Increased Speed When There is No Collision Impending

Thales shared this feedback 5 years ago
Submitted

Speed limit is 100m/s because of collision mechanic calculations in Space Engineers. This means that if you have no voxel, grid, atmosphere or gravity to hit, you should be able to move a lot faster than 100m/s.

I suggest; if a ship moves in space with at least 3km away from any voxel, grid (except subgrids), atmoshpere or natural gravity, it should be able to increase its speed up to 1000m/s.

If a ship that moves faster than 100m/s becomes close proximity to any voxel, grid, atmosphere or natural gravity, its speed will reduce to 100m/s in 1 seconds.

Replies (6)

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Sounds good, but you can't always predict that. Maybe there is a ship coming out of warp and then...

Upvoted anyways. It should be at least 200m/s but just for ships

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How do you suggest we slow the grid(s) without magic? Also, how often are you actually more than 3km from the nearest voxel?


I propose that both grids automatically thrust to brig relative speeds below 200m/s ie 'emergency collision avoidance'

This would be very performance unfriendly imo.

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@Tim Hagen,

Yes, the grid will "magically" reduce its speed to 100m/s in 1 second.

How often? I guess it depends on procedural asteroid density.

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900 m/s² deceleration in forward direction is quite unhealthy for the space engineer body. It also is exploitable, when you don't have enough backwards thrust to avoid a collision with an asteroid at 1000 m/s². And it would be frustrating if it took you ages to accelerate and then you come within 2.9 km of a voxel to your left and 90% of your speed is gone.

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If you crash into terrain at max speed the bugginess should be on you. Why let a occasional situation dictate how much of unrelated gameplay occurs? Give us the option to set the speed.

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would grid specific sim speeds be possible? that could allow for high speed and good impact simulation

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