Space Engineers

Space Engineers

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Speed of Light mod
   
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Mod category: Other
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7 mar, 2015 @ 14:05
7 mar, 2015 @ 14:12
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Speed of Light mod

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This mod allows you to go 300 000 000M/s in the game with both small and large ships.
Note: The actual speed you can reach varies per machine, some people reported they weren't able to go past 1,000,000m/s but others reported speeds as high as 1,600,000m/s.

No, you can't reach that speed on any normal machine, but you can go a lot faster than you think; just look at the screenshots, I'm flying at 420KM/s. Rendered on an i5 4570S + HD6970.

1000M/s is very doable, no issues.

8 000M/s asteroids fly at you at about the same pace as the 'stars' screensaver in win 95.

at 25 000M/s the engine starts to have issues keeping up and you'll get UPS drops.

at 30 000M/s+ asteroids will mostly be spawning behind you, but hiccups aside you can fly pretty smoothly.

at 400 000M/s FPS is alright, but UPS completely freezes, making the game stall, probably as I'm flying through asteroids before they're even spawned.

For comparison:
1000M/s / 1KM/s = Mach 2.93 = 3600KM/h
400KM/s = Mach 1175 = 1440 000KM/h = 0.0013C (speed of light)

Note that colissions will start behaving strangely above certain speeds, e.g you will fly through things without or minimal damage.
This is due to the fact that the engine only updates at 60 "UPS" or (physics) Updates Per Second. That means that if a colission takes shorter than 1/60th of a second (~16,667ms), it won't be registered or things will act strangely.
That is, in ideal conditions, as usually on more full servers or even singleplayer your UPS will be lower than 60. Additionally Havok tries to compensate for aforementioned issues, so the issue is more complex than just that simple math, but the root of the problem stays the same.
If you press CTRL+H you get a little graph that shows a bunch of things among "UPS", that's the physics framerate. More detailed info can be found in CTRL+F11.

On the bright side, after you reach about 30KM/s, most ships will pass through asteroids without damage, so it's a little bit like flying at warp speed :)

Mods used in the videos:
- Warp drive 3.1 Dx11
- Azimuth thrusters and cockpit
162 kommentarer
Spaz 4 aug @ 12:42 
damn. alright well thank you!
a  [skapare] 4 aug @ 12:40 
ahh yes, it does that in vanilla these days, there are probably mods to change the ship engine noise or whatever it would be called. Welcome back :)
Spaz 4 aug @ 12:39 
Maybe its a vanilla sound, havent played in a LONG time. But ships passively make loud running sounds while at speed, even when not acellerating
a  [skapare] 4 aug @ 12:35 
@Spaz: Unsure, what kind of noise is it? I made no changes in the sound in environment.sbc so likely it's not fixable from my side
Spaz 4 aug @ 10:40 
is it possible to turn off or turn down the loud noise the ships make while moving at high speed?
ArcticFox 5 jun @ 8:16 
Just tested this on my server. still works
a  [skapare] 6 jul, 2024 @ 18:41 
hey there, that actually sounds like something else is overriding my speed mod; 250 is not a default so it's likely something else like a background mod or something alike (anything that modifies environment.sbc causes this)
RipMe/Vipr 6 jul, 2024 @ 16:51 
Hey a, I doubt you look here anymore since the last time you messaged was over a year ago but why do big ships go at a capped speed? Say a Carrier that's a large grid, it goes 250 m/s but the gauge is only half way. Nobody but you (mostly nobody) will know the reason and possibly a fix for this
chill guy 16 aug, 2023 @ 11:50 
instructions unclear: all rotors and hinges moove at the speed of light
a  [skapare] 29 jun, 2023 @ 10:07 
Ah, yea that makes sense, the way Space Engineers modding works is by creating a layout of files that either add to or overwrite the existing game files, such as the Environment.sbc file which is responsible for the speed limits and other aspects of the simulation.

You could try mess with the loading order, see if it overwrites the other way around. this mod *only* modifies the Environment.sbc file, so it should only override whatever changes the survival mod made, so the rest should still work in that case.