Space Engineers

Space Engineers

Animated Jump Drives
48 comentarii
avaness 6 apr. 2024 la 17:03 
This mod is now available as a client mod via Plugin Loader
AkagiVoid 13 nov. 2023 la 9:51 
Can U make another mod for small grid jump drives? ?w?
Preferable a 1x1 or 1x2 size. >w<
SILVEREAGLE2020 8 oct. 2022 la 6:02 
Very nice addition to the game. This has been needed for quite sometime.
Whtewolf 17 aug. 2022 la 3:00 
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 iun. 2022 la 21:58 
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 mai 2022 la 19:52 
I disagree, it should spin faster the lower your charge is because it is working harder to fill it up?
Blue64 4 apr. 2022 la 12:40 
"Spins faster the more depleted the charge"
This should be inverted; more charge = faster spin, because more available power.
Paladinboyd 22 oct. 2021 la 18:13 
I was wondering if I could suggest a jump drive with a door in the drive for more compact ships?
Tonatsi 11 sept. 2021 la 7:31 
@R.I.K.U it's a known bug because the game does not report correctly the jump state
Riku~Anita 21 mart. 2021 la 19:17 
I'd love to see a version where it spools for jumps instead of spinning while charging
Stratotanker 5 febr. 2021 la 16:56 
LOL.. WHY in the name of CLANG is this NOT part of vanilla SE? DEV's MAKE IT SO! :)
Planewalker 23 ian. 2021 la 8:18 
"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 la 6:10 
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 la 18:03 
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  [autor] 19 aug. 2020 la 10:51 
@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 iul. 2020 la 6:03 
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 iul. 2020 la 19:02 
Is it okay to Edit and use this as such ? :) like for other mods and what not?
Serža 28 mai 2020 la 8:04 
request for animated small ship jump drive <3
Titan Nya 13 mart. 2020 la 7:40 
So... Time for me to try to figure out how to make it work with tiered jump drive with increased speed...
Gravemind1 9 febr. 2020 la 21:44 
Doesn't appear to be working
KnightForEyes 9 febr. 2020 la 2:34 
First time I looked at this was the my brain explosion.
But that was gif
lol.
ThePandaNetwork 13 ian. 2020 la 0:41 
new block or Vanillia ?
EpicSOB 14 iun. 2019 la 11:04 
i second @Netherspark
Netherspark 25 apr. 2019 la 4:24 
Any chance we could get you to make a 3x3x2 small block version of this, and also a 1x1x1 version?
Korvatus Klok 22 mart. 2019 la 16:31 
I haven't seen this asked but by chance did you reduce the max jump distance?
☼king wu 19 mart. 2019 la 13:25 
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 mart. 2019 la 17:33 
was trippy to see this among all the other still workshop thumbnails
NeoStratagem 5 mart. 2019 la 20:24 
Yes, we need more animated blocks! Awesome work!
SEModder4  [autor] 4 mart. 2019 la 17:59 
No it's just laziness by them. They have to give us something to do.
Gwindalmir  [autor] 4 mart. 2019 la 17:48 
Meh, if lag was an issue they wouldn't have added 10 animated subparts to the new Hydrogen engine.
SEModder4  [autor] 2 mart. 2019 la 16:50 
Animated blocks would be epic.
I sawed your boat in half! 2 mart. 2019 la 16:48 
plus they (may) want it to be a way to reduce lag. but they could have that be a toggleable option in graphics
SEModder4  [autor] 2 mart. 2019 la 16:47 
Keen is too lazy?
Absolarix 2 mart. 2019 la 15:20 
How is this not a Vanilla feature???
Whaddageek 2 mart. 2019 la 0:40 
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 mart. 2019 la 0:38 
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 mart. 2019 la 11:22 
ahh when you explain it like that then i fully understand why it spinns like that ^^
Gwindalmir  [autor] 1 mart. 2019 la 9:18 
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 mart. 2019 la 7:27 
No YOU DIDN"T?!?! SEmodder you are the man... this should have been vanilla
Kadeema 1 mart. 2019 la 7:23 
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 mart. 2019 la 6:48 
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 mart. 2019 la 6:07 
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 mart. 2019 la 5:52 
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 febr. 2019 la 16:28 
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 febr. 2019 la 14:53 
:lunar2019grinningpig:
SEModder4  [autor] 28 febr. 2019 la 13:56 
I will be sending Phoenix the files for a small ship grid version soon. :)
DeAnti 28 febr. 2019 la 10:42 
Love this!!... be cool to see more base game blocks have this
OMGRILEYYY 28 febr. 2019 la 10:28 
you realise it says author next to you name...