Space Engineers

Space Engineers

High Torque Rotors
42 Comments
zxq5_ 22 Jan @ 9:15am 
running this mod with the rotors on max force causes my game to crash constantly, I'm talking less than a minute after loading in. I'm using it to fix the bug in the vector thrust OS script related to phantom torque, which it does seem to fix however the crashing seems to be random and constant
GamerForLife 4 Aug, 2023 @ 11:27pm 
Hello. My rotors are still saying that the safety detach max is 5.00m. Am I doing something wrong? Please help and thanks in advance. :steamhappy:
Folklore "Jones" 3 May, 2023 @ 7:02pm 
More then I want to paste into this chat. A couple that I think may effect it would be the Large hinge with 1x1 head, (AQD) QOL pack. I just tested it on a creative shipyard and could not get it to spawn the 1x1 head. I should be notied i was having this issue on a survival server. I do have plugins now and the multigrid projector would work around the error anyway. Be nice if Keen would figure out multigrid projection already. So yeah, if you haven't changed anything then its obviously another mod conflicting. @DartTimeTime I would suggest removing one mod at a time until the error is gone. Then contact that mod author about the problem.
Taelon Zero  [author] 2 May, 2023 @ 10:28pm 
I'm not getting that issue. Are you using other mods?
DartTimeTime 2 May, 2023 @ 5:34pm 
@Folklore Jones. I get that issue as well.
Folklore "Jones" 28 Mar, 2023 @ 7:09am 
I think this mod is causing sm grid 3x3 rotors to spawn with small 1x1 rotor heads. anyone else have this issue?
Пиро 30 Oct, 2022 @ 8:02am 
This removes the Phantom Torque bug of my script https://steamproxy.net/sharedfiles/filedetails/?id=2831096030 , really useful, you can place thrusters of any power anywhere and vanilla rotors don't have that much torque to handle more thrust power than the max torque available.
Digi 28 Apr, 2021 @ 9:41am 
Sorry to burst you guys's bubble but the rotor torque is internally capped to the mass squared of the grid that's directly held by the rotor (maxTorqueNm = kg*kg).

So depending on your contraption you'll not get even vanilla's max torque :P

To get this mod's max torque you need a 1,000,000,000,000kg thing attached directly to the rotor.
Prophet_01 7 Dec, 2020 @ 12:59pm 
Does anyone know which files the mod is accessing and what lines are changed?
K3T4M1N3 13 Sep, 2020 @ 1:57pm 
Same as the guy below, could you also do this for the hinges? Thanks you!
CcampoO 25 Mar, 2020 @ 12:20pm 
Could you possibly include the Hinge-Mod? :)
Taelon Zero  [author] 3 Feb, 2020 @ 1:58pm 
yes, still works, the issue was due to the base game now allowing upto what this mod did, so mod now increases to a higher value
Officer SEAN 3 Feb, 2020 @ 1:33pm 
Does this still work? seems @Johnlh12345 had some issues?
Taelon Zero  [author] 21 Dec, 2019 @ 8:05pm 
Seems to be that its is because they have increased the default limit to 1GNm. I'll see how much further I can push it without breaking the game
johnlh12345 21 Dec, 2019 @ 12:30pm 
for some reason the values dont show up in the menu it still has the original numbers ive tried reinstalling the game, using this mod alone to see if it was conflicting with other mods, but nothing all i need it for is to lift my mining drill gantry its seven pistons seven drills and a rotor on the drill head
Taelon Zero  [author] 12 Jun, 2019 @ 10:47pm 
Its all Vanilla rotors
Lurgot 9 Jun, 2019 @ 4:09am 
Is there such a mod for large grid?
Taelon Zero  [author] 7 Oct, 2018 @ 5:46pm 
Is it possible that you are going over the incresed limit. Just tested small and small advanced rotors and the higher values worked
Rubezagel 6 Oct, 2018 @ 7:55am 
is this still working? While I see the increased values in the terminal, rotors don't seem to be any stronger. On small grds at least, haven't tested a lot.
R_Oerich 4 Apr, 2018 @ 10:03pm 
Great, thanks a lot.. yoy modders makes me keep playing this :)
Taelon Zero  [author] 4 Apr, 2018 @ 3:14pm 
1x1x1 Advanced rotor has been added
R_Oerich 1 Apr, 2018 @ 2:00pm 
LIke the Mod, but sadly it dosnt seem work with modded rotors. (using the "Small Ship Mega Mod Pack [100% DX-11 Ready]") could there be a fix for that?
Taelon Zero  [author] 17 Mar, 2018 @ 5:56pm 
Space Engineers physics is indeed a possiblity
Taelon Zero  [author] 17 Mar, 2018 @ 5:47pm 
I realy cant find your problem. Can join your game and have a look if you want
piotrenewicz 17 Mar, 2018 @ 5:34pm 
Anyway the build was changed since, to move the CoM of the load causing problems closer to the rotor. And this allows it to function. So maybe it's just a physics bug, with a really specyfic configuration.
piotrenewicz 17 Mar, 2018 @ 5:31pm 
also this is a small grid non adv rotor. Maybe that affects something. Also on the same build there is another rotor that clearly takes advantage of the mod. (It's load get's dropped only without the mod)
Taelon Zero  [author] 17 Mar, 2018 @ 5:28pm 
Are you running anyother mods? As far as I can tell on and off it has the same max power of 1GNm, and both are able to handle the same load
piotrenewicz 17 Mar, 2018 @ 5:23pm 
I'm not sure. Switching the rotor on drops the arm, but having it on and raising tourqe can stop the arm, but not raise it. It works the same way for all tourqe mods on steam so it's probably in SE. Maybe it's the expected behaviour, but if a rotor can stop the arm on 500kNm, why would it have a problem raising it at 1GNm, (velocity = -1, angle = 0, upper limit = 0, lower limit = -60)
Taelon Zero  [author] 17 Mar, 2018 @ 1:50pm 
Uable to repeat this. Im still getting 1GNm torque and breaking torque. Adding heavy armour blocks at about 200MNm at a time... increasing the slider is inceasing the power of the rotor. Are you sure you are using my mod?
piotrenewicz 17 Mar, 2018 @ 8:05am 
This is currently broken. Breaking torrque works as intended, but the actuall torque is maxed at the old value, despite the slider showing 100MNm. You can test this by hooking up a rotor to a heavy arm, the rotor can hold the arm up when it's off (Breaking torque), but the load falls when rotor is on.

Additionaly I can have the rotor hold the arm on breaking torque. Decrease the breaking torque gradually. And achieve the same falling speed as if the rotor was on. When I pass breaking torque over 200kNm.
PaddiSson_ 24 Feb, 2018 @ 2:36pm 
This mod is awesome! Why it's not vanilla to set max force to 1GNm ?! Inapprehensible
Taelon Zero  [author] 31 Jan, 2018 @ 7:34pm 
Should be, made this to support a mech that cant stand with standard rotors. Also used full force to act as a rotor lock untill they brought it back
Dolvondo 30 Jan, 2018 @ 8:50pm 
Please tell me this mod will make rotors stonger? I recently made an amazing Drill but wasnt strong enough to hold itself up and it snapped... :( also, it wouldnt stop pointing down and my whole drill got stuck because it couldnt pull up xD I was sad I spent 2 hours on that thing >.>
Taelon Zero  [author] 6 Jan, 2018 @ 4:58pm 
Could do a picture, but just changes one value in the vanilla rotors.
Vermillion 30 Nov, 2017 @ 7:39pm 
thanks again
Taelon Zero  [author] 30 Nov, 2017 @ 7:35pm 
indeed it is
Vermillion 30 Nov, 2017 @ 7:07pm 
ill take that as a yes, thanks mate!
Taelon Zero  [author] 30 Nov, 2017 @ 6:57pm 
I'm just glad to see that a little mod like this is proving usefull
Vermillion 30 Nov, 2017 @ 6:46pm 
i have added the link, if you didn't want it linked there just say so and ill remove it.
Vermillion 30 Nov, 2017 @ 6:24pm 
nice, could i link this for my vector thrust mod? at the moment there are some phantom forces with thrusters on subgrids that cause the rotors to spin, this would help them overpower it.
Taelon Zero  [author] 21 Nov, 2017 @ 4:15pm 
Glad you like, only made this so my mech could stand :P
Robertson 21 Nov, 2017 @ 9:45am 
This mod lets us use VTOL's again! Thanks Man!