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.
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.
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
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.
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.
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.
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.
@@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
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)
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
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
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 😔
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 RUclips. 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.
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 ,,,,
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.
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.
@@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
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.
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 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.
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
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.
@@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.
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
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
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.
Any other challenges you want to see me try in Space Engineers? Let me know!
What happens when you drill to the centre of a planet is the only thing I want to know. I have clipped onto one but what if you drill there
Ive never been in a rover race before, but I'm sure people are bored with that concept, so what about a cops versus robbers like game!
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?
@@fordprefect859 yes but I do not have the time to do so or learn to do so.
@@Zer0sLegion but theoretically, there's nothing stopping you. Kind of like cold fusion: we know it's possible, we just have no idea how to do it.
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.
Yeap, crazy isn't it
But then you pop on "if the moon were one pixel" enable light-speed and see how even more ludicrous distances are in space
But it's VERY close. Only about 500000 m/s off
and still we see some things on the nightsky that don't even exist anymore because that's how long it takes for the light to arrive here😭
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
Yeah, I thought as much
If you look closely you can you see the ship going back and forth that’s because you hit a integer limit
@@zrty6512 Yeah but I go faster than that later in the video so...
I once noclipped through a planet at 9Km/s lol. There was no collission, I just went through the floor, kept flying and came out the other side
Next challenge is obviously rovers with square wheels.
Now this is a good idea
DONT ENCOURAGE HIM
I did this using rotors. It's obviously doable, just trash
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
Not yet, got to make sure my video is relevant for the next million years
@@Zer0sLegion haha lol, true dat
@@Zer0sLegion lmao
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.
Well yes, but also no.
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.
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
Yeah I've experienced that before, I was hoping to show it off in the video
The thing which probably happened is you hit memory limit for speed in one of axises, it caused sign bit flip and reversed velocity direction
I did think that but was then able to go faster later ¯\_(ツ)_/¯
I seem to remember hearing somewhere that the game breaks when we change the vanilla speed limit?
Also is that sublime I see. Good choice :P
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.
When you move a grid faster than rendering can occur things begin happening, yes. Mostly getting stuck in asteroids, though.
Pov: going at the speed of light. -Hits a rock that's 1mm big.- the ship: SKIBUBMNDADA
try the Elite Dangerous FSD Mod for FTL travel, just make sure it has enough power and you can eventually reach those speeds
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.
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.
Huh, thought you'd do your acceleration via gravity drive, but I guess that wasn't fast enough.
I didn't want to overcomplicate things for this video by using a gravity drive but it would have probably been slower.
Also, I've found gravity drives kind of just stop working after about 60km/s. I forget the exact value.
At 2:59 thats the Carolina cobra at carowinds, nice
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.
"just above the speed of light"
*three billion*
Little tip. Using planet gravity you can go beyond the speed you reached.
How?
@@Zer0sLegion i dont know but if the planets gravity is strong enough. Like 9999g you can get slingshotted to insanely high speeds.
You literally go through the planet undamaged
@@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
@@spacemanspiff7283 Yeah and with gravity it can get REALLY FAST.
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)
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
I thought it was but slowing down immediately took my back under the limit
No no light speeds to slow, go to…ludicrous speed!
make a jump ring that can be built on the fly around the ship and detach once the ship is done with the jump
If you DO drill through a planet, you HAVE to keep all the resources (yes...even the Stone), process it and tell us how much it is.
😓
I only ask because I haven't had time to do it yet!
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
Get into orbit using pistons
If i ever made a space game, i would totally set a hard cap at the speed of light, no matter how wonky-donky the sim gets
The wonky-donky is the best part!
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 😔
I'd like to see if you could remove the limit on the frame shift drive mod and see how fast you could go.
Try modify your game data and change the value of //:speed_limit[true] by [false].
It worked for me. I dig an hole in the sun.
I think I can make a plugin that removes the hard limit.
You're only given one byte for speed, it seems.
Try moving at max speed going through "x" number of gravity generator rings for gravity speed boost
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 RUclips. 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.
If this becomes a thing, I want to be a part of it.
Drilling a hole through a planet has already been done, how about cutting a planet in half?
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 ,,,,
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 did multiple tests, I'm pretty sure my results are accurate
VROÓOOOOOOOOOOOOOOOOOOOMMM
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.
what happens when you crash a ship at 999936 m/s into a planet
You go straight through and out the other side!
btw even though the indicator maxes out at 999,999 you still keep accelerating actually
I'm not actually going any faster, you can see that i've stopped accelerating as the screen effect for accelerating is gone.
Wait until he learns about jump drives
@@Gaaaaaame clearly didn't watch the video.
Last time I tried this my ship lost power because my reactors whare on roters and I ran into a astroid
Testing warp drives?
no left or right at the speed of light
That rhymes!
WHERE IS STRIKER!? Is he safe? Is he alright?
I haven't been able to find him since the incident 👉👈
cool i would like that server
before i knew what a jump drive was (i was young) i went to every planet waiting out the time with out mods was fun
I won't lie, I am tempted to do the 15 hour journey
@@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
Can you mine out a entire planet so that the gravedy and atmosphere is still thare but the ground is not
Hint: Always turn off asteroids on speed tests!
It gives you a good scale of speed, that's why I left them on for the first few tests
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.
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 🤔
MidSpace's mod is really out of date, I avoided using it due to the issues it has.
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.
I was way faster than that at the time but yeah
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
The gravity would decrease in real life as well, not that you could survive in the core of a planet
Reach the sun ;)
Nice
if you want better acceleration build a gravity drive engine which is just Mass blocks and gravity generators
Watch my other videos plus the gravity drive is not faster than 5 x 44x thrusters.
Can you use clang drives in normal servers?
I wouldn't recommend it
I already used a black hole to reach the speed of light. get good >:)
nice
NICE!
Are you serious, do I need to get a jump drive on my ship that I launch into space BEFORE I bother travelling between planets?
You need resources from asteroids to build at Jump Drive i'm pretty sure.
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.
XBox not strong enough, need to get a YBox
@@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'm actually glad there's this limit :-) It is more realistic.
I mean, there is a limit on real life but it's a lot lot higher than that.
@@Zer0sLegion we can not go any near 1/2 of speed of light.
I didn´t mean that 100m/s that is realy very slow limit.
Have you tried this with a piston/rotor glitched ship?
You don't need to, I've got a mod
@@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.
With unlimited speed mod you can basically travel with unlimited speed. But your game will probably crash. 🤔
I am using an unlimited speed mod
Lmao!
Made a 100 days in space engineers. Or surviving europa
It is on my list to do.
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
From my testing anywhere between 500-1000 is pretty stable, as you go above that, you start to run into issues.
@@Zer0sLegion yea it already gets wierd when getting close to 600 i mean i have phased thought asteroids
Does that hard limit occur with a gravity drive?
Yeah
I'd just edit game files.
I did...
@@Zer0sLegion I though I saw that in beginning somehow I have no cap well that I know of game keeps crashing long before I get that far
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
If you drill through a planet the game crashes.
That's what you think 😜
@@Zer0sLegion I've done it!
@@EnjoyCocaColaLight So have I!
@@Zer0sLegion When was this amazing change implemented?
I might be blind but where’s that speed unlimiter mod
It's in the description
@@Zer0sLegion is it. I don’t see it
@@EEmptyCHUnkGaming-fm6zg yeap
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.
Now try this with a clang drive
I did
Xbox friendly?
If you don't mind your Xbox melting, sure