I facepalmed hard when I read this - I can't believe I forgot I was on x10 inventory! Oopsie! If you play on realistic you will definitely want these things to be connected to your conveyor system, the idea of having a single use and having to manually reload is not appealing to me at all :P
It's pretty cool that SE factors mass when determining impact. It's kinda similar to simulating a drag coefficient of an object in free fall in atmosphere. It's why a mouse can be dropped out of a 5th story window and usually survive with minimal injury, while a person is likely to die or be severely injured. Even if both bodies hit the ground at the same speed, one body has far less mass for the molecular structure of the cells to resist crushing them. The tensile, compression, and sheer forces on a given material will greatly increase with more mass, and that means the material point of failure is achieved at lower velocities when you have greater mass. This is why I always cringe when people say if humans were proportionately as strong as ants, we could easily lift a car over our heads. This would only be true if our molecules were also scaled, as - for example - a simple protein structure in a human body is the same molecular size as the same protein structure in an ant. The ant isn't strong, it's just lifting very light mass objects that don't break the structural integrity of its body. Even if an ant was the size of a human, they would still get crushed by a car, as their bodies and joints aren't made of steel like a forklift. I may be incorrect about some of this, and if someone with far more expertise than my general knowledge has some insights, I'd love to know where and why I'm incorrect if at all. :) Either way, kudos to KSH for not taking the easy route with parachute deceleration!
It looks like their parachute behavior is similar to that in Kerbal Space Program, with the semi-deploy and then fully deployed later. In that game the parameters are set by two different numbers, the chute will open and semi-deploy based on an indicted air pressure (meaning the altitude will vary depending on what atmosphere you're in), but the fully-open state is triggered by radar altimeter/ height above ground. This stops you from ending up smacking into a mountain at high speed, MOST of the time. Of course rolling your capsule down the mountain and crashing into the foothills is always an option.
I can remember so many times trying to use parachutes to land on mountains in KSP so that I can get some science completed there, only to end up sliding down an almost vertical cliff all the way back to the grassland biome. One time I actually even tried to drive a plane along the ground to get back up the hill... it took a while :P
What happens if the hatch gets destroyed while flying with the parachute; if the power is cut while flying with the parachute?Do they need power to open?many thanks for your great tutorials
Thanks :) I realised shortly after this published that I'd forgotten power testing! From what I've looked at - if the chute is already open then it will remain open if you run out of power, however the parachute will not open if you have no power, which makes sense I guess
And again, a tutorial that really covers all. I was having issues with these chutes, and after watching this I understand. Even more, never thought there was so much to test on them. Great job again.
Thanks, the best part is, as far as I can tell, very little has changed on them since I made this video (which is nice, since a lot of my older tests are a little obsolete these days) :P
Splitsie yes. I am surprised how good many tutorials still are, even if relatively old. Did you make one on using the symmetry build option ? And also the spectator view I still don’t understand. Mainly how to move it somewhere. It starts sometimes at a planet far far away. How to move it close to the player fast. And now back to watching you and capac. Better than most tv shows here in Belgium :)
I never got around to doing a 'creative mode' tutorial, but I might try to squeeze it in amongst the survival ones so I can go through symmetry mode and spectator :)
Thanks for your educational videos - they're a big help. I recently added some parachutes to a "moon hopper" spaceship. After getting a search contract whose location was on Earth I realized I could neither land nor take off again with my ships. I added hydrogen thrusters, but also the parachutes, figuring I can save fuel on the way down. (Of course I haven't gotten a search contract that led me to Earth since then.)
Thanks! It's been growing a lot faster than I'd ever expected, I'm really enjoying myself making all of these and it's flattering to know that there seem to be a few people who like watching them :)
Thanks Cody! There's been some decent stuff added recently, though the best part is that they've actually managed to optimise things a fair bit since going to 'beta' so graphically it's normally a lot smoother :)
sadly, it won't :( I tested that in the second video I did on parachutes as I was curious if they'd made them that accurate. They also won't work in a pressurised building on a planet without an atmosphere
Very good video, I don't play SE since that update, but i'm happy to see that Parachute is working good on survival. Can be a good emergency thing to land, or land without wasting some fuel...
Thanks, it's definitely a nice way to have a low fuel re-entry to a planet or landing from a high altitude, even if the parachutes don't provide enough lift on their own for a safe landing you can use your thrusters at only the last moment to make it a nice soft touch down :)
Its not only how space engineers calculates the impact, thats how physics works in real life too. Also, for the front 2 parachutes 1 block away and 1 parachute and 2 block back, the force at the front is double the force at the back (you said the force are equal), but the torque from each parachute is the same because torque = force * distance, which is what causes objects to rotate. if you want an object to not rotate, the net torque should be as close to zero as possible.
Yep you're absolutely right, I really should have paid more attention in physics - I do my best with this stuff but the last time I studied any physics was a long time ago :P
can you fully test landing with different weight with different landing gear. i want to know what i need to do to build a ore miner that can land and not take damage when i have a full load of ore.
In theory if you were going slow enough you should be able to land on anything with any mass, but theory doesn't hold up so well in Space Engineers :P What sort of speed were you thinking would be useful to test? I have an idea on how to reliably test impacts at a particular speed where you could gradually increase mass to test the tolerance of a landing material but I'm not sure what speed to stick at...
I think that's pretty reasonable, I was thinking something like 5m/s for large ships and 10m/s for small ships. That way you'd have a reasonable target if you're using parachutes. You then know what sort of block you'd need to land on for a rough weight range...
Yeah, I could have placed them further apart, but I was struggling to explain the concept and I found that having it near the center was easier for me to come up with an explanation of the balance :P The parachute hatch can store more than one at a time, but just uses the one at a go
TL;DR = This seems incredibly useful if you have an earth base and a massive cargo ship. Just drop the cargo. If the ship is too heavy to fly in atmosphere without burning massive amounts of fuel or crashing, you could drop armoured large cargo containers from out of atmo instead. As the cargo drops towards a designated DZ, the earth base can send out drones/trucks/small ships(tugs) to collect the containers full of minerals and resources, bring them back to base and either recycle the containers, keep them, or send them back up by use of drone or tug. In the cargo ship, the drop mechanism would be a simple landing gear/cargo connector system. The cargo containers could be attached to a space station orbiting a mineral rich asteroid (for example), when filled, the drones/tugs attach to the containers, containers release from the station, and containers are taken to the cargo ship, they attach to the ship, the ship then jumps into orbit around the earth planet, flies into position, switches off the attached cargo connectors, and the cargo plummets. At 500m the chutes deploy. Voila.
Sometimes UA-cam manages to get its recommendations pretty well spot on :P I like the idea of cargo drops, could be useful for ships that can only really cope with low gravity, so drop from a very high altitude and safety.
I'm curious if parachute would work without gravity, but with pressure (small ship in big pressurized space room). If it would work, I'd check if you can cheat a little by putting parachutes in pressurized rooms to slow down in space.
I *think* the way that the block works is that it checks if you're within 10,000m of a planet's sea level and then checks if the planet has atmosphere. But I have an idea of how to check if that's the case... Take 1 ship with a pressurised room and test if parachutes work in that room while above a moon that has no atmosphere, then take the same ship but depressurise the room and test if the chutes work on a planet that has an atmosphere... if I do a part 2 I'm definitely going to test this :)
From my experimentation I could land my custom Air Riding Rover that weighs 28k KGs with one parachute hatch so i know if you do it with a Rover. They you can take a more forceful impact because of the wheel's suspension allowing for some greater amounts of weights to be Viable with just one Parachute Hatch.
Yeah with suspensions you can take a lot of force (you can with pistons too oddly). This was before they improved wheels though so I didn't include them in the tests :)
You're welcome! Something I forgot to note in the video, the parachute hatches only hold 1 canvas on realistic inventory settings, the reason I got 10 is that my world was set to x10, so keep that in mind if you're on small inventory settings :)
"Parachutes don't work well when you land on a cliff or mountain" it's true XD I was landing with my drop pod in this game and it somehow sent me dropping towards a cliff...my drop pod split in half on landing XD the survival pod obviously stopped working and left me with no way to process stone...I was shocked to say the least XD.
Thanks, I quite liked it too, I was trying to get something that was close to a folding chair/lawn chair idea :P Not the most practical drop pod, but jumping from space in the open has to score style points ;)
Hopefully I'll be able to keep it up for a while yet :) UA-cam tries its very best to make it difficult by playing hide and seek with older threads that have new comments :P
It's not and air density it's about Atmosphere. Just cause your in gravity parachutes need enough resistance to open up. That's why when you first did the test above the mountains the parachute didn't unfurl all the way. Not enough atmospheric resistance to force it to spread out. That's a very cool dynamic the GMs added to the game. But for some reason I can't get the parachutes to open at all. Idk why. There are connected to a small conveyer so I can reload them. They are on the top off my orbiter. But every time I try to open them I continue to plummet then I start dumping cargo and relying heavily on my atmosphere thrusters and hydrogen thrusters to slow me or so from crashing. I can't figure out why
You are actually wrong about a few things here :). Parachute deploys only works below a certain amount of atmospheric density. Parachute also reefs until the atmospheric density is high enough for it to fully open the chute. The value for this is in the parachutes definition. Potentially modded parachute blocks can have different values. How effective the parachute is very dependent on the atmospheric density value. Deploy height should be deploy from ground height, so if it isn't deploying on a hill report it as a bug. I also will point out is you should use wheel blocks as your landing legs as they are far more impact resistant.
I don't know why I didn't think of it at the time but I really should have tested across a few different planets. Only looking at the earthlike meant I only saw the default values in play, probably should broaden the sample set when I have another look at these :P Also, parachutes - if they're emulating real world - should not deploy above ground height, they should deploy above sea-level. This is variable in the real world due to changes in atmospheric density, but in a general sense the density varies according to height above sea level not above the ground immediately beneath you. The obvious example is Mt Everest where the atmosphere is so thin you can barely breathe so a parachute is going to have great limitations to its effectiveness. Lastly, from my testing, the wheel blocks are reasonable at protecting your ship from impacts but if the core of your ship remains the same and you manage to achieve a fairly flat landing, light armor is your best protection, followed closely by wheels on suspension. If you hit a bit wonky on your landing the results are a lot harder to test so I'm not sure what blocks are going to be best.
From my experience with testing on Europa, the parachutes work the same way but everything is at 1/4 due to gravity. For instance, the parachutes set to deploy at 10,000m deploy at 2,500. Would love to see you do this but include the other planets/moons and their differences.
Interesting, I hadn't thought about what effect gravity might have on the opening height. I think that's a great test to do, I now want to test this and a few other things in a parachutes part 2!
You know, all this makes me think: You should probably stuff a bunch of parachutes into the Cockroach before landing on the Alien planet, in case you run out of fuel. (Again. ;P Same goes for the Superior Gremlin. :o ) I suppose landing by parachute would leave you a sitting duck, it seems better than pancaking. :P
The nice thing about the cockroach is that it can fly quite happily on its atmospheric engines so I only need the hydrogen to help me cruise into the gravity well - Capac should definitely get the ones on the gremlin though :)
I'm in creatvie mode right now and have been trying for a few days on how to get the parachute working, I'm new to the game and have been in trouble and I cant find the canvas any help is appreciated.
If you had a skycrane of sorts for picking up damaged ships or whatever, could you put parachutes on pivoting arms via a few rotors in order to shift the net force to match the new center of gravity of the combined skycrane and cargo, or will that just screw things up?
I feel that, at least in the real world, you'd want your parachutes as far from the center of gravity as possible. The closer you put the pivot point towards the center of gravity, the greater the pivot. If that makes any sense.
That's very true, for Space Engineers it's only about the balance from the center of gravity, but you'll still probably get a more accurate balance if you aim for being as far away as possible exactly as you said. The only reason I went close on this example was because I wanted two at the front and one at the back, this left very little room with the position of the thrusters - the curse of going for looks over the practical :P
I have a question. If you are flying in the sky, and you equip your parachute, will your rear thrusters will work? I saw it in the video a little bit and just wanted to make sure.
Your thrusters work normally regardless of the parachute, it's just that you won't go very fast since it'll be slowing you down and likely twisting your ship in awkward ways :P
Damm I can only hit the like button once.darn you tube. Is there a weight difference of a ship on earth and in space.my borg ship weighs 9.345.764.235 in space.i wonder how many parachutes I would need to land this planet destroyer on earth
There shouldn't be a mass difference, though weight depends on the gravitational force of the planet so if you chose a moon with atmosphere you might get better results. I suspect the game will simply break as you'd potentially need thousands of parachutes for that much mass! Although if you did collide that with the ground, I suspect a lot of it would pass straight through, much like my giant red brick did :P
I think you should've tested the tallest mountain peak when you mentioned it earlier in your video. If beacons are able to drop safely onto the tallest mountain (that i've seen happen myself) then they should work on them. Please confirm with a reply if you tried it and they failed or worked I'd appreciate it.
The beacons may work at that altitude because they are incredibly light so even being slowed by the reefed chute will work for them. For a larger ship a reefed chute won't do enough and I did have some destruction while testing landings on high mountains :)
i lended the space pod with around 15 large parachoot hatches on the ealrth like planet , could not find cobolt so i got some platinum from an asteroid , and yeeted my ass down from space.
Have you tried parachutes based on the different inventory sizes when you crest a world? They used to affect thruster output im curious if they do for parachutes as well
Interesting thought, but the way that they fixed that problem should mean it has no effect on the parachutes either. What they did was make the mass of anything in your inventory be divided by the inventory multiplier before that mass was applied to your ship. For example if you have 100kg of uranium in your ship in each inventory setting, on x1 it will add 100kg to your ship's mass, on x3 it will add 33.3kg and on x10 it will add 10kg. So assuming the parachutes act based on the calculated mass of the ship it won't matter, but they might have been silly enough to use a different calculation so I might have to check to be sure :)
From what happened when I used all the big hydrogen thrusters I'm going to say no, you'll be absolutely fine. Space Engineers doesn't have any sort of structural integrity calculations so you can do all sorts of weird things with your parachutes and you'll be absolutely fine :)
Parachutes are great when they work.. has anyone else experienced issues when they don't? I sometimes have an issue with making reusable hydrogen boosters for getting ships into space. Yes Its terribly ineffective and should go with a more all in one design! However some times they've failed to deploy parachutes (despite having power and auto release) falling into the atmosphere and just exploding on impact with the ground after ejecting from my "shuttle".
Did you do the same thing I did while on stream with Shack and W4sted? Did you only put 1 canvas in a large grid chute? Apparently large grid ones need 5 per deployment, which I only found out after being a bit of a fool :P
I am currently on a moon europa. Those random drops with parachutes works great there. But when I build them on ships. It chrashes regardless with auto deploy on or off? Why keen? Why?!
Do you have canvas inside the parachute block? Also, I didn't realise this at the time, for a deployment of a large grid chute you need 5 canvases inside
@@Splitsie haha! We had canvas. I'm gonna try it with 5/10 canvas. Good to know that you need more canvas for large grids. I didnt know that. Thank you
At the moment, I don't know the answer. I think I'm going to have to do a part 2 to parachutes, I want to test this - and the opposite, will parachutes work in a vacuum on a planet with oxygen. There are a few other tests I have in mind as well :)
They fall dependent on the angle of movement at the time they open. If you're falling perfectly straight with gravity then you should have no lateral movement at all :)
I was actually thinking of holding a small racing competition, but maybe drag racing would be more fun - the higher turnover and the fiery crashes might make it entertaining...
I actually haven't tested on other bodies with atmosphere. Testing that and a few other things, I am looking at making a part 2. There's just so much stuff to mess about with when it comes to parachutes! :)
I did a follow up to this video and did just that in it... The behaviour was surprisingly mostly what you'd predict from real world physics... It trailer behind me, can't remember if it was still showing me down though :/
There have been some bugs with the parachutes responding to the open/close command recently. To mitigate this many people (myself included) have turned to using the 'auto deploy' command instead and having that toggled off by default and just turning it on when we need it on :)
I'm not sure, I've never used any sort of shield mod. I quite like the physical armor side of Space Engineers and watching stuff get deformed and damaged - but that's just how I like to play. I don't know what sort of things those mods protect ships from, are there ones that would protect you from a crash landing?
I think I can, it will depend on the mass of the ship, but given the nature of the way the parachutes work you could probably figure out how long it takes to do 90% of it's slowing down and use that as your time... I've been given a few other tests as well, so I'm definitely making a part 2 for parachutes :)
To be fair they are pretty big, certainly not the size of a moon or planet, but big enough to feel like you're on a planet when moving around on the ground. I think it'll be a while before we see voxel based games manage something truly large without having all sorts of performance problems :(
hi there have 2 say tests on alien planet... and mars... i know the unknown boxes work on mars.. or did till option to turn off was added... (i was in escape from mars *duckroll*) and being invaded.. but they were handy distracking the turrets on bases :D
I love that scenario, he did some absolutely amazing work on it. Different planets and the effects they have on the parachutes are absolutely going to be in part 2 :)
W4sted does challenges like that over on his channel, and does a really good job of them too. It's his engineer wars series that are a bit like the old Junkyard wars TV show (which I used to love) ua-cam.com/users/w4stedspace
9:45 You released parachute too late. Maybe parachute can really handle only slightly above 15k, but when you hit the ground the speed was still dropping
While the chute opened pretty late in that example, even opening higher the amount the chute is able to slow down wasn't enough to avoid damage consistently. I try not to get too carried away when I'm running the tests but sometimes I do and miss things like this, particularly when I've run the test before and know the result :P
That, or to allow Hydrogen thrusters and tanks to be jettisoned and returned safely to the ground when escaping a plants gravity. But either way, why would there be any need for any more than one parachute in each container. Once the craft has safely landed the parachute can be re-packed, as would normally be the case.
I know I'm such an idiot! I can't believe I forgot I was on x10 settings when I looked in the block :P It would be nice if there was a way to manually re-pack it so you don't lose the chute but sadly it's another resource sink
there isnt usually oxygen that far up....
the parachute can hold 10 canvases on 10x inventory :)
I facepalmed hard when I read this - I can't believe I forgot I was on x10 inventory! Oopsie!
If you play on realistic you will definitely want these things to be connected to your conveyor system, the idea of having a single use and having to manually reload is not appealing to me at all :P
@@Splitsie
**Decoded by Marten Moses plays**
Splitsie did an oopsie.
I'm Gloria Borger and you're watching Pew News!
It's pretty cool that SE factors mass when determining impact. It's kinda similar to simulating a drag coefficient of an object in free fall in atmosphere. It's why a mouse can be dropped out of a 5th story window and usually survive with minimal injury, while a person is likely to die or be severely injured. Even if both bodies hit the ground at the same speed, one body has far less mass for the molecular structure of the cells to resist crushing them. The tensile, compression, and sheer forces on a given material will greatly increase with more mass, and that means the material point of failure is achieved at lower velocities when you have greater mass.
This is why I always cringe when people say if humans were proportionately as strong as ants, we could easily lift a car over our heads. This would only be true if our molecules were also scaled, as - for example - a simple protein structure in a human body is the same molecular size as the same protein structure in an ant. The ant isn't strong, it's just lifting very light mass objects that don't break the structural integrity of its body. Even if an ant was the size of a human, they would still get crushed by a car, as their bodies and joints aren't made of steel like a forklift.
I may be incorrect about some of this, and if someone with far more expertise than my general knowledge has some insights, I'd love to know where and why I'm incorrect if at all. :)
Either way, kudos to KSH for not taking the easy route with parachute deceleration!
The physics simulation in SE while occasionally janky is also the biggest reason I'm still playing :)
"and a soft, nice landing...." [explodes]
Sounds about right with my flying ;)
Falling with grace
It looks like their parachute behavior is similar to that in Kerbal Space Program, with the semi-deploy and then fully deployed later. In that game the parameters are set by two different numbers, the chute will open and semi-deploy based on an indicted air pressure (meaning the altitude will vary depending on what atmosphere you're in), but the fully-open state is triggered by radar altimeter/ height above ground. This stops you from ending up smacking into a mountain at high speed, MOST of the time. Of course rolling your capsule down the mountain and crashing into the foothills is always an option.
I can remember so many times trying to use parachutes to land on mountains in KSP so that I can get some science completed there, only to end up sliding down an almost vertical cliff all the way back to the grassland biome. One time I actually even tried to drive a plane along the ground to get back up the hill... it took a while :P
What happens if the hatch gets destroyed while flying with the parachute; if the power is cut while flying with the parachute?Do they need power to open?many thanks for your great tutorials
Thanks :) I realised shortly after this published that I'd forgotten power testing!
From what I've looked at - if the chute is already open then it will remain open if you run out of power, however the parachute will not open if you have no power, which makes sense I guess
Oh, if the parachute hatch gets destroyed you lose the chute as well :P
Thanks!
Great video man!
Thanks so much Shack :)
And again, a tutorial that really covers all. I was having issues with these chutes, and after watching this I understand. Even more, never thought there was so much to test on them. Great job again.
Thanks, the best part is, as far as I can tell, very little has changed on them since I made this video (which is nice, since a lot of my older tests are a little obsolete these days) :P
Splitsie yes. I am surprised how good many tutorials still are, even if relatively old. Did you make one on using the symmetry build option ? And also the spectator view I still don’t understand. Mainly how to move it somewhere. It starts sometimes at a planet far far away. How to move it close to the player fast. And now back to watching you and capac. Better than most tv shows here in Belgium :)
I never got around to doing a 'creative mode' tutorial, but I might try to squeeze it in amongst the survival ones so I can go through symmetry mode and spectator :)
Thanks for your educational videos - they're a big help. I recently added some parachutes to a "moon hopper" spaceship. After getting a search contract whose location was on Earth I realized I could neither land nor take off again with my ships. I added hydrogen thrusters, but also the parachutes, figuring I can save fuel on the way down. (Of course I haven't gotten a search contract that led me to Earth since then.)
This channel is growing fast!
Great videos by the way
Thanks!
It's been growing a lot faster than I'd ever expected, I'm really enjoying myself making all of these and it's flattering to know that there seem to be a few people who like watching them :)
Splitsie jup, i think that the quality and the clarity drags people to your channel
I haven't played this game in so long, I'll probably play it again cause of this. Keep making the good stuff
Thanks Cody! There's been some decent stuff added recently, though the best part is that they've actually managed to optimise things a fair bit since going to 'beta' so graphically it's normally a lot smoother :)
I still Don't understand projector blocks very well. I've been watching all of your tutorials. Very well done.
Thanks :)
I'm planning on doing a video on projectors, blueprints etc, so hopefully I'll come up with something soon
Would a parachute open in space if it were inside a tall preasurized building with gravity?
sadly, it won't :(
I tested that in the second video I did on parachutes as I was curious if they'd made them that accurate. They also won't work in a pressurised building on a planet without an atmosphere
@@Splitsie Aren't blocks not affected by artificial gravity anyway?
Very good video, I don't play SE since that update, but i'm happy to see that Parachute is working good on survival. Can be a good emergency thing to land, or land without wasting some fuel...
Thanks, it's definitely a nice way to have a low fuel re-entry to a planet or landing from a high altitude, even if the parachutes don't provide enough lift on their own for a safe landing you can use your thrusters at only the last moment to make it a nice soft touch down :)
Its not only how space engineers calculates the impact, thats how physics works in real life too. Also, for the front 2 parachutes 1 block away and 1 parachute and 2 block back, the force at the front is double the force at the back (you said the force are equal), but the torque from each parachute is the same because torque = force * distance, which is what causes objects to rotate. if you want an object to not rotate, the net torque should be as close to zero as possible.
Yep you're absolutely right, I really should have paid more attention in physics - I do my best with this stuff but the last time I studied any physics was a long time ago :P
can you fully test landing with different weight with different landing gear. i want to know what i need to do to build a ore miner that can land and not take damage when i have a full load of ore.
In theory if you were going slow enough you should be able to land on anything with any mass, but theory doesn't hold up so well in Space Engineers :P
What sort of speed were you thinking would be useful to test? I have an idea on how to reliably test impacts at a particular speed where you could gradually increase mass to test the tolerance of a landing material but I'm not sure what speed to stick at...
I'm fairly new to the game so you would probably have a better idea than me. best cast i was hoping for 15 -20. reality i think is 5 - 10
I think that's pretty reasonable, I was thinking something like 5m/s for large ships and 10m/s for small ships. That way you'd have a reasonable target if you're using parachutes. You then know what sort of block you'd need to land on for a rough weight range...
plus its good info for just landing period rough, newb, or not
Very true, now I'm off to testing to work out the best way of getting a bunch of ships with different mass going the same speed :)
I really enjoy your videos on space engineers. Well done.
Thanks :)
You saved my running-out-of-fuel hydrogen ship. Thank you.
You're welcome, glad this helped you have a safe landing :)
Note to self, add emergency thrusters to all future orbital drop/escape pods in case of mountains...
Definitely worth doing :)
This is a good video. This means if you build an ultra large space miner, and you're ready to hide it on a planet, you could chute it on down.
Just make sure you have some nice boosters to get it back up to space later on :P
Mate, you are a legend at instructive vids, keep em coming!
Thanks :)
Thank you for this highly informative testing video!
You're very welcome :)
My idea would be to place parachute as far away symmetrical from the center of mass. So they can be a bit more balanced
If you put the rear chute more to the back, It would have survived I think
Also it looks like the parachute can use more than 1 canvas at a time
Yeah, I could have placed them further apart, but I was struggling to explain the concept and I found that having it near the center was easier for me to come up with an explanation of the balance :P
The parachute hatch can store more than one at a time, but just uses the one at a go
TL;DR = This seems incredibly useful if you have an earth base and a massive cargo ship. Just drop the cargo.
If the ship is too heavy to fly in atmosphere without burning massive amounts of fuel or crashing, you could drop armoured large cargo containers from out of atmo instead. As the cargo drops towards a designated DZ, the earth base can send out drones/trucks/small ships(tugs) to collect the containers full of minerals and resources, bring them back to base and either recycle the containers, keep them, or send them back up by use of drone or tug.
In the cargo ship, the drop mechanism would be a simple landing gear/cargo connector system. The cargo containers could be attached to a space station orbiting a mineral rich asteroid (for example), when filled, the drones/tugs attach to the containers, containers release from the station, and containers are taken to the cargo ship, they attach to the ship, the ship then jumps into orbit around the earth planet, flies into position, switches off the attached cargo connectors, and the cargo plummets. At 500m the chutes deploy.
Voila.
and as my eyes shoot to the right, i see this ua-cam.com/video/0tCChpgeQSw/v-deo.html
Sometimes UA-cam manages to get its recommendations pretty well spot on :P
I like the idea of cargo drops, could be useful for ships that can only really cope with low gravity, so drop from a very high altitude and safety.
Keep up the great work. I have learnt a ton from all your videos. :)
Thanks Madmann :)
Glad they've been helpful
I'd like to see you put some parachutes on a large craft (pre-existing) and enter atmosphere and use them to slow you down before you crash
Right on splitsie. Great video
Thanks Stan :)
I'm curious if parachute would work without gravity, but with pressure (small ship in big pressurized space room). If it would work, I'd check if you can cheat a little by putting parachutes in pressurized rooms to slow down in space.
I *think* the way that the block works is that it checks if you're within 10,000m of a planet's sea level and then checks if the planet has atmosphere. But I have an idea of how to check if that's the case...
Take 1 ship with a pressurised room and test if parachutes work in that room while above a moon that has no atmosphere, then take the same ship but depressurise the room and test if the chutes work on a planet that has an atmosphere... if I do a part 2 I'm definitely going to test this :)
From my experimentation I could land my custom Air Riding Rover that weighs 28k KGs with one parachute hatch so i know if you do it with a Rover. They you can take a more forceful impact because of the wheel's suspension allowing for some greater amounts of weights to be Viable with just one Parachute Hatch.
Yeah with suspensions you can take a lot of force (you can with pistons too oddly). This was before they improved wheels though so I didn't include them in the tests :)
Thanks for doing this, will come very handy in my survival game :)
You're welcome! Something I forgot to note in the video, the parachute hatches only hold 1 canvas on realistic inventory settings, the reason I got 10 is that my world was set to x10, so keep that in mind if you're on small inventory settings :)
Gratitude for that info and for another great tutorial!
You're welcome :)
"Parachutes don't work well when you land on a cliff or mountain" it's true XD I was landing with my drop pod in this game and it somehow sent me dropping towards a cliff...my drop pod split in half on landing XD the survival pod obviously stopped working and left me with no way to process stone...I was shocked to say the least XD.
lol Yep I've had that happen or dropping on top of a tree then ending up upside down :P
I am curious if the parachute works in space if the block was in a pressurized room...
I don't know why why but I loved the small ship that you used in the 1rst test :P
and another sub for you ;)
Thanks, I quite liked it too, I was trying to get something that was close to a folding chair/lawn chair idea :P
Not the most practical drop pod, but jumping from space in the open has to score style points ;)
+Splitsie Another thing: you answer every comment. That is something special! You''ll get liked a lot cause of that!
Hopefully I'll be able to keep it up for a while yet :)
UA-cam tries its very best to make it difficult by playing hide and seek with older threads that have new comments :P
It's not and air density it's about Atmosphere. Just cause your in gravity parachutes need enough resistance to open up. That's why when you first did the test above the mountains the parachute didn't unfurl all the way. Not enough atmospheric resistance to force it to spread out. That's a very cool dynamic the GMs added to the game. But for some reason I can't get the parachutes to open at all. Idk why. There are connected to a small conveyer so I can reload them. They are on the top off my orbiter. But every time I try to open them I continue to plummet then I start dumping cargo and relying heavily on my atmosphere thrusters and hydrogen thrusters to slow me or so from crashing. I can't figure out why
These videos are great, i love the scientific-ish style!
Thanks so much :)
I really enjoying trying to work out the ins and outs of all the blocks this way, I'm glad others do too
You are actually wrong about a few things here :). Parachute deploys only works below a certain amount of atmospheric density. Parachute also reefs until the atmospheric density is high enough for it to fully open the chute. The value for this is in the parachutes definition. Potentially modded parachute blocks can have different values. How effective the parachute is very dependent on the atmospheric density value. Deploy height should be deploy from ground height, so if it isn't deploying on a hill report it as a bug. I also will point out is you should use wheel blocks as your landing legs as they are far more impact resistant.
I don't know why I didn't think of it at the time but I really should have tested across a few different planets. Only looking at the earthlike meant I only saw the default values in play, probably should broaden the sample set when I have another look at these :P
Also, parachutes - if they're emulating real world - should not deploy above ground height, they should deploy above sea-level. This is variable in the real world due to changes in atmospheric density, but in a general sense the density varies according to height above sea level not above the ground immediately beneath you. The obvious example is Mt Everest where the atmosphere is so thin you can barely breathe so a parachute is going to have great limitations to its effectiveness.
Lastly, from my testing, the wheel blocks are reasonable at protecting your ship from impacts but if the core of your ship remains the same and you manage to achieve a fairly flat landing, light armor is your best protection, followed closely by wheels on suspension. If you hit a bit wonky on your landing the results are a lot harder to test so I'm not sure what blocks are going to be best.
From my experience with testing on Europa, the parachutes work the same way but everything is at 1/4 due to gravity. For instance, the parachutes set to deploy at 10,000m deploy at 2,500. Would love to see you do this but include the other planets/moons and their differences.
Interesting, I hadn't thought about what effect gravity might have on the opening height. I think that's a great test to do, I now want to test this and a few other things in a parachutes part 2!
I've discovered you can use parachutes as a makeshift airfoil; ie, you can fly like a proper paraglider without using a vtol system.
It's a bit of fun messing with things like that, what did you do to limit the swinging that happens when you activate your thrusters?
Dude any question I have, you have a video for it. Well done.
Lol thanks 🙂
Your tests are good but I feel that you need to try higher and with more speed of fall to see how the parachutes braked
GOOD JOB. Thanks a lot man👍
You're very welcome :)
"A whole lot of shooting, a whole lot of nothing."
What do you mean I can't break the Geneva convention?"
You know, all this makes me think: You should probably stuff a bunch of parachutes into the Cockroach before landing on the Alien planet, in case you run out of fuel. (Again. ;P Same goes for the Superior Gremlin. :o ) I suppose landing by parachute would leave you a sitting duck, it seems better than pancaking. :P
The nice thing about the cockroach is that it can fly quite happily on its atmospheric engines so I only need the hydrogen to help me cruise into the gravity well - Capac should definitely get the ones on the gremlin though :)
Great video!
Thank you! :)
Parachutes in space engineers it will be usefull for all my rentry failures! Now all we need is rentry in space engineers
They are certainly great for fuel saving landings :)
I'm in creatvie mode right now and have been trying for a few days on how to get the parachute working, I'm new to the game and have been in trouble and I cant find the canvas any help is appreciated.
If you had a skycrane of sorts for picking up damaged ships or whatever, could you put parachutes on pivoting arms via a few rotors in order to shift the net force to match the new center of gravity of the combined skycrane and cargo, or will that just screw things up?
It would probably make things worse due to the weird ways that COM is calculated when you have grids attached to other grids :/
Just what I wanted to see, Thank u :D
You're welcome :)
I do have a long ship and wondering if three parachutes will work all next to each other in center.
Try it and tell us how it went
I feel that, at least in the real world, you'd want your parachutes as far from the center of gravity as possible. The closer you put the pivot point towards the center of gravity, the greater the pivot. If that makes any sense.
That's very true, for Space Engineers it's only about the balance from the center of gravity, but you'll still probably get a more accurate balance if you aim for being as far away as possible exactly as you said. The only reason I went close on this example was because I wanted two at the front and one at the back, this left very little room with the position of the thrusters - the curse of going for looks over the practical :P
you should check to see if a parachute will slow a spinning rotor (or even piston) that's on a stationary ship or building.
I definitely should! I'm planning on doing a second video on parachutes and this is going to be in it :)
Really good! You earned an extra sub!
Thank you! :)
I have a question. If you are flying in the sky, and you equip your parachute, will your rear thrusters will work? I saw it in the video a little bit and just wanted to make sure.
Your thrusters work normally regardless of the parachute, it's just that you won't go very fast since it'll be slowing you down and likely twisting your ship in awkward ways :P
thank you so much, now i understand why I crashed on the planet...
Damm I can only hit the like button once.darn you tube.
Is there a weight difference of a ship on earth and in space.my borg ship weighs 9.345.764.235 in space.i wonder how many parachutes I would need to land this planet destroyer on earth
There shouldn't be a mass difference, though weight depends on the gravitational force of the planet so if you chose a moon with atmosphere you might get better results. I suspect the game will simply break as you'd potentially need thousands of parachutes for that much mass!
Although if you did collide that with the ground, I suspect a lot of it would pass straight through, much like my giant red brick did :P
I think you should've tested the tallest mountain peak when you mentioned it earlier in your video. If beacons are able to drop safely onto the tallest mountain (that i've seen happen myself) then they should work on them. Please confirm with a reply if you tried it and they failed or worked I'd appreciate it.
The beacons may work at that altitude because they are incredibly light so even being slowed by the reefed chute will work for them. For a larger ship a reefed chute won't do enough and I did have some destruction while testing landings on high mountains :)
i lended the space pod with around 15 large parachoot hatches on the ealrth like planet , could not find cobolt so i got some platinum from an asteroid , and yeeted my ass down from space.
You can group them then you only need to set the distance once!
Have you tried parachutes based on the different inventory sizes when you crest a world? They used to affect thruster output im curious if they do for parachutes as well
Interesting thought, but the way that they fixed that problem should mean it has no effect on the parachutes either. What they did was make the mass of anything in your inventory be divided by the inventory multiplier before that mass was applied to your ship. For example if you have 100kg of uranium in your ship in each inventory setting, on x1 it will add 100kg to your ship's mass, on x3 it will add 33.3kg and on x10 it will add 10kg. So assuming the parachutes act based on the calculated mass of the ship it won't matter, but they might have been silly enough to use a different calculation so I might have to check to be sure :)
if you have enough drag from a parachute will it break parts of a ship? like a long stretch of blocks with paras on the end
From what happened when I used all the big hydrogen thrusters I'm going to say no, you'll be absolutely fine. Space Engineers doesn't have any sort of structural integrity calculations so you can do all sorts of weird things with your parachutes and you'll be absolutely fine :)
i learned about the mountains the hard way, with a good ol' crash landing
Bugger, hopefully it wasn't anything to devastating...
Hey, did I see the good old tick again, just the model without the extra thrusters.
Yep, I use it a bit when I just need a quick simple vehicle :)
I wonder if it will open if you where above the peak of the mountain ...shared on my fb
It won't, the chute will only open at 10,000 then 3,000m above sea level, so if the mountains are higher than that.... SPLAT! ;)
Would it be possible to get the equations for how many kilos per chute and maybe for the positioning of the chutes? Thanks in advance :)
Sadly I've never seen any specifics and I'm nowhere near skilled enough to look through the game files to find the real numbers :(
Parachutes are great when they work.. has anyone else experienced issues when they don't?
I sometimes have an issue with making reusable hydrogen boosters for getting ships into space. Yes Its terribly ineffective and should go with a more all in one design! However some times they've failed to deploy parachutes (despite having power and auto release) falling into the atmosphere and just exploding on impact with the ground after ejecting from my "shuttle".
Did you do the same thing I did while on stream with Shack and W4sted? Did you only put 1 canvas in a large grid chute? Apparently large grid ones need 5 per deployment, which I only found out after being a bit of a fool :P
A plane able to land on short distance, like a landbase runway :)
I am currently on a moon europa. Those random drops with parachutes works great there. But when I build them on ships. It chrashes regardless with auto deploy on or off? Why keen? Why?!
Do you have canvas inside the parachute block? Also, I didn't realise this at the time, for a deployment of a large grid chute you need 5 canvases inside
@@Splitsie haha! We had canvas. I'm gonna try it with 5/10 canvas. Good to know that you need more canvas for large grids. I didnt know that. Thank you
Parachutes are a great midair handbrake.
will parashute work inside big spaceship with the air inside?) I have not played SE since April
At the moment, I don't know the answer. I think I'm going to have to do a part 2 to parachutes, I want to test this - and the opposite, will parachutes work in a vacuum on a planet with oxygen. There are a few other tests I have in mind as well :)
subbed for the great video, cheers mate!
Thanks :)
I would say go a little higher with more weight to give it time to open and start slowing down.
Great video :)
Thanks :)
Is there any drift or do the fall in a straight line?
They fall dependent on the angle of movement at the time they open. If you're falling perfectly straight with gravity then you should have no lateral movement at all :)
what they do if you open it under 10km and then fly over 10km?
I'm pretty sure they stop working again but I'll test that in the next video I do on parachutes :)
Pink and yellow ship, DAKKA DAKKA ENGINE!
Definitely one of my more ridiculous contraptions :P
Parachute in a pressurized room, in space?
I also want to test a room with vacuum, on a planet...
I'm working on a part 2 to parachutes so those tests will be part of it :)
Just came up with another build idea .a dragster racing car.they have a parachute on them.and the b1 bomber has one.
I was actually thinking of holding a small racing competition, but maybe drag racing would be more fun - the higher turnover and the fiery crashes might make it entertaining...
Did you ever test parachutes on Mars? Slightly less gravity, much less atmosphere. Is it still 10K/3K for opening and being effective?
I actually haven't tested on other bodies with atmosphere. Testing that and a few other things, I am looking at making a part 2. There's just so much stuff to mess about with when it comes to parachutes! :)
try mount em on your largest space station... and try land it with para :D that's your challenge to see if u can do that :D
As long as you have enough, you can land anything (at least until the collision calculations crash your PC) :P
what happens if you open a parachute then travel to space?
I did a follow up to this video and did just that in it... The behaviour was surprisingly mostly what you'd predict from real world physics... It trailer behind me, can't remember if it was still showing me down though :/
I set 110 parachute and 17 timer block but I when I activate all timer block with 1 timer block parachute not opening
There have been some bugs with the parachutes responding to the open/close command recently. To mitigate this many people (myself included) have turned to using the 'auto deploy' command instead and having that toggled off by default and just turning it on when we need it on :)
@@Splitsie I set Open/Off to all Parachutes
But not parachutes not open
How would the ships fair with a shield mod?
I'm not sure, I've never used any sort of shield mod. I quite like the physical armor side of Space Engineers and watching stuff get deformed and damaged - but that's just how I like to play. I don't know what sort of things those mods protect ships from, are there ones that would protect you from a crash landing?
Can you test the minimum deployment distance
I think I can, it will depend on the mass of the ship, but given the nature of the way the parachutes work you could probably figure out how long it takes to do 90% of it's slowing down and use that as your time... I've been given a few other tests as well, so I'm definitely making a part 2 for parachutes :)
Splitsie sweet thanks
Small grid 1canvas
Large grid 5canvas
test if you shoot the parishute block if it well cause the shute to fail
I'm pretty sure it does, but I'll definitely have some fun confirming it ;)
What Planets can you use parachutes on ?
Any with atmosphere, but they're less effective the less dense it is. Earthlike, Alien, Triton and Mars all work pretty well
i can finally build a drop ship now
or you can do it PLEASE!
There's quite a nice one coming when the survival update arrives (I like the new vanilla drop pod) :)
Why does it eat 5 canvas every time it deploys?
I think they did that to balance the effect of large grid parachutes vs the single canvas that's used by small grid
I wish the planets were bigger in this game. They're asteroid sized in this
To be fair they are pretty big, certainly not the size of a moon or planet, but big enough to feel like you're on a planet when moving around on the ground. I think it'll be a while before we see voxel based games manage something truly large without having all sorts of performance problems :(
hi there have 2 say tests on alien planet... and mars... i know the unknown boxes work on mars.. or did till option to turn off was added... (i was in escape from mars *duckroll*) and being invaded.. but they were handy distracking the turrets on bases :D
I love that scenario, he did some absolutely amazing work on it. Different planets and the effects they have on the parachutes are absolutely going to be in part 2 :)
you should do challenges live on twitch invite ppl from chat put them in teams and make them build ships to cert-en specifications :D
W4sted does challenges like that over on his channel, and does a really good job of them too. It's his engineer wars series that are a bit like the old Junkyard wars TV show (which I used to love) ua-cam.com/users/w4stedspace
parachute drag pull out a advanced rotor head .
Hmmm... interesting, that's another test I'll need to put into part 2 :)
9:45 You released parachute too late. Maybe parachute can really handle only slightly above 15k, but when you hit the ground the speed was still dropping
While the chute opened pretty late in that example, even opening higher the amount the chute is able to slow down wasn't enough to avoid damage consistently. I try not to get too carried away when I'm running the tests but sometimes I do and miss things like this, particularly when I've run the test before and know the result :P
Fair enough. Thank you for answer and vids, your tests are really detail
how to fill the paraschute?
They have a conveyor port on the bottom which you can either directly access or hook up to your general conveyor system to place canvas in that way :)
3:09 song?
for some reason mine won't deploy
I love parachutes
They're pretty handy and a nice addition to the game especially when you run out of fuel :)
16:00 levers are fun
I have to admit that I am surprised that they are capable of holding more than chute given the nature of their purpose.
I assumed the mod was originally made so people could make drop pods, so their ability to slow craft does seem possibly a little OP
That, or to allow Hydrogen thrusters and tanks to be jettisoned and returned safely to the ground when escaping a plants gravity. But either way, why would there be any need for any more than one parachute in each container. Once the craft has safely landed the parachute can be re-packed, as would normally be the case.
On realistic inventory settings, the block can only hold the single canvas.
I know I'm such an idiot! I can't believe I forgot I was on x10 settings when I looked in the block :P
It would be nice if there was a way to manually re-pack it so you don't lose the chute but sadly it's another resource sink
That explains why it works the way that it does, but to my mind it just shouldn't be an inventory item.
lets build a whole ship out of parachutes
As long as you add a power source too :)
So I stole an sprt ship put 3 parachute on activated auto deploy gave canvas roof and it doesn't work
If it was large grid, did you put 5 canvas in each parachute hatch as you need 5 for them to deploy?