Space Engineers

Space Engineers

[1.193 compatible] PhysFix v3: A Slightly Arcade Physics Fix
155 kommentarer
Macilcuru 13. mar. 2022 kl. 18:51 
I don't suppose we know if the Warfare 2 armor adjustments are compatible with this? I've not had any crashes yet, but I don't know what impact they might have on one another.
r3S1d3Nt-3v1L 27. dec. 2020 kl. 4:32 
Update?
Darian Stephens 10. apr. 2020 kl. 5:44 
Oh, perhaps there's not a thing for regular ol' turrets.
There's the option 'Enable friendly missile damage' which is off by default, but perhaps it's ONLY a thing for missiles, and regular turrets are left out?
toxikaraidur 9. apr. 2020 kl. 11:33 
What setting would that be though? Just curious.
Darian Stephens 9. apr. 2020 kl. 8:14 
It doesn't anymore, because that was added to the vanilla game.
It's not a solution to the targeting, it just makes weapons to no damage to their own grid. Assuming it's enabled in the world settings, of course.
toxikaraidur 9. apr. 2020 kl. 5:27 
I've heard rumor that Physfix helps with turrets shooting the ships they're attached to. Is this true?
Zvex 28. okt. 2019 kl. 9:18 
Clang is defeated once again, we can sleep well ... until Keen will release the next physics update :)
Cheetah  [ophavsmand] 25. okt. 2019 kl. 5:37 
Impact Tolerance is back. Compatible with 1.193.
Cheetah  [ophavsmand] 25. okt. 2019 kl. 4:14 
After so much abandon, this mod is going to receive some love. I'm currently working on restoring the collision tolerance feature, and I think it's going to be released first with the other features (that were not vanillized) getting ported to 1.193 later.
Kevin03YZFR1 31. aug. 2019 kl. 10:54 
Anxiously awaiting the update! :steamhappy:
Moogles 14. juni 2019 kl. 4:10 
Looking forward to an update :)
Confuoco 22. maj 2019 kl. 8:36 
Working?
Cheetah  [ophavsmand] 7. sep. 2018 kl. 0:29 
@everybody
I need to completely rewrite this mod, because it was made before the Physics patch (and inspired it in some way).
I've seen the bug with no conveyor connection in advanced rotors, and I'll try to fix ASAP.
Alb 1. sep. 2018 kl. 22:55 
Nvm on the sound loop thing. I just caused it without this mod so it's a vanilla issue.
Darian Stephens 1. sep. 2018 kl. 22:19 
I've had an issue where production sounds, like the assembler, will loop forever at my location.
I stopped using this mod a while ago, since it appeared to introduce the ghost-damage bug.
Carnaxus 25. juli 2018 kl. 21:00 
Suggestion for the "thruster damage eating landing pads" idea: Make heavy armor blocks immune to thruster damage from other grids and/or subgrids (because when you Connector to a station you become a subgrid until you disconnect).
Darian Stephens 15. maj 2018 kl. 4:40 
I've had a few issues that seem to be caused by this, especially where damage is concerned.
Blocks will look unharmed, but will spew smoke and not actually function, which makes repairs rather annoying.
Grave 15. maj 2018 kl. 3:35 
Ran into a problem where the Large Ship Advanced Rotor's conveyor didn't function, all large grid parts. Found a post suggesting Physfix may have caused it, disabled Physfix and now it works.

Looking for further confirmation/requests for logs
Darian Stephens 10. apr. 2018 kl. 19:11 
I have suspicions that this mod might be causing some visual issues with impacts.
More often than not, after a slow impact, some parts of my ship will be sparking, smoking, or whatever, but there will be no visual component loss.
If I reload the game, the missing components are shown, and if I manage to guess the missing ones beforehand, the block willl be repaired.
jackik 15. feb. 2018 kl. 20:28 
well it says "Vanillized" for about ¼ of the changes... but no, this mod is not obsolete
Darian Stephens 8. feb. 2018 kl. 17:12 
Why would it? None of those changes have been implemented in to the base game... Have they?
jackik 8. feb. 2018 kl. 9:30 
i think he means if the recent update made this obsolete . . .
Darian Stephens 8. feb. 2018 kl. 6:54 
Did you read the description, or even the title?
Lithe 8. feb. 2018 kl. 6:50 
Is this mod obsolete?
jackik 21. dec. 2017 kl. 11:35 
i know, i was just commenting
Darian Stephens 20. dec. 2017 kl. 11:34 
@jackick1410
There's already a mod for that, 'Gravity Generator Physics'. I personally use the 'Replacer' version in the description, so I don't have both vanilla and alternate physics version.
jackik 2. dec. 2017 kl. 6:35 
The only 'really' fair to cancel out the gravity drive stuff imo would be to apply the inverse force of the applied force to the grid of the gravity generator itself. heck no to the computation cost though. right now wouldn't it be possible to have to ships connected using nonconventional means to propell them forward? using rings of armor blocks for example.
Thanks a lot for your contribution to SE!
kenlon 30. nov. 2017 kl. 19:54 
"— Weapon Damage Multipliers are now also functional!"

This is not mentioned in your mod description. Can you explain?
Marek Rosa  [udvikler] 26. nov. 2017 kl. 12:29 
@Cheetah
Sent you a message :)
Cheetah  [ophavsmand] 23. nov. 2017 kl. 22:48 
@Marek Rosa
Thanks for the kind words. May we have a little talk, please?
jb_aero 23. nov. 2017 kl. 18:49 
I believe a few months ago they vanillized immunity to animals. Or at least, they don't target grids anymore, idk if they can still damage them while aiming at a player.
Darian Stephens 23. nov. 2017 kl. 17:18 
And now, the game plays even better than before. It's great to have such an open community, where both developers and mod makers can help eachother out.
Marek Rosa  [udvikler] 23. nov. 2017 kl. 13:39 
Thanks Cheetah for your mod! It served as a good inspiration for us.
Darian Stephens 23. nov. 2017 kl. 4:40 
I was wondering why things were breaking so easily... Nice to have what's left of this back!
I have to admit, though, it was entertaining to have my lights smashed if I hit something too hard.
It seems impact damage is softened or otherwise changed now, because my small spotlights were able to survive the impact, even if they had to be repaired.
Actually, I really like that for some reason!
Cheetah  [ophavsmand] 23. nov. 2017 kl. 4:37 
PHYSFIX IS BACK!

Too early did I deprecate PhysFix! There's still lotta stuff to fix!

Changelog:
— Removed subgrid damage nullification (now vanilla)
— Removed turret anti-selfdamage (vanillized)
— Removed smart-locking (no longer exists)

— Impact Tolerance is back online!
— Gravity Drive Fix is back online!
— Weapon Damage Multipliers are now also functional!
Hydrall 18. nov. 2017 kl. 6:29 
This mod was incredibly useful; thank you for your work!
a 17. nov. 2017 kl. 18:37 
Thank you for having made this mod! I bet this inspired keen, and I've happily made use of it before this update. To the hall of fame :horns:
Cheetah  [ophavsmand] 17. nov. 2017 kl. 17:41 
— Announcement:
With the arrival of the Update 1.185, this mod has been made mostly obsolete by Keens save for the "Gravity Drive" exploit fixer. Thus, PhysFix has done it's work and it is now deprecated and no longer updated. I plan to release the anti-gravdrive part separately.
Darian Stephens 21. okt. 2017 kl. 17:46 
It is the connectors' fault, but there's a plugin to fix it that was posted on reddit not long ago.
I'll look for it.
a 21. okt. 2017 kl. 8:47 
@Darian There's a fix for it? I couldn't find a fix, only people suggesting it was the fault of small ship connectors (haven't tested myself).
Darian Stephens 20. okt. 2017 kl. 19:47 
@Inq
Nah, just download the mod which fixes it off of reddit; it's a deeper problem than workshop mods can touch.
Inq182 20. okt. 2017 kl. 19:44 
hey could you fix the 225m/s+ bug causing loss of control when connectors are built onto grids?
Cheetah  [ophavsmand] 27. sep. 2017 kl. 21:26 
It should be.
Alb 26. sep. 2017 kl. 14:29 
@cheetah, It was already set to 0.

New question, does this effect sub-sub-grids and so on?
Darian Stephens 26. sep. 2017 kl. 4:25 
So, the default of zero means that subgrid damage should be nigh-impossible?
Or do we need to set it to a higher number like 10 to have it work?
Cheetah  [ophavsmand] 26. sep. 2017 kl. 3:58 
@Alb
You need to tweak the SubgridCollisionToleranceMultiplier in the config. Increase it, or you can just set it to zero so the subgrid damage is not possible at all (unless it clangs really hard).
Darian Stephens 21. sep. 2017 kl. 23:44 
I think you might have to configure it? It's not very well specified.
Alb 21. sep. 2017 kl. 19:51 
Was fooling around with some stuff earlier. Had a rotor-based turret and was looking around with it (control module mod) and it clanged and broke apart. This mod was loaded too.

I was under the impression that subgrids couldn't damage other connected grids (like with my rotor-turret). It seem there may be an issue with that feature, or I must've missunderstood how exactly it's supposed to work.
Kosmoski 30. aug. 2017 kl. 6:14 
oh, keen removed it? i havent played this game in several months.