Space Engineers

Space Engineers

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Federal Industrial - Vacuum Balloons
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Type: Mod
Mod category: Block, Script
Tiedostokoko
Julkaistu
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29.689 MB
23.3. klo 18.56
5.8. klo 18.45
4 muutosilmoitusta ( näytä )

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Federal Industrial - Vacuum Balloons

1 kokoelmassa, tekijä Frosty
Federal Industrial Complete collection
6 luomusta
Kuvaus
Vacuum Balloons – Buoyant Flight! 🎈
As seen on Wrong Way Out!

Float like a balloon, soar like an airship!

Vacuum Balloons provide lift using pure buoyancy, letting your ships rise effortlessly without thrusters or fuel. Instead of burning propellant, these balloons naturally provide lift, keeping you afloat in planetary atmospheres.

How They Work:
Buoyancy-Based Lift – Vacuum cells generate just the right amount of force to counteract gravity.
Mass Matters – Heavier ships need more Vacuum cells to stay afloat.
Centre of Mass – The Vacuum cells apply their force at the average position so make sure to balance the craft.
Control – Vacuum cells don't work like normal thrusters they always provide force in the up direction regardless of orientation, They also disable ship dampers in the direction axis of the arrows so keep that in mind when building. Pressing C or Space will cause the grid to sink or lift but they wont stop once they get moving so manual counteraction is required.
Info – The thrust override slider will show how much the Vacuum Cells total lift is used so keep an eye on it

Be sure to check out the other mods in the Federal industrial Series
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3451476197


Copyright 2025 Frosty1098 This item is not authorised for posting on Steam, except under the Steam account named Frosty1098
46 kommenttia
Dauthiatull 10.10. klo 12.52 
anyone know of a way to edit this mod so it doesnt bother with center of mass and just works like thrusters. I want to make a asymetrical grid and dont want to mess aroung trying to ballance it
LordSnow643 8.10. klo 20.12 
These work amazing with Water mod, i just found out lol
erlgrey 3.9. klo 14.56 
a simple rotor fixes it, thank you! :D
Frosty  [tekijä] 2.9. klo 3.44 
On DS occasionally the grids can desync when near the ground, I haven't yet got a fix for that on the mod side, but adding a sub-grid seems to help
erlgrey 2.9. klo 3.12 
hey,

on a DS my airship behaves weird.
Pilots point of view when flying close to voxel or another grid (for connecting) it starts to jiggle up and down damaging the blocks, really hard to get it connected or locked as long as vacuum balloons are turned on.

another players view (outside grid) it appears smooth and the grid is like 10m up instead of scraping over the ground.

any ideas how that could be improved?

thanks
Frosty  [tekijä] 5.8. klo 18.46 
Large Grid now available
Verily 22.7. klo 20.23 
very neat, but almost unuseable without a custom script to balance out the force they apply; using them on a carrier just causes the vehicle to tilt horribly towards the hanger bay, and unless you have the time to bother with appropriately balancing the entire ship to make sure the force applied is exactly equal to the weight of that ship area it lists horribly; leaving the one use of them to be tiny little skiffs and massive hollow objects sadly.
If such a script exists, can we please get a block that does it for us so that it can be done in scriptless worlds and such? as it stands I sadly can't find much use for these blocks despite really wanting to use them because they keep tipping my builds the moment i use them.
Turtlrpups 6.6. klo 16.37 
Really wish there was a video on this bc i dont think im understanding this like u do, i will attempt more prototypes tmr but i cant seem to get it to stabilize and align properly the last few platforms i tried to make
Kiddywink 4.6. klo 19.33 
Seems to automatically adjust to the addition of blocks, but not removal, though.
Kiddywink 4.6. klo 19.22 
@Turtlrpups kn stands for kilonewtons, with one newton being the force required to accelerate one kilogram of matter in free space to 1 meter per second per second. For example, this means that in order for a vehicle to exactly cancel out the force of gravity (ex. hover), its mass in kilograms, including that of the cells themselves, must be calculated and multiplied by the acceleration one kilogram would experience due to the aforementioned gravitational force, with this number then having to be evenly split among the properly positioned cells. Fortunately, entering a vehicle will show its mass in kilograms in the bottom-right corner of the HUD. Unfortunately, whereas the gravity indicator (P-Gravity) on the right of the hotbar shows the intensity of the gravity of the planet you are on as a factor of the Earthlike's gravity near the surface (g's), the magnitude of Earthlike's gravitational acceleration is never shown in the game.