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Báo cáo lỗi dịch thuật
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?
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.
You could work around exploits by classifying by mass, outer bounds or occlusion, which ever is fastest.
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.
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.
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.
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.
Alright. Asking because I DID try to change it and it didn't work
Does this mod work with a higher speed limit from another mod?
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.
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?
is the server config not used in dedicated servers?
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.
@Neocrypter make sure to restart both client and server after making config changes.