Vector thrust 2 space engineers как установить

Обновлено: 06.07.2024

The Thruster is a type of block in Space Engineers.

The Primary function of a thruster is to provide ships with the ability to move. When turned on, either by use of the movement keys in a cockpit, Remote Control, or using the thruster's manual override in the control panel, the thruster applies force in the direction opposite to it's exhaust. Thrusters can only push and pull ships in their respective directions, so it's recommended to have thrusters in all 6 directions for conventional ship designs.

The thruster is also used to counteract other forces via the use of inertial dampeners, when enabled, thrusters will be applied as neccesary to slow ships down. They will also fight against planetary gravity, so ensure that you have enough skyward thrusters on atmospheric ships to achieve this.

While they can be placed anywhere on a ship, thrusters require 4-5 blocks of clear space to avoid damaging other objects. Small ship thrusters, however, should not damage heavy armour blocks. Thruster Damage can be toggled on and off in world settings, allowing for different ship designs.

Note: Prior to Update 01.022, thrusters did not require open space to function.

Distance traveled

Another useful thing to know is how far you'll travel while accelerating. For example, if we plan on docking with a station or carrier, it's good to know exactly how close we can get before we have to start slowing down. For this, we need to know our initial velocity, our acceleration, and the time.

Equation

Example

Let's say we've got a small ship up near the speed limit at 100m/s. We want to slow down to about 10m/s in order to dock safely. Our ship isn't really designed for rapid deceleration, so our forward thrusters only generate an acceleration of 15m/s 2 . (Note: since we're decelerating, we use -15m/s 2 .)


So we need at least 330m to drop down to our safe speed.

When doing these calculations, it's important to remember that you get more power from inertial dampeners than from manual thrusters. It's even more important to remember your ship can have a different acceleration depending on how many thrusters point away from where you're moving.

Since most ships have more aft thrusters than fore thrusters, you can run into problems if you base all your calculations off aft inertial dampeners. You may well find yourself merging your hull into the side of a station.

Contents

Capacity

When active, inertial dampeners can use 100% of the maximum capacity of all necessary thrusters. However, when fired via movement keys, thrusters will only operate at 2/3 maximum capacity. The listed power and force ratings on the Large Thruster and Small Thruster pages reflect maximum capacity. When attempting calculations for a manual burn, remember to multiply these values by 2/3.

Calculating acceleration

According to physics, we know that force = mass x acceleration. Using algebra, we can then determine that acceleration = force / mass. But what does this mean, exactly?

Units

  • Force: Newtons (N), 1 N = 1 kgm/s 2
  • Mass: Kilograms (kg)
  • Acceleration: meters per second per second (m/s 2 )

Constants

  • Thrusters only provide 2/3 of maximum power when manually fired.
  • Inertial dampeners use thrusters' maximum power. Small Thruster:
    • Small ship: 18,165 N maximum, 12,110 N on manual burn.
    • Large ship: 150,660 N maximum, 100,440 N on manual burn.
    • Small ship: 218,250 N maximum, 145,500 N on manual burn.
    • Large ship: 1,815,000 N maximum, 1,210,000 N on manual burn.

    Equation

    To calculate the acceleration of your ship, use the following formula:

    Online calculator

    Example

    Let's assume we have a 15000kg small ship with one large thruster and four small ones pointing aft. We want to know how fast we'll accerate when we press 'w'.

    Calculations

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    Calculating time to velocity

    Sometimes, it may be important to know how long it will take to accelerate to a particular speed. To calculate the amount this, you first need the rate of acceleration calculated above. Then, since we know that velocity = acceleration * time, you can use algebra to find the following equation:

    Equation

    Example

    Our ship in the previous example had an acceleration of 12.93 m/s 2 . If we want to know how long it takes to accelerate from a stop up to the game's speed limit, we simply fill in the equation:

    Multiple thrust vectors

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    If you have Control Module installed in the world, it will just work. This is optional.

    1. Load the script into a programmable block (If you don't know how to do that)
    2. Run the programmable block It should be already running. if its on standby mode, you will have to pass the %standby argument
    3. Setup your Cockpit buttons or use Control Module (you need %Standby either way)
    4. Get in and press the jetpack button to turn the engines on.

    While this is optional, I highly recommend it.
    1. Place a text panel
    2. Put %VectorLCD in the name
    or
    1. put "%Vector:0" (without quotes) on its own line in the custom data of your cockpit

    1. Get in your cockpit, press G
    2. Drag the programmable block to the bar and select "RUN"
    3. Copy & paste the code for your controls. You will need:
    %jetpack %dampeners %cruise %standby %raiseAccel %lowerAccel %resetAccel

    Standby completely stops the script, till you press the button again (and also safely turns off thrusters & rotors) please use it in multiplayer
    the last 3 control your 'Target Accel' value and are optional
    Dampeners, Jetpack, and Cruise all toggle their respective values.

    X: engines on/off Z: inertia dampenerse on/off R: cruise mode on/off +: increase target acceleration -: decrease target acceleration 0: reset target acceleration

    there is currently no binding for standby, so you will have to set that up with the vanilla method

    This makes the craft behave like an airplane, it will drift forward, but apply inertia dampeners for any other direction.
    suggested by Raiteri

    Why don't my thrusters point the right way? / Why do my thrusters spin like crazy?
    This is most likely the Keen Phantom Torque bug. As it stands there isn't much I can do about it. There is a workaround in the Detailed Manual (see 'Centre of Mass Issues'). If you have tried those and it still doesn't point the right way, tell me.

    Does it work in Space?
    Short answer: Yes.
    Long answer: The concept doesn't really work that well in space. It takes time for the thrusters to move to the desired position, this is made worse in space since the thrusters might need to point in any direction. In gravity, the thrusters don't need to turn as much because they mostly just need to point down.

    Rotor on a Rotor?
    Short answer: No.
    Long answer: This is unstable and would require a large re-design.
    If you really want a rotor on a rotor, you can force it by putting a thruster on each subgrid that has a rotor head.

    Can I stop my ship from controlling other vector thrust ships on the base?
    Yes! See the 'Tags' section in the Detailed Manual.

    Why won't my thrusters turn on?
    Short answer: You need to turn them on using the script, not the terminal.
    Long answer: pass the %jetpack argument, or if you are using Control Module, press your suit jetpack key.

    В данном гайде для новичков, мы с вами рассмотрим, как можно установить двигатели на роторах.

    Что вы об этом думаете?

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