Space Engineers

Space Engineers

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speed slider suggestion.
I personally think the infinite speed mod makes the game more fun. Not saying it objectively makes it better, or anything like that, but I like it. however, I see the appeal of the speed limit. This leads me to my suggestion of a "max speed slider" in the world creation menu. It would be a slider that lets you set the max speed, as the name suggests. So, you could have a world in which you can go at 10,000 m/s, or a server where you really hate your players and only let them go at 10 m/s.

I'm sure it's been said before, and I don't really expect the devs to change the game on my behalf, but I think it would improve the game.
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Showing 1-14 of 14 comments
Environment.sbc

Though personally I think "infinite" speed breaks the game in multiple ways and should be avoided. I usually don't set mine above 500 m/s. Though if I were to design my own map where planets were properly sized and spaced apart, with precious few (if any) asteroids between them, then I might rethink this.
The slider would imply the game behaves correctly at those speeds or anything close.
Which doesn't, just use mods -- thats the point of the mod API.
Originally posted by Captain Canard:
Environment.sbc

Though personally I think "infinite" speed breaks the game in multiple ways and should be avoided. I usually don't set mine above 500 m/s. Though if I were to design my own map where planets were properly sized and spaced apart, with precious few (if any) asteroids between them, then I might rethink this.

I assume this is the file that contains the speed limit. To be honest, I didn't even consider editing the game file.
Originally posted by seepie21:
I assume this is the file that contains the speed limit. To be honest, I didn't even consider editing the game file.
It is - open in notepad (it's XML) and just change the numbers in the speed limit entry, reload the game, and poof - you have your new speed! It's not a "slider", but it's the next best thing, no mods or 3rd party apps (except notepad) required.
Originally posted by Kreeg:
The slider would imply the game behaves correctly at those speeds or anything close.
Which doesn't, just use mods -- thats the point of the mod API.

Do the mods fix this issue with the game not behaving correctly at high speeds? If yes, why not put that into the base game and if not, then what is the mod even providing?
Originally posted by MekaDovah:
If yes, why not put that into the base game
One reason is that Keen "fakes big" by "enforcing slow". Crank up the speed and you realize just how small planets and the distances between them are. It also leads to some pretty nasty pop-in and resulting stuttering down on a planet's surface, which isn't easily fixed without throwing hardware at the problem or rewriting the game engine (and even then it's a tough problem to solve). Though there should not be uncapped speeds in an atmosphere (air friction).
Its a standard problem of voxel engines. The engine has a limit to how fast it can perform the rendering and hidden terrain removal. Then you have the issue of moving all the objects and predicting their movement. Keen actually fudges this to allow walking on ships whilst they're moving. If you want to see how bad it gets play modded Minecraft, where you can actually fly through chunks before they are even generated let alone rendered and find yourself inside a solid mountain.
The speed limit is there to avoid all such issues, and its not just the GPU for the graphics rendering that matters.
https://steamcommunity.com/sharedfiles/filedetails/?id=2422592854

It does alot of more stuff aswell, you change how durable armor is aswell and other stuff. Quite the Good Mod in general.
The game advances at 60 cycles a second. Which is fast enough for most interactions.

However, the speed of grids flying through space, then detecting impacts gets questionable at more than 100 m/s. The faster a grid moves, the further inside of another grid it will get before detecting a collision. So rathe than crumpling and bouncing, you get a massive detonation as two objects try to instantly occupy the same space.
Originally posted by MekaDovah:
Originally posted by Kreeg:
The slider would imply the game behaves correctly at those speeds or anything close.
Which doesn't, just use mods -- thats the point of the mod API.

Do the mods fix this issue with the game not behaving correctly at high speeds? If yes, why not put that into the base game and if not, then what is the mod even providing?
No, and thats why Keen has a speed limit to begin with.
As the slider doesn't fix it, as Keen isn't going to be able to solve it let just for a slider.
Mods mean, the player already knows it isn't intended.

For examples, the others have provided quite alot of good ways to put it.
Originally posted by TwinChops:
https://steamcommunity.com/sharedfiles/filedetails/?id=2422592854

It does alot of more stuff aswell, you change how durable armor is aswell and other stuff. Quite the Good Mod in general.


Originally posted by Captain Canard:
Originally posted by seepie21:
I assume this is the file that contains the speed limit. To be honest, I didn't even consider editing the game file.
It is - open in notepad (it's XML) and just change the numbers in the speed limit entry, reload the game, and poof - you have your new speed! It's not a "slider", but it's the next best thing, no mods or 3rd party apps (except notepad) required.

Thanks!
I'll try these in the future.
Originally posted by Captain Canard:
One reason is that Keen "fakes big" by "enforcing slow".

It seems honesty isn't one of their strong points.

Although all games have some degree of smoke and mirrors in them, admittedly. It's just a bit more noticable here given how often it comes back to that with Keen.
Originally posted by MekaDovah:
Originally posted by Captain Canard:
One reason is that Keen "fakes big" by "enforcing slow".

It seems honesty isn't one of their strong points.

Although all games have some degree of smoke and mirrors in them, admittedly. It's just a bit more noticable here given how often it comes back to that with Keen.

Something I've been experimenting with in single-player is building my own "realistic space". I still have speed limits, but much higher than the default. The idea is that even at high speeds, it takes serious time to cross the vast gulfs of space. It's a cheat, because SE can't handle life-size planets, so I use the skybox for Saturn, and I use large moons for "moons" (of course), spacing them out at much further distances than the game's default.

Like I said, it's a cheat / illusion, but it works for me, especially when I'm focusing on the "space" in Space Engineers (the only game that supports a realistic-sized voxel world is Light No Fire, which hasn't even been released).

https://steamcommunity.com/sharedfiles/filedetails/?id=3699599687
Originally posted by MekaDovah:
Originally posted by Kreeg:
The slider would imply the game behaves correctly at those speeds or anything close.
Which doesn't, just use mods -- thats the point of the mod API.

Do the mods fix this issue with the game not behaving correctly at high speeds? If yes, why not put that into the base game and if not, then what is the mod even providing?

Yes. Just use Kinetic Devastation. Works fine for me, have never clipped through a meteorite even at 6000 m/s. I did however manage to "drill" deep inside a planet with some bits and pieces of ship when I hit it at I think 50000-60000 m/s (it still got destroyed, just that it created "bubbles" inside the terrain), but it's easily fixed by reentry mod - if you fly too fast you're simply burning down before you hit the ground, and anything that still does hit doesn't go too deep. No idea why it's still not vanilla after so many years.
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