I've been thinking about starting a bit of a Space Engineers let's play series. My plan was for it to be like an extended version of the large ship build. I'm planning on using mods, but primarily cosmetic ones - indoor decoration, doors etc. If there's a strong preference for vanilla let me know as I'm going to be building a little bit of a scenario first so that drones attack if I stray too far - just to add some challenge and interest.
since I'm still in early stages of playing SE, I'd prefer you stick as close to vanilla as you can, but it's your series so in the end the choice is yours. also looking forward to the next installment in the Splitsi & Capac venture!
Given that "Lets Play" series are normally aimed at novices (like myself) I would suggest that the mods are kept to a minimum so that players following your guide will get a better understanding of how the core game functions and what constants are imposed before trying to modify the game .
Hey, just wanted to say thanks for these great videos. They have been very informative and helpful to both me and my friends. We recently started playing Space Engineers, and as it turns out, we kinda sucked at making any sort of functional atmospheric ships. Your videos helped us figure out how to get started, and without them we would probably still be struggling to start, if we even would have stuck with it this far. Keep up the good work!
Thank you Xenoran! I love hearing stuff like this. Space Engineers is pretty tough when you start out so I'm really pleased that these videos are helping out :)
yea there isnt much for helping new players as far as a tutorial goes anymore they used to have a simi ok one that had a few issues where they didnt explain everything but it was something and would have worked had they just tweaked it a bit, but instead they just got ride of in in favor of a scenario that does not do anything other then have you run from automated drones, what they had before explained the game way better, might not have been as fun but at least it explained the building process.
Adam Murray Me to bud, I raged when I built a master peace with all my thrusters really close and facing on my compact build, I flew it for about 30 seconds doing just a quick test flight over ice before a few additions mods then saving blueprint....& well it vaporised....never had a chance to save it lol!
There is a mod called BuildInfo which will visually display thruster damage range and give you other valuable information (numeric block health, airtightness and mount points, cargo/tank volume, turret range, speed and accuracy, drill/welder/grinder radius, etc.). It's also invaluable when finding air leaks, adding visual path from your vent to the hole. It has no blocks added, so if you're vanilla purist or play on a server without it, you can blueprint your ship into SP to figure out what is causing issues. It does, however, work with whatever modded blocks you have (custom turrets, tanks, drills, etc).
Just now watching this. Awesome content my dude. Maybe the thrusters dont damage other grids due to 'Sub-grid Damage' being off? Thank you for all the tutorials. Fun game
That might have been the case, it's something I need to test again since it looks like the damage distance has changed since I recorded this (it seems much shorter now)
Nice video man very useful info, I can't begin to count the amount of times I've built a cool ship flew around for 10 mins in empty space and couldn't figure out witch thruster were ripping half my ship apart xD
Hopefully this is still accurate after the recent updates, I'm planning on having another look at it after the next major update since the pattern of damage has been changed a little, though since it is meant to reflect the thruster plume the distances it causes damage should be the same I found here :)
This is very helpful . I started an new world , want to survive with the spawn ship in space and will try to convert it, into an place for living, fighting and working :)
Pretty sure it's basically a straight line, staying within the 1 block width of the thruster itself, meaning anything not directly in front of the thruster block should be fine.
Thanks, I'll be doing an updated version of this soon, but I don't think much has changed (except I think I've got some more fun ways to test these days) ;)
Technically yes, but I'm very rarely on Facebook (less than once per month), I'm much more often on Twitter and Discord (the links to both should be in the video description) :)
Thank you for the time and effort you put into helping others in this game...started watching your videos yesterday (just got the game 1-25), and based on the stuff I've watched thus far you should be getting compensated by the developers of this game for sorting out all this information, making it accessible for players, and doing so in such a way as to make it easily understandable for all. This is much better than the ingame tutorials and guides. In regards to your 'testing platforms' shown in this video...if I were to make something similar and leave it in my world would it work for "re-testing" purposes after a game update by the developers...or would I need to rebuild the facility after each update? Thank you for your time and assistance.
You're very welcome. It should work after the next big update, though there might be more tests to add - I know I'm going to be running a lot of these tests again and I also plan to completely restart my tutorial series with the update too :)
You forgot to talk about the fact that with large thrusters (small or large ship) they only damage the center block. Meaning you can overlap the edges of the thrusters with armor and not have then damage it.
Hello there, is it possible that these have changed over the last two years? I'm in the middle of designing a somewhat organic looking ship where I try to keep the thrusters on the inside. Since space is rather limited I've played around in creative a bit, much like you have here and for me, the large grid thruster damage ranges turned out different - 2 blocks gap for small hydrogen thrusters and 6 blocks gap for the large hydrogen ones. I haven't tested the others yet since the ship is meant to run on hydrogen only, might do that later, though.
They seem to have changed a fair bit, mostly to substantially reduce the damage that was being done and the distance it's done at so what you've described sounds reasonable from what I've seen
I just tested it and got 2 blocks for the small hydrogens too. But the large one still seems to need 7 blocks, although the 7th block needs several minutes to even turn from 100% to 99%.
Should also consider including the ranges you can cover the thrusters up before they get damaged; noticed with a few that you can point it through a hole and it'll clear the armor.
3:51 ive had that happen a few times and could not get it to go away unless i placed a block in the same place in survival mod then ground it down. great video ive been wandering about this myself anyway as ive got an idea in mind that will be needing some hidden thrusters.
yea same here cant reproduce it other then once it start happening it keeps happening until I reload the world also ive had an issue of placing invisible blocks but when I reload there visible
Hey Splitsie, you may want to do an addendum to this tutorial. I have been in search of a mod to improve armour strength so that landing pads can withstand the damage caused by upward thrusters close to the ground. I came across a video clip talking about using Catwalk Plates as ablative armour to protect against missile attacks and I thought, if it works for missiles (as it did) surely it must work for Thrusters - and it appears that it does. There is no logic as to why the thin Catwalk Plates should reduce the damage as they do, but since applying them I have taken off and landed several times with a ship that has a gap no higher that one small block above the surface and it has caused no damage whatsoever.
That definitely seems worth a re-visit. Rasip also mentioned the possibility of angled blocks not taking damage at the same range so I want to test that too. I think it's based on the way that the collision with the thruster is calculated so we could see some interesting results. Glass blocks may work in the same way as plates as I'd imagine they have the same collision box calculations.
See, there is another option I had never considered but a transparent landing pad made of bulletproof glass would look super cool if it works. Which reminds me of another cool trick I want to try . . . More to follow.
OK It took me a while but I finally remembered to test my theory. You can indeed use glass blocks (windows) as a landing pad and they do look mighty impressive.. But here is the bonus: You can connect to your Connectors through the glass. Whats more, you can also pass items through the glass via the connector. This means that you can have a connector inside a pressurized building/ship and still connect a ship to the outside and pass items through the glass without any loss of pressurization.
You're welcome Rachel :) I've blown up lots of ships through pure stupidity and the occasional bits of laziness but I've learned, now I do that stuff in creative
ive crashed a few ships from not adding enough thrusters them getting them to full from mining as the cockpit and the drills all act as cargo boxes and i forget to account for that or run out of hydrogen before getting out of gravity and crashing back down to the surface that seems to be the worst for me
Does anyone know if (for at least the large thrustsrs) if they affect blocks in a 3x3 in front of the nozzle rather than the 1x1 in the experiments? Im just wondeing if that matters
The Lg Atmo is one block into the testing area. You can see at 3:59 and 4:35 the outline of it. So it's one block closer into the testing range then the other blocks which all end before the first black line while the lg atmo extends over the first black line.
People need to know that thrusters have damage widths too, not just lengths. All of these images and videos about thruster damage gave me the impression that the width of the damage is just 1 block wide from the center of the thruster. Now I'm struggling with my completed hydrogen builds because this assumption is wrong and they damage in a 3x3x7 volume. EDIT: This is false, I have done some testing now. It actually emits damage in a 2.5x2.5x7 cross-shaped area. Half blocks directly on the sides of this volume don't take damage. Full blocks positioned diagonally along this volume do not take damage.
For small thrusters a 1x1 is enough, for the large thrusters you'll likely need a little more room but I haven't tested the spread of damage recently so it might have changed a bit since I did this video
@Splitsie Is this info still relevant? The wiki shows needing 3 blocks of space for a small grid small atmo thruster, but your research in this older build is showing only 2 blocks needed. I'm going to test when I get home tonight most likely.
Also, I built a ship last night with small atmo thrusters on a small grid. I left 2 spaces, but the blocks showed being deformed even though there wasn't any damage to them. I didn't think anything of it because I'm new to the game and learning through your videos and smashing my head against the wall in survival. Anyway it warrants further testing if I can't find a solid newer answer online.
I'm not sure how accurate this is now, but the wiki has always been terribly outdated so I've never relied on it. I plan to redo a lot of this testing now that we've got the full release :)
That's interesting, if it turns out to be true I might test a bunch of different blocks and see if there's any variation. I suspect it's the same but you just have to wait long enough for the blocks to be damaged - some of the blocks took a few minutes to take damage when I did the testing for this video.
did SE tweak planets during the last update? seems im no longer able to get anything more then 4 fps no matter if im running mods or not when on a planet when I was getting about 11 on or off planet , though now im getting 15 to 20 in space with no planets so guess that parts improved a bit
well if anything my saves with out planets are much improved guess ill be playing on those worlds for awhile till I either can get a new computer or figure out what is going on with planets well that works out anyway as Ive got a few ideas to work on for a space station and stuff
Now that they re-wrote the thruster damage physics, is this obsolete? I heard the damage now goes sideways, not just straight back, or was that "fixed" in the second thuster damage update?
It might be obsolete, though I only tested the distance so I suspect that's unchanged. I plan to take another look at it, but I'm waiting for the next major patch as knowing keen they might change it again :P
I've made a replica of the Talisman using your build guide and it's a fine ship that's taken me on a journey. however it's a bit tedious to grind all that ice for the hydrogen tanks all the time. Thinking of getting Ion thrusters placed on it, I would however still like to keep hydrogen thrusters on it to be able to do planetary trips with it as well. Any chance you can make a video showing ways to upgrade the Talisman to be more versatile without having too much impact on the looks of it? as an idea for a video in the future: creating an asteroid station that can be sustained for long time and how to fight back against those pesky pirates?
Yeah, I think a return to the Talisman for upgrades could be good. I've got a few ideas rattling around in my brain for how to upgrade it :) With the fight against the drones I've been playing around a bit with decoys lately and am hoping to figure out how they behave to make the most of them. Once I'm confident I've got some useful info that I'll put something up.
yea an upgrading video would be a nice one to watch to see how some one else does there upgrading :) also for the drones I asked you about before ive been doing some experimenting and I managed to get one to get within 1 small block space o f the GPS and facing the correct direction and with some of the fails ive noticed there seems to be a weird response with autopilot when on a planet still have some experimenting to figure out exactly whats going on but so far it seems that gravity appears to be a problem for drones as they seem to over compensate based on the max speed you set the remote block to still got a lot of ideas to try out but each one seems to be getting better and better.
well im going to keep working on it as i need automated drones for a roll playing senaro im making then once i get all the bugs worked out ill make a video on it.
@@Splitsie i have yet to see one made. I think it would help a lot of people understand which are allowed to sit infront of thrusters and which cant. I personally had to test them all myself just to figure it out. Wish someone had it already up though so I didnt have to do the work lol.
Small ship thrusters (at least use to) don't do damage to large ship heavy armor. Edit: They actually changed this. Heavy armor use to be immune, and I don't know when they changed it ;\
At the moment the only blocks that seem to be immune to thruster damage are the catwalk and LCD blocks, so if you want an impervious landing pad just cover it with these. Apparently you can even place them over the connector and still manage a functional connection... though I haven't tested that part personally.
Splitsie Thank you very much for this. I had assumed that small ships still were fine with heavy armor. I assumed all damage was from my sub-par-overtired flying.
considering Im welding with 0.5 and realistic inventory settings that would take me forever. as it is the scenario/ campaign map im designing is probably not going to get finished for quite awhile.
Does this video still hold up after all these updates? Also, are there any blocks immune to thruster damage, or that allow thrust to pass through them, like hallways and vents?
It was relatively accurate until about 3 or 4 months ago, it seems like somewhere around then the range of thruster damage was dramatically reduced. If you use the distances I measured then you're still definitely safe though :)
My question is very miner, if you'll pardon the pun, but may be of interest to other players also. How far apart do drills have to be placed to be effective while not wasting space? Also, most mining ships I have seen, the drills are placed way out in front of the ship. Do they have to be that far out? How close can they be to your ship without causing damage?
With small ship drills I've safely left 2 blocks gap, with large ship drills I've had them blow up with no gap at all... not sure if it was a failure of the voxel updates or a design failure, but it happens fairly often. I think the reason the drills end up so far out front is down to conveyors and practicality, it's easier to put the thing that you wnat to have hit the rock there. The downside of having a cockpit or thrusters close is that they're more likely to get damaged in that setup. I've not tested damaging your own ship with the drills either so that could be a problem too.
if the cockpit is to close to the drills they WILL blow it up (i found out the hard way) also I have noticed a lot of people like to put the drills side by side yet that is a waist the drilling radius is large enough that if you where to place 2 drills far enough apart that 1 drill can fit between them with out actually putting that drill there it works just as well as if you had all 3 drills.
Ouch, that must have been a painful discovery. On all my old ships I used to leave a gap, these days I tend to just leave enough gap for the reversing thrusters as there can be devastating consequences when a stray voxel survives your drill
yea but i suspected that it might and there for made sure i had nothing in my inventory when i tested it as I was trying to see what I could get away with , so it was a learning experience and now i tend to build my mining ships with that in mind so i dont damage the cockpit or place unnecessary drills ive gotten to getting my mining ships to be very reliable and even being able to turn around inside there own tunnels when piloting it myself my next goal making it automated.
If you mean around the area where the thrust comes out, I didn't fully test it, but I'm pretty sure that the large hydrogen thrusters damage only the block directly in their path. If they damage adjacent ones it's only a very small amount. This is not true of ion thrusters though, those damage 2 blocks equally, but only the 2 in the center, you can cover up the sides without any problems :)
A bit late but you forgot to note that the atmo thrusters do damage on the both ends. Not just the push side of it. I learned this the hard way when I was streaming on twitch... so yea I got witnesses.
Are you sure this info is still correct? Yesterday I tested for small grid just 2 blocks for both the small hydrogen thruster (both small and large grid, creative and survival) so maybe a revision on this video would be in place :p
I don't believe it's correct any longer, this video is around 2 years old and I think they changed things about 6-9 months ago, I think all the changes are reductions on the old values fortunately
In your describtion you have put the wrong distance numbers on large hydrogen thruster damage for small grids. In your video the large thruster does damage for a 9 blocks distance in space while 8 in atmosphere!
You could have placed your small blocks to be on the same grid, and it would've been better for measuring, and more useful for us because of that. Edit: nevermind, i see you learned this for the space part. The same design would've been practical on the atmosphere section.
I don't believe so, and the range of thruster damage has changed a bit since these tests, while I haven't tested it thoroughly they appear to have been dramatically reduced
great video splitsie. I got an video idea for you.how to get back home.im on easy start earth.i dismantled the easy start base and started my own base on the ice .I forgot to put up an attena .I went looking for silver.totaly got lost.took 2 days to find my new base.there the is no compass in this game. you must have made this video last night.i see you where on.do you need help building.
Thanks :) The only tip I've got on that one is to use your GPS markers often, any time you think 'hey I'd like to come back here' just drop down a new marker. I've got a terrible sense of direction so I was one of those people that couldn't play minecraft without a map mod... or a massive line of torch towers to guide me back :P
yep GPS markers are a great thing to use I just wish we could have a tab system with them so we dont clutter up our GPS list to much when you have 50+ gps markers it get s to be a pain and you have to start labeling them like Earth - Nickel - 79M just so you dont confuse it with one thats 79M on Mars for when you need to activate a certain one for example
Yeah some sort of organisational structure would be nice, but maybe they could fix the inventory first... A map would be nice but I'm not sure how you could do the display for 3 dimensions... as any real representation would be pretty processor intensive I would have thought
there is a radar mod (dev and stable) that works on or off planet its not an actual map but will ping any grid or rock or asteroid effectively letting you know exactly where every thing is , and well a map would be nice on planet realistically a radar would be better for space. so i would recommend that mod just get the one that says (Dev and Stable) as the other 2 do not work
That issue with the landing gear is an interesting glitch, but I wouldn't consider it cheating, or even worth the effort given that thruster damage can be turned off in the settings.
ive got mixed feelings on if its cheating or not lol realisticly it would cause damage and should , but given that landing gear has some major issues like blowing up for no reason at all id have to say not cheating till they fix landing gear lol
Maybe, I haven't checked whether the changes they made altered the maximum range of the damage which is what I was looking at here. From the sounds of rexxar's comment it should be about the same as the visual flame should match up to the damage which is about what I saw, definitely need to test that at some point though :)
I've been thinking about starting a bit of a Space Engineers let's play series. My plan was for it to be like an extended version of the large ship build. I'm planning on using mods, but primarily cosmetic ones - indoor decoration, doors etc. If there's a strong preference for vanilla let me know as I'm going to be building a little bit of a scenario first so that drones attack if I stray too far - just to add some challenge and interest.
since I'm still in early stages of playing SE, I'd prefer you stick as close to vanilla as you can, but it's your series so in the end the choice is yours. also looking forward to the next installment in the Splitsi & Capac venture!
Given that "Lets Play" series are normally aimed at novices (like myself) I would suggest that the mods are kept to a minimum so that players following your guide will get a better understanding of how the core game functions and what constants are imposed before trying to modify the game .
You both make a good point, I'll work at keeping them to a very small number so it's only the best mods (from my POV) that I include :)
Could you be sure to include a description of the mods as they are presented during the game play.
Cheers
Absolutely, I'll make sure to give a reason to include each one and describe what each one adds to the game that makes them worthwhile :)
Nice giant Lego Brick Ship in the intro. Everything about this video is AWESOME!!!
At first i was afraid it wouldn't be anything about small ones (i try to create good-shaped miner), but you tested them too. Thank you very much
You're very welcome, I haven't done any tests in a while but when I do I try to be as thorough as I can be (without getting incredibly boring) :P
I saw this in the thumbnail for the "non-brick" ship building tutorial. I can't believe it's an actual functioning ship. 🤯
This is good to know because I was going to make a trap inside my ship using hydrogen thrusters. I was gonna call it my furnace.
Welders and grinders are also a nice way to set up traps, since they won't damage their own grid ;)
Grinder and inverted windows
Hey, just wanted to say thanks for these great videos. They have been very informative and helpful to both me and my friends. We recently started playing Space Engineers, and as it turns out, we kinda sucked at making any sort of functional atmospheric ships. Your videos helped us figure out how to get started, and without them we would probably still be struggling to start, if we even would have stuck with it this far. Keep up the good work!
Thank you Xenoran! I love hearing stuff like this. Space Engineers is pretty tough when you start out so I'm really pleased that these videos are helping out :)
yea there isnt much for helping new players as far as a tutorial goes anymore they used to have a simi ok one that had a few issues where they didnt explain everything but it was something and would have worked had they just tweaked it a bit, but instead they just got ride of in in favor of a scenario that does not do anything other then have you run from automated drones, what they had before explained the game way better, might not have been as fun but at least it explained the building process.
i like how you represented a brick ship with a literal construction brick.
Nice profile picture
that one ship near the start: maybe you could expand it and make a flying lego brick?
I read somewhere that Atmos do no damage. Good thing I saw this video
I'm glad I could help dispel the myths! ;)
Adam Murray Me to bud, I raged when I built a master peace with all my thrusters really close and facing on my compact build, I flew it for about 30 seconds doing just a quick test flight over ice before a few additions mods then saving blueprint....& well it vaporised....never had a chance to save it lol!
There is a mod called BuildInfo which will visually display thruster damage range and give you other valuable information (numeric block health, airtightness and mount points, cargo/tank volume, turret range, speed and accuracy, drill/welder/grinder radius, etc.). It's also invaluable when finding air leaks, adding visual path from your vent to the hole. It has no blocks added, so if you're vanilla purist or play on a server without it, you can blueprint your ship into SP to figure out what is causing issues. It does, however, work with whatever modded blocks you have (custom turrets, tanks, drills, etc).
It certainly can be a useful mod for that sort of info :)
What a great video, thank you very much for the easy to follow demo.
Thanks and you're very welcome :)
Just now watching this. Awesome content my dude. Maybe the thrusters dont damage other grids due to 'Sub-grid Damage' being off? Thank you for all the tutorials. Fun game
That might have been the case, it's something I need to test again since it looks like the damage distance has changed since I recorded this (it seems much shorter now)
Nice video man very useful info, I can't begin to count the amount of times I've built a cool ship flew around for 10 mins in empty space and couldn't figure out witch thruster were ripping half my ship apart xD
Hopefully this is still accurate after the recent updates, I'm planning on having another look at it after the next major update since the pattern of damage has been changed a little, though since it is meant to reflect the thruster plume the distances it causes damage should be the same I found here :)
This is very helpful . I started an new world , want to survive with the spawn ship in space and will try to convert it, into an place for living, fighting and working :)
Just started playing again but on the xbox and am working on a project for the full release and this video helps alot on part of my ship
hey, i have a question: how about the width of the thruster damage, how close can we put blocks without damaging them
I'd really like to know as well🤙 Seems it is equally important
Pretty sure it's basically a straight line, staying within the 1 block width of the thruster itself, meaning anything not directly in front of the thruster block should be fine.
@@Letham316 awesome thanks for the help🤙
Dude this was damn brilliant! Subscribed!
Thanks, I'll be doing an updated version of this soon, but I don't think much has changed (except I think I've got some more fun ways to test these days) ;)
@@Splitsie any chance you have a Facebook page?
Technically yes, but I'm very rarely on Facebook (less than once per month), I'm much more often on Twitter and Discord (the links to both should be in the video description) :)
Splitsie you make some very interesting and unique vids on SE well done top channel.
Thanks so much :)
Thanks a lot for all the time and effort put into this. Will be very helpful. (:
You're very welcome, I'm hoping to retest this soon, but I'm pretty sure not much has changed since then :)
Thank you for the time and effort you put into helping others in this game...started watching your videos yesterday (just got the game 1-25), and based on the stuff I've watched thus far you should be getting compensated by the developers of this game for sorting out all this information, making it accessible for players, and doing so in such a way as to make it easily understandable for all. This is much better than the ingame tutorials and guides.
In regards to your 'testing platforms' shown in this video...if I were to make something similar and leave it in my world would it work for "re-testing" purposes after a game update by the developers...or would I need to rebuild the facility after each update?
Thank you for your time and assistance.
You're very welcome. It should work after the next big update, though there might be more tests to add - I know I'm going to be running a lot of these tests again and I also plan to completely restart my tutorial series with the update too :)
Very Helpful videos man!
Thanks :)
Still coming back for reference! lol
You forgot to talk about the fact that with large thrusters (small or large ship) they only damage the center block. Meaning you can overlap the edges of the thrusters with armor and not have then damage it.
Good point, I definitely should have mentioned that :)
This is what i was curious about... Does a thruster exhaust "tube" need to flared into a cone?
Hello there, is it possible that these have changed over the last two years?
I'm in the middle of designing a somewhat organic looking ship where I try to keep the thrusters on the inside. Since space is rather limited I've played around in creative a bit, much like you have here and for me, the large grid thruster damage ranges turned out different - 2 blocks gap for small hydrogen thrusters and 6 blocks gap for the large hydrogen ones.
I haven't tested the others yet since the ship is meant to run on hydrogen only, might do that later, though.
They seem to have changed a fair bit, mostly to substantially reduce the damage that was being done and the distance it's done at so what you've described sounds reasonable from what I've seen
I just tested it and got 2 blocks for the small hydrogens too. But the large one still seems to need 7 blocks, although the 7th block needs several minutes to even turn from 100% to 99%.
Should also consider including the ranges you can cover the thrusters up before they get damaged; noticed with a few that you can point it through a hole and it'll clear the armor.
3:51 ive had that happen a few times and could not get it to go away unless i placed a block in the same place in survival mod then ground it down. great video ive been wandering about this myself anyway as ive got an idea in mind that will be needing some hidden thrusters.
Nice, I like it when things are timed well :)
And yeah, I've only had it happen a couple of times now, but wasn't able to reproduce it.
yea same here cant reproduce it other then once it start happening it keeps happening until I reload the world also ive had an issue of placing invisible blocks but when I reload there visible
that sort of thing used to be limited to multiplayer, I'm not sure what they borked to make it happen in single player too...
Hey Splitsie, you may want to do an addendum to this tutorial. I have been in search of a mod to improve armour strength so that landing pads can withstand the damage caused by upward thrusters close to the ground.
I came across a video clip talking about using Catwalk Plates as ablative armour to protect against missile attacks and I thought, if it works for missiles (as it did) surely it must work for Thrusters - and it appears that it does.
There is no logic as to why the thin Catwalk Plates should reduce the damage as they do, but since applying them I have taken off and landed several times with a ship that has a gap no higher that one small block above the surface and it has caused no damage whatsoever.
That definitely seems worth a re-visit. Rasip also mentioned the possibility of angled blocks not taking damage at the same range so I want to test that too. I think it's based on the way that the collision with the thruster is calculated so we could see some interesting results. Glass blocks may work in the same way as plates as I'd imagine they have the same collision box calculations.
See, there is another option I had never considered but a transparent landing pad made of bulletproof glass would look super cool if it works. Which reminds me of another cool trick I want to try . . . More to follow.
Now that's not fair... no teasers! :P
OK It took me a while but I finally remembered to test my theory.
You can indeed use glass blocks (windows) as a landing pad and they do look mighty impressive.. But here is the bonus:
You can connect to your Connectors through the glass. Whats more, you can also pass items through the glass via the connector. This means that you can have a connector inside a pressurized building/ship and still connect a ship to the outside and pass items through the glass without any loss of pressurization.
That is awesome!
Do you mind if I make a video on the topic and credit your work? I think people would love to know about that :)
Thanks u splitsie for making this IV blown up way to Many ships through trial and error great job
You're welcome Rachel :)
I've blown up lots of ships through pure stupidity and the occasional bits of laziness but I've learned, now I do that stuff in creative
ive crashed a few ships from not adding enough thrusters them getting them to full from mining as the cockpit and the drills all act as cargo boxes and i forget to account for that or run out of hydrogen before getting out of gravity and crashing back down to the surface that seems to be the worst for me
Very useful information *thumbs up*
Thanks!
Thanks and you're very welcome :)
Does anyone know if (for at least the large thrustsrs) if they affect blocks in a 3x3 in front of the nozzle rather than the 1x1 in the experiments? Im just wondeing if that matters
The Lg Atmo is one block into the testing area. You can see at 3:59 and 4:35 the outline of it. So it's one block closer into the testing range then the other blocks which all end before the first black line while the lg atmo extends over the first black line.
so if im placing a thruster facing thruster with both flames facing each other will it slowly dmg it?
People need to know that thrusters have damage widths too, not just lengths. All of these images and videos about thruster damage gave me the impression that the width of the damage is just 1 block wide from the center of the thruster. Now I'm struggling with my completed hydrogen builds because this assumption is wrong and they damage in a 3x3x7 volume.
EDIT: This is false, I have done some testing now.
It actually emits damage in a 2.5x2.5x7 cross-shaped area. Half blocks directly on the sides of this volume don't take damage. Full blocks positioned diagonally along this volume do not take damage.
diameter of damage?
can i provide only a 1x1 hole for the large thrusters exhaust to vent through, or will it damage the blocks around it??
For small thrusters a 1x1 is enough, for the large thrusters you'll likely need a little more room but I haven't tested the spread of damage recently so it might have changed a bit since I did this video
@@Splitsie keep up the good work bud
Are the Flat Atmospheric thrusters the same?...
Dang, gotta head to Creative now to find out.
They should be 1/3 of the regular ones as they generate 1/3 the thrust but from what I've seen I think it might be slightly more than that
@Splitsie Is this info still relevant? The wiki shows needing 3 blocks of space for a small grid small atmo thruster, but your research in this older build is showing only 2 blocks needed. I'm going to test when I get home tonight most likely.
Also, I built a ship last night with small atmo thrusters on a small grid. I left 2 spaces, but the blocks showed being deformed even though there wasn't any damage to them. I didn't think anything of it because I'm new to the game and learning through your videos and smashing my head against the wall in survival. Anyway it warrants further testing if I can't find a solid newer answer online.
I'm not sure how accurate this is now, but the wiki has always been terribly outdated so I've never relied on it. I plan to redo a lot of this testing now that we've got the full release :)
5:55 results at sea level
what about blocks that dont cover the center of the thruster but take up the space over the center like a sloped corner tip.
It varies but most will take damage if in the right(wrong) distance from the thruster
Extremely helpful!
Thanks :)
I do have a question. I've heard sloped blocks aren't damaged by thrusters at the same range. Any truth to that?
That's interesting, if it turns out to be true I might test a bunch of different blocks and see if there's any variation. I suspect it's the same but you just have to wait long enough for the blocks to be damaged - some of the blocks took a few minutes to take damage when I did the testing for this video.
Splitsie If it is true my thinking is that, like with airtight, only one side is used for the calculations.
Glass blocks will have to be on the list for testing then :)
@@Splitsie and? Whats the result
did SE tweak planets during the last update? seems im no longer able to get anything more then 4 fps no matter if im running mods or not when on a planet when I was getting about 11 on or off planet , though now im getting 15 to 20 in space with no planets so guess that parts improved a bit
I wasn't aware of any tweak to planets other than the multithreaded physics stuff, but if anything that should have improved your performance :(
well if anything my saves with out planets are much improved guess ill be playing on those worlds for awhile till I either can get a new computer or figure out what is going on with planets well that works out anyway as Ive got a few ideas to work on for a space station and stuff
Now that they re-wrote the thruster damage physics, is this obsolete? I heard the damage now goes sideways, not just straight back, or was that "fixed" in the second thuster damage update?
It might be obsolete, though I only tested the distance so I suspect that's unchanged. I plan to take another look at it, but I'm waiting for the next major patch as knowing keen they might change it again :P
Does the small ion thruster deal damage to the blocks on the side of its cone of fire or only directly behind it?
Only directly behind it and these days the damage range appears to be smaller than it was back when I tested it :)
@@Splitsie Awesome thanks ^^
I've made a replica of the Talisman using your build guide and it's a fine ship that's taken me on a journey. however it's a bit tedious to grind all that ice for the hydrogen tanks all the time. Thinking of getting Ion thrusters placed on it, I would however still like to keep hydrogen thrusters on it to be able to do planetary trips with it as well. Any chance you can make a video showing ways to upgrade the Talisman to be more versatile without having too much impact on the looks of it? as an idea for a video in the future: creating an asteroid station that can be sustained for long time and how to fight back against those pesky pirates?
Yeah, I think a return to the Talisman for upgrades could be good. I've got a few ideas rattling around in my brain for how to upgrade it :)
With the fight against the drones I've been playing around a bit with decoys lately and am hoping to figure out how they behave to make the most of them. Once I'm confident I've got some useful info that I'll put something up.
yea an upgrading video would be a nice one to watch to see how some one else does there upgrading :) also for the drones I asked you about before ive been doing some experimenting and I managed to get one to get within 1 small block space o f the GPS and facing the correct direction and with some of the fails ive noticed there seems to be a weird response with autopilot when on a planet still have some experimenting to figure out exactly whats going on but so far it seems that gravity appears to be a problem for drones as they seem to over compensate based on the max speed you set the remote block to still got a lot of ideas to try out but each one seems to be getting better and better.
Wow, that's pretty impressive. I'll have to get you to show me how to do it at some point as my attempts at autopilot have been... lackluster at best
well im going to keep working on it as i need automated drones for a roll playing senaro im making then once i get all the bugs worked out ill make a video on it.
well i just had a successful auto docking 2 times in a row so i think im on to something.
You should do a video on how slopes and half blocks are affected by thrusters
I would like to do that at some point - just need to find the time
@@Splitsie i have yet to see one made. I think it would help a lot of people understand which are allowed to sit infront of thrusters and which cant. I personally had to test them all myself just to figure it out. Wish someone had it already up though so I didnt have to do the work lol.
Small ship thrusters (at least use to) don't do damage to large ship heavy armor.
Edit: They actually changed this. Heavy armor use to be immune, and I don't know when they changed it ;\
At the moment the only blocks that seem to be immune to thruster damage are the catwalk and LCD blocks, so if you want an impervious landing pad just cover it with these. Apparently you can even place them over the connector and still manage a functional connection... though I haven't tested that part personally.
Splitsie Thank you very much for this. I had assumed that small ships still were fine with heavy armor. I assumed all damage was from my sub-par-overtired flying.
No worries, damage to my stations is normally because of bad flying, or forgetting to turn off my thrusters :P
Hey FLIPSIE, can you do a hidden thrusters ship??
Hey, I'm not flipsie... no wait? What? :P
Please tell me that you built that brick in creative mode =0O
Yep - that thing is absolutely enormous!
that would have been a pain in survival creative is the only way to go for something that big
Wow. I just don't have the words for that kind of patience :P
considering Im welding with 0.5 and realistic inventory settings that would take me forever. as it is the scenario/ campaign map im designing is probably not going to get finished for quite awhile.
Yep, I'll try to remember to upload it tonight after work
Does this video still hold up after all these updates? Also, are there any blocks immune to thruster damage, or that allow thrust to pass through them, like hallways and vents?
It was relatively accurate until about 3 or 4 months ago, it seems like somewhere around then the range of thruster damage was dramatically reduced. If you use the distances I measured then you're still definitely safe though :)
My question is very miner, if you'll pardon the pun, but may be of interest to other players also.
How far apart do drills have to be placed to be effective while not wasting space?
Also, most mining ships I have seen, the drills are placed way out in front of the ship. Do they have to be that far out? How close can they be to your ship without causing damage?
With small ship drills I've safely left 2 blocks gap, with large ship drills I've had them blow up with no gap at all... not sure if it was a failure of the voxel updates or a design failure, but it happens fairly often.
I think the reason the drills end up so far out front is down to conveyors and practicality, it's easier to put the thing that you wnat to have hit the rock there. The downside of having a cockpit or thrusters close is that they're more likely to get damaged in that setup. I've not tested damaging your own ship with the drills either so that could be a problem too.
if the cockpit is to close to the drills they WILL blow it up (i found out the hard way) also I have noticed a lot of people like to put the drills side by side yet that is a waist the drilling radius is large enough that if you where to place 2 drills far enough apart that 1 drill can fit between them with out actually putting that drill there it works just as well as if you had all 3 drills.
Ouch, that must have been a painful discovery. On all my old ships I used to leave a gap, these days I tend to just leave enough gap for the reversing thrusters as there can be devastating consequences when a stray voxel survives your drill
yea but i suspected that it might and there for made sure i had nothing in my inventory when i tested it as I was trying to see what I could get away with , so it was a learning experience and now i tend to build my mining ships with that in mind so i dont damage the cockpit or place unnecessary drills ive gotten to getting my mining ships to be very reliable and even being able to turn around inside there own tunnels when piloting it myself my next goal making it automated.
Sweet, I'm definitely not a fan of trying to reverse out of a hole I make, nor am I very good at it
Did u put blocks around the large hydroel thruster
If you mean around the area where the thrust comes out, I didn't fully test it, but I'm pretty sure that the large hydrogen thrusters damage only the block directly in their path. If they damage adjacent ones it's only a very small amount. This is not true of ion thrusters though, those damage 2 blocks equally, but only the 2 in the center, you can cover up the sides without any problems :)
This video will not play :(
Love all your other videos they have been incredibly helpful
Plays just fine for me, TH-cam must be having one of its 'moments' :(
A bit late but you forgot to note that the atmo thrusters do damage on the both ends. Not just the push side of it. I learned this the hard way when I was streaming on twitch... so yea I got witnesses.
That will have to be a mod or another issue as the intake end definitely doesn't do any damage
Are you sure this info is still correct? Yesterday I tested for small grid just 2 blocks for both the small hydrogen thruster (both small and large grid, creative and survival) so maybe a revision on this video would be in place :p
I don't believe it's correct any longer, this video is around 2 years old and I think they changed things about 6-9 months ago, I think all the changes are reductions on the old values fortunately
In your describtion you have put the wrong distance numbers on large hydrogen thruster damage for small grids. In your video the large thruster does damage for a 9 blocks distance in space while 8 in atmosphere!
You could have placed your small blocks to be on the same grid, and it would've been better for measuring, and more useful for us because of that. Edit: nevermind, i see you learned this for the space part. The same design would've been practical on the atmosphere section.
do hydrogen thrusters cause damage while ideling
I don't believe so, and the range of thruster damage has changed a bit since these tests, while I haven't tested it thoroughly they appear to have been dramatically reduced
Its subcrid damage. You can set this on and off in the Menu. ( I think this is relatively new )
Wasn't an option back then sadly, it's been around for a while but this test video is well over a year old :P
A brick spaceship xD So legit for SE!
Absolutely! It was actually a lot of fun to build and then crash that ship ;)
Are you telling me that we can place all thrusters in box (not damaging it) and still fly? It’s against physics... 🤔
Yep, I made a giant brick ship that took advantage of exactly that :)
Splitsie that changes my attack plan. I will build warship with hidden thrusters
great video splitsie. I got an video idea for you.how to get back home.im on easy start earth.i dismantled the easy start base and started my own base on the ice .I forgot to put up an attena .I went looking for silver.totaly got lost.took 2 days to find my new base.there the is no compass in this game.
you must have made this video last night.i see you where on.do you need help building.
Thanks :) The only tip I've got on that one is to use your GPS markers often, any time you think 'hey I'd like to come back here' just drop down a new marker. I've got a terrible sense of direction so I was one of those people that couldn't play minecraft without a map mod... or a massive line of torch towers to guide me back :P
yep GPS markers are a great thing to use I just wish we could have a tab system with them so we dont clutter up our GPS list to much when you have 50+ gps markers it get s to be a pain and you have to start labeling them like Earth - Nickel - 79M just so you dont confuse it with one thats 79M on Mars for when you need to activate a certain one for example
MacGabhann I would like them to come up with a map ideal for survival. no mods.like use a lcd screen with a program block
Yeah some sort of organisational structure would be nice, but maybe they could fix the inventory first...
A map would be nice but I'm not sure how you could do the display for 3 dimensions... as any real representation would be pretty processor intensive I would have thought
there is a radar mod (dev and stable) that works on or off planet its not an actual map but will ping any grid or rock or asteroid effectively letting you know exactly where every thing is , and well a map would be nice on planet realistically a radar would be better for space. so i would recommend that mod just get the one that says (Dev and Stable) as the other 2 do not work
wait, it's all hydrogen thruster damage range?
*always has been*
You sound exatly like prodcharles
It sounds like he's aussie (though could be kiwi with a mild accent) as well so that's not all too surprising :)
Or you know, you could take the thruster damage away in the settings of the save file... But this vid is helpful, I dont need to do this testing.
I like having thruster damage on, but if you don't that's an easy option :)
That issue with the landing gear is an interesting glitch, but I wouldn't consider it cheating, or even worth the effort given that thruster damage can be turned off in the settings.
Good point :)
I'll have to test it at some point though...
ive got mixed feelings on if its cheating or not lol realisticly it would cause damage and should , but given that landing gear has some major issues like blowing up for no reason at all id have to say not cheating till they fix landing gear lol
obsolite
Maybe, I haven't checked whether the changes they made altered the maximum range of the damage which is what I was looking at here. From the sounds of rexxar's comment it should be about the same as the visual flame should match up to the damage which is about what I saw, definitely need to test that at some point though :)