Mass based Top grid speed (PLEEAAAASSSSEEEEE)
This is a request me and many others have. Mass or weight based top speed for grids.
This would allow a more realistic flight system. And I expecually would like to see it bc of space combat, here some examples.
1: I mean I build a massive carrier and some fighters, but it doesn't make sense to me that my carrier can go as fast as my fighters. OK, I know in real life It is possible for the carrier to have the same speed as a fighter BUT in real life is no speed limit at 300ms--- you can go as fast as u want.
2: Lets say in se2 multiplayer there is a cool econemy system going on, players building freighters to ship recources adn sell tehm between other players (I really hope that se2 goes in that direction with multiplayer). So if I were to be a pirat in my small ship wanting to steal from that freighter or enter it, I would have no chance of caching up to it when it hits max speed.
3: As in se1 players like me defenetly want to build costom weapons, do be more specific missiles. some kind of big ass missle or smaller homing ones idk what we will be able to do. So what would I have from my missle if I launch it at top speed after a ship I am hunting if it just stayed at my ide bc it cant go faster?
A sytem where the max speed is determend by grid mass would solve all those problems and it would bring a bit more engineering in my engineering game :)
So guys you know the drill: trop some votes for this!!!
I like this feedback
I agree with the idea of a dynamic speed limit, but this is actually not the best way to do it. Mass based top grid speed is actually not more realistic. A small miner should not be able to outrun a fast attack battlecruiser, but as it would be much less massive, it would have a much higher top speed based on this suggestion.
If top speed is to be dynamic, the most realistic way to do this would be to base it off of acceleration, not mass. This would satisfy all three of your examples, while also satisfying many more, such as allowing a fast attack battlecruiser to outrun a small miner, or for a torpedo destroyer to outrun an artillery frigate, despite being larger and heavier, assuming it has a better thrust-to-mass ratio, and therefore more acceleration.
Here is a suggestion I found for this idea: https://support.keenswh.com/spaceengineers2/pc/topic/53045-idea-dynamic-top-speed.
I agree with the idea of a dynamic speed limit, but this is actually not the best way to do it. Mass based top grid speed is actually not more realistic. A small miner should not be able to outrun a fast attack battlecruiser, but as it would be much less massive, it would have a much higher top speed based on this suggestion.
If top speed is to be dynamic, the most realistic way to do this would be to base it off of acceleration, not mass. This would satisfy all three of your examples, while also satisfying many more, such as allowing a fast attack battlecruiser to outrun a small miner, or for a torpedo destroyer to outrun an artillery frigate, despite being larger and heavier, assuming it has a better thrust-to-mass ratio, and therefore more acceleration.
Here is a suggestion I found for this idea: https://support.keenswh.com/spaceengineers2/pc/topic/53045-idea-dynamic-top-speed.
Hard pass as it tries to enforce one person's idea of "correct" building and punishes "wrong build". Also your second point tells me what this is really about.
"So if I were to be a pirat in my small ship wanting to steal from that freighter or enter it, I would have no chance of caching up to it when it hits max speed."
This quote tells me all I need to know about this suggestion and why they shouldn't do it. Roughly translated you're not skilled enough currently to hijack someone else's ship as they either see you coming and get out of dodge, or using poor tactics etc. So instead of simply getting better at the game, you want them to make it easier for you to grief people. Yeah no, just no.
Not only this, but an object in motion will stay in motion until another force acts on it. meaning it's perfectly reasonable for said hypothetical carrier to be able to reach the same speeds as fighters. It will simply take longer to speed up and slow down as is real life. If you're really half the pirate you want to be, then you won't have a problem of catching up to foes and you'll be able to do pirate things. If you screw up and your prey gets away, that's your own fault. So tired of suggestions like this that basically want other people punished for daring to play differently than someone else.
Hard pass as it tries to enforce one person's idea of "correct" building and punishes "wrong build". Also your second point tells me what this is really about.
"So if I were to be a pirat in my small ship wanting to steal from that freighter or enter it, I would have no chance of caching up to it when it hits max speed."
This quote tells me all I need to know about this suggestion and why they shouldn't do it. Roughly translated you're not skilled enough currently to hijack someone else's ship as they either see you coming and get out of dodge, or using poor tactics etc. So instead of simply getting better at the game, you want them to make it easier for you to grief people. Yeah no, just no.
Not only this, but an object in motion will stay in motion until another force acts on it. meaning it's perfectly reasonable for said hypothetical carrier to be able to reach the same speeds as fighters. It will simply take longer to speed up and slow down as is real life. If you're really half the pirate you want to be, then you won't have a problem of catching up to foes and you'll be able to do pirate things. If you screw up and your prey gets away, that's your own fault. So tired of suggestions like this that basically want other people punished for daring to play differently than someone else.
As others (including myself in the past) have said, it needs to be relative to thrust, basically kN of forward thrust to mass of the ship, so it further rewards building ships well, if you want to add the extra armour, it doesn't necessarily mean you lose speed, you just need to add extra thrust. Ideally it's not even a hard cap, meaning when you hit what would otherwise be the hard speed limit for your ship based on it's forward thrust & mass, instead of it limiting you to that speed, it simply reduces your acceleration significantly past that speed, so you can still do long journeys and take advantage of the higher 300m/s speed cap, but will rarely achieve it while being chased or when you're not on a long journey. Could probably at that point increase the speed cap further, maybe to 450m/s or 600m/s since ships will rarely be hitting the cap, and when they do it will be mostly small ships (which will obviously have less issues with the physics calculation when crashing into something at higher speeds).
As others (including myself in the past) have said, it needs to be relative to thrust, basically kN of forward thrust to mass of the ship, so it further rewards building ships well, if you want to add the extra armour, it doesn't necessarily mean you lose speed, you just need to add extra thrust. Ideally it's not even a hard cap, meaning when you hit what would otherwise be the hard speed limit for your ship based on it's forward thrust & mass, instead of it limiting you to that speed, it simply reduces your acceleration significantly past that speed, so you can still do long journeys and take advantage of the higher 300m/s speed cap, but will rarely achieve it while being chased or when you're not on a long journey. Could probably at that point increase the speed cap further, maybe to 450m/s or 600m/s since ships will rarely be hitting the cap, and when they do it will be mostly small ships (which will obviously have less issues with the physics calculation when crashing into something at higher speeds).
The idea is nonsensical; it doesn't reflect reality.
The only correct solution is acceleration depending on engine thrust and the total weight of the ship.
a = F . m ; v = a . t
The idea is nonsensical; it doesn't reflect reality.
The only correct solution is acceleration depending on engine thrust and the total weight of the ship.
a = F . m ; v = a . t
This would require devising a consistent set of "nonsensical physics"...
A functional solution ("same rules for everyone") to the problem is to limit the achievable maximum speed by the ratio of thrust to mass and to introduce cosmic drag (as negative acceleration = braking) when moving at speeds exceeding the limit.
In other words, to create something similar to aerodynamic drag...
"The resistance of spacetime to the motion of a material object"...
Spacetime drag would manifest as negative acceleration, in its most primitive form, for example, as follows:
a = ((v - 200) /200 )^3
(or an even higher power)
This would allow the object to move continuously at a speed of 200 m/s without running engines. The thrust-to-mass ratio of a spacecraft determines the maximum achievable acceleration—and through the introduction of such "spacetime drag," the thrust-to-mass ratio would also define the maximum speed with the engine running.
I chose a value of 200 m/s instead of 300 m/s so that even the extreme achievable speeds and accelerations would remain within a range that the game engine is likely still capable of handling (2000–2500 m/s).
This would require devising a consistent set of "nonsensical physics"...
A functional solution ("same rules for everyone") to the problem is to limit the achievable maximum speed by the ratio of thrust to mass and to introduce cosmic drag (as negative acceleration = braking) when moving at speeds exceeding the limit.
In other words, to create something similar to aerodynamic drag...
"The resistance of spacetime to the motion of a material object"...
Spacetime drag would manifest as negative acceleration, in its most primitive form, for example, as follows:
a = ((v - 200) /200 )^3
(or an even higher power)
This would allow the object to move continuously at a speed of 200 m/s without running engines. The thrust-to-mass ratio of a spacecraft determines the maximum achievable acceleration—and through the introduction of such "spacetime drag," the thrust-to-mass ratio would also define the maximum speed with the engine running.
I chose a value of 200 m/s instead of 300 m/s so that even the extreme achievable speeds and accelerations would remain within a range that the game engine is likely still capable of handling (2000–2500 m/s).
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