Space Engineers

Space Engineers

Helios MID-6-2 Merge Inertial Dampener [superseeded]
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
Major Jon  [author] 6 Mar, 2020 @ 4:15am 
Yes you only need one of this, always pointing forwards, and the 6 merge drives. The mass doesn't matter, the acceleration should still be ~3g. You do need plenty of gyros though, or the effect of this dampener will be fairly small.
Judge Kronos 6 Mar, 2020 @ 3:17am 
Hello Major,

I have a question to clarify. FOr one ship we will need one of this and six of the inertial mass driver. Is this correct? weight is roughly 48 mil kgs. give or take 10 mil kgs :)
Darth Mord 21 Jan, 2020 @ 10:58am 
I was doing more poking around trying to figure out what is going on.

I did copy & paste the ship to see if that cleared up any issues. I didn't see anything change per se.

I did notice what you mentioned. If I banked into the turn, the turn was completed faster and with a smaller radius (with the 22 mkg ship) than before. Definitely not 90 degrees in 4 seconds but better than gyros alone.

What this tells me now is that I need to do some modifications to the blueprint before I can use it in prime time. Mostly to remove extraneous items, inefficient layouts, and add more gyros.

Thank you for the feedback and advice!
Major Jon  [author] 21 Jan, 2020 @ 10:13am 
This thing is not supposed to rotate your ship like gyros do. Instead it is accelerated sideways when rotating, so you can change direction of flight without using thrusters. Perhaps the description is a bit misleading, by turning I meant flying a curve. You can add more btw to make the effect stronger.
The rate of rotation is hardcapped to 0.5 rpm and the rotational acceleration depends on the number of gyros and the rotational inertia, aka sum of all blocks with mass*distance from center.
I'd say if you can do a 90° turn in like 4 seconds you're good, if it's much slower than that you probably just need more gyros to unleash the full power of this.
Darth Mord 21 Jan, 2020 @ 9:59am 
I just tested on a different ship. Physically smaller, 16 million kg. I observed a few things...

1. Testing how you described did exactly what was expected. I turned roughly 2x faster than gyros alone at 0 m/s.
2. It also accelerated me sideways which is expected based on the MID write-up.
3. At 50%+ speed, my turn radius was improved notably. While not turning on a dime, it was still better than most of the time I've used this blueprint.
4. Empty weight, it turns very very well without the MID

My conclusion for now is that something is amiss with the blueprint. I'll do some more poking around with it as 22 million kg isn't that heavy and based on all the testing I've done, both the MPD and the MID should work fine. Not to mention the 16 mkg blueprint I've had up to 30 mkg and it turns better than the 22 mkg one does.

Does physical size affect turn rate? I know mass does, hence gyros.
Major Jon  [author] 21 Jan, 2020 @ 9:32am 
I've never tested with any ship that massive tbh. One last idea would be to use this . It's an older, larger version with the same power, but it's mounted on rotors, perhaps that works.
Darth Mord 21 Jan, 2020 @ 9:27am 
Just tested what you suggested. I did not perceive any difference in turn rate right or left at stationary or max speed. The MPD works amazingly. I just need to install a second one for decelleration / reverse.

It is possible the issue is with the ship. The doors are almost instantly closing upon open DESPITE me using Whip's Door script to control them. They also eject me hard and at a distance if I collide with them while they are opening/closing. I've never seen this behavior before.

The workshop link if you want to check on your end is here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1959704603
Darth Mord 21 Jan, 2020 @ 9:14am 
I had just figured out the reverse is only for mass shift a few moments ago.

The ship I am testing on has a large number of gyros (over 100, close to 200) and it's turning like a brick stuck in molasses. If it works for what I need, I intend on using it with a couple of your creations.

Let me try what you suggested. I'll be back in a few minutes with an update.
Major Jon  [author] 21 Jan, 2020 @ 9:07am 
Only the mass shift drives work in reverse. It's not possible for the others sadly.

The script toggles the 6 merge blocks on or off depending on your velocity, only at max velocity all of them are on. I will test if there are any issues with it. You can try if it works at all by disabling the script (turn prog block off) and turning all merge blocks on. Then you should definitely see an effect and the mass shouldn't matter. If you have very few gyros and your ship turns terribly slow, the effect is also much weaker, so more gyros might also help.
Darth Mord 21 Jan, 2020 @ 8:18am 
How much of an effect is this supposed to have?

I have it properly built (pasted in creative) & placed (conveyor icons indicate forward). The control script recognizes it (says 6 inertial dampeners) but I turn no faster than I did before I pasted it. This is true whether I am moving or stationary.

I know the script is working normally as it happily runs the pulse drive. Though it does not seem to do anything about reverse. I thought the script made a placed clang engine work in both directions?

The ship in question is a design from the workshop, 25 million kg if that is relevant.
Quickshadow10m 6 Jan, 2020 @ 5:55pm 
Its so odd, I thought U were someone esle copying cause major jon instead of jonathan, good job
MyNameWill 6 Jan, 2020 @ 2:40pm 
Ah much appreciated
Major Jon  [author] 6 Jan, 2020 @ 1:57pm 
It's indeed not that trivial to build this in survival, I've added a tutorial video
MyNameWill 6 Jan, 2020 @ 9:40am 
Is it possible for you to make a video on how to make it? Im completely lost or im might just be an idiot.
S1arGazer 5 Jan, 2020 @ 2:33am 
We now witness a man that harnessed the godly power of the Clang itself. Good job, as always.