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There is no confirmed built-in Keen setting for raising a ship’s speed cap on a Space Engineers server. The server-side method documented by the community is the Relative Top Speed mod, which assigns speed limits to grids according to their mass. It runs on dedicated PC servers, not consoles. The original Workshop listing (ID 1359618037) displays a removal notice, so verify that you can obtain a usable copy before changing your world.
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What actually controls maximum speed
Space Engineers server operators often look for a value in Sandbox_config.sbc or SpaceEngineers-Dedicated.cfg that raises the ship limit. Community configuration guides list multipliers for inventory, assemblers, refineries, welders, grinders and hacking, but do not identify a speed-cap field. The available evidence therefore does not establish an official Keen configuration switch for this purpose. That conclusion is current to October 14, 2026; official Keen documentation was not available in the material used for this guide.
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| Option | What it does | Availability and limits |
|---|---|---|
| Official server files | No documented speed-cap field is identified in the commonly edited files. | Do not expect changing inventory or production multipliers to alter ship speed. |
Relative Top Speed, Workshop ID 1359618037 |
Uses mass/speed points for each grid size and linearly interpolates between them. | Dedicated PC servers only; the original Workshop page carries a removal notice. |
Simplified RTS fork, Workshop ID 1787177843 |
Uses a linear formula and a stated default limit of 200 m/s. | Its configuration is created under 1787177843.sbm_RTS; edit it after the mod has loaded into the world. |
How Relative Top Speed calculates a limit
RTS does not use one universal number. For every grid-size category, its configuration contains at least two points. Each point pairs a mass in kilograms with a speed in metres per second. When a grid falls between two masses, the mod linearly interpolates the speed between those points.
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- Mass: the grid mass, expressed in kg.
- Speed: the permitted top speed, expressed in m/s.
- Grid size: configure each size separately; a curve for one size does not automatically define the others.
- Point count: two or more points are supported. There is no stated fixed maximum.
- Ordering: points are sorted by mass when the configuration loads, so keep the values unambiguous even if you enter them out of order.
Equal speed values produce a plateau: every mass between those points receives the same limit. Increasing values make heavier grids faster across that interval; decreasing values make them slower. That allows deliberate designs such as a constant 200 m/s ceiling, a gentle reduction for cargo ships, or a custom curve that gives small grids a higher limit than large ones.
Remember that a limit in m/s is not a real-world km/h value. For orientation, 100 m/s is 360 km/h and 200 m/s is 720 km/h. Those conversions describe the number you entered; they do not guarantee that a ship will reach it under its available thrust, power, drag, collisions or server simulation load.
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Confirm the platform and server type
The mod runs on dedicated PC servers. It is not supported on console editions. Make a complete copy of the world before installing or editing anything, and stop the server before changing files so that the running process cannot overwrite your work.
Check that a usable mod copy exists
The original Workshop item, ID 1359618037, currently shows a removal notice. It may not be downloadable from Steam even though existing installations or mirrors still contain files. The project’s current source is associated with GitHub under Gauge/RelativeTopSpeed. Treat any copy as version-sensitive: keep the original files, confirm that your server recognizes the mod, and test on a duplicated save first.
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Understand which configuration wins
RTS uses a per-world storage file. A template in the local Storage directory can provide defaults, but a file inside the save’s own Storage directory overrides that template. If both locations exist, edit the copy belonging to the world you are actually running.
Find the correct Relative Top Speed file
The exact path varies by installation, hosting panel and server version. Search the world’s Storage directory first, then check the local default locations. The documented possibilities are:
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|---|---|---|
| Local default template | %AppData%/Roaming/SpaceEngineers/Storage/1359618037_rts/RelativeTopSpeed.cfg |
Use as a template only when the world does not already contain its own override. |
| World-specific save | The same 1359618037_rts folder inside that save’s Storage directory |
Prefer this file; it applies to that world. |
| Alternative folder reported by a user | AppDataRoamingSpaceEngineersStorage1359618037.sbm_RTSRelativeTopSpeed.cfg |
Check this name if the underscore-suffixed folder is absent. |
| Torch-style installation | /Torch/Instance/Save/(GameSave)/Storage/1359618037_rts/RelativeTopSpeed.cfg |
Replace (GameSave) with the actual save directory name. |
| Hosted dedicated server | The provider’s data root, commonly using a config/ data path |
The main server file is commonly config/SpaceEngineers-Dedicated.cfg; ask the host where the world Storage directory is mounted. |
Folder naming differs between releases, which is why both 1359618037_rts and 1359618037.sbm_RTS are worth checking. Do not create a second competing file until you have established which folder the running instance loads.
Step-by-step: raise the limit with the original RTS mod
- Back up the save. Stop the dedicated server and copy the entire world directory. Keep a dated backup so you can roll back both the mod and its configuration.
- Install or enable the mod. Add the available Relative Top Speed package to the world’s mod list. Because the original Workshop listing is marked removed, verify that the package is complete and compatible with your server build.
- Start the world once. Allow the mod to create its Storage directory and default configuration, then stop the server again. Starting once is important when the file does not yet exist.
- Locate the generated file. Search the world’s Storage directory for
RelativeTopSpeed.cfg. If it is not there, inspect the two local folder names and the hosting provider’s mapped data directory. - Open the existing structure rather than inventing a new one. Preserve the section names and grid-size labels supplied by the mod. The documented format is a list of mass/speed points for each size; the default file is the safest syntax reference for your installed build.
- Enter at least two points for every grid size you want to control. Use kilograms for mass and metres per second for speed. Add more points when you need different behavior across light, medium and heavy grids.
- Save a plain-text file. Do not change the filename or extension, and avoid rich-text editors that add formatting. Keep a copy of the original before saving your changes.
- Start the server and inspect the active values. Once connected with sufficient privileges, run
/rts config. It should display the configuration that the world loaded, which confirms whether you edited the right file. - Reload after later edits. Use
/rts loadto reload the world configuration without replacing the save. Remote players need Space Master, Admin or Owner permission to run the command. - Test with representative grids. Check a light, medium and heavily loaded ship, and test after adding or removing cargo. Record the displayed mass and observed limit so you can identify an incorrect curve or an unintended world override.
Use the in-game commands
| Command | Purpose | Permission note |
|---|---|---|
/rts load |
Reloads the world’s RTS configuration after you save changes. | Remote players need Space Master, Admin or Owner access. |
/rts config |
Displays the configuration currently active on the server. | Use it to verify that the server loaded the file you edited. |
/rts hud |
Toggles the mod’s ship-statistics HUD. | Useful while testing mass and speed behavior; it does not edit the limit. |
If /rts config shows old values, stop editing the local template and locate the world-specific Storage override. If the command is unknown, the mod is not loaded in that world, the installation is incomplete, or the server is running a different copy than the one you changed.
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Design a curve that behaves predictably
Flat cap
Use two or more mass points with the same speed when you want a constant ceiling across a mass range. This is the easiest design to reason about, but grids outside the defined range still depend on how the installed mod handles the ends of the curve, so test both unusually light and unusually heavy ships.
Heavier ships slower
Set a higher speed at a lower mass and a lower speed at a higher mass, then add intermediate points where the transition should change. This discourages turning a large cargo grid into a high-speed projectile while leaving small craft more agile.
Specialized classes
Use separate curves for each grid size when your server has different roles for fighters, utility craft and capital ships. A mass curve cannot compensate for an incorrectly selected grid-size section, so verify the size category with test builds before tuning numbers.
Avoid abrupt transitions
Linear interpolation makes the speed change continuously between points. Widely separated points can still create a sharp practical change over a narrow mass range, especially when a small cargo addition moves a ship across a breakpoint. Add an intermediate point where a smoother transition matters.
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The simplified fork
A separate Workshop fork, ID 1787177843, uses a linear formula, states a default speed limit of 200 m/s and writes its configuration to 1787177843.sbm_RTS. Its workflow differs slightly: load the mod into the world first, let it create the file, then edit that file. Do not assume that the original RTS sections, commands or behavior are identical; confirm the fork’s own defaults and test it on a copied save before replacing an established configuration.
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The fork is an alternative when the original Workshop item cannot be obtained, not proof that the official game contains a speed setting. It remains a community modification with its own compatibility and maintenance risks.
Troubleshooting and failure modes
The ship still stops at the old speed
- Run
/rts configand compare the displayed values with the file you edited. - Run
/rts loadafter saving, or restart the server if the command is unavailable. - Check that the world’s Storage override is not replacing your local template.
- Confirm that the grid is in the section you changed and that its mass falls within the points you defined.
- Verify that the mod is enabled for this world and that the server is PC dedicated rather than a console instance.
The file is missing
Start the world once with the mod enabled, stop it cleanly, and search for RelativeTopSpeed.cfg. Check both 1359618037_rts and 1359618037.sbm_RTS, plus the save’s own Storage directory. On a hosted server, the panel may expose only the mapped data directory; ask the provider for the path corresponding to the save’s Storage folder.
The server reports lag or stuttering
Steam discussion reports describe lag and stuttering associated with the mod. These are community reports rather than a measured performance benchmark, and the author indicated that investigation would have to wait. If your server becomes unstable, remove the mod from a test copy, compare performance with the same player and grid load, and restore the backup if necessary. Raising the cap can also make collisions and high-speed encounters more disruptive even when the mod itself is not the bottleneck.
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The HUD shows the wrong speed
A separate bug report describes the client HUD displaying incorrect speeds while the server still enforced the configured limit. Treat the server’s enforced behavior as authoritative: compare multiple clients, use /rts config, and test whether the ship actually exceeds or respects the configured curve before changing values to compensate for a display error.
Players cannot run the commands
Remote players require Space Master, Admin or Owner permission for the RTS commands. Grant the minimum role needed for testing, or perform the reload from the server operator account rather than giving broad permissions permanently.
Operational recommendations for a live server
- Keep a copy of the original configuration and a dated change log containing the old and new points.
- Change one curve at a time, reload, and test before adjusting another grid size.
- Use a staging world to test mod updates, new forks and unusually high limits.
- Tell players that the cap is mass-dependent; adding cargo or blocks can change the permitted speed.
- After every server or mod update, run
/rts configand test a known ship because folder names and defaults can change. - Do not edit
Sandbox_config.sbcexpecting inventory or production multipliers to raise the speed cap.
What to expect from support and compatibility
RTS is community software, not an official Keen feature. The original item’s removal notice means download availability is uncertain, and the available reports include both server-performance complaints and a client-display mismatch. Keep the server’s game version, mod version and backup together so you can reproduce a problem. If a future game update breaks the mod, the reliable recovery is to stop the server, restore the pre-mod save and configuration, and remove the unsupported package rather than repeatedly changing unrelated server settings.
Bottom line
To raise the maximum speed on a Space Engineers dedicated PC server, install a working Relative Top Speed package, edit the world’s RelativeTopSpeed.cfg mass/speed curves, reload with /rts load, and verify the active values with /rts config. There is no confirmed official speed-cap field in the commonly edited server files, the original Workshop package may be unavailable, and the mod has reported compatibility and display issues. Test on a backup before applying a higher cap to a live world.
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