SE2 Suggestion: Optimized Structural Integrity via Macro-Chunks & Stiffness Coefficients
**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.
I like this feedback
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?
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?
...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)
...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)
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
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
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.
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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