Space Engineers

Space Engineers

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Helios MID-6-2 Merge Inertial Dampener [superseeded]
   
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Type: Blueprint
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888.391 KB
3 Jan, 2020 @ 4:30pm
3 Jan, 2020 @ 4:45pm
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Helios MID-6-2 Merge Inertial Dampener [superseeded]

Description
[Vanilla|"Survival Ready"|Subgrids]

Superseded by the MID-6-3, which is far smaller and compatible with my Clang Drive Manager Script.
This thing still works though and probably will for all eternity, just not with the script.

The MID-6-2 Merge Inertial Dampener is related to all the other clang drives, but not actually a drive itself, since it is incapable of generating any forward thrust. Instead it generates thrust in the direction you're turning. You're turning left, it accelerates you to the left, etc. This allows for turning without losing speed and without drifting. Since merge blocks generate a fixed acceleration the effect will have the same strength for every ship, no matter the mass.

For how complex the principle behind it is, the actual build turned out to be super simple. It is composed of two merge blocks facing each other, one mounted on your main grid, pointing forwards, one on a rotor with a small offset. Merge blocks do not attract each other like connectors, but they do accelerate sideways in order to lign up. When both grids are rotated, the game engine seems to think the merge blocks are moving apart laterally and will accelerate the respective grids in order to align them again. The acceleration is apparently related to the cross product of the angular momentum and the vector connecting the positions of the two merge blocks. The acceleration on the subgrid merge block is negligible, since it is connected via the rotors and can therefore not move. The acceleration is also not carried over to other grids. In order to avoid any acceleration on roll (q & e), the connecting vector between the merge blocks has to be pointing forwards or backwards. Backwards however yields an acceleration to the left when turning right and vice versa, so only a forwards pointing main merge block will yield the desired result, which is an acceleration in the direction of rotation.


For placement you have to remove 3x4x7 blocks of space. The drive is only 3x3x7 blocks large and you can fill in the gap on the side later. You just can't place it otherwise, because the subgrids get in the way. Building it in survival is kinda tricky, you have to build the subgrids separately and attach them to the rotors and add the casing afterwards.

This drive includes 2 rows of 3 merge blocks each. You can split it in half and only use 3 merge blocks, if you don't have enough space or want a weaker effect. You can also stack multiple on the same ship, but since the effect scales with mass, a single one will still be strong enough for even the largest of ships, unless you are using a speed mod. Instead consider to add a few more gyros, since you get more out of this the faster you turn.

Theres a video detailing how to build this in survival in the description.


Some stats:
-Blocks: 49
-PCU: 1,106
-Mass: 39 t
-Acceleration: ~100 m/s per 90° turn (hard to measure, probably more)


How to use:
-Place it anywhere on your ship (conveyor sorters indicate forward direction, position does not matter)
-(Optional, but recommended) Install the Clang Drive Manager Script on a prog block on your ship
-To toggle it on and off, simply run the prog block with argument 'toggle'
-If you don't have the script, you can toggle it by turning the merge blocks on and off (all called Merge Block_MID)


Tips:
-The Clang Drive Manager Script adjusts the power of this thing relative to the speed of your ship to prevent unwanted sideways drifting when turning on the spot
-You can remove most of the casing and replace it, just be careful
-It is possible to use it as propulsion by turning, toggling it off, turning back, toggling it back on, etc.
-When mounting several drives on the same ship, all merge blocks are grouped in one group and toggling the group toggles all drives (not recommended to put more than one on your ship, no matter the size)
-Want less power? turn the merge blocks off and remove a few from the group
-When you're using a speedlimit mod, you might want more of these for turning a high speeds.
25 Comments
Longy16 21 Jul, 2021 @ 7:19pm 
AGREE @Eisekil
Eisekil 5 Jun, 2021 @ 7:17am 
This is fantastic thing. You made good job.
Can you also made this for small grid? For fighters etc it will be very useful.
valeopenitus 19 Apr, 2020 @ 3:21pm 
oh, perfect! thanks for the tip
Major Jon  [author] 17 Apr, 2020 @ 6:10am 
It's locking the connectors, so if you unlock them, the timer locks them again.
valeopenitus 17 Apr, 2020 @ 5:02am 
Just wondering what the timer is supposed to be triggering, there was nothing shown on how or if it needed to activate something. Or it was already set up in the blueprint?
MericSever 26 Mar, 2020 @ 9:42am 
Just (mostly) finished my new ship with the PDD & MID, if anyone wants to have a look i've published it as a blueprint. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2036088385

Cheers Major Jon for the inspiration to make it XD
Bi0HazardXIII 10 Mar, 2020 @ 8:09pm 
Hey thank you for the quick reply, that link works for me thank you. Also, I have another clang drive you might enjoy.
Major Jon  [author] 10 Mar, 2020 @ 6:11pm 
I think your youtube is broken mate, the video is still there and works. Anyways, here you go: https://vimeo.com/396836889
Bi0HazardXIII 10 Mar, 2020 @ 5:50pm 
I am trying to watch the how-to video, but it keeps starting to play and then says an error occurred. Went to the youtube website to troubleshoot and this is all i was able to find...
An error has occurred.
-Playback error. Tap to retry. (did this)
-Connection to server lost. (am able to watch youtube in another browser just fine)
-This video is unavailable. (I dont know if this is the case or not)
-Something went wrong. Tap to Retry. (did this)
Judge Kronos 6 Mar, 2020 @ 10:29am 
Thank you very much. I will test it tonight