Space Engineers

Space Engineers

Midspace's skybox friendly ship speed mods
86 opmerkingen
Leo_Draconus 26 aug 2019 om 17:52 
This is an issue with the game not the mod, but there is a rendering issue for any ship going over 100m/s where some blocks would seem to slow down/phase through/"fall off".

I say this is a game issue because in a vanilla game I used gravity drive booster to exceed the 100m/s limit and the the glitch (although weaker) still appeared.
Screaming Angels  [auteur] 3 apr 2018 om 3:09 
@Jelle : Then you should take a look at my Configurable Speed mod.
Apart from allowing you to set the max speed on ships, rockets, acceleration, you can also adjust the parachute open height for those lootcrates so they don't go :em_boom:

http://sp.zhabite.com/sharedfiles/filedetails/?id=599536562
Jelle 2 apr 2018 om 3:12 
Great mods, we've been using 400 and 200 on and off depending on where we're playing. Only problem I found was that parachutes autodeploy does not account for the extra speed and you lose lootcrates all the time because of it.
Screaming Angels  [auteur] 17 feb 2018 om 14:34 
These mods do not affect light or any environment setting.
Only the max ship speed limit is changed.
fox_kirya 15 feb 2018 om 23:46 
Do these mods make any visual glitches (with overlightened atmosphere) like other ones do in the latest versions?
petilounet 4 jan 2018 om 0:35 
Merci je vais regarder
Screaming Angels  [auteur] 3 jan 2018 om 13:04 
@petilounet : you're talking about a cruise control. There are a few mods which appear to do this already, although you'll have to check if they are up to date and still work.
petilounet 3 jan 2018 om 6:51 
it just need a mod for controling the "max" speed in game
exemple: the word maxspeed is 10000 and i want to travel at max 500
Dar Dar Thinks 30 nov 2017 om 2:19 
thx i was clicking on workshop not mods apreciate tht
Screaming Angels  [auteur] 30 nov 2017 om 2:17 
1) Subscribe to mods you want
2) Start Space Engineers
3) Select New Game or Load game
4) Go to Edit Settings
5) Click "Mods" button
6) Double-click mods you want to have active for current world
7) Start the game!
Dar Dar Thinks 30 nov 2017 om 2:13 
how do u set the script
Screaming Angels  [auteur] 23 nov 2017 om 16:23 
Travelling above 200 m/s with connectors and doors is no longer a problem.
Keen fixed the issue in the Major update for Physics.
Screaming Angels  [auteur] 17 sep 2017 om 20:17 
There is a potential fix, except Keen devs are prioritizing other work.
Someone has posted a poll, to get the devs to fix it sooner. If you want this fixed sooner, please vote.
https://forum.keenswh.com/threads/7395457/
Soundcaster 17 sep 2017 om 4:23 
Game glitches out at 200-250 m/s ONLY when the ship going that velocity has a connecter built in it. Without it, a ship can reach higher speeds without going full spastic.
Adam 27 jul 2017 om 13:29 
Anyone see if the new update fixes the 200m/s bug?
Sir Palps 30 jun 2017 om 18:58 
So..do you know why the game glitches out at ~250m/s now? is this something that can be fixed with mods?
ConTaGious 5 jun 2017 om 15:49 
Gotcha, yeah i figured there was nothing that could be done to "update" the mod to whatever changed in SE. This last update sure has dampened a lot of things for me. Well thanks for the response and the mods too of course.
Screaming Angels  [auteur] 5 jun 2017 om 15:27 
@Slaughter Lord : Others have been reporting similar issues when trying to pass the 200-250 m/s speed with other mods also.
ConTaGious 5 jun 2017 om 14:40 
Just tested the same world (fresh world in creative, Easy start Earth) but using the 200 m/s speed and it worked fine, no weird stuff with ship rotation upon reaching speed limit. Tried with 265 m/s speed, which doesn't seem to be working correctly for small ships, (small ship speed limit is still 100 m/s), and i exited and double checked i had the mod added. Loaded again and tried with large ship and it worked fine. So, so far the issue i have (that i've tested) is with small ship speed of 250 m/s.

I'll be using the 200 m/s one, the game takes too long to load worlds to test any others and not having a ssd doesn't help :p
ConTaGious 5 jun 2017 om 14:20 
Ever since the recent update, well since this last Friday, when in a small ship and i approach the speed limit (250 m/s), my ship starts going complete bonkers. Its like the gyros get an increase of power x100 and all start spinning the ship in all directions randomly rly fast. Enabling gyro lock doesn't prevent the issue.

I've only tested so far in earth's gravity and with small ships. But same thing happens in newly built ships. But when creating a new world without the speed mod, i don't experience the issue. Idk if it's a compatibility problem with the mod, or the game is just bugged atm whenever reaching the max speed when it's above 100 m/s. But im pretty sure its just the game as im having more weird bugs related to gyros/ ship control. Just thought i'd see if any1 else experiencing this, or at least to notify you.
Screaming Angels  [auteur] 5 jun 2017 om 3:42 
@Orthopaktis : You might want to have a look at my Configurable Max Ship Speed mod, as you can also adjust the thrust ratio, which increases you acceleration and deacceleration. (or decrease it.)
http://sp.zhabite.com/sharedfiles/filedetails/?id=599536562

Sadly though, I cannot change the max speed dynamically based on differening conditions. It's fixed for the world.
Kill Man 4 jun 2017 om 15:55 
@Orthopaktis, realistically, acceleration is what takes more power. If I were moving at 0 m/s and in 1 second I was moving 10 m/s, I'd have an acceleration of 10 m/s^2. If I were moving at 100 m/s and in 1 second I was moving 105 m/s, I'd have an acceleration of 5 m/s^2. Though I'm moving at a faster speed, I am using less power to accelerate and thus am not accelerating as quickly (assuming I'm in a 0 g environment with no air resistance/friction).
Orthopaktis 3 jun 2017 om 4:40 
Could you possibly make a version of the mod that both increases the amount of power/fuel needed as the speed goes up and thus also the number of thrusters? Also, if possible, add in a slight modifier for gravity so that it's easier to reach higher speeds entering the gravily well of a planet and maybe even make "slingshot" maneuvers possible? This was observed with Apollo 10 reaching 11,000m/s during it's return trip due to the Earth's gravity while normally the shuttles max out at 7,700m/s.

I just think this would be a way to open up higher speeds, but only in controlled situations, this way the game isn't sending everything with thrust at insane speeds when all it is is space junk or if you just want to travel short distances. I know I'm asking a lot but I'm hoping at least some of it is possible.
Rodrigo 3 jun 2017 om 1:17 
Issue is indeed with latest update, just to confirm, I use this mod for agility, but even with notepad edit it gets wonky at 250m/s. Certainly because of the multi threading
Screaming Angels  [auteur] 2 jun 2017 om 20:48 
@sankti : This mod only changes the maximum allowable speed. It has no influence on ships or physics. Any changes in physics are purely the result of the game itself.

Many players have already reported their ships acting weird with the latest Space Engineers update, and that is in games without mods.
I had a look at the 1500 max speed, and as my small test ship passed 200 m/s, it started slewing all over the place, and couldn't remain straight. I put some more thrusters on the back, and tried again, this time the ship remained stable up to 1500 m/s.
Sanki 2 jun 2017 om 9:12 
all this shit needs update!
Screaming Angels  [auteur] 29 okt 2016 om 19:21 
Well here it is, a configurable Max Ship Speed mod.
http://sp.zhabite.com/sharedfiles/filedetails/?id=599536562
Screaming Angels  [auteur] 28 okt 2016 om 23:09 
Is anyone interested in a configurable speed mod?
One where you yourself can set the Maximum speed you want for both small and large ships, (save the game, then restart), and enjoy using that speed.
Using only 1 mod, that also works on Dedicated Servers.
Enzi 27 aug 2016 om 9:38 
Huh, It seems to work now. Whether this happened because the mod genuinely broke or not will remain a mystery. Very sorry for the inconvenience.
Screaming Angels  [auteur] 27 aug 2016 om 6:20 
@Engineer4487 : I have seen no issues with the speed mods.
Could you please post a copy of your world so that I can see if there is a conflict with another mod?
Screaming Angels  [auteur] 13 aug 2016 om 17:20 
@Kitsune : Sorry it took so long. I've been having health issues and haven't been doing much modding. :sad_creep:
Added new 340 m/s speed mods.
Overmind 1 aug 2016 om 2:10 
thank you
Screaming Angels  [auteur] 30 jul 2016 om 0:14 
@Overmind : Shift F11. This will showing various details on the left side of the screen, including Sim speed and Server Sim speed.
Overmind 29 jul 2016 om 7:18 
How can I show sim. speed?
Mc_Fetus 1 mei 2016 om 2:41 
this mod is amazing i was floating through space not in a ship at 1500ms then flew right through a planet and got stuck in it and got a wonderful view.
Thankyou for this amazing mod

http://sp.zhabite.com/sharedfiles/filedetails/?id=676414405
KitsuneKas 29 apr 2016 om 6:44 
Would you be willing to add a 340 m/s speed mod? I like to keep my large and small ships fairly close in terms of speed, while keeping the small ships slightly faster to avoid hangar mishaps, so I've been using 250L/265S. However, I'd really like my small ships to be able to break the sound barrier, which is just over 340. So I'm thinking 340L/350S would be perfect for my needs.
Spiffing Reynard 27 apr 2016 om 22:38 
THIS IS GREAT!!!
KitsuneKas 8 apr 2016 om 6:33 
It's a shame that even with unlimited speeds, it's impossible to achieve a truly stable orbit in Space Engineers, due to non-newtonian gravity.
mckmnstr 5 mrt 2016 om 12:22 
got it to work up until pirates showed up and crashed the physics engine of my game. Also noticed (and i know you cant do anything about it) that when you send a vehicle off at high speed then loose track of it IE loading the game resets your player top speed, that the game will not update the station properly causing it to crash due to physics failures. Still awesome mod. Lot's of fun to toy with. and having a somewhat stable orbit was fun, probably not practicle though.
mckmnstr 5 mrt 2016 om 11:55 
and just re-read the description, aren't i just the asshole lol. thanks for these mods
mckmnstr 5 mrt 2016 om 11:54 
i want to build a true orbiting station, in order to do that i will probably use your 8000 or even unlimited speed mod. however the player cannot achieve the speed required for a real orbit and will render my station useless. Is there an available mod to allow the player to achieve the same speeds?
DaemosDaen 19 feb 2016 om 15:06 
thanks for these. :)
ScarabCoder 19 feb 2016 om 10:34 
Thank you so much! This is great :)
Screaming Angels  [auteur] 16 feb 2016 om 22:11 
I've added 800m/s speeds.

@TerrorBite : Whereever the other ship is attached, it will simply not go faster, so depending on how and where it is attached, it can either break free, rip free, or explode free.
TerrorBite 16 feb 2016 om 20:03 
There are a lot of speeds from 100-500 but then it jumps straight to 1000. A pair of mods at 800m/s would nicely resolve that I think.

Are there any issues with having two different speeds for small and large ships? Specifically, what happens if I had speeds limited to small=300, large=500, and then I locked a small ship into a large one with landing gears or a connector, then took the large ship above 300m/s? Do the small ships count as part of the large one as long as they're docked?
Screaming Angels  [auteur] 6 feb 2016 om 18:48 
Yes.
Cedup 6 feb 2016 om 17:42 
But does this work on my dedicated server?
sev 26 dec 2015 om 17:22 
there are some atmosphere mods on the workshop that modify ship speeds when approaching and in atmosphere, that can make landings easier with speed mods.
Chip Patton 26 dec 2015 om 16:46 
Indeed, thanks Screaming. Hopefully they'll allow for some mod support with it later on.
Screaming Angels  [auteur] 26 dec 2015 om 16:37 
@Chip Patton : I really wish the maximum ship speed could be modified on the fly, unfortunatly it can only be effectively set at the world start for all ships.
The maximum speed could be changed mid game, but it would only affect new ships created after that point, not previously existing ships, as the Maximum ship speed it set into the Havok object that represents that ship. This setting is not accessible under the ModApi.
I hope this helps?