Space Engineers

Space Engineers

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Federal Industrial - Vacuum Balloons
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Type: Mod
Mod category: Block, Script
File Size
Posted
Updated
15.461 MB
23 Mar @ 6:56pm
7 May @ 10:26pm
3 Change Notes ( view )

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Federal Industrial - Vacuum Balloons

In 1 collection by Frosty
Federal Industrial Complete collection
6 items
Description
Vacuum Balloons – Buoyant Flight! 🎈
As seen on Wrong Way Out!

Float like a balloon, soar like an airship!

Vacuum Balloons provide lift using pure buoyancy, letting your ships rise effortlessly without thrusters or fuel. Instead of burning propellant, these balloons naturally provide lift, keeping you afloat in planetary atmospheres.

How They Work:
Buoyancy-Based Lift – Vacuum cells generate just the right amount of force to counteract gravity.
Mass Matters – Heavier ships need more Vacuum cells to stay afloat.
Centre of Mass – The Vacuum cells apply their force at the average position so make sure to balance the craft.
Control – Vacuum cells don't work like normal thrusters they always provide force in the up direction regardless of orientation, They also disable ship dampers in the direction axis of the arrows so keep that in mind when building. Pressing C or Space will cause the grid to sink or lift but they wont stop once they get moving so manual counteraction is required.
Info – The thrust override slider will show how much the Vacuum Cells total lift is used so keep an eye on it

Be sure to check out the other mods in the Federal industrial Series
https://sp.zhabite.com/sharedfiles/filedetails/?id=3451476197


Copyright 2025 Frosty1098 This item is not authorised for posting on Steam, except under the Steam account named Frosty1098
39 Comments
Turtlrpups 6 Jun @ 4:37pm 
Really wish there was a video on this bc i dont think im understanding this like u do, i will attempt more prototypes tmr but i cant seem to get it to stabilize and align properly the last few platforms i tried to make
Kiddywink 4 Jun @ 7:33pm 
Seems to automatically adjust to the addition of blocks, but not removal, though.
Kiddywink 4 Jun @ 7:22pm 
@Turtlrpups kn stands for kilonewtons, with one newton being the force required to accelerate one kilogram of matter in free space to 1 meter per second per second. For example, this means that in order for a vehicle to exactly cancel out the force of gravity (ex. hover), its mass in kilograms, including that of the cells themselves, must be calculated and multiplied by the acceleration one kilogram would experience due to the aforementioned gravitational force, with this number then having to be evenly split among the properly positioned cells. Fortunately, entering a vehicle will show its mass in kilograms in the bottom-right corner of the HUD. Unfortunately, whereas the gravity indicator (P-Gravity) on the right of the hotbar shows the intensity of the gravity of the planet you are on as a factor of the Earthlike's gravity near the surface (g's), the magnitude of Earthlike's gravitational acceleration is never shown in the game.
Turtlrpups 30 May @ 3:56pm 
confused on how this block works, cant seem to get it stabilized, its too bouncy all over and not sure how to tell how much weight it carries as idk what 0.6 kn is capable of carrying, and for some reason the lift/ lower function doesnt do anything and it tilts straight up everytime, gyroscope is not helping either even with sufficient thrusters
1antonioorlo1 26 May @ 8:01am 
Finally
Anarch Cassius 8 May @ 7:52pm 
Your movement blocks are some of the best. Very glad to have an up to date balloon that works with water mod and isn't super invasive. Looking forward to the large block version.
Frosty  [author] 7 May @ 10:35pm 
Large gird cells Soon TM
Frosty  [author] 7 May @ 10:02pm 
Update 1 is out, Config file added and Improved lift logic for connected grids
CosmicAggressor 29 Apr @ 8:56am 
This is a pretty cool mod idea, but it seems almost useless without large grid varients.
Less airship and more air skiff.
Frosty  [author] 15 Apr @ 2:57am 
Yes it is compatible with water mod