Space Engineers

Space Engineers

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RC.4 >> Elite Dangerous: FSD Supercruise ENGAGE
   
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
82.399 MB
12 Dec, 2024 @ 3:28pm
6 Jul @ 8:12am
84 Change Notes ( view )

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RC.4 >> Elite Dangerous: FSD Supercruise ENGAGE

Description
NOT interchangeable with regular FSD mod,
you will loose your blocks

If you got problems with this mod because of an update or whatever it is possible to
switch to an FSD without script (... it will not work but you will keep your blocks)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3481342478

--- Engage ---

Why

This is the same mod as Elite Dangerous: FSD Supercruise, with significant changes in physics handling.

Grids on FSD have their physics completely disabled!


Limits: WHAT ?! Tell me when it breaks! (my max distance was above 100k Lightseconds)

Use the original mod if you have any concerns.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2640137506

MasterTestGrid (watch dependecies, for full test you have to attach a grid via landing gear!)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3383322149
I tested it with an 7800x3d @ sim 1.0


Please feel free to test and report back if you encounter any issues.
An issue report requires the following information::
  • Contact The Mod Vault [discord.gg]
  • Full server and client logs
  • Server files or world
  • What happened?
  • What did you expect it to do?
  • What actions did you take?


Currently in the pipe
  • Handling multiple (different tiered) FSD's on one or more grids
    (energy consumption, heat dissipation, spooling time)
  • Some heat mechanic addons (emergency stop heats up the drive)

  • Later: WarpSignature

Limits...?
  • No speed limit -> you just have to deliver energy
  • Above 50,000 light-seconds from the center, the game loses precision.
  • Only use one FSD per grid, game will crash. You do not need more ;) (will be changed soonTM)
  • If a passenger leaves the game while in supercruise, you should remain in supercruise for at least 300 ticks. Otherwise, your grid will be visually locked on the client side (it is still moving on the server and for others).

  • If <startSpeed> is above 3 km/s you can not charge in gravity
  • If <minSpeed> is above 3km/s you are never able to enter gravity FSD even if its enabled

New Stuff
  • Boost >> Hold Shift + W for double acceleration.
  • Totally new overhauled collision mechanic with feedback
  • Add your own drives which fit your needs!
  • FSD-free-Zones configurable at server settings

Feel free to leave comments, likes, and dislikes. This is my take on survival in Space Engineers. Found a bug or want to share more?
Join me on Discord: The Mod Vault [discord.gg]
Popular Discussions View All (2)
5
13 Mar @ 1:12pm
PINNED: Settings and customization
Sardaukai
54 Comments
Whale 16 Sep @ 12:19am 
Can you make it so that I can increase the FSD detection range for enemy grids to any range I like instead of 8000 meters please?
Sardaukai  [author] 6 Sep @ 4:57am 
No, that's totally out of scope
| n f a m o u s 3 Sep @ 11:31pm 
Any config method or any version of this mod where one can get up and move around the grid and have some autocruise? Wanted to leave it running on a server and put players in cryosleep overnight for vast distances.
Sardaukai  [author] 28 Aug @ 10:29am 
@Dorimanx,
would you mind joining my Discord so we could talk a bit more directly?
Dorimanx 26 Aug @ 10:20am 
found the solution. need to move the subparts physics activate ABOVE the main grid physic activation, so they go first, then main grid and then subgrids :)

like this
===
if ((gotTeleported && lastJump > 0) || SafeTriggerON || fixPhysics)
{
//foreach (IMyPlayer myPlayer in PlayersInWarpList)
// myPlayer.Character.Physics.ClearSpeed();

// reEnable physics of parts, could be 1000+ but UNABLE todo in parallel
physicParts.Reverse();
foreach (MyEntitySubpart p in physicParts)
{
p.Physics.Enabled = true;
p.Physics.Activate();
p.Physics.Clear();
}

MainGrid.Physics.Enabled = true;
MainGrid.Physics.Activate();
MainGrid.Physics.Clear();
===
Dorimanx 26 Aug @ 8:20am 
also there is bug with crash after fsd stop manually or by collision if you have advanced doors TYPE blocks on grid. they need to calc physics for second part of the door.
i am looking for a way to fix this.
Dorimanx 25 Aug @ 12:26pm 
Hi, well, for some reason, the draw lines that we have during the FDS move or to left or to right
for some ships, seems like its depend on size and ship actual position.
when we had the physics on we used the center of mass, now we use grid position comp.
maybe we need to think how to find the center of grid using bounding box of the ship, and tie the animation position to it.
also people reported that when going really fast 100km directly to planet, code can miss the stop and allow player to go in to planet core... of player stop inside, server crash hahaha
Sardaukai  [author] 25 Aug @ 10:57am 
@Dorimanx
FSD + Jumpdrive is a safe crash. I will add the fix, thx.

Could you explain that flight animation bug?
Dorimanx 24 Aug @ 3:51pm 
now just to fix the during flight animation that shift sides depend on ship... and will be perfect.
Dorimanx 24 Aug @ 3:49pm 
var AllGridsList = new List<IMyCubeGrid>();
MyAPIGateway.GridGroups.GetGroup(MainGrid, GridLinkTypeEnum.Physical, AllGridsList);

foreach (MyCubeGrid grid in AllGridsList)
{
foreach (var Block in grid.GetFatBlocks<MyJumpDrive>())
{
if (Block == null)
continue;

var JumpDrive = Block as IMyJumpDrive;

if (JumpDrive != null)
{
if (JumpDrive.IsFunctional && JumpDrive.IsWorking)
{
if (JumpDrive.CubeGrid.JumpSystem.IsJumping)
JumpDrive.CubeGrid.JumpSystem.AbortJump(4);
}
}
}
}

The FIX :)