SE2 Suggestion: Optimized Structural Integrity via Macro-Chunks & Stiffness Coefficients

Artur Saifetdinov shared this feedback 20 days ago
Not Enough Votes

**Summary:**

Move away from flat, static block HP and introduce a dynamic Structural Integrity (SI) system that rewards smart engineering (internal frames, load-bearing structures) and punishes flimsy designs, without destroying CPU performance.

### **The Core Mechanics**

#### **1. Dynamic Strength Coefficients (Stiffness Multiplier)**

Instead of every block having fixed health points, a block’s durability should scale based on the **stiffness** of the surrounding structure.

* Blocks attached to a heavy, well-designed internal chassis or structural ribs receive a **strength bonus (e.g., 1.5x multiplier)**.

* Blocks on long, thin, unsupported sections (like single-block antenna masts or long wings) suffer a **frailty penalty (e.g., 0.3x multiplier)** and take more damage from impacts, thrust stress, and weapons.

#### **2. Performance Optimization: Hierarchical Macro-Chunks**

To prevent massive grids from melting the CPU with real-time finite element analysis, the engine can utilize a **hierarchical grid system**:

* The grid is virtually divided into larger sectors (**Macro-Chunks**, e.g., 4 \times 4 \times 4 or 8 \times 8 \times 8 blocks).

* The structural graph and overall stiffness are calculated **only at the Macro-Chunk level**, drastically reducing the number of calculation nodes from tens of thousands of individual blocks to just a few hundred macro-nodes.

* These calculations are performed **only when the grid geometry changes** (block placed or destroyed) and then cached. During normal flight, CPU overhead is virtually zero.

#### **3. Bounded Physics Propagation & Leverage Logic**

To simulate realistic structural failures (like a long wing snapping at the root during a high-speed collision or high-G maneuver) without full-grid physics updates:

* **Localized Damage:** When an impact occurs, detailed block-level physics and damage propagation are **bounded** to a specific radius around the impact zone.

* **Macro Torque Check:** Simultaneously, the engine runs a quick leverage/torque check across the Macro-Chunk graph. If the force exerted on the tip of a long structure exceeds the threshold of its connection node, the engine "wakes up" the blocks at the root/base and triggers a clean structural snap.

### **Why the Community and the Engine (VRAGE3) Will Benefit**

* **Combating the "Flying Brick" Meta:** Currently, the most efficient combat ships are solid cubes of heavy armor. A structural integrity system forces players to design realistic ships with internal skeleton frames, crumple zones, and proper mass distribution.

* **Highly Scalable:** By combining cached macro-chunk graphs with bounded local physics, the system delivers the *illusion* of deep, complex physics while keeping the computational cost extremely low (estimated 5-15% peak CPU usage during critical impacts, 0% during stable flight).

* **Hardcore Appeal:** The Space Engineers community thrives on overcoming technical engineering challenges. Introducing a visual "Structural Stress" overlay in the build mode would spark a whole new wave of tutorials, blueprints, and gameplay depth.

Replies (4)

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how would a system like this handle a situation where a large base is being attacked from multiple angles by multiple targets, each macro block would have a seperate physics chunk, connected to the main, then the calculations when chunks get seperated and blown off the main, with more physics stacking as more and more seperate and deform.


where does the proposed system just become the current system as macro chunks become individual blocks, or do the chunks just keep getting reduced to smaller and smaller chunks?

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Great question, Marcus! You’ve pointed out the classic worst-case scenario. However, the system avoids degrading into a per-block nightmare through a few architectural constraints:

Debris vs. Structure: The moment a chunk is blown off, it converts into a standard rigid body (debris). It completely stops calculating internal Structural Integrity (SI) because it's no longer part of the load-bearing grid graph. Standard multi-body physics handles this efficiently.

Adaptive Degradation (Octree/Hierarchical approach): Dynamic sub-division only happens at the exact zones of impact. If a base is hit from three angles, only those three local macro-chunks dynamically split into smaller sub-nodes. The remaining 90% of the massive base stays optimized as huge macro-nodes.

Asynchronous Time-Slicing: SI graph recalculations don't need to happen on the immediate physics tick. They can be queued asynchronously across multiple frames.

So the system doesn't collapse back into individual blocks; it just dynamically adapts where needed, keeping CPU overhead bounded even during heavy rakes.

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i think i get it... thanks for the breakdown.

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...Structural physics would be cool, but I do have questions...

-If a ship is divided in to macro-chunks" as described, how might the system figure how things behave if a chunk contains both a structurally solid portion and a structurally frail portion either partially or entirely within the chunk?


-Perhaps my experience with people flying bricks is different than yours, but most of the gun-bricks I've encountered are effectively huge slabs of heavy armor several layers thick with the important bits mounted in pockets within the interior, while their "disadvantaged opponents" fly ships with much lighter construction (often only a single-layer "skin"). Subsequently I must question how connecting a ship's durability to its structural capacity wouldn't just result in bricks being even more durable relative to their non-brick opponents than they already are.


-"Debris vs Structure" seems... abuseable? How would the game differentiate between debris and something I intentionally broke off to throw at someone? (keeping in mind that pre-merge-blocks in SE1 people used to come up with ways to intentionally break off pieces of their own ship to throw them at or drop them on a target)

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Those are incredibly sharp questions, Tael! You’ve pointed out the exact edge-cases that make structural physics hard to implement. Here is how a modern engine architecture (like VRAGE3) can solve them within this concept:

1. Mixed Strength in a Macro-Chunk (Heterogeneity)

Macro-chunks aren't completely uniform blocks; they act as a Hierarchical Bounding Volume (like an octree). The internal connections of a chunk are cached as a simplified 3D stress-map. If localized external force (or internal torque) exceeds the threshold of the weakest link inside that chunk, the system dynamically "subdivides" (splits) that specific macro-chunk into smaller nodes to calculate the exact fracture line. If the load is low, it remains compressed as a single node.

2. The "Gun-Brick" Penalty (Exponential Stiffness Limits)

Structural physics is indeed the ultimate "anti-brick" mechanic. Heavy armor blocks have massive mass, and pulling high-G maneuvers with a giant brick applies immense torque.

To prevent players from bypassing this by simply stacking massive layers of heavy armor to get infinite rigidity, the engine can implement a maximum effective stiffness limit based on an exponential decay curve. Beyond a certain structural thickness, the added stiffness yields diminishing returns. This means massive solid bricks will still suffer from internal stress and flexibility limits under extreme inertia, forcing players to build realistic, engineered skeletal frames rather than solid slabs of metal.

3. Debris vs. Kinetic Projectiles (Dynamic Scale-Based Chunking)

To clarify, structural integrity physics must still be calculated for every grid, including projectiles. However, the use of macro-chunks is dynamic and scales based on the grid's size.

For small structures (like small debris, missiles, or light torpedoes), macro-chunking is bypassed entirely—they are computed as a single physical node, which is incredibly cheap for the CPU. For larger, complex grids, the engine dynamically enables macro-chunking. This ensures a player-made kinetic weapon still obeys physical limits and transfers kinetic energy realistically on impact, but doesn't waste overhead on high-fidelity structural stress calculations during its flight.


P.S. Please excuse any slightly unusual or robotic phrasing! I'm using AI assistance to write this, as it helps me structure and express my complex technical ideas in English much more clearly. :)

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i use AI to structure my complex english ideas more clearly in english too. *thumbs up*

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If I got any of the technical details wrong, feel free to correct me

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Guys, this might sound like heresy—but this ugly "gunbricks" is the correct engineering solution to the distorted physics of the game world. The problem isn't with the builders of "gunbricks", but with the game mechanics that allow and encourage the existence of such creations.

For this idea—which I generally support—to work, changes to the structural elements are necessary. I believe that long beams and flat panels are required for it to function.

Structures assembled from individual identical cubes will not allow this idea to be implemented.

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That's a good point, but in SE2, beams can be built using small blocks because the developers have already made it possible to combine small and large blocks.

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Well that solves two of the issues, but I think we're still going to have problems with trying to use it to counter gun-bricks... (Sorry, this one's going to be long)


The "Large Ship High-G-Maneuvers" problem isn't a gun-brick problem, its a gravity-drive problem.

-In SE1 a ship using regular thrusters requires surface area to mount those thrusters on, meaning the square-cube law will generally make them slower to accelerate. Double(x2) a ship's dimensions and you increase the amount of space available for thrusters by four times(4x), but increase the mass those thrusters must move by eight(8x). This creates a natural diminishing returns curve, and while you could use internal thrusters to try and compensate it would take up a huge amount of resources and internal volume in a way that would absolutely find itself hamstrung by your structural mechanic idea.

-Most large ships pulling high-g maneuvers in SE1 are using gravity drives, granting them an exponential increase in propulsive-power as the ship gets larger. Double(x2) a ship's dimensions here and its mass increases by eight times(8x), but the gravity-drive output increases by sixty-four(64x) times.


So, if we remove grav-drives from the game to solve that part of the problem (perhaps by turning it in to a server-setting the host can toggle), we return to the issue of the proposed structural mechanics nerfing the non-gunbricks more than they nerf the actual gunbrics. With the proposed mechanic (including what you've said in your responses), we end up with effectively three classes of ship:

-The Lightweight: This classification includes most of what most people complaining about gunbricks are currently flying. Most such ships are very lightly built, often with a relatively thin armor-skin and possibly an interior made mostly of low durability greebling. If we apply the proposed structural mechanic to them then their relatively light-weight would help reduce the stresses they inflict upon themselves during maneuvers, but it would also severely reduce their effective hp when faced with hostile weapons-fire. The proposed mechanic would result in a significant penalty to these ships' durability.

-The Middle-Meta: This classification will result from min-maxers still intending to properly maneuver while also possessed of the heaviest armor they can have. It may take some time to parse out for the average player, but it will eventually boil down to someone creating graphs and working out a math-problem on a spread-sheet. Once they've got it worked out they build a "meta-ship" that will behave like a mini-gunbrick for firepower and durability while still possessing a reasonable capacity for maneuvers. This design won't be "unbeatable", but by the standard the proposed mechanic would create these ships would be abnormally durable for their apparent size and agility, and will possess a statistically above average chance of winning a fight when measured against ships with similar resource requirements.

-The Heavyweight: This classification includes a significant portion of current non-grav-propelled gunbricks, festooned with turrets and effectively being solid slabs of armor with the important bits tucked in to internal pockets. Ships like this will fight more like a base than like a ship, not trying to evade so much as just trying to keep an opponent in turret range so they can win on raw mass. The proposed structural mechanics might make them even worse at maneuvers than they already are, but will only augment their already substantial durability.


So, I can certainly appreciate the desire to nerf bricks and make smaller stuff more viable, but this mechanic looks like it will do the exact opposite by giving them even more durability than they already have while nerfing the lighter builds. Am I missing something here?

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I don't think you're missing anything.

It's just that the game contains a physical absurdity—the gravity field generator—and a flawed model of gravitational interaction.

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«Я полностью согласен с замечанием о гравитационных двигателях — это действительно основная причина проблем со сверхманевренными гигантами, и отключение их через настройки сервера — это очевидное решение».

Однако я готов возразить против идеи о том, что структурная механика полностью нарушит баланс и сделает «пушки-кирпичи» неуязвимыми. Думаю, вы упускаете из виду несколько важных инженерных и тактических нюансов:

### 1. Перегрузки — это вопрос правильного проектирования

Повреждения конструкции в результате маневрирования не обязательно приведут к сбою игры. В реальности эта проблема решается **продуманным распределением маневренных двигателей**. Если тяга равномерно распределена по корпусу, а не сосредоточена в одной точке, то касательное напряжение на блоках будет минимальным. Это просто новая инженерная задача: игрокам придется подумать, где и как разместить двигатели, чтобы корабль не развалился на части.

### 2. Планетарный вызов для гигантов

Что касается планет с гравитацией, этот механизм будет работать безупречно. Большим кораблям, наконец, придётся внедрить полноценную внутреннюю архитектуру (каркасы, рёбра), чтобы избежать **разрушения под собственным весом**. Это отсеет абсурдные летающие конструкции и заставит людей строить более реалистичные и продуманные суда.

### 3. Миф о «шаблоневой мета-модели»

Понятие «оптимального корабля» в этой игре весьма расплывчато. В реальной жизни военная техника сильно различается, хотя у всех одна цель — победить в войне. В Space Engineers боевые корабли тоже не станут идентичными близнецами, поскольку их конструкция будет зависеть от множества факторов:

* **Тип оружия:** Корабль, созданный для стрельбы из рельсовых пушек дальнего действия, и корабль, предназначенный для ближнего боя с использованием ракет, будут выглядеть совершенно по-разному.

* **Окружающая среда:** Чистый глубокий космос против работы в условиях планетарной гравитации.

* **Стратегия и командная работа:** Для одиночного рейдера, тяжелого «танка», предназначенного для поглощения урона, или легкого корабля поддержки в составе флота требуются совершенно разные подходы к выживаемости и построению боевого плана.

В конечном итоге, если мы уберем гравитационные двигатели, предложенный механизм обеспечения структурной целостности не улучшит характеристики кирпичей. Вместо этого он заставит игроков отказаться от концепции «просто налепить больше брони» в пользу специализации и продуманной архитектуры.

4. HP vs. Structural Rigidity

"Furthermore, we need to separate block HP from structural rigidity—they are completely different parameters. The proposed mechanic shouldn't add any hit points to armor; it should only penalize poor engineering. A massive 'gun-brick' attempting a sudden maneuver will generate immense internal shear stress due to its own inertia. Without a properly designed structural framework, its massive weight becomes its biggest vulnerability, not a buff. The mechanic doesn't increase their durability; it turns their own mass against them."

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...How odd, only point 4 is in English... Some of these points don't make a ton of sense, so I'd guess its a translation issue, but I will do my best to respond.


1. This is an interesting idea to add, though I'm not sure if it is in response to something or just adding extra.

2. I do not often see gunbricks in a planet's gravity in SE1. They aren't impossible, but the lack of grav-drives for propulsion combined with square-cube related math and the often more unforgiving nature of flying in gravity makes them a rarity. Most gunbricks I've seen sit firmly in 0g and will back off of a fight if it starts to pull them too far in to a planet's gravity. If you are regularly encountering significant gunbricks on a planet then the proposed mechanic would help make them require at least a bit more effort.

3. The game is a game, and real life is real life.

-In real life material is relatively scarce and time is quite valuable, giving a small group of people control of something the size of a smaller SE1 large grid is a massive investment, the culmination of years of resource gathering, manufacturing, testing, and training, and a commitment to years or decades of maintenance, upgrades, and logistical support for something that must perform well in tactics and strategies involving countless other vehicles and infantry units, something that gets harder and harder as the number of things that vehicle must do increases.

-In SE, a single person flying something the size of a football field with the capacity to do everything there is to do in SE reasonably well represents a few hours of fore-thought and a good weekend's worth of work if they had to start from nothing. The simplified physics, overwhelming resource availability, and an artificially severely limited number of pilots that can join in a battle at any one time turns ship-design in to a solvable math-problem. This is a simple fact of how computer games work, it is a part of SE regardless of Keen's decision on this idea, and considering how changes to the game's math will affect the "meta" is a very important part of game balance. If your idea doesn't affect hp vs weapon-damage as your response suggests then it won't be as big of a consideration, but it is still something to consider.

4. What if they don't try any sudden maneuvers? What if as I suggested previously they just slowly maneuver toward a target to keep it in turret-range in an attempt to win on raw mass? As stated previously, without a gravity drive most large gunbricks tend to fight more like a base than a ship, slowly moving toward a target just to keep them in range instead of attempting hard maneuvers.


Having block hp and structural integrity be two different stats will keep this from just being a strait buff to heavy gunbricks and a penalty to light ships, and having extra things to tinker with would be fun (though it would most certainly need a server-toggle), but I have significant doubts that the need to properly distribute inertial forces across a design and/or engineer structural integrity in to a build will act as a meaningful nerf to most gunbricks.

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i think the main difference here is the idea that engineered structure gets more benift than just layered armor blocks.


if i make a ship with 4 layers of armor the inner most just being interior walls, then covered in light armor with two layers of heavy armor over the top of them, it shouldnt be as structurally sound as something with an engineered latice of bulkheads and I beams that suport different sections of structured designs.


think russian nesting dolls worth of armor, vs a mobile sky scraper or apparentment building.

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@Marcus Parriott... You may need to pay a bit more attention, that point was never in question. Can you explain why structural integrity matters to someone flying a solid 15-block thick brick of heavy armor covered in a shell of turrets in 0g with no intention of significant maneuvering (like almost every conventional-thrust-only gunbrick I've ever seen)?

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This isn't about the idea behind this mechanic itself, but rather the game's overall balance—don't you think so?

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A.S. — that's another problem... but one created by the players themselves

Reality is not in equilibrium. Because equilibrium = the thermodynamic death of the Universe.

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super interesting idea i just wonder if it would even be possible mechanically. i could see something like this being used in a more simplified way to "fake" the effect but super cool idea

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As a mechanical engineering student I am fully in favor. I don't know if they would have to redo the entire destruction system to implement it though, but I would pay a decent sum of money for a game with this feature. Having structurally significant ships would be so stinking cool.

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In that case, you should ask your friends to vote for the idea on the website, since that's how it works 😄

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Hello Artur, I would except that I don't have any friends.

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The main thing is that there are no bad ones 🧐

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