now?
RageDancerWolf 4 Dec, 2024 @ 4:06pm 
@F1ssure™ It's really interesting how you comment that something doesn't work with out even trying to provide feedback that may help the mod-dev to understand why. instead of taking up comment space that is subjective only to your experience which may not be valid since it works for me, and the you tuber who reviewed the mod that lead me to get it here. Your comment may harm other users who see the comment and judge it by just that alone. When it is a 'subjective' experience based on your specific build of space engineers that may interfere with proper function based on over-all use of other mods, scripts, or modifications of the intended use of the original game.
F1ssure™ 29 Nov, 2024 @ 4:54am 
doesn't work :steamfacepalm:
Tarragon 15 Nov, 2024 @ 3:31pm 
Can weaponcore weapons fire at a cloaked ship?
Brofessor 23 Oct, 2024 @ 1:04am 
Is there any chance we could get a 3x3 version for small grids? Maybe have it be less efficient or something than the 5x5 version?
Sebaty5 21 Oct, 2024 @ 8:31am 
In addition the cost should also be less then half of the large grid version.
See armor blocks with a 25 to 1 ratio instead of a 2 to 1.
Sebaty5 21 Oct, 2024 @ 8:30am 
I agree that the small grid version needs to be SMALL.
Most common application for a stealth drive would be a fighter. This is way to big for that.
J of Smith 19 Oct, 2024 @ 8:00pm 
may you please make a smaller small grid drive as well as heat sinks if you are able I'm trying to make a stealth bomber but it wont fit on my grid anywhere