Reassembly

Reassembly

Delta V
53 Comments
VoidExile 19 Feb, 2023 @ 6:43am 
Ahh yes... Accidentally bumps into an asteroid, conveniently finds a bath around every objekt, hours later, leaves the universe. Although this is a populated space of the universe, so it's unlikely, but EVENTUALLY all things that gain moment must leave the universe. So "oh god why" is a very good way to put it. Although, there are the gravitational pull of celestial bodies, so maybe some object won't leave space. Now I wonder what happens if something is hit so hard that it leaves the orbit at high speed? High velocity sniper incoming
3382799201 28 Nov, 2022 @ 3:55am 
在太空中,没有人能帮你刹车...

所有物体的动量都是守恒的,除非有力作用于它。就像在现实世界中一样!
OverlandObject 13 Jan, 2019 @ 7:48pm 
Oh god why
mipacem 25 Mar, 2018 @ 5:46pm 
i like to assume that every ship in reassembly just has inertia dampeners
Gooning Jimpphat Fan 25 Dec, 2017 @ 7:29pm 
seeds... SEEDS
This works great for simulating Flip and Burn
TheToric 30 Oct, 2017 @ 8:43am 
I just wish the AI knew how to use this...
Baccalon 12 Jul, 2017 @ 11:24am 
This mod is amazing, definitely hardcore tho
The Weeb Guy 24 Apr, 2017 @ 1:51pm 
yay!
Metaladon 22 Apr, 2017 @ 6:54pm 
This mod makes it so my 1mill P dread can actually acelerate to a very high speed,provided those stupid seeds don't instantly steal all my delta V...... Curse you, seeds!
☭ lennin a hand Cowcannon☭ 14 Apr, 2017 @ 4:35pm 
idk which one it is
☭ lennin a hand Cowcannon☭ 14 Apr, 2017 @ 4:35pm 
press z or x to brake
guwudas 26 Nov, 2016 @ 5:17pm 
Could you make it so stations can break?
Fish 1 Oct, 2016 @ 4:24pm 
"No one can help you brake"
*SMASHES INTO A CAPITAL 20002 p
No help?. umm..
Galenmacil  [author] 13 Jun, 2016 @ 9:59pm 
haha :steamhappy:
ABoringPerson 13 Jun, 2016 @ 8:10pm 
Yeah, but most of my ships are more Dmg and Def heavy... Resulting in slow af turning, basically making most of my saves Tokoyo Drift Simulator: Space Edition
Galenmacil  [author] 12 Jun, 2016 @ 4:46pm 
Onic: You can still turn around 180 degree and burn to stop...:KOh:
ABoringPerson 12 Jun, 2016 @ 9:56am 
Though, it is great for the steel knights.
ABoringPerson 12 Jun, 2016 @ 9:56am 
Thanks for making 99.99999% of my ships unusable, due to me only having forward thrusters and turning thrusters.
_grug__ 10 Mar, 2016 @ 3:50pm 
Sooo fun with Spinners! Making one with the Steel Knights mod and letting it run rampant is just amazing...
mxdanger 9 Mar, 2016 @ 1:41am 
and yeah >:D
ABoringPerson 8 Mar, 2016 @ 9:36pm 
Spinners... OH GAWD
mxdanger 12 Feb, 2016 @ 8:30pm 
xD
Wolfthorn 12 Feb, 2016 @ 4:30pm 
science thamks you my friend
mxdanger 4 Jan, 2016 @ 10:24am 
COMBIE IT WITH the Mods, Reassemblers (Use the rammer parts) + Extra P Mod + Ecanocical P + More Agents + Super Forts + Delta V (This mod) = ... well you guessed what will happen...
:steamhappy: *DEATH TO EVERRYTHING* :steamhappy:
Holy Doggo 30 Dec, 2015 @ 2:19pm 
FINALLY!!! I NEED THIS IS MY LIFE
Xenotundra 2 Dec, 2015 @ 10:52pm 
yeesssss
Conga Lyne 22 Sep, 2015 @ 4:40pm 
Ram + station + enemy = win
Abbhorase 7 Sep, 2015 @ 2:47pm 
this could either be awesome or a total B***h
Paradox 6 Sep, 2015 @ 12:50am 
playing as the yulunders and they have huge spinner ships that send me halfway across the map. This cloud be fun
Galenmacil  [author] 27 Aug, 2015 @ 2:26pm 
Yes, the heavier your station, the less likely it will start moving after a ship impact it. But there is a drawback when using the Delta-V mod: Once an heavy station start to move, it becomes almost impossible to stop...
justDerrick 27 Aug, 2015 @ 10:12am 
DOH, Lord Havok has already made what I was looking for, Heavy Stations Anchor mod. Thanks.
justDerrick 27 Aug, 2015 @ 10:08am 
AHH, what I need is a "torpedo anchor" block and chain. I will do the art is anyone wants to mod in an anchor brick, I can fire off from my station and it basically attaches my station's anchor harpoon block to the asteroid.
justDerrick 27 Aug, 2015 @ 10:07am 
I love this mod. (but I dont like that my guns now push me away and away and I go on forever.... is there a way I can minimize the effect my guns recoil has on my ship?)

For placing stations, I use this methode now, I make a station with a hex-shape on it, that I wedge into a vacant hex shape in an asteroid, then I just use absolute controls to zero out my movement, and I'm stationary for a bit.

What might work is if there was a way to greatly increase the gravity attraction of asteroids, so my station will rest on the asteroid and not fly off.
Galenmacil  [author] 22 Jul, 2015 @ 2:47pm 
The only solution I see so far is to use a lightweight station that you can reposition by pushing it with your ship. Not exactly a simple solution...

I really wish there was a way to make station self stabilize without relying on the physic dampening parameter: Some sort of block that could act as stabilizer... There is nothing, as a modder, that I can do outside of using existing block features. Moders have no control over the behaviors of the game engine, for example, by writing scripts.
SamIsNotReal333 22 Jul, 2015 @ 9:21am 
Hmm, maybe if there were a way to add an effect of reducing momentum conservation for the whole ship to a block, it would help.
Galenmacil  [author] 21 Jul, 2015 @ 7:10pm 
Yes, I know what you mean... That is rather annoying to see your station drift around. Unfortunately, at this time, Rassembly do not support multiple physics settings. This means that it is impossible to differentiate, like you suggested, station physic behavior. Super heavy station with anchors are going to be impossible to stabilize unless they hit a "physic-less" huge asteroid. They might bounce of it though...
SamIsNotReal333 21 Jul, 2015 @ 3:03pm 
I do really like this mod, but it makes placing stations strategically a nightmare.
Can I suggest finding a way to make the mod not apply to immobile (thrusterless) ships, or maybe have a diminished effect on immobile ships?
Especially since some modded factions have station anchors, super high mass parts meant to prevent the station from being knocked around by other ships.
With this mod, that means that when you make the station, it will keep drifting regardless of asteroids being in the way.

ScarletFlames 21 Jul, 2015 @ 3:48am 
It helped, they are scary now. I just made a slow overshielded with too many point defenses ship and so I cruise through the entire map clearing it like crazy. Even plant faction means nothing when my missile cruisers were made to self manufacture...
Galenmacil  [author] 18 Jul, 2015 @ 7:18pm 
You got a point concerning missile equipped large ships. I rarely rely on missiles so, my experience in that department is limited...
ScarletFlames 18 Jul, 2015 @ 3:10pm 
Ah, that would be it, I guess having a 40+ fleet of 8000 point ships designed for long range missile combat is not a good idea, they all tend to back away and destroy their thrusters, they then try to turn, but because most of their back side was ruined, thee only turning they have pushes them backwards even further until they die. Let's see if them bouncing away from collisions will help.
Galenmacil  [author] 18 Jul, 2015 @ 2:55pm 
This all depends on how the thruster are placed on a ship. I have been playing a lot with this mod and usually, smaller ship handle themselves quite well. Bigger ships than to collide more with the environment but this is usually not a problem as they won't destroy themselves: They bounce right off and keep going or collide, stop then turn and keep going.

So far, I can't say that player fleet vessel are any dumber than in the vanilla game: They still collide with each other, push yourself around or get stuck in plants/asteroids/other ships. Maybe with a large fleet (50+) maneuvering in tight spaces you could get into more trouble than with the default physic dampening setting, but again, debris and asteroids keep going as well after the impact so, they kind of drift out of the way.
ScarletFlames 18 Jul, 2015 @ 10:00am 
One big question, how do AI ships react to this change? Most of my big ships in my fleet suicide on small asteroids in sectors where there's lots of them instead of manuevering between them already, does this make them even more suicidal?
BRIMStone 17 Jul, 2015 @ 7:27am 
@GATC

yeah but usually you are either already thrusting away, or bounce right off it, this is only really a problem if youre trying to hug an asteroid as cover.
GATC 17 Jul, 2015 @ 4:36am 
The probleme is: melee damage
The Asteroide and you will be damage as long as you stay in contact.
Zokusha 17 Jul, 2015 @ 12:12am 
Damn dude im gonna try anyway haha
Galenmacil  [author] 16 Jul, 2015 @ 8:52pm 
Humm. That's an idea! I suppose, to move small asteroid easily, you would need the biggest or rather heaviest possible ship... with lots of propulsion thrusters and resistant "bumpers"! I don't think, given the actual limitations of Reassembly, that making an asteroid cannon or some sort of grabbing/releasing device is possible however.
Zokusha 16 Jul, 2015 @ 5:22pm 
would it be possible to make a bulldozer-like ship to hurl small asteroids into enemy ships?
GATC 10 Jul, 2015 @ 12:33pm 
Well, technicaly, there is a LITTLE bit of drag force in space, neer asteroid tanks the the huge amound of particle, but...
It's gona be funny ;p
BRIMStone 6 Jul, 2015 @ 7:47am 
this works alot better with cursor rotation, as you can go forward, turn and shoot something, and strafe them, if need be...
BRIMStone 6 Jul, 2015 @ 7:46am 
you seem to speed up much faster (and have a higher max speed) but slow down much slower, as well...

basically i ran into everything ._.