[SE2] Twice Gravity Without Dampeners?

Ellis Farmer shared this bug 21 days ago
Not a Bug

I tested falling dozens of times and I keep getting an observed acceleration of about 19 (18.5-19.5) on Verdure.

In a ship and not in a ship. With no mods at 2.03km height. At 3.33km with a mod that allows speed up to 900m/s.

Confirmed by both time and distance, and timing and end speed.

Replies (2)

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I would tend to agree with this observation. I tested some, was testing falling from 2km to 1km.


Worked out Verdure gravity about 2G:

sqrt ( 2 * 1000 / X ) = ~10 seconds

X = 20

Final velocity is ~195m/s.


It should be like this for 1G:

sqrt ( 2 * 1000 / 9.8 ) = ~14.3 seconds

Final velocity should be ~140m/s.


The other way to look at it is from falling from rest (below) rather than time taken (above):


Should be:

height = 0.5 * 9.8 * 10²

height = 490


To get to us falling 1000m in 10 seconds it would need to be:

height = 9.8 * 10²

height = 980


Is your falling from rest function missing a *0.5?

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Hello Engineers,


This is expected behavior. In both SE1 and SE2 the Gravity force has a 2x modifier as otherwise some animations and other mechanics would behave in a way we have not intended. Please note that all mechanics are taking into account this 2x modifier.

As this is expected behavior, I will close this thread as Not a Bug.


Kind Regards,

Bartosz

Keen Software House

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Thank you for the response, much appreciated.

I have a follow up question, how should we the players calculate the thrust lift capacity based on the above answer?


Should we be able to take the thruster force from the below configuration file, for example, and apply our calculations to 1G (force already adjusted for gravity)? Or should we be applying our calculations to 2G (force not already adjusted for gravity)?


C:\Program Files (x86)\Steam\steamapps\common\SpaceEngineers2\GameData\Vanilla\Content\Blocks\Thrusters\Hydrogen

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same observation here, all is okay before arriving in atmosphere, in there without "R" automatic corrections ship is falling as a Concreteblock, big thrusters front of -10/10° of move. something change when we are in manual landing at this point and it is impossible to slow down.( ship upside down to put the big thuster face to ground)

-> two possibility :

1- Landing on a planet is effectiveley a very difficult thing in reality, because thruster move permanently the angular acceleration when we are not accurate, and it is an error to seek a point out of the drop way to slow down. ( because your thruster is not in the optimal axe for deceleration so your ship is dropping to ground with :

VerticalSpeedAccel=ShipGravitationforce+(ShipInertialacceleration x Tan (angular orientation))-(shipInertialDescelerationForce x tan(angular orientation)).

so you see if your ship is not in good angular trajectory, you loose all the thruster force and dropping as a concrete block.

It will help to see the three X,Y,Z accels( referencial ground) of ship when subject to gravitation. ( actually we see only one without knowing if it is vertical speed or horizontal speed, it is very hard to land in this condition)


2- A bug in manual condition when we pass from space environnements to planet atmosphere. Bad vectors applications??? ( more i accelerate to counter the gravity more i drop down quickly. some thing is wrong???) is the planet rotation enter in the sim ?


thinking it is the firt problem there. After dozen of really krach tests, adding more thrusters, getting more ice and H2 to land, it is my conclusion. for a little ship i need 3k Ice to land on verdure. And so prefert dampeners from start.

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Hello Engineers,


As far as I am aware, using the values from in-game thrusters etc. you should be able to make correct calculations using 1G.


Kind Regards,

Bartosz

Keen Software House

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