Thrust to Weight Ratio Caculator
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I would love to see the total thrust to weight of a grid in all six axis. With settings to display thrust to weight(T to W) at all potential conditions (Cargo full/empty,Atmosphere/Vacuum, Gravity). I would also be great to have on an LCD script for use on our HUDs. It should work similar to Kerbal Space Program where it displays T to W ratio as a decimal number eg. 1.2 therefore you have a surplus thrust on a given axis of 20% above what you need to hover.
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I mean think of the utility, we would no longer be stuck with the in game option of slapping engines on a grid, cutting it loose and hopping that it does not fall to the ground and break something. As for LCD script imagine losing engines in flight and using the Thrust to Weight LCD to reorient the grid so you keep flying on a new axis.
I mean think of the utility, we would no longer be stuck with the in game option of slapping engines on a grid, cutting it loose and hopping that it does not fall to the ground and break something. As for LCD script imagine losing engines in flight and using the Thrust to Weight LCD to reorient the grid so you keep flying on a new axis.
How about adding this as an option to be displayed on the monitors? Or maybe someone already made a programmable block with this function?
How about adding this as an option to be displayed on the monitors? Or maybe someone already made a programmable block with this function?
I use chatgpt to calculate how many thrusters I need for my build. He said: use the biggest ones, 12 of this, 15 of that etc. I built everything and the ship didn't even move. I said please recalculate. He was like oh sorry, I made a mistake. You need about 470 thrusters of the biggest ones all together. Okay... I will build it nonetheless I said, I will build it.
So far the ship is more than 1 km long and it weighs 780000 tons. Excluding cargo. But it flies like hell 😂😂
The only downside is that I need to constantly fuel 30 reactors and 370 hydrogen tanks. There is not enough ice on the first planet to fill them all 🤣🤣 It was an experiment but I can put all my builds in the hangar of the ship and there's still room for more.
So yeah... A PROPER in-game calculator would do it.
I use chatgpt to calculate how many thrusters I need for my build. He said: use the biggest ones, 12 of this, 15 of that etc. I built everything and the ship didn't even move. I said please recalculate. He was like oh sorry, I made a mistake. You need about 470 thrusters of the biggest ones all together. Okay... I will build it nonetheless I said, I will build it.
So far the ship is more than 1 km long and it weighs 780000 tons. Excluding cargo. But it flies like hell 😂😂
The only downside is that I need to constantly fuel 30 reactors and 370 hydrogen tanks. There is not enough ice on the first planet to fill them all 🤣🤣 It was an experiment but I can put all my builds in the hangar of the ship and there's still room for more.
So yeah... A PROPER in-game calculator would do it.
Yes we shouldnt need mods for stuff like this
Yes we shouldnt need mods for stuff like this
This is something that would make a lot of sense in Space Engineers 2, especially considering the jump from VRAGE2 to VRAGE3.
In SE1, the game already had most of the basic data needed to calculate thrust-to-weight ratios, but if you wanted proper engineering information, you often had to rely on scripts, mods or external calculators. The physics system also had its limitations and simplifications.
With SE2, we're dealing with a completely new engine, an improved physics system and a different approach to grids. I think this is a good opportunity to take things further instead of simply carrying over the same limitations from the previous game.
A thrust-to-weight calculator showing the available thrust on all six axes, taking into account cargo weight, gravity and atmospheric conditions, would be extremely useful. And having that information available in cockpits and LCDs, updating in real time, would make it even better.
I'd also like to see similar tools for other things, such as power consumption, fuel reserves and braking performance. These are all things that matter when you're designing and operating larger or more complex ships.
I'm not expecting the new engine to magically simulate everything perfectly, of course. But if SE2 is meant to be the next step for Space Engineers, I think engineering itself should evolve too, not just the graphics and building system.
I don't want the game to do the engineering for me. I just want the tools to understand whether my design actually works, where its weaknesses are, and what I can improve.
This is something that would make a lot of sense in Space Engineers 2, especially considering the jump from VRAGE2 to VRAGE3.
In SE1, the game already had most of the basic data needed to calculate thrust-to-weight ratios, but if you wanted proper engineering information, you often had to rely on scripts, mods or external calculators. The physics system also had its limitations and simplifications.
With SE2, we're dealing with a completely new engine, an improved physics system and a different approach to grids. I think this is a good opportunity to take things further instead of simply carrying over the same limitations from the previous game.
A thrust-to-weight calculator showing the available thrust on all six axes, taking into account cargo weight, gravity and atmospheric conditions, would be extremely useful. And having that information available in cockpits and LCDs, updating in real time, would make it even better.
I'd also like to see similar tools for other things, such as power consumption, fuel reserves and braking performance. These are all things that matter when you're designing and operating larger or more complex ships.
I'm not expecting the new engine to magically simulate everything perfectly, of course. But if SE2 is meant to be the next step for Space Engineers, I think engineering itself should evolve too, not just the graphics and building system.
I don't want the game to do the engineering for me. I just want the tools to understand whether my design actually works, where its weaknesses are, and what I can improve.
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