Space Engineers

Space Engineers

Relative Top Speed
623 Comments
Nablabla 10 Jun @ 5:44am 
@NanoTree I think the reason for that jetpack is always a bit higher is that you can actually stay inside a large grid. It's dumb... I whish they made the jetpack speed dependant or relative to the next biggest ship but that can't be done in a mod easily
Nablabla 10 Jun @ 5:40am 
This is nice! Is there any change that you make it possible have different settings in atmosphere and space?
Because for space this does not make sense, so I would set it to something like
cruise=100/max=200 in atmosphere and
cruise=1500/max=1500 in space since there is no friction you know

what I don't understand is why bigger ships can fly slower and have less friction, it should be the other way around, right?
NanoTree 8 Jun @ 9:27am 
@SepticStorm you're really talking about acceleration and force, and not velocity at that point. Adding more engines will add more thrust (force output), which will be more expensive, so that is kind of already a thing in the game. You could calculate how much fuel it would take to get to light speed in the game using only thrusters, but it gets complicated when considering that the mass of your ship is changes as you burn off fuel versus the number of thrusters. But basically, your acceleration should improve as you burn off fuel.

In real life, the amount of fuel needed to reach light speed and the mass of that fuel is what would be impractical and where you get diminishing returns. E.G. more fuel weighs more and takes more force to push which means more thrust which burns more fuel, which means more mass from the thrusters themselves, etc.
quintarbarbarian 16 May @ 5:00pm 
would love to use this mod but it is not appearing in my mod list, any advice?
SepticStorm 13 May @ 6:47pm 
I have thought about this a lot, I would really like to find a similar mod. but instead of "boost" mode. make adding velocity more and more expensive. either by decreasing thrust efficiency, or by increasing the required fuel (h2/power). in effect making an in game "light speed' (not actually at that fast) where yes the speed is technically possible, however with diminishing returns the "max speed" would take "infinite thrust" just like reaching light speed in real life. but, I know nothing about modding to make this.
VANCE 17 Apr @ 9:55am 
is it possable to change the top speed in game?
SnowBubble 12 Apr @ 11:16am 
The path you have for the config file is no longer correct. The ID for the mod changed and is now 1359618037. Awesome mod thank you for making this!
JJ 2 Apr @ 11:15am 
What if I want to get rid of how the mass affects the speed? Can I change all the values for mass to 1?
Arkil 30 Mar @ 3:36am 
Oh this could be even simpler. I'm seeing yawing left and pitching up. My grid CoM is to the left and up from *grid combination* CoM.
Arkil 30 Mar @ 3:15am 
Thinking about this I realize that there are a few exploitable use cases...

You could work around exploits by classifying by mass, outer bounds or occlusion, which ever is fastest.
Arkil 30 Mar @ 3:03am 
I'm assuming that the behavior is because of the drag force being applied to the attached grid, which is not countered by main grid gyros (as usual in SE). I would expect that RTS would detect a "main" grid of a combination of grids and apply the drag force to that one only.
Arkil 30 Mar @ 2:59am 
Our server has an issue related to docked/attached grids of different sizes. I have a LG ship with a SG miner attached to a connector slightly off-axis. I'm seeing (and getting reports from players of) that if I'm boosting beyond cruise speed, ship begins to pitch/yaw slightly depending on where the attached grid is.

Has anyone else experienced this or found a fix? I can see the same issue happening on my private Torch instance that has default RTS settings. It doesn't happen if I remove RTS temporarily from modlist.
unlikeaboss 16 Mar @ 3:05pm 
if ships slow down over time it would be very similar to cosmoteer
Cosmos 6 Mar @ 1:48am 
Is there a way to set this per named grid so that you can have say a supersonic bomber and then also a subsonic bomber?
z64555 28 Jan @ 11:13am 
Hey there, Is the RTS API accessible by scripts or only by mods?
Freddy Fazbear 18 Jan @ 9:45am 
Is this mod compatible with Aerodynamic physics?
Darian Stephens 16 Jan @ 11:32am 
I think lowering the jetpack's thrust power is a far better solution. It would prevent you from out-manoeuvring crafts while still making it possible to work with ships at speed.
There was a mod I liked ages ago which added an 'atmospheric suit' with more thrust, but inability to function in space, making it impossible to escape a planet with it.
It also had a space suit, which DID work in space, but had low enough thrust that it couldn't even hover in a gravity well.
You had to build a ship to escape the planet, no two ways about it. You needed to switch your suit to the space version, either on-board or before taking off, in order to use it in space.
I found that it made for quite good balance without hampering gameplay, as you still got the utility of the jetpack without making it overpowered.
Darian Stephens 16 Jan @ 11:31am 
It would also be extremely arbitrary.
You either cap the player's speed at all times, or only while using the jetpack.

It would be jarring in gameplay to suddenly be stopped in your tracks simply because you got out of the vehicle.
Sure, the current speed limits are arbitrary, and this mod introduces some level of resistance, but this would suck.
I know it's bad, because this was a problem in older versions of the game, and is the reason the hardcoded higher jetpack max speed exists now.
Gauge  [author] 16 Jan @ 10:51am 
while it is possible to apply force to the player to cap their speed. I am not interested in adding that feature. it will only cause headaches for me when user report the issue Darian explained.
Paladin 16 Jan @ 4:51am 
🤮
deskulpa 14 Jan @ 3:55am 
"If you jetpack out, you will never get back in, the ship is gone without remote control or another, faster ship." Thats what i want, if people mess up, lose the ship, Jetpack is overpower in base, mods that reduce jetpack thrust or hydrogen efficiency are still lacking. Maybe someday we can mod this.
Darian Stephens 13 Jan @ 11:24pm 
No.
Jetpack speed is hardcoded to be slightly above the highest max grid speed.
Otherwise you splat against the back of a fast-moving ship because you're forced back down to your max speed.
Even if you didn't die, it would be literally impossible to catch up to a ship moving faster than your speed. If you jetpack out, you will never get back in, the ship is gone without remote control or another, faster ship.
deskulpa 13 Jan @ 3:09pm 
Hello, can we change jetpack speed with this mod? Exemple: Large Ship 150m/s, Small Ship 200m/s, Jetpack 50m/s.
windshields 29 Dec, 2023 @ 5:00pm 
Anyway to adjust ammunition speeds with this mod? Can't seem to stop outrunning my own artillery shells/rockets/railguns.
Proximus Cosmos 2 Dec, 2023 @ 11:35am 
@Gauge

Alright. Asking because I DID try to change it and it didn't work
Gauge  [author] 2 Dec, 2023 @ 11:23am 
This mod lets you change the top speed yourself. there is no need for another mod. it will also introduce conflicts
Proximus Cosmos 30 Nov, 2023 @ 12:07pm 
@Gauge

Does this mod work with a higher speed limit from another mod?
Prince of Württemberg 29 Nov, 2023 @ 7:33am 
thank you i will take a look at the masses of my vics and see what i can do
-DF- Ashes Vargrand 28 Nov, 2023 @ 10:02pm 
Hm on my Server is on every ship the mass 0 with /rts hud
Gauge  [author] 28 Nov, 2023 @ 7:36pm 
The mass values are in kg.

A ship with mass equaling max mass will move at the minimum cruise speed.
A ship with mass equaling min mass will move at the maximum cruise speed.

if you have boost enabled ships can travel faster than cruise based on their acceleration.

it sounds like you are dealing with very light vehicles and you need to adjust the numbers down to match the scale you are going for.

if that is not the problem than its probably that you have boost on and your ships acceleration is very very high. If this is the case, you can turn off boosting or create a mod to reduce the power of your engines.
Darian Stephens 27 Nov, 2023 @ 4:48am 
Well, what are the actual masses of the vehicles?
Prince of Württemberg 26 Nov, 2023 @ 10:49pm 
So i was wondering what the mass settings actually mean cause my buddies and i are using aircraft in our game save with yur relative speed mod, and i have a jet interceptor based off the Mig-21 going at the max set speed of 300m/s which is no problem but then i have a cargo jet reaching up to the same speed, is there a way i can have the cargo jet be slower than the interceptor?
_mechanic_ 18 Oct, 2023 @ 9:53pm 
Hi! Do you think it is possible to have different speed parameters using gravity and without gravity?
Exmortis 11 Oct, 2023 @ 1:35am 
Hi all
I am also experiencing the HUD issue that many others are, with my ship HUD showing 100m/s maximum, despite the ship travelling at over 150m/s, and when to does reach over 140m/s, I begin to experience a sort of skipping as it travels.

I've seen several complaints of this issue, but no solutions. Can anyone help?
BlazingImp77151 22 Sep, 2023 @ 4:11pm 
What happens if a ship is heavier than the min cruise or lighter than the max cruise?
Duo 21 Sep, 2023 @ 7:48am 
Hey! How do I use the boost?
Patrick 20 Sep, 2023 @ 6:54pm 
I've had a strange experience while testing. My large grid ships at the max weights and min weights both reach the max top speeds (without boost), but the ships at the mid weights only hit the mid speed. Can you help? I've modified the config slightly, but the relative relationship between all the numbers is the same. I don't think this is a config issue though, since the largest grids shouldn't be hitting that max speed.
niels2398 19 Sep, 2023 @ 5:44am 
log file says its loading the config from the file bud it doesn't seem to apply and /rts config still shows default config.
is the server config not used in dedicated servers?
whysomad 18 Sep, 2023 @ 3:14pm 
where i can find the mod id to copy in nitrado?
cepelevvadim100 17 Sep, 2023 @ 5:36am 
Why doesn't the console respond to commands? The game was purchased on Steam with all add-ons.
NanoTree 16 Sep, 2023 @ 9:00am 
It would be great to add the option set speed limits on jetpacks only. IMHO, jetpack is overpowered to the point that ground vehicles are pointless besides aesthetics and amusement because its more practical to go back and forth from a mine by jetpack or using an aircraft. And even ships/aircraft only make sense because they can carry more stuff.

Jetpack speed limits would force players to engineer better solutions.. which for a game called Space Engineers, it just seems to make sense; in Survival mode anyway.
Gauge  [author] 10 Sep, 2023 @ 10:31am 
Regarding the server issue. I have also experienced the issue and dont know how to resolve the inconsistency. I managed to always get it to work by continuing the modify / replace the files till it takes. The issue seems to be inconsistent which is making it hard to pin down the exact cause.

@Neocrypter make sure to restart both client and server after making config changes.
Dread Pirate Neo 10 Sep, 2023 @ 5:30am 
hmm my cockpit speed display only goes to 100 ms even though I am going MUCH faster any ideas on that?
tomaslukes 7 Sep, 2023 @ 8:33am 
more go go juice:selike:
Dread Pirate Neo 28 Aug, 2023 @ 12:32am 
I am having the same issue, which is odd as it works on one of my servers but not my ares at war server
Official Zealiux 25 Aug, 2023 @ 11:07am 
it's not implementing the config on my server it's staying with the default values
NightWolf 17 Aug, 2023 @ 5:33pm 
Does using a max speed increase mod automatically adjust the settings of this mod?
Fleshbits 17 Aug, 2023 @ 10:01am 
@syphond I did a little googling and a little testing. the problem is not related to this mod. It is a vanilla issue and seems to occur if you have a small mass main grid with a subgrid, i.e piston, or rotor. I had my spawn ship attached to my main ship via a piston and connector. When I hit share inertia tensor on the piston, the pitching problem went away. Very weird that it would effect pitch in the air.
Fleshbits 17 Aug, 2023 @ 9:00am 
@syphond

"Having an interesting issue with grids. Certain grids will nose up and turn to the left or the right while thrusting forward or reverse. No subgrids on the grid. Any one else have this problem and figure out what causes it?"

I am also having this issue and can't figure out why. Center of mass doesn't change yaw or pitch in vanilla. I also made sure I have adequate thrust to go all directions while weighed down. Yet, my pitch will change on its own.
Grevlen 1 Aug, 2023 @ 5:03pm 
Hi Guage,
I'm attempting to use this with Whips Missile script and I'm trying to find a way to slow the small missiles down while keeping the top speed high so that I can orbit...

So far i've tried to:
Flipped the min/max mass & speeds (I see you have coded your script to be smart and that won't work)

Editing RemoteControlSpeedLimit, but this doesn't seem to be working for remotely piloted missiles... I feel like this is what you may have had in mind, but even when I'm remote flying them it ignores the speed limit for RemoteControlSpeedLimit.

Whip's missile script does not have a speed controller so that avenue is closed.

Any help from anyone would be appreciated.
End goal: Mega small grid satellite orbiting at around 500+ & small grid missiles only going about 200 ish.