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Cruise Thrust System (BB)
   
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
971.009 KB
4 Jul, 2023 @ 8:48am
28 Jul @ 10:23am
17 Change Notes ( view )

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Cruise Thrust System (BB)

In 1 collection by BookBurner
Maintained/Created by BookBurner
19 items
Description
Cruise Thrust System is a script mod which allows you to designate set of thrusters you use in your game for higher speeds, thus giving them a special utility. The following example shows the default configuration, which designates hydrogen thrusters for normal speeds and ion thrusters for cruising speeds. Meaning that hydrogen thrusters won't provide thrusts above the normal speed setting. Ion thrusters will provide thrust up to cruise speed setting.
You can pick any thrusters from your modpack and design them as cruise thrusters this way :).

The system also creates an universe drag, which is also configurable. Universe drag gradually slows down grids until they move at their minimal speeds. It is recommended to use at least the drag settings beyond normal speed.

System automatically adjusts environment speeds for small grids, large grids and characters to match the defined Cruise Speed.

It is also possible to disregard all configuration and use only CruiseSpeed and SpeedLimitsOnly. This sets the speed for the environment only and does nothing else.

<NormalSpeed>100</NormalSpeed> # speed that is achievable by all thrusters <CruiseSpeed>1000</CruiseSpeed> # speed that is achievable only by cruise thrusters defined in CruiseThrusters list <PlanetarySpeed>100</PlanetarySpeed> # speed that is available around planets and within gravity (to prevent people cruising into planet surface), should be same as NormalSpeed but can be different if needed <SmallGridMinSpeed>15</SmallGridMinSpeed> # minimal small grid speed, universe drag won't slow down small grids below this speed <LargeGridMinSpeed>5</LargeGridMinSpeed> # minimal large grid speed, universe drag won't slow down large grids below this speed <SmallGridSubCruiseResistance>0.1</SmallGridSubCruiseResistance> # force multiplier applied to small grids when flying below max normal speed <LargeGridSubCruiseResistance>0.2</LargeGridSubCruiseResistance> # force multiplier applied to large grids when flying below max normal speed <SmallGridCruiseResistance>0.3</SmallGridCruiseResistance> # force multiplier applied to small grids when flying above normal speed (cruising) <LargeGridCruiseResistance>0.6</LargeGridCruiseResistance> # force multiplier applied to small grids when flying above normal speed (cruising) <PreventCruiseColisions>true</PreventCruiseColisions> # when set to true, grids will be automatically stopped before they collide with asteroids if above normal speed (cruising) <AutoSetUniverseSpeed>true</AutoSetUniverseSpeed> # when set to true, environment max speeds for large grids, small grids and characters will be adjusted to match the CruiseSpeed <LimitAutomatedTorpedoes>true</LimitAutomatedTorpedoes> # this flag will limit automaton AI blocks and torpedo part guidance block operated grids to only achieve NormalSpeed, unless player is sitting in the control block. <SpeedLimitsOnly>false</SpeedLimitsOnly> # if set to true, the environment values are changed based on the CruiseSpeed configuration but nothing else is done after that <CruiseThrusters> # list of thruster subtypes that are considered as cruise thrusters <string>SmallBlockSmallThrust</string> <string>SmallBlockLargeThrust</string> <string>LargeBlockSmallThrust</string> <string>LargeBlockLargeThrust</string> <string>SmallBlockSmallThrustSciFi</string> <string>SmallBlockLargeThrustSciFi</string> <string>LargeBlockSmallThrustSciFi</string> <string>LargeBlockLargeThrustSciFi</string> <string>SmallBlockSmallModularThruster</string> <string>SmallBlockLargeModularThruster</string> <string>LargeBlockSmallModularThruster</string> <string>LargeBlockLargeModularThruster</string> </CruiseThrusters>

Thrusters can be added or removed from the list of cruise thrusters with the following commands:
/cruise addgrid grid name - get all thrusters on the grid with given name and add their subtypes to the list. This command is the easiest way of adding modded thrusters which you don't have subtype names for. See the screens.
/cruise removegrid grid name - get all thrusters on the grid with given name and remove their subtypes from the list
/cruise addsubtype subtype name - add given subtype name to the list
/cruise removesubtype subtype name - remove given subtype name from the list
/cruise list - provides the list of cruise thrusters subtype names to your clipboard

PS: commands are available in local game creative mode only


If you have further questions, you can visit my discord: https://discord.gg/6Gd6W8TcJb
10 Comments
BookBurner  [author] 19 Aug, 2023 @ 3:51am 
added commands which can be run in local creative game to populate the cruise thruster list in the config without having to type in the subtype names :)
BookBurner  [author] 28 Jul, 2023 @ 12:48am 
It is really hard to predict setup, you have so many thruster variants on the workshop. The only thing that I could do is to create "config variants" on our discord, so people can just copy paste them and tweak slightly.

For example we use aryx thrusters on our server, they are all designated as cruise drives and vanilla thrusters are for normal speeds. I can imagine multitude of different configurations just with those.
BookBurner  [author] 28 Jul, 2023 @ 12:45am 
There is one, that applies to vanilla thrusters. Making ion thrusters for cruising.
DWal 27 Jul, 2023 @ 3:38pm 
That would be better, though the best possible solution would be having a default config inside the mod itself that gets used when loading into/creating worlds. With this you could include the mod with the modified configuration file inside a modpack, removing the need for any users to do any setup steps before starting a world.
Instead of the current method where you need to load the mod into a world, exit the world, then edit the config file, and then reload the world again.

Commands would work somewhat too because you don't need to reload the world multiple times, but it's not the best possible method in my eyes because you need to config every world manually.
BookBurner  [author] 27 Jul, 2023 @ 12:01am 
that is true, the way we use it on our server is that we have a modpack, which is on all maps we use. So we created the config once and then just copy pasted it into the other server instances.

I could create some more extensive defaults, but that would still leave players with he need to alter the config if it doesn't suit them.

Which is why I was toying with the idea for commands. You would be able to reset the list of cruise thrusters with the command. And then add thrusters by "placing them in the world" and running /cruiseadd on them. Having a command which would list all cruise thrusters in the list would be useful too.

Therefore when you create your modpack and your world, you would just spawn in thruster blocks which you want to have defined as cruise thrusters, run /cruiseadd command on that grid on which you placed the thrusters and it would add all thruster types on that grid into the config list.

Would that better suit your needs?
DWal 26 Jul, 2023 @ 2:03pm 
the problem is that, if it's intended for use with modpacks, the config file has to be manually edited for every single save *or* a world save has to be included with the modpack.
BookBurner  [author] 26 Jul, 2023 @ 1:21am 
It is configurable in the config file by subtypeId. But I was toying with the idea of having /cruiseadd and /cruiseremove commands, which you would be able to run as admin, to add/remove the block you look at to the config. Which would be useful for players who do not know where to get the subtype ID's
DWal 26 Jul, 2023 @ 12:44am 
is there a way to automatically add or edit the cruise thruster list using other mods?
BookBurner  [author] 9 Jul, 2023 @ 12:02pm 
hello Fine Gentleman, this script touches the thrust power multiplier based on the speeds defined in the config. We used an earlier version of this script in combination with Aerodynamic Physics. Only point of contention I can think of is between the limited planetary speed by Cruise Thrust mod and burning in atmosphere during drag by Aerodynamic Physics. If you limit the planetary speed too much, it might prevent ships from burning completely.
Fine Gentleman 9 Jul, 2023 @ 11:08am 
interesting, do you know if this is compatible with the Aerodynamic Physics mod?