Space Engineers

Space Engineers

556 ratings
Kinetic Devastation
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Type: Mod
Mod category: Block, Other
File Size
Posted
Updated
620.156 KB
7 Nov, 2021 @ 11:08pm
28 Nov, 2021 @ 3:45pm
23 Change Notes ( view )

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Kinetic Devastation

Description
As any user of speed mods can attest, the physics engine is less than graceful in its handling of extremely high-velocity impacts. Flying straight through an asteroid or even a planet is all too easy at higher speeds.

Not any more. With this mod, you will be able to hit grids, asteroids, and planets at tremendous velocities and enjoy the resulting devastation. Not only will it prevent many of the more awkward physical non-interactions so common at high speeds, but also opens up a range of kinetic options for weaponry.

From remote-controlled kinetic missiles to orbital "rods from God", all you need is sufficient mass and speed to wreck even the most robust defenses. So when in doubt, crash into it!

What This Mod Does
1. Tracks the movement of grids travelling over a certain velocity (150 m/s by default) watching for situations classified as collisions.
2. Collisions include any of the following:
--a. Raycast in front of moving grid detects that something will be impacted in the next frame
--b. Voxels are detected in front of the grid
--c. Block on grid has been destroyed a result of a collision with another grid
3. When a collision is detected, the grid is slowed to under the velocity limit and an explosion is generated proportional to the speed and mass of the grid.
4. Explosion wrecks things in the immediate vicinity.

Explosions
Explosion radius can be calculated as:
r = 0.01 * (Mass * Velocity * Velocity * ExplosionEnergyMultiplier)^(1/3)

The default maximum radius is 500m (1km diameter).

Config Setup
This mod can be customized by making use of the Config.xml file that generates once the mod is loaded. Loading a file with this mod active creates a Config.xml file inside of the save folder (...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\2649159807.sbm_HighSpeedCollisions). You can edit the values in this file to change those values in game after loading back into the save.

Setup Steps:
1. Subscribe to the mod
2. Add mod to world
3. Load into world once to generate the Config.xml file
4. Exit world
5. Make changes to the Config.xml file at above location
6. Load back into world to see changes

Kinetic Config Values
https://sp.zhabite.com/workshop/filedetails/discussion/2649159807/3194736442568264191/

Explosion Config Values
Storage Folder: 2667547195.sbm_BiggerExplosions
https://sp.zhabite.com/workshop/filedetails/discussion/2667547195/3192485276074693921/



Special Thanks to Hybrid V for the Improved SFX!
https://www.youtube.com/c/HybridVAudio
https://soundcloud.com/hybrid-v

Try with "Real Orbits"!
https://sp.zhabite.com/sharedfiles/filedetails/?id=2609118808

Other Mods:
https://sp.zhabite.com/id/adrsquared/myworkshopfiles/?appid=244850

Join My Discord for Mod Discussion and Bug Reports
Mods by Echthros[discord.gg]

Support Future Mods/Updates
[ko-fi.com]
[www.paypal.com]
Popular Discussions View All (8)
8
22 Nov, 2021 @ 11:58pm
Crash log of the night no.1
Morghdred
2
19 Dec, 2021 @ 10:35am
Just had a random crash
Morghdred
2
28 Mar, 2022 @ 4:40pm
PINNED: Config.xml
Echthros
223 Comments
shootermangabe 11 Feb @ 2:38pm 
(1000mph = 447.04m/s)
shootermangabe 11 Feb @ 2:38pm 
I just set my top speed to 1000mph and max is it fun as hell and I still get to use rockets. Woooo!!!
Kototop_CMB 30 Nov, 2024 @ 4:33am 
very cool
can you also make mod that fix weapons on big speed? like projectiles dont get speed from creation, and if you fly faster than projectiles you just hit yourself
15 Oct, 2024 @ 9:04pm 
getting crashes when causing a detonation with ammunition in cargo
a_person 29 May, 2024 @ 3:49pm 
This mod appears to have the same issue as warheads with fast moving grids with the explosion happening where the grid was a few ticks ago causing the fast moving grid to be unscathed by the explosion.
PimpMyDog 10 Apr, 2024 @ 2:17pm 
Is it safe to remove from the savegame without it corrupting something in it?
kinngrimm 25 Jan, 2024 @ 10:28am 
this sounds so good, sadly i doubt my potato could handle it :(
RichardLuo 4 Dec, 2023 @ 12:29am 
Does this mod affect performance very much?
lord.riker 28 Oct, 2023 @ 4:18pm 
Oh, understood. I was up really late and didn't put it together.
Echthros  [author] 28 Oct, 2023 @ 1:19pm 
@lord.riker The update was in the Bigger Explosions mod that this one is dependent on. Both Kinetic Devastation and Nuclear Weapons were affected.