Space Engineers

Space Engineers

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Aerodynamic Physics
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Type: Mod
Mod category: Script, Other
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3.072 MB
8 Thg12, 2015 @ 9:05pm
13 Thg04, 2023 @ 12:55pm
178 ghi chú thay đổi ( xem )

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Aerodynamic Physics

Trong 1 bộ sưu tập tạo bởi DraygoKorvan
Space Engineers Physics
11 vật phẩm
Mô tả
Adds lift profiles to all grids in the game.
Adds deadly reentry to the game.
Adds wind to the game.

Physics simulation includes, drag forces, deflection forces, lift, differential lift, ground effect.

Ground effect will calculate based on altitude from voxels or water.
Mod compatible with digi's wings blocks (this mod may override the physics of his mod).
FAQ
Q: Drag does not feel like it is taking effect, I cant seem to get reentry to work?
A: Usually this is because you are running an unlimited speed mod or using relative top speed. In either of these cases if you want reentry to happen at lower speeds please change the Simulation Max Speed to a lower value. The Debug GUI will tell you what the simulated mach 5 is (m5), and simulated reentry ablation speeds (ab). ab is the speed that aggressive reentry heat happens.

Settings Menu
You can access a graphical admin menu with Alt + F10 (Or Shift + Alt + F10)
Player preferences menu is accessed by opening chat and pressing F2, these settings are global and apply to any online or private save.
Preferences Menu
Open Chat and press F2, then click Mod Settings
  • Particle Effects: Turns on and off particle effects
  • Lighting Effect: Turns on and off lighting effects
  • Center of Drag Gizmo: Auto - only shows you the CoM and CoD markers on craft you are actively building, Always On, shows for every craft, Always off, shows for no craft
  • Lift Gizmo: Shows the green marker to indicate an angled surface that interacts with the lift profile
  • Gui Options
    • Debug
      • Show Debug Text, shows some debug text, useful to attach to bug reports
      • Debug GUI Position, you can move the debug text using this option
      • Lift 1: Debug lift profile 1st direction
      • Lift 2: Debug lift profile 2nd direction
      • Lift 3: Debug lift profile 3rd direction
      • Lift 4: Debug lift profile 4th direction
      • Lift 5: Debug lift profile 5th direction
      • Lift 6: Debug lift profile 6th direction
    • Heat Alarm: Turns on or off the heat alarm and lets you move the GUI element
    • Heat Indicator: Turns on or off the heat indicator GUI and lets you move the element
    • Wind Indicator: Turns on or off the wind indicator GUI and lets you move the element
    • Show Hints: Turns hints GUI on/off
    • Reset GUI: Resets all gui options to default
  • Color Options
    • Center of Mass: Color of Center of Mass marker
    • Center of Drag: Color of Center of Drag marker
    • Block Lift Indicator: Color of lift indicator on the block you're building
    • Lift Test Direction: Line that shows which travel direction the grid is being tested on
    • Lift Result Direction: Result of the lift test
    • Block Drag Indicator: Same as lift indicator but only indicated if the block only effects drag

Admin Menu
(Alt+F10 menu or Shift+Alt+F10 on some computers - Top Left Corner)
  • Physics
    • Advanced
      • Drag Multiplier: Percent, multiplies drag by this percentage, Default 100
      • Deflection Multiplier: Percent, multiplies the deflection force on an aircraft.
      • Rotational Drag Multiplier: Only takes effect if Advanced Lift simulation is off, changes how easy it is to turn at speed
      • Atmospheric Minimum: Percent, How much atmosphere is in space. For those that want to apply drag physics to space (ie starwars sim)
      • Ignore Static: Skip static grids.
    • Advanced Lift: Enables advanced lift simulation (Center of Mass vs Center of Aerodynamics)
    • Disable Reentry: For maps where you do not plan to go to space adjusts the simulated mach 5 speed to match the max speed of the world
    • Small Ship Max Speed: Maximum speed for small ships, Default 150
    • Large Ship Max Speed: Maximum speed for large ships, Default 150
    • Simulation Max Speed: Max speed to use to calculate simulated mach 5 and simulated ablation speed. If you are running speed of light settings you can use this to bring reentry speed lower.
    • Enable Character Drag: Apply drag to characters
    • Simulate Wind: Apply wind forces
    • Enable Occlusion: Enable reducing drag based on how much the craft is occluded (inside something)
  • Heat Settings
    • Heat Damage: Turns on and off heat damage
    • Heat Radiation Multiplier: Adjusts how fast heat is removed from craft, default 100
  • Compatibility
    • Digi Physics: Enable or disable physics calculation on Digi's aerodynamic wings mod.
  • Reset Settings: Resets all settings to default


Mod Features
Mod will automatically adjust drag to be more realistic with higher maximum speeds. This is to allow drag to feel natural in worlds with 150m/s top speeds, and worlds without a top speed.

Mod takes in account your ship's design. If you have a sleek jet like design, flying forward will result in less drag, if you pitch up exposing the surface area of your wings to the direction of travel you will increase the drag and slow down faster.

Heat is calculated by adding or removing energy from the surfaces of your ship. It will dissipate on its own. Ideally you wont overheat from regular planetary travel, unless you strap a ton of thrusters on.

Ship drag and lift is pre-calculated in a separate thread to prevent lagging the main game thread.

Nerdy details
Math behind it:

D = (Cd * r * V^2 * A ) / 2

D = Drag Force (this is a force, it is applied to the craft with the opposite vector as the crafts direction of travel, mass impacts the delta v applied to the craft)
Cd= (coefficient of drag, varies based on max speed and drag multiplier setting)
r = density of the air at your particular elevation this is the games air density multiplied by the actual air density of well, air.
V^2 = velocity squared
A = Surface area of your ship facing the direction of travel. (Yes, very close to the actual surface area!)


Mod Support

The following file will let your retrieve certain settings from this mod, such as the digi setting and advlift.
https://github.com/DraygoKorvan/ModAPI/blob/master/RemoteDragSettings.cs

Aerodynamic block properties can be modified using Mod Definition Extensions, details on discord.

MES compatability
Older NPC packs may not have the aerodynamic compatibility flag set. You can allow them to spawn by using the override command: /MES.Settings.Grids.AerodynamicsModAdvLiftOverride.true

Discord
Discord[discord.gg]
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Mr. Pestbird 19 Thg10 @ 5:52am 
i have a similar issue. i made a rover on titan, very flat and around 18tons of weight. but slight side winds of 15m/2 will make the rover turn over or even fly away a few meters. is this a setting problem or how can i prevent this?
baph.online 15 Thg10 @ 10:22am 
great mod, but i have an issue: small subgrids on static grids are influenced significantly by strong winds, even when occluded. leads to some unpredictable and unpleasant behaviour on Pertam with its comical category 6 winds
Dobonhonkeroo 14 Thg10 @ 8:32pm 
Would be a greatly appreciated feature, either way it's a cool mod.
DraygoKorvan  [tác giả] 14 Thg10 @ 7:05pm 
some ai ships will break yes. Maybe with the new patch i might consider making ai controlled craft ignore the physics (just simple drag instead)
Dobonhonkeroo 14 Thg10 @ 2:06pm 
Does this mod break AI ships? or do they have some sort of Filter where it doesn't apply aerodynamics to them?
VS-lockon 13 Thg10 @ 11:35am 
SE armor is basically just papger un less you use a weaponcore armor re work also @Abisius the only reason there have limited time of uses is the planet is tungsten but the stuff hold on the tungsten + the radiation shielding on the get burn off on referring also here a side note around 2,700 degrees Celsius reentry last record and here some information Tungsten
Chemical element
Tungsten is a chemical element; it has symbol W and atomic number 74. It is a rare metal found naturally on Earth almost exclusively as compounds with other elements. It was identified as a distinct element in 1781 and first isolated as a metal in 1783
Symbol: W
Melting point: 6,192°F (3,422°C)
Atomic mass: 183.84 u
Atomic number: 74
Discoverers: Juan José Elhuyar, Fausto Elhuyar
Boiling point: 10,030°F (5,555°C)
Block: d-block
DraygoKorvan  [tác giả] 13 Thg10 @ 7:47am 
SE armor is basically just iron, two you do have to keep in mind if your talking about ideal reentry speed/angle.

You are welcome to make a block mod that uses tungsten as a material as a heat shield you can set the tungsten metal as more heat resistant. In this mod blocks only take damage if the heat is higher than their tolerance, otherwise they take zero damage.
Abisius 13 Thg10 @ 4:32am 
@VS-lockon
just wanted to point out that depending o nthe technologie in use there might be differences.

and even with the tungsten alloys used they are usually set for a limited time of uses ebfore beeing changed out, atleast to my knowledge, and thus atleast for me it sounds as if there is atleast some sort of degrading over time while in use.

i did check for the reentry themperatur and tungsten specific and as far as i could find out depending on the reentry speed and angle its around a 1600°C to 2000°C.
pure tungsten would be at 3422°C melting themperature and while that is quite higher atleast to my understanding an alloy has usually a melting themperatur somewhere between the metals used for the alloy.
even if the themperatur doesnt melt it is would experience thermal expansion and contraction while going betwenn earth and orbit which will usually wear down stuff over time.
VS-lockon 13 Thg10 @ 3:36am 
@Abisius rl heat shields now of day made out of a tungsten alloy and tungsten melting pointis 3,000 °F reentry doesn't nearly get that hot that why that's why is space weapon call rods of god was theorize because you could drop a tungsten rode from orbit and it would not melting/ damaged untill it impacts the heat shields you're referring to1959 heat shields don't you think technology were Advanced by now
Abisius 12 Thg10 @ 7:25am 
@VS-lockon
heat shields in rl get damaged by heat if the heat gets high enough. the heatshields of the space shuttles lost 1-2 mm each reentry.