Can you BREAK the speed limit WITHOUT MODS!? - Space Engineers
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- Опубліковано 26 чер 2024
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The 100 m/s speed limit is the bane of every Space Engineers player, but what if it didn't have to be? What if you could break the speed limit in Space Engineers and go faster than you ever dreamed, no mods required! Watch this video to find out!
0:00 Start
0:16 Baseline
0:43 Thrusters
1:10 Pistons
2:24 Railguns
3:25 Gravity Generators
4:36 Rotors
6:10 Taking it to the extreme
7:16 Space Catapult
8:24 Ranking
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Space Engineers is a voxel-based sandbox game set in space and on planets, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copies In May 2015, for approximately a year and a half, the game's source code was officially available and maintained by KSH to assist the modding community. On December 15, 2016, the game entered Beta and was later officially released on February 28, 2019.
The game is a sandbox game about engineering, construction, exploration and survival in space and on planets. Players build space ships, space stations, planetary outposts of various sizes and uses, pilot ships and travel through space to explore planets and gather resources to survive.
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Title: Can you BREAK the speed limit WITHOUT MODS!? - Space Engineers
My Last Video: Essential Space Engineers mods you need to use (2022)
#SpaceEngineers #Warfare #Update - Ігри
Do you guys know of any other ways of breaking the Space Engineers speed limit? Let me know!
Clang?
Stack rotors and then trigger all their head displacements at once. Poor man's railgun.
Subgrids have a 1000 m/s speed cap
Also there is an expoit used on clang guns that lets the game think a projectile is an attached subgrid
@@Gaaaaaame 3 people have told me three different values so far...
@@Zer0sLegion it's about 1059 or 1017
Forgot which
Try the catapult with a toilet instead of a helm, that should trick the game into keeping the speed after detaching :D
Ah yes, i'm sure this will do the trick!😜
Also a toilet will be amusing 😂 just make sure you sit so that the centrifugal force sucks it OUT of you. So... a toilet on an arm on a rotor on the end of another arm on a rotor, with equal arms extending in the other direction so that the centre of mass is near the rotor
@jon Wright....... wat
@@spanking.gorgeous I actually need that IRL.
🤣🤣🤣 at least you don't have to worry cleaning up crap
Just as an idea if you ever come back to this is can you go faster than 590 with multiple rotors stacked on top of each other
Then extend the arm out 150 blocks
Might do another video where I just take this to it's absolute limits
Would break unless perfectly balanced
@@Zer0sLegion would be possible, maybe look into using a fourier series to have it move super fast in a straight line for travel!
My max was 2000 before my computer started to freak out
The game has a much higher speed limit for rotating grids. If the limit was 100 m/s, your ships would turn pretty slowly... so the game is coded to allow speeds above 100 m/s when rotating, especially when you're rotating while moving.
this summary is completly wrong, the speed limit is a calculation of your velocity, rotation doesn't add velocity, it changes your position directly, which isn't counted as speed.
I've seen someone use a hinge, connected to a large hinge, on a rotor. I don't understand what I was looking at, but when they broke the ship off the hinge it could go well over the limit. It was highly unstable if I remember right...
Its is something to do with the ship believing itself to be a subgrid.
Oh! You totally covered that!
As soon as I saw how long he made his rotor contraption, I just started laughing
You can also basically double the speed of the rotor method by placing a small grid attached by landing gear at the end of the rotor arm. When you're sitting in a cockpit, the game shows the speed at the center of mass, which for the large arm is in the middle of it. when you're in the small grid, the COM of the small grid is right on it
The small grid I used was just a landing gear, small reactor, antenna and helm, so i could remotely activate the spinning rotor
Also, i don't know how it happened, but when i removed the large grid that had the rotor on it, the small grid was sent flying at about half the speed (~325m/s), *without* slowing down. I did this test in space, and checked the subgrid speed with space master. No speedmods, so it was going over the speed limit
I confirmed it was indeed going over 100m/s by trying to chase the antenna signal with an astronaut, but it kept getting away very fast even though i was going 110m/s - so it really was going what the space master menu was showing
edit: reloading the world will cause the game to update the speed if it's going over speed limit.
I'll give this a try, see if I can replicate it
A tower of rotors all rotating in the same direction at full speed is pretty cool
7:47 - Imagine the negative G-force you feel going from 580kmps instantly to 100kmps... that's gotta be enough to rip you to pieces.
Glad to be this soon to one of your videos
Normally people say first!
When trying railgun impulse, did you try setting off the jetpack instead setting off the dapeners? maybe the game detects the jetpack on but dampeners and sets the max player's speed to 110m/s
Worth a try!
@@Zer0sLegion So? How did it go?
put 2 pistons on a moving grid already at 110ms. pistons will extend even at 110 meaning it will push you faster.
I usually play with a mod to get to 500. I have one for 5000 but when I get to those speeds, shit usually ends badly. I LOVE the idea of spin-launching... Imma build that in survival XD
There's a video somewhere about the history of the Clang Gun , how someone I think in China years ago released a build where a projectile still thought it was a subgrid after it was "launched".
Found it: Major Jon "How clang guns really work", UA-cam
I'll give it a look
The game's engine actually works up to the integer limit. The devs just capped the speed for gameplay reasons.
Yeah, I know, I did another video where I tried to see what that limit was. I was just having fun seeing how fast I could go without mods.
Works is a very strong word.
@@jonessii Well, you can get there if you really try
Doesn't mean it'll be playable
@@Zer0sLegion Well i cruised 6 years ago in a ship with speed mod at 120km/sec. Worked pretty nice.
Years back I use to put triple piston on a ship accelerate max speed to target then launch the piston projectile. I think now Keen made unfinish blocks no damage so you can't cheap shot anymore.
Now I wonder if there's a way to reach 5 million metres a second... but I wonder if I could build a system that uses rotors to make a high rise 3D ferris wheel type system.
Now this is a challenge!
for your catapult i found if you put a rotor on you merge block that is locked then put a seat on that when you launch your on a subgrid so you still go at the same max speed
put a rotor on a rotor both turning in the same direction at highest speed or dont even stop there u could go further and repeat it again and again
imagine launching subgrid heavy armor balls into the enemy base at high speeds
I definitely enjoyed and learned a few things - I wonder if there are new ideas for you to try next ?
In KSP, they have these things called Kraken Drives which basically break the physcis engine intentionally and can go ludicrous speeds. I wonder if you could build something similar in space engineers.
There's something very similar that you may see very soon...
Ah, you mean the Lord Klang drive
i have an idea whit the rotors, like you can stack it wathere you want and it can be a lot more faster
That's a good idea!
The rotor is not going at 30m/s, it's going at 30rpm. The formula would be:
(rpm/60)*m
where rpm is the rotor speed and m is the distance in meters to the center of the rotor
I'm just going by what the UI says. 🤔
Some of these ships look like Crossout vehicles
Spinlaunch in space engineers?
(i have no idea how space engineers works so take what i'm saying with a Block 'o Salt (Patent Pending)) build a ship within a subgrid in such a way that due to it being within the subgrid/connected to the rotor it's speed limit is removed
I don't think that'll work but I'll give it a go
@@Zer0sLegion Bruh you gotta let me know how it goes
You should have done this in Space on an Asteriod. more space and not so much G-forces. 6:40 :)
Have you tried stacking rotors? First rotor spins the second so it's moving before its even on. Turn it on and it's speed is added to the current speed. So on and so on for a dozen should get you moving pretty fast
Ran this same sequence of experiments much earlier I'm space engineers history and at that time you either were free standing or in a cockpit. If free standing in a little box on the end of the arm, you phased through the arm shortly after hitting the player speed limit. Also the speed measure was off due to your constantly changing vector. The second you entered a cockpit though, the arm immediately slowed down to 100. So you could cause ship parts to break the limit, you just couldn't enjoy it yourself.
It looks like that's been changed then
@@Zer0sLegion yeah pleasantly surprised!
Why don't you attach a rotor to the thing your trying to launch so it becomes a sub grid?
I believe that the reason why you had difficulty with the railgun was because the point where the projectile spawns is not the barrel, it is the area below.
I've seen people reach railgun velocity with their engineer, but they've had a speed mod on
Yeah, it's a bit weird but I got there in the end.
@@Kallodus I had a ship that i got up to 5000ms when traveling in between planets. its demise was a fist-sized rock in space
@@SqaurebearSqaurebear space debris is a threat in real life too! A sizable space pebble already hit the James Webb telescope
@@Kallodus interesting
I would imagine if the rotor detached its head, the arm would still (perhaps) behave like a subgrid?
Unfortunately not. As soon as it's detaches it updates
catapult should not break if you use connectors... so "propulsion" rotor > any length of blocks > connector 1>(here is where detachment happens)connector 2 > any block that creates subgrid (piston or rotor or anything else? might be redundant) > "control panel" (pilot seat for immersive experience xD). alternatively and possible even easier to implement, is use of landing gear instead of connectors (no hassle with connecting them).
Maybe try making a gravity wheel?
Try putting a motor on the other end to trick the game when you detatch
Clank-Drive maybe?
Did you try with a small grid magnetized to the throwing arm?
That was a quite entertaining short clip. Thank you for the great content. 10th, btw :)
Glad you enjoyed it!
My fastes test got up to around 1600ms with rotors, g drive and thrusters at the end of a long arm...
can make a catapult in space engineers which means roman engineers confirmed XD
TRUE
4:00 did I just eat a shroom wtf
Yeah, that's my favourite SE bug.
Anyone ever tell you your voice is uncannily similar to Joe Lycett? Also, great content! Just getting into SE and your tutorials are massively helpful, thanks!
I don't know who Joe Lycett is but I'll take it as a compliment lol.
@@Zer0sLegion Comedian from Birmingham. Regardless, stay awesome, my friend
what if you build a ship on a rotor and detatch the rotor from the ground? would the rotor slow the whole thing down?
I guess we'll see!
Hi i love your videos and was just wondering roughly when your server is coming out???
First week of July
@@Zer0sLegion so next week, right?
Basically, yeah
Wait if u put a subgrid on the merge block u could go fast with the catapult
What if you make a missile itself a subgrid with two hinges or rotors or whatever. Like you make a subgrid and interlock it? I hope this makes sense
It's a good idea but it sadly doesn't work.
Jump Drive, lol xD
😐
It possible to put one rotor on another? Will it be faster?
I presume so, I'll test it next time!
clang drive.
Could you use the grav drive on a subgrid attached to a ship?
I'd have to test it to be sure.
cool video but... when weapon core reviev?
10,000 likes
use artificial gravity in space to get high angular velocity...
I could give that a try yeah
@@Zer0sLegion :D
So theoretically if i build a ship off of a rotor subgrid so the ship remains a sub grid would it be able to break the speed limit?
Not sure if that's how it works but give it a go!
I went to 120 in bass game
What if I told you that there is a way to remain a subgrid forever... Mwahahaha
I would be very intrigued
damn i was hoping u could find a way to fly super fast
I mean, I did...
@@Zer0sLegion i mean a ship going at light speed without a jump drive :p
@@EvilNecroid I've tried that, it's not possible
i think subgrids are limited to 1600 m/s cause when i put a gravity drive and passanger seat on a clang gun projectile it stopped accelerating around that speed
also 69th comment
I'd love to test it that.
Also nice!
Is it possible to stack rotors to reach even higher speeds?
probably
What about warheads vs subgrids?
Warheads ain't that fast
6:00 So couldn't you make a Mass Driver system with those rotors?
Theoretically, but I don't know if that would be any faster
if subgrids go faster, wouldn't the logical progression be to build a ship completely on a subgrid? and i assume this doesnt work because someone would likely have done it.
and so how is a subgrid that can break the speed limit actually defined? and how can we trick that process into letting us go as fast as we want? don't you MAKE me do testing myself!
I've seen ways of doing it but that quickly get patched. I guess we just have to wait for the next one to be found.
Can anyone confirm that the thruster on the rotor as a subgrid actually hacks the ship speed limit, or is that still just a theory?
There used to be ways to do it but I'm not sure any work at the moment.
Is this some inside joke or why is no one commenting on this
The setup does 1500G (one-thousand-five-hundred) not 15000G (fifteen-thousand)
And he does this for all his thousands (e.g. 1200 would turn to twelve thousand)
100% correct, no problems at all
seems fine 2 me
nah, he said it right
𝟏𝟎𝟎% 𝐜𝐨𝐫𝐫𝐞𝐜𝐭 no problems
nope, no inside joke, zer0 is correct on this one
What about the jump drive?
ua-cam.com/video/nYfPlp3vN8s/v-deo.html
Pistons Horizontal on a rotor?
😓
So the mass drive doesn't work anymore?
You mean gravity drive? it doesn't let you get past 100m/s
So... What if you put a hinge/rotor/piston on the launch side of the merge block and then flung yourself? You'd still be on a subgrid then...
Nah, it immediately applies when you're free from the grid.
@@Zer0sLegion even if that rotor is also spinning?
couldnt you make an entire ship a subgrid with youre logic in this? would that mean you could make things that could reach planets in seconds?
I'm not eactly sure what defines the limits for what is a subgrid but what you're suggesting doesn't work.
@@Zer0sLegion well thats kind of sad
LoL weeeeeeeeee
WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
100m/s is just so the game can play on a potato.
I use a 1km/s mod because any faster and I run into asteroids.
The video who gives you nausea...
Oops
Bop
Pop
Interesting….. hmmmmmmmmmmmmm
🤔
Hmmmmmmmmmmmmmmmmmmmmmm
🤔
Hmmm
this absolutely means nothing, because you cannot use it to propel a ship, and the principle of the furthist part of the rotor being faster, cmon man, that is simple ratio knowledge and it is used all around us every day, they most obvious example of this would be the gearing of just about any vehicle, they all have one or other way of transferring power from small to large gears to give more speed, even bicycles use this method. gee my eight year old knows this
No one said this was a practical use for breaking the speed limit, only if it could be done.