Space Engineers

Space Engineers

Cruise Thrust System (BB)
10 条留言
BookBurner  [作者] 2023 年 8 月 19 日 上午 3:51 
added commands which can be run in local creative game to populate the cruise thruster list in the config without having to type in the subtype names :)
BookBurner  [作者] 2023 年 7 月 28 日 上午 12:48 
It is really hard to predict setup, you have so many thruster variants on the workshop. The only thing that I could do is to create "config variants" on our discord, so people can just copy paste them and tweak slightly.

For example we use aryx thrusters on our server, they are all designated as cruise drives and vanilla thrusters are for normal speeds. I can imagine multitude of different configurations just with those.
BookBurner  [作者] 2023 年 7 月 28 日 上午 12:45 
There is one, that applies to vanilla thrusters. Making ion thrusters for cruising.
DWal 2023 年 7 月 27 日 下午 3:38 
That would be better, though the best possible solution would be having a default config inside the mod itself that gets used when loading into/creating worlds. With this you could include the mod with the modified configuration file inside a modpack, removing the need for any users to do any setup steps before starting a world.
Instead of the current method where you need to load the mod into a world, exit the world, then edit the config file, and then reload the world again.

Commands would work somewhat too because you don't need to reload the world multiple times, but it's not the best possible method in my eyes because you need to config every world manually.
BookBurner  [作者] 2023 年 7 月 27 日 上午 12:01 
that is true, the way we use it on our server is that we have a modpack, which is on all maps we use. So we created the config once and then just copy pasted it into the other server instances.

I could create some more extensive defaults, but that would still leave players with he need to alter the config if it doesn't suit them.

Which is why I was toying with the idea for commands. You would be able to reset the list of cruise thrusters with the command. And then add thrusters by "placing them in the world" and running /cruiseadd on them. Having a command which would list all cruise thrusters in the list would be useful too.

Therefore when you create your modpack and your world, you would just spawn in thruster blocks which you want to have defined as cruise thrusters, run /cruiseadd command on that grid on which you placed the thrusters and it would add all thruster types on that grid into the config list.

Would that better suit your needs?
DWal 2023 年 7 月 26 日 下午 2:03 
the problem is that, if it's intended for use with modpacks, the config file has to be manually edited for every single save *or* a world save has to be included with the modpack.
BookBurner  [作者] 2023 年 7 月 26 日 上午 1:21 
It is configurable in the config file by subtypeId. But I was toying with the idea of having /cruiseadd and /cruiseremove commands, which you would be able to run as admin, to add/remove the block you look at to the config. Which would be useful for players who do not know where to get the subtype ID's
DWal 2023 年 7 月 26 日 上午 12:44 
is there a way to automatically add or edit the cruise thruster list using other mods?
BookBurner  [作者] 2023 年 7 月 9 日 下午 12:02 
hello Fine Gentleman, this script touches the thrust power multiplier based on the speeds defined in the config. We used an earlier version of this script in combination with Aerodynamic Physics. Only point of contention I can think of is between the limited planetary speed by Cruise Thrust mod and burning in atmosphere during drag by Aerodynamic Physics. If you limit the planetary speed too much, it might prevent ships from burning completely.
Fine Gentleman 2023 年 7 月 9 日 上午 11:08 
interesting, do you know if this is compatible with the Aerodynamic Physics mod?