Expanded Autodampener Options

Into shared this feedback 23 days ago
Not Enough Votes

In Space Engineers 1, the Autodampener system had a significant limitation: it took full control of the ship’s thrusters whenever it was active. This resulted in the ship automatically counteracting any movement—even when the player intended to drift using inertia. While turning the Autodampener off solved this issue, doing so within a planetary gravity field made most flying vehicles difficult or impossible to control.

For Space Engineers 2, I would love to see a more flexible and modular Autodampener system. Instead of a single on/off toggle, players could choose which axes or directions the Autodampener should stabilize. Examples include:

  • Vertical stabilization only (ideal for flight in gravity)
  • Horizontal stabilization only
  • Full 6-axis dampening (classic mode)
  • Custom profiles for fine-tuned maneuvering and fuel efficiency

This would give players more meaningful control over how much assistance they want from the system, enable better fuel management, and allow smoother and more enjoyable piloting both in space and in gravity.

A customizable Autodampener would improve gameplay depth, ship design flexibility, and player satisfaction—without compromising accessibility for new players.

Replies (4)

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1

I normally create a brakes groups in gravity with a hotbar on/off.

Do you have examples of when you might need custom dampening?

Are the vertical and horizontal modes relative to your vessel or relative to gravity or even another grid?

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"Gliding" is a common method of long-distance planetary travel where one uses a group to toggle unnecessary thrusters off so dampers don't fight you. As this is almost exactly what you're looking for, and it's already in SE1, it may be more practical to simply toss it in as part of a piloting tutorial.

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2

At this point it shouldn’t be called “dampeners” anymore, but rather a whole suite of flight-assistance software, with many possible modules. These could include things like:


  • Auto-rotate to face the retrograde vector (in both space and gravity)
  • Autopilot capabilities
  • Docking assistance
  • And many more

This could follow a concept similar to the software system in X3, where you buy or “research” various software packages that unlock new ship functions.

Docking Software Example

Imagine being able to select a connector on a friendly grid—or request a docking port from an NPC station.

Once selected, you could activate an Auto-Docking software module, and the ship would automatically perform the entire docking sequence.

This is technically possible in SE1 with recorders, but it’s extremely inconvenient:


  • You need a recorder block for every connector pair.
  • You need a beacon on moving grids.
  • It becomes messy
  • still very limited.

A built-in software system would solve all of this cleanly.


Customizable Flight Software Framework

All of this could be based on an underlying set of simple commands, triggers, and instructions that the game provides.

Players could then combine these building blocks into their own custom “software packages.”


  • Basic software (e.g., the simplest dampeners) could come preinstalled.
  • More advanced software could be purchased from NPC stations.
  • Players could study existing modules, create modified versions, build new software from scratch, and even share their creations with others.

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Honestly this should've been a thing from the start. Give folks the options and let them use what is best for them. For that matter they could even do it on a grid by grid basis if they wanted to get that technical with it. Don't know that they would but still.

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