Is it possible (at least in theory) to completely automate everything? A completely autonomous ship, capable of resource collection, self defense, and maybe even self-replication?
I've done astrophysics, I'm an avid fan of space, and space games like KSP and SE. Seeing "With a jump drive, we move 4000km in a single frame... this is slower than the speed of light." _really_ hammered home just how ludicrously fast light is.
I believe they added a hard cap because there was a bug in which you could reach the date type limit(whatever your velocity is stored as) and essentially go from 1 million m/s(not actual number) to -1 million m/s because of overflow, instantly causing you to speed the other way
When computers get powerful enough to handle it, and assuming the game itself can support it, I'm sure you could mine a planet with a moon sized drilling ship or grid or just massive wall of infinite drills lol
So the sudden spinning after the alien planet is because you impacted with it or something but the game didn't destroy your ship. I have had it happen while using speed remover mods
OK. So. Drilling to the core of a moon is amazing. Making a corebase is even better. The tunnel leading in branches like a plinko machine - nobody's ever managed to make it.
0:21 the speed of light is not "one of" the fastest things measured, it is the cosmic speed limit. Nothing can go faster then the speed of light. It is the fastest thing that will ever and can ever exist
Theories claim that the speed of light is a boundary that can’t be crossed both ways, meaning there might be particles (tachyons) faster then light, which are just unable to decelerate below lightspeed.
I always thought it would be neat if SE did a sort of psuedo-relativistic physics where your ship gets heavier as you approach the maximum (as well as a higher cap.) Thrust-to-weight would be more important because a faster ship would always be able to catch a slower one. No more, "can I get into firing range before he hits the speed cap." Every pirate you encounter is now an ass-clenching test of, "is my ship fast enough." And then speed always raises the control problem :) I think it would bring some much needed nuance to ship design, away from just piling as many guns onto a hull as possible. You could even attempt to model air density by lowering the cap with altitude.
It depends on how far you change it. anywhere between 100 and 1000 seems to be fine but the higher you go, the more weird things happen. For example, with this mod, wheels just don't work at all, they don't collide with the surface.
Things actually break in the game engine when you go above a certain speed, like hard break and can lead to the game crashing. Floating point errors, and eventually double precision errors are abundant at that speed. Keep in mind havok uses floating point internally.
To be pedantic, you could escape Earth's gravity at 100 m/s, but you would have to be burning continuously to do so. Escape velocity is the minimum speed a non-thrusting object needs to be moving to escape orbit purely ballistically.
Server idea: spaceships wars (is basically the roblox game zeppelin wars but modified to fit in space engeeners) Note:this must be played in the atmosphere of the earth so that gravity makes the game more spicy Two teams are fighting ( in the original game is pirates vs patrol) Each team gets an identical ship that spawns/welds smaller ships that have roket launchers and any full auto wepon used to attack( the smaller ships can't have more than 3 rokets or less than 1). In each team there are 2 roles: -crew( can't fly smaller ships but are equped with heavier wepons, they are the defending part of the team) -pilot(they can fly smaller ships but have smaller wepons and sabotage tools, they are the attacking part of the team) Note:everyone can pilot the big ships including the enemies There are 2 hidrogen tanks in the ships, one in the back and one in the front, this is important for later. The ships also have some defense wepons that only crew can operate. How to win: explode/destroy both enemie's hidrogen tanks or crash the enemy ship(as long as the ship is no longer functional it works to win)
I did a video on this a year or 2 ago. I tried using warheads to accelerate myself faster but even with a molded jetpack you cannot go faster than that. The game is hard capped unfortunately 😔
Made it to Mars in a Russian rocket chair. Basically a cockpit for comfort. H202 generator. Hydrogen thruster, hydrogen engine, tiny battery, and a gyroscope. Filled it with ice. Launched several into the ground. One into space and you can idle to Mars and live. Until impact.
ok i lookd some things up myself,, guess you could say that its a bad habbit,,,, yes it is slower than the speed of sound but at the same time there are a lot of fast things that are slower than the speed of sound,, however it dosent say how slow the base speed is,,, a comercial aircraft is able to go around 268 m/s,,, however a crop duster can max out at around 85 m/s but its typical working speed is around 58 m/s to 71 m/s ,,, and stunt plans can reach up to 114 m/s ,,, and a helicopter can reach roughly around 70 m/s ,,,,
Setting the speed of light as the speed limit is also accurate to how nothing can go faster than it IRL (or without a jump drive in this case) Also, the hard limit would likely be a result of a display limit
@@Zer0sLegion at base game speed limits you can only go 100 m/s, but if you are falling without using thrusters, your speed will be like 104.75 m/s. This effect gets bigger the higher your speed limit. I don’t know if it’s linear or not, but like a 500 m/s speed limit will actually let you go somewhere around 550 while falling
With a Mod that allows 1 Million m/s on the Game on Xbox, I tried to reach its Limit but at 780.000 the game crashed. Thankfully I just made a Quicksave before so I could load the Game again but then the Entire Console Shut off. I think it was to much for my Series S.
@@Zer0sLegion well I have a PC and have Already Bought SE on Steam but without a Graphics card I can Only Play the Game on Xbox. But tbh the Game runs Smooth on the Series S.
I don't have any desire to play Space Engineers at the moment after Starbase began to exist and actively develop, but since the offers are open, I dare to suggest that you simply arrange a lot of contests, organize unique events and much more. For example, I would be happy to watch small battles between one or a small group of small ships (such as a Corvette, Frigate, or even a Destroyer), where the ship's systems work due to the abundance of crew (for example, to put several crew members on a frigate, having previously dealt with their own roles - 4 mechanics-engineers are engaged in by repairing the systems and the hull of the ship, the other 2s monitor the operation of weapons system and take control of weapons personally, if needed, and, of course - the captain of the ship, engaged in direct control and coordination of actions as part of the flotilla), without full and excessive automation, omega turrets and cheese. Why such an inconvenient distribution of roles and deliberate reduction of combat potential? Of course, in order to see different actions from different sides - each person is a camera. And if this is put together into a single video, then you can get a wonderful picture of how we are watching the same battle from different angles and sides. Personally, I have seen very little of this in the vastness of RU-vid. Maybe I was just looking badly, but anyway this is an interesting idea that I was very interested in a long time ago. Anyway, it's just a ghostly desire of a noname from the Internet who just shared his thoughts, but how to perceive them is up to you.
I think, in general, that in this game the players should cooperate independently and decide what they will do themselves. This is not DnD, where the DM decides the fate of many players - you can come up with a lot of scenarios and give the players what they want or not, or you can give complete freedom of action and only maintain activity and interest in each person, intending only to direct the players in the right direction.
Setup a survival mode where hordes of NPCs will attack your base. You start off with a basic ship and can mine resources around the planet before you have to land to create a base. Then when you start creating a base and exploring. The moment you run into a alien patrol “NPC ai” they start sending an army to destroy your base. You either have to survive the waves of enemies for a time limit or destroy their main base. Too bad the technology, physics and ships weren’t like how those in the expanse moved, and got into battles. We call them rockets on the ships, but I call them torpedoes because a military in space will call most aircraft “ships”. If the world doesn’t end anytime soon, then realistically the book series “ The Expanse” is one direction that we could end up becoming like as we push out into space. I can see Mars breaking off to become its own government, and the other colonies are “belters”. We as a species will be different due to the evolution of gravity difference etc.
I really don't get why the devs set the speed limit for the game so low. I get that there probably needs to be a limit, but I don't buy for a second that 100 m/s is the most they could do without causing issues in the base game.
My assumption is that the physics updates only happen a certain number of times a second and the speed is low to support that. The more physics calculations you have to do a second, the more exponentially laggy the game becomes.
@@Zer0sLegion but if my understanding of data storage is correct, then there wouldn't be any difference between a small number and a big one if they're the same variable type as far as the computer is concerned since the variable takes up the same amount of space regardless of its value. I might be wrong though, it's been a while since I took a programming class.
@@Zer0sLegion haha nice yeah you gonna set projects when you are going like making a landing ship as your going to the planet, thats how i pass the time at least also much thanks for reply
the spinny thing always happens to me when i go faster than the game can handle. last time i checked it happened around 1200 for large grids and 400 for small grids.
Interestingly, I ran into entirely different problems with speed. I was using MidSpace's old unlimited speed mod and void thrusters (which I like to call F*** You, Physics thrusters). I got going very, very fast, but the faster I went, the slower the sim speed became. My computer is no lightweight; it has insane amounts of RAM and can run 36 threads simultaneously, but it was still overloading. It kinda feels like real life, where time slows down as you approach light speed 🤔
The only real way to test the capabilities of the engine are to design a ship that uses the "cheapest" (system performance-wise) blocks possible to build the biggest ship possible before it starts to impact game performance. Go right to that limit, and then dial it back just slightly to make sure you're "inside the line". And do it with the graphics maxed out, because otherwise the data won't be relevant to lower-end systems. Once that's done, spawn in at least a dozen of those ships, all automated to fly off in the same direction, toward some absurdly distant GPS point, or to just fly in a straight line forever, and just make sure they're all close, and parallel. Then, with the modded infinite max speed, have them all continuously, and slowly accelerate at the same time until the game starts to chug, and eventually crash. Mark down the speed, and the performance data, and go from there. Repeat no less than a hundred times. Collate the data and there's your answer...the optimal speed limit of Space Engineers.
I've always thought a cap at 100m/s in such a massive game was so dumb. I'm not saying we need game breaking speeds but youre telling me there were performance issues at 500m/s? Come on now
There are, the faster you go, the more exponentially the issues become. I played with an empty solar system because going near anything going faster than 1000m/s causes massive lag.
Great results happen whengoing at ludicrous speeds at a planet with the deadly reentry mod as you not only clip straight through the planet no issue but also witness your temperature spike to the heat of the suns core before your ship become plasma jetisond out the other end of the planet. Funyy thing about the inside of planets is that, either accidentally or intentioally Keen modeled it so that gravity decreases the closer to the centre, eventually reaching 0G
found that 800 ish is not mostly stable for the game to handle think the mod i am using right now is around 600 m/s for large and 400 for small if i am remember right
@@Zer0sLegion But you have just demonstrated that even with a mod, you're capped. I do not know where in the code is that cap implemented, and whether you can circumvent it or nit.
Fun fact: afaik your rotational speed is not capped in the same way that traditional speed is so you can spin as fast as you want provided you can attach enough rotors and not have clang explode them
The limit is lower than the normal speed limit though, it just looks faster when you're on the spot. Unless you're talking about centrifugal force but that's a different thing entirely