Space Engineers

Space Engineers

HoverEngine
926 opmerkingen
Nightnuker 44 minuten geleden 
I don't know if it has always been a feature but there's a menu to select a large or small block that you want and it queues the items that make up that block.

It's kind of the same as adding something to your build planner then pushing the blocks in your build planner to production, I just find it easier to already have all of the items for the block in my inventory when I go to weld it.

it isn't that big of a deal, just me being a nitpick, the mod still works minus a newer feature
Takeshi  [auteur] 6 uur geleden 
@Nightnuker: I think this is normal, or can you build, for example, wheels in the assembler now? I havent played SE for a while but I cover my mods, didnt heared something about problems.

@TenTech, yeah, thank you for reminding me that I am getting older. Early Access from SE is a while ago.
TenTech 12 uur geleden 
Heh... bear in mind that this mod was published before the game was officially released.
Nightnuker 15 uur geleden 
I have the mod installed and have been able to use the blocks in the world, but I cannot queue them up to craft inside the assembler as they do not appear in any menus other than placing them by hand. Is that normal?
Gnome 13 sep om 16:03 
A must for me at this point, this mod is amazing. Well done and thanks!
Wendigo 18 mrt om 10:17 
I was sold the moment I saw them take off leaving the wheels behind!
Fentabulous 26 feb om 12:52 
Amazing mod. first thing i did was build a hover bike and i just rode around for about 2 hours, it was a blast
Cerberusska 凸(^_^)凸 7 feb om 4:41 
i try it on server later. I came back if it dont work :D
rororobin 24 jan om 19:23 
These are awesome! Props to you :D
Even with a speed mod you don't crash if you plan your landings with some care. This mod goes very well with Digi's Aerodynamic Wings mod, using one of those as a tail fin works great for extra control when cornering.
Tanker Turtle 24 dec 2024 om 8:55 
Ok still works
Takeshi  [auteur] 18 nov 2024 om 1:52 
use it and tell me if not.
Tanker Turtle 17 nov 2024 om 17:15 
Does this mod still work?
CorbyTheSkullie 19 okt 2024 om 19:59 
Wow this is cool! Perfect for my WipEout racer!
AK_Snowbat 27 jun 2024 om 21:12 
this... is ... awesome
Arock 11 jun 2024 om 8:12 
I built a very small 4 wheel rover, then slapped two civ hovers on the bottom and tore out the wheels. It was very interesting figuring out how to control the vehicle, but after some practice (and surprisingly no explosions) I can now tear around a 20km area with ease. Dodging trees like I'm outside a wookie village.
Definitely recommend having a horizon screen up, or using the holo hud mod so you know which angle you're blasting towards. Fun stuff!
Loki 21 mei 2024 om 12:33 
I found these late, and love them! Thank you a lot!
Lunatic 17 mei 2024 om 11:34 
great mod tho:steamhappy:
Takeshi  [auteur] 17 apr 2024 om 8:20 
Hinges and rotors are problems in vanilla game too, i have no idea how to improve that behavior.
ЗАВТРА В АРМИЮ 16 apr 2024 om 14:11 
Hello developer , solve the bug with hoverswhen they work in conjunction with hinges and rotors , the building begins to wrap up when connected to a new structure through movable rotors and hinges .
Takeshi  [auteur] 18 mrt 2024 om 2:44 
Rolf, thats true. Mods are ever a victim of changes in game. But without Mods?
Have a nice day.
Bud Liteyear 17 mrt 2024 om 15:00 
Great idea, but I for-see the script solution causing alot more trouble than just client-v-server and console compat. Future updates to how atmo-thrusters work will likely break the mod and require you to constantly edit the script.

Still, fantastic addition to the game. Hopefully a dev sees the potential in this and makes an official hover mechanism.
DesertFoxAZ 13 mrt 2024 om 16:31 
thanks!
Takeshi  [auteur] 7 mrt 2024 om 11:05 
No, sorry (I am nearly shure).
You need this script on your machine to handle movements/forces from the "thruster". The Mod is basicly a atmo thruster and the script is pushing them towards or away from ground level. With this only on Server, you will get a jumping thing because the server has to fix your position everytime.
Skepller 7 mrt 2024 om 3:34 
Oh, a shame it can't work on Consoles :(
I suppose it can't be modified to use only Server-Side scripts, like some other mods could?
Takeshi  [auteur] 18 feb 2024 om 12:28 
yes, if you will you can turn them of in space, but dont forget to turn it back on ;-).
It is stable technic, best in class.
(your own risk)
marshall3331 18 feb 2024 om 10:36 
i meant can it go to space and back and still work. its for my venator and Y-wing i built.
Takeshi  [auteur] 17 feb 2024 om 11:05 
no, it needs something like "natural gravity" to work well.
marshall3331 17 feb 2024 om 9:44 
can i use is for space ships?
Hethan757 4 jan 2024 om 15:16 
Ah ok
Takeshi  [auteur] 4 jan 2024 om 8:15 
no permission to reupload it on mod.io. Without the scripts these are only Atmospheric Thrusters with different Model. The Hover Engine will not work there.
Sorry.
Hethan757 3 jan 2024 om 17:39 
Could I have permission to reupload this on mod io
D.I.E 23 nov 2023 om 6:04 
Nice Mod! I realy like it.
Takeshi  [auteur] 17 sep 2023 om 0:02 
ok, I understand what you mean. For now I will not add new Models and stuff. Maybe in SE2?
Have a nice day.
Arcturus 16 sep 2023 om 8:53 
Takeshi, I think when Reaper mentioned angled variants they meant like how the armored engines have "sloped" versions. The thruster still points in a single direction but has sloped armor around it. As far as I'm aware you are completely correct on how thrusters in the game work.
BIV 7 aug 2023 om 14:48 
Sorry Takeshi but I've been slammed trying to learn this new stuff and haven't had time to try any new builds, still very interested though. Thanks for allowing access to your work. Cheers mate.
Takeshi  [auteur] 17 jul 2023 om 7:46 
you can use that mod on every server.
You need only permission if you want to reupload or use parts from it.
BlackFyre 17 jul 2023 om 7:42 
If I wanted to use this mod on a public server how do I get permission?
Takeshi  [auteur] 9 jul 2023 om 7:18 
Hi, no. Reason for that is, that a big part of the engine is the default thuster meachanic from the vanilla thruster. This mechanic works only in one direction and I can not change it. The hover engine can only work that way. (one direction means, only UP, or only LEFT, an angled version reqires two directions, UP and LEFT for example)
Owralekai 8 jul 2023 om 13:59 
Would you consider making any angled varients of the armored engines? It would be nice to have some engines that can fit into shaped vehicle chasis so they could be integrated into the design rather than needing to build the design around the engines themselves
Takeshi  [auteur] 8 mei 2023 om 4:15 
Thank you.
Maybe try my example ship next time, see link in description or check out linked short tutorial.
Have a nice day.
BIV 7 mei 2023 om 11:21 
I tried to get these working but was unable to get a workable craft happening, it would start ok and then rapidly lose control and crash. I believe that it was more likely to have been my por ship building skills and I will probably try again when more skilled. At the moment I'm cleaning up my mods folder and will be un-subscribing, just wanted you to know that it wasn't a show of doubt in your designs that caused it. Thanks for all your hard work. Cheers mate.
Hel 14 apr 2023 om 6:21 
As much as I suspected. Would be really cool to have a army of hover vehicles roaming around, but guess my dreams are crushed. Let's hope Keen does add mod-able support for different ways of motions.
Takeshi  [auteur] 14 apr 2023 om 6:14 
Hi, I did not played arround with the new AI Stuff, but I think this will not work. For the game the hover engine is a normal thruster, the script from the mod brings the behavior. I think the game will handle it like a normal thruster. Maybe Keen give the chance to make special setup so AI is igniring them, maybe ;-)
Hel 13 apr 2023 om 22:08 
Hello! I understand the Automatons update just came out(at the time of writing this), but will there be support for the hover engines to work with the new AI systems?

Currently trying to use them makes the AI think they have upward thrust. This causes them to want to fly upwards to follow the player. I have been able to get them to work "decently" well with using the recorder AI task block but they still at times attempt to fly.
76561199219878346 7 apr 2023 om 15:21 
THIS IS AMAZING, IF YOU STILL WORKING ON THIS PROJECT PLSSSS MAKE MORE VARIATION/IMPROVEMENTS AND STUFF
YOYOMAN_MODDER 29 mrt 2023 om 8:24 
Or you can code new check if aerodynamics mod is instaled to world or max speed is over 100 - provide new precision calculation. I Have a 20 thread cpu
YOYOMAN_MODDER 29 mrt 2023 om 8:21 
Hello Takeshi! Maybe new speed limit to 150 or custom variable in mod settings. You can adapt tick to new limit
Takeshi  [auteur] 29 mrt 2023 om 8:04 
What are the requirements to support the aerodynamics mod?
The speedlimit is there
1.) for performance reasons. Without that limit the rays for collision checks will go longer and longer and that will kill the game.
2.) with higher speed the engines have not enough time to react if you fly directly to a object or hill.
YOYOMAN_MODDER 28 mrt 2023 om 12:54 
Please add support for aerodynamics mod (min speed 150) or use variable for speed not the hardcode float 100.00) in code
Takeshi  [auteur] 15 feb 2023 om 11:01 
I Think not, a little bit of the behavior is the required gravity. In low gravity areas I think the behavior will feel weard and not that good.