Space Engineers

Space Engineers

205 ratings
[1.193 compatible] PhysFix v3: A Slightly Arcade Physics Fix
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
6.932 MB
5 Apr, 2017 @ 12:04pm
3 Nov, 2019 @ 12:25pm
13 Change Notes ( view )

Subscribe to download
[1.193 compatible] PhysFix v3: A Slightly Arcade Physics Fix

Description
This little script has a long-going story, and even impacted the development of Space Engineers itself. Today, it's back from the scrapyard: the single most famous feature, Impact Tolerance, has been ported to 1.193.

Impact tolerance speed is based on grid's dry mass, and if your ship collides something below this speed relative to that something's speed, it will get no damage and slightly bounce off. Not very much realistic, but still far better in gameplay sense, right?

— Tolerance is calculated as a cube root of grid's dry mass (without cargo) in tons. For example, a 500 000 kg ship will have an impact tolerance of 7.93 m/s (cbrt(500)=7.93)
— Tolerance is hard-capped at 3 m/s min and 15 m/s max (note that the speed cap values are affected by GeneralToleranceMultiplier). This corresponds to 27 tons and 3375 tons, respectively.
— If the impact speed exceeds your impact tolerance by no more than 100%, the damage is still reduced. For a 500-ton ship, if you collide at a speed of 12 m/s, your blocks only get 50% of impact damage. Only secondary deformation (damage propagation through deformation) is permitted on this stage.
— Yes, you can ram at 90 m/s in a ship flying at 85 m/s in same direction and get away with little or no damage.
— Yes, this also works with voxels. You may whack an IMDC Kestrel fighter in your base roid at 3-4 m/s and still have it mostly flyable.
— Ships do not chew through each other anymore when at low speed.
— A high speed impact, on like 100 m/s, will still devastate your ship, but it won't melt it into nothing. Impact debrises are now much more interesting as salvage.


Bruce LeedleLee's creation, the Temple of Clang, was used as a representation of Clang to display him defeated in the thumb.
155 Comments
Macilcuru 13 Mar, 2022 @ 6:51pm 
I don't suppose we know if the Warfare 2 armor adjustments are compatible with this? I've not had any crashes yet, but I don't know what impact they might have on one another.
r3S1d3Nt-3v1L 27 Dec, 2020 @ 4:32am 
Update?
Darian Stephens 10 Apr, 2020 @ 5:44am 
Oh, perhaps there's not a thing for regular ol' turrets.
There's the option 'Enable friendly missile damage' which is off by default, but perhaps it's ONLY a thing for missiles, and regular turrets are left out?
toxikaraidur 9 Apr, 2020 @ 11:33am 
What setting would that be though? Just curious.
Darian Stephens 9 Apr, 2020 @ 8:14am 
It doesn't anymore, because that was added to the vanilla game.
It's not a solution to the targeting, it just makes weapons to no damage to their own grid. Assuming it's enabled in the world settings, of course.
toxikaraidur 9 Apr, 2020 @ 5:27am 
I've heard rumor that Physfix helps with turrets shooting the ships they're attached to. Is this true?
Zvex 28 Oct, 2019 @ 9:18am 
Clang is defeated once again, we can sleep well ... until Keen will release the next physics update :)
Cheetah  [author] 25 Oct, 2019 @ 5:37am 
Impact Tolerance is back. Compatible with 1.193.
Cheetah  [author] 25 Oct, 2019 @ 4:14am 
After so much abandon, this mod is going to receive some love. I'm currently working on restoring the collision tolerance feature, and I think it's going to be released first with the other features (that were not vanillized) getting ported to 1.193 later.
Kevin03YZFR1 31 Aug, 2019 @ 10:54am 
Anxiously awaiting the update! :steamhappy: