Space Engineers

Space Engineers

Animated Jump Drives
48 Comments
avaness 6 Apr, 2024 @ 5:03pm 
This mod is now available as a client mod via Plugin Loader
AkagiVoid 13 Nov, 2023 @ 9:51am 
Can U make another mod for small grid jump drives? ?w?
Preferable a 1x1 or 1x2 size. >w<
SILVEREAGLE2020 8 Oct, 2022 @ 6:02am 
Very nice addition to the game. This has been needed for quite sometime.
Whtewolf 17 Aug, 2022 @ 3:00am 
my thought would be while charging / idle it would spin slow.....as you start the jump process it would spin faster and faster until it's at max spin animation just one second before the ship actually jumps in the game...after jump is complete the spin would slow down until it reached charge / idle animation position again.......but then again I've watched way to much sci-fi for many years so I think like this playing SE and using various mods LOL
Wolfwynd: High Guard 4 Jun, 2022 @ 9:58pm 
Depending on what the spinning section is, generally the higher the energy in the then closed system the faster the spin. I think of the spinning section as the field coils for the jump system, wich WOULD spin faster the more energy available to it.
NotTildaSwinton 19 May, 2022 @ 7:52pm 
I disagree, it should spin faster the lower your charge is because it is working harder to fill it up?
Blue64 4 Apr, 2022 @ 12:40pm 
"Spins faster the more depleted the charge"
This should be inverted; more charge = faster spin, because more available power.
Paladinboyd 22 Oct, 2021 @ 6:13pm 
I was wondering if I could suggest a jump drive with a door in the drive for more compact ships?
Tonatsi 11 Sep, 2021 @ 7:31am 
@R.I.K.U it's a known bug because the game does not report correctly the jump state
Riku~Anita 21 Mar, 2021 @ 7:17pm 
I'd love to see a version where it spools for jumps instead of spinning while charging
Stratotanker 5 Feb, 2021 @ 4:56pm 
LOL.. WHY in the name of CLANG is this NOT part of vanilla SE? DEV's MAKE IT SO! :)
Planewalker 23 Jan, 2021 @ 8:18am 
"Spins faster the more depleted the charge"

-is this correctly formulated, bc it would be awesome with a "spool-up" version.
(like others say below)

cheers
The Flesh Tube 5 Dec, 2020 @ 6:10am 
I also would like a reverse speed version, but this is truly an amazing mod as-is. Great work :D
Azrael Arouvotz 23 Nov, 2020 @ 6:03pm 
Would it be possible for you to make a reverse speed version of this, where the 'propeller' gets faster the closer it is to full charge instead of slower?
Gwindalmir  [author] 19 Aug, 2020 @ 10:51am 
@Sirflartsalot, there's no reason to edit this mod. I have modding instructions in the description.
Simply create your own model, and set a dependency on this mod, and it'll work.

If there's more you'd like to do, let me know. I might be able to make some changes.

@Zatch E'Olivers(zeo3434), Possibly, check with a vanilla world with only this mod added.
Zatch E'Olivers(Zeo)[FR] 13 Jul, 2020 @ 6:03am 
The mod is loaded, and actualy seem to "work" in a way, but there is not any animation.
the ring of the jump module when desactivated, in charge, or fully charged don't move.
so, the mod is loaded, but don't work correctly.
I use the vanilla jump module of course.
i have installed and use Capital Jump drive on the same map, maybe it's a conflict between these two mod ?
Sirshartsalot 10 Jul, 2020 @ 7:02pm 
Is it okay to Edit and use this as such ? :) like for other mods and what not?
Serža 28 May, 2020 @ 8:04am 
request for animated small ship jump drive <3
Titan Nya 13 Mar, 2020 @ 7:40am 
So... Time for me to try to figure out how to make it work with tiered jump drive with increased speed...
Gravemind1 9 Feb, 2020 @ 9:44pm 
Doesn't appear to be working
KnightForEyes 9 Feb, 2020 @ 2:34am 
First time I looked at this was the my brain explosion.
But that was gif
lol.
ThePandaNetwork 13 Jan, 2020 @ 12:41am 
new block or Vanillia ?
EpicSOB 14 Jun, 2019 @ 11:04am 
i second @Netherspark
Netherspark 25 Apr, 2019 @ 4:24am 
Any chance we could get you to make a 3x3x2 small block version of this, and also a 1x1x1 version?
Korvatus Klok 22 Mar, 2019 @ 4:31pm 
I haven't seen this asked but by chance did you reduce the max jump distance?
☼king wu 19 Mar, 2019 @ 1:25pm 
for some reason this mod adds its own category in blocks but no actual block in the category.
if nobody else has this problem then its more than likely other mods messing with this one but still amazing! animated block mods are heckin cool
Coopertt 16 Mar, 2019 @ 5:33pm 
was trippy to see this among all the other still workshop thumbnails
NeoStratagem 5 Mar, 2019 @ 8:24pm 
Yes, we need more animated blocks! Awesome work!
SEModder4  [author] 4 Mar, 2019 @ 5:59pm 
No it's just laziness by them. They have to give us something to do.
Gwindalmir  [author] 4 Mar, 2019 @ 5:48pm 
Meh, if lag was an issue they wouldn't have added 10 animated subparts to the new Hydrogen engine.
SEModder4  [author] 2 Mar, 2019 @ 4:50pm 
Animated blocks would be epic.
I sawed your boat in half! 2 Mar, 2019 @ 4:48pm 
plus they (may) want it to be a way to reduce lag. but they could have that be a toggleable option in graphics
SEModder4  [author] 2 Mar, 2019 @ 4:47pm 
Keen is too lazy?
Absolarix 2 Mar, 2019 @ 3:20pm 
How is this not a Vanilla feature???
Whaddageek 2 Mar, 2019 @ 12:40am 
The other thing you can do if you're worried about having a sound for it constantly running is to peak it out at a non-existent ultrasonic range at full-charge. Have it just get reasonably-loud as it nears its peak and fade out for the last stretch as it seemingly pitches out of audible range.
Whaddageek 2 Mar, 2019 @ 12:38am 
I get where you're coming from, but you really should have the fast idle animation because it's how engineering fundamentally works;

At it's very basics, it's a mechanical visual shorthand that is a lot easier to parse at a glance than a charged device being idle, because those ideas are fundamentally contradictory. Especially if it has to spin to charge itself, it's going to HAVE to get faster until it's holding a consisting RPM to maintain the peak charge and then discharge the whole lot in one big burst to execute the Jump. A device suddenly starting at full-speed and slowing down doesn't make sense at all.

Also, having them constantly sitting at full-speed adds a nice visual detail to any engine room instead of just stationary blocks. Not to mention that a lot of people probably just encase them in the hull anyway, so it's really a non-issue either way.
Kadeema 1 Mar, 2019 @ 11:22am 
ahh when you explain it like that then i fully understand why it spinns like that ^^
Gwindalmir  [author] 1 Mar, 2019 @ 9:18am 
I can change the animation. But for reference, I chose the speed based on this:
1) I didn't want to have a fast idle animation, which the jump drive would be in 90% of the time.
2) I wanted to have a very noticeable change when you actually jump. We plan to have crazy jumping effects, like sparks and stuff.
3) I wanted the charging to be a continuation from the jump animation, so once you jump, the animation slows down until it's ready for the next jump. Obvious this part doesn't work yet, due to a game bug.
CDR-Bobcat 1 Mar, 2019 @ 7:27am 
No YOU DIDN"T?!?! SEmodder you are the man... this should have been vanilla
Kadeema 1 Mar, 2019 @ 7:23am 
should it not spin faster the higher charge you have? Feels more accurate to spin fast at high charge and slow at low
Rhea.licious 1 Mar, 2019 @ 6:48am 
Yeah, I agree with Whaddageek on the whole spinning faster with more charge instead of how it is now. Very cool none the less.
Whaddageek 1 Mar, 2019 @ 6:07am 
I like the idea, but it should spin UP as the drive charges rather than slow down. It's holding an active electrical charge passing through the motor making it spin, and that's gonna increasingly accelerate as the stored power running through it increases to a full charge. It's also a better visual shorthand for which ones are at full power and which are cycling up, because having an electrical device slow down and stop makes it look like it's unpowered.
Molten Carnage 1 Mar, 2019 @ 5:52am 
That's a script, Whip's MART (Mouse Aimed Rotor Turret) Script. Also he has a AI turret Slave script that makes all turrets aim at the same target as the master turret.
☼king wu 28 Feb, 2019 @ 4:28pm 
amazing mod, also side question,
whatever happened to that one mod that had a cockpit that controlled all turrets at once? i cant find it anywhere
dRuPpI 28 Feb, 2019 @ 2:53pm 
:lunar2019grinningpig:
SEModder4  [author] 28 Feb, 2019 @ 1:56pm 
I will be sending Phoenix the files for a small ship grid version soon. :)
DeAnti 28 Feb, 2019 @ 10:42am 
Love this!!... be cool to see more base game blocks have this
Poopy Bum Bum 28 Feb, 2019 @ 10:28am 
you realise it says author next to you name...