This mod combined with real orbits and then skimming the atmosphere can be quite spectacular at times, when the hull heats up just right to give the orange glow on the blocks and a trail of sparks, but not enough heat to disintegrate the ship 👌
One of my first suggestions was to have impacts get somewhat hidden by sfx and have something of a scripted path for the ship to rotate and drag on the ground. Something on the idea of take the center of mass and maybe get the angle of the longest width and have the game rotate it hence why i say hide it with smoke or something as it hits. It be kinda janky but i feel it be more fun that the light taps we have now.
Drag to 0.25 and the Energy Shields mod would probably give you the effect you were going for. Use some connectors and warheads to split the ship and leave the shields on the front half only. You could slam it into the ground for the explosion or even try to recreate Anakin's 'landing' lol
w trade, I accept although I need atleast 50% of what you're getting in order to like the vid edit: aint no way the drag is stronger than god damn gravity. I think the ship burning up in the atmosphere in the first attempt with 1000m/s max speed and thrusters was quite realistic and cool, although it aint as cinematic
Probably, I was experimenting with it but it would take more time fiddling with it than I have. It all works in concept, I just need to find the right numbers.
They really need to up damage for collisions, the main problem is that ships lose so much speed upon hitting something AND blocks are very resistant to collisions
i wonder if you can get the mod autbors to add drag effect toggle based on direction related to gravity and rate/affect of the decay upon rentry. another neat i want to be possible for kinetic explosions is if the explosion could occur with relative speed not associated speed
Isn't Providence so big it needs a trainline inside of it to move personnel and equipment around? I feel that would crash any game as soon as it moved lol.
Yeah... just from what i can see in the vid here is that the math to calculate speed x mass x gravity x drag x aerodynamic surface area, Just isnt that complicated.... meaning irl the graph to chart these dynamics is not linear, where as the chart in game is, resulting in drag overpowering gravity in lower atmnosphere... Dont mistake that as a critisism. Im just speaking to the reality of its way to much for our simple potatos to handle alongside everything else that SE does. My critisim is towards keen for not having an aerodynamic system to begin with baked into the actual engine
Space Engineers didn't have planets on release, it's not surprising no kind of aerodynamics is in the game. And Space Engineers is kinda arcade-y with it's building, adding base game aerodynamics would take away from that and ruin a lot of peoples builds.