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For a PC dedicated server, there is no confirmed built-in Keen setting that raises the ship speed cap. The practical server-side method identified is the community Relative Top Speed mod (original Workshop ID 1359618037), which assigns speed limits by grid mass and is controlled with RelativeTopSpeed.cfg. The original Workshop listing carries a removal notice, so availability must be checked before you plan a deployment.

The mod is configured per world, not through the normal Sandbox_config.sbc multipliers. After installing it, place or edit the world’s configuration, run /rts load, and verify the active values with /rts config. It runs on dedicated PC servers; console servers are not supported.

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What actually controls ship speed

Space Engineers has a gameplay speed limit enforced by the game and server simulation. The standard world settings file, Sandbox_config.sbc, contains multipliers for systems such as inventory capacity, assemblers, refineries, welders, grinders and hacking. The third-party guides examined do not show a confirmed speed-cap field in that file. Editing an unrelated multiplier therefore will not raise a ship’s top speed.

No confirmed official Keen option was found that changes the cap for a world or dedicated server. Treat any guide that tells you to add an undocumented speed property to Sandbox_config.sbc as unverified until it has been tested against your exact game build.

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Choose a supported approach before changing the server

Approach What it can do Important limitation
Vanilla server settings Change the documented world and progression multipliers. No confirmed built-in field for increasing the ship speed cap.
Relative Top Speed, original mod Set mass-dependent limits for each grid size using a world configuration file. Original Workshop item (ID 1359618037) shows a removal notice; download availability may have changed.
Relative Top Speed source build Use the current source associated with Gauge’s RelativeTopSpeed project when a Workshop copy is unavailable. You must confirm that the build matches your server and game version and follow its installation instructions.
Simplified fork Apply a linear formula with a stated default limit of 200 m/s. It is a separate Workshop item (ID 1787177843) with different configuration behavior; do not mix its file or formula with the original mod.

If you need a predictable, per-ship policy, use the mass-based mod only after testing it in a copy of the world. If you only need a faster test session and cannot maintain a mod, there is no documented vanilla switch that accomplishes that.

Install and enable Relative Top Speed on a dedicated PC server

The exact control panel differs between hosting companies, but the sequence is the same: obtain a compatible copy, add it to the world’s mod list, start the world once so its storage folder is created, then edit the generated configuration.

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  1. Confirm platform and version. This mod family is intended for dedicated PC servers. It is not supported on console servers. Record the game build and the server software version before installing, because a mod that worked on an older build can fail after an update.
  2. Check availability. Search for the original Workshop ID 1359618037. The original page carries a removal notice, so it may not be downloadable from Steam. If it is unavailable, obtain the current Gauge/RelativeTopSpeed source or evaluate the separate fork with ID 1787177843. Do not assume the fork is behaviorally identical.
  3. Back up the save. Stop the server and copy the entire world directory, including its Storage folder. A malformed configuration can prevent the world from loading or produce an unusable speed policy; a backup gives you a direct rollback.
  4. Add the mod to the world. In the server panel or in the world’s mod list, add the chosen mod and save the world settings. A dedicated server usually needs a restart before the mod is loaded.
  5. Start once, then stop cleanly. Let the world finish loading so the mod can create its storage directory. Stop the server again before editing files. Editing while the server is running can be overwritten when the world saves.
  6. Locate the generated configuration. Look in the world’s Storage directory for RelativeTopSpeed.cfg. The paths are detailed in the next section because they differ by installation and hosting layout.
  7. Define limits and reload. Edit the configuration with the mass/speed points appropriate for your grids, save it, start the server, and run /rts load from an account with the required permission.
  8. Verify before opening the server. Use /rts config to display the active settings, then test an empty grid and a representative loaded grid. Record the results before applying the change to a live survival world.

Find the correct RelativeTopSpeed.cfg file

There are several locations because the mod has a local default and a per-world override. The world-specific file takes precedence over the local template. If you edit the template while a world already has its own file, the running world may not change.

Local client or standard installation

The default location documented by community guides is:

%AppData%/Roaming/SpaceEngineers/Storage/1359618037_rts/RelativeTopSpeed.cfg

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A commenter reported an alternative folder name:

AppDataRoamingSpaceEngineersStorage1359618037.sbm_RTSRelativeTopSpeed.cfg

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Check both names. The folder suffix depends on how the mod package was installed and which version created the storage entry.

Per-world storage

For a particular save, use the same relative structure inside that save’s directory:

(world folder)/Storage/1359618037_rts/RelativeTopSpeed.cfg

With a Torch-style layout, the example is:

/Torch/Instance/Save/(GameSave)/Storage/1359618037_rts/RelativeTopSpeed.cfg

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Replace (GameSave) with the actual save folder name. If the world contains both a local template and a per-world file, edit the per-world file.

Hosted dedicated servers

Some hosted servers launch with their data path set to config/. In that arrangement, the main dedicated-server file is commonly config/SpaceEngineers-Dedicated.cfg, while the save’s own Storage directory remains under the provider’s world-data path. The exact root is provider-dependent, so use the control panel’s file browser or ask the host for the active save path rather than creating a second, unused Storage tree.

Understand the mass-based configuration

Relative Top Speed does not apply one universal number to every ship. Each grid size has a list of points pairing mass in kilograms with speed in metres per second. You provide at least two points for a grid size; there is no fixed maximum number of points stated by the project.

When the file is loaded, points are sorted by mass. For a mass between two points, the mod linearly interpolates the speed. If the surrounding points are (m1, s1) and (m2, s2), the interpolated result is:

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s = s1 + ((m - m1) / (m2 - m1)) × (s2 - s1)

This lets you create a gradual policy rather than a sudden jump. Equal speeds produce a plateau. Increasing speeds create a rising limit for heavier or lighter ranges, depending on how you order the points; decreasing speeds are also supported. Because the points are sorted automatically, write the intended mass values clearly and avoid duplicate masses that could make the result ambiguous.

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Design a policy before editing

  • Decide what “mass” means for your policy. Set points around the masses you actually operate, including heavily loaded haulers and combat ships. Do not base the policy only on an empty test craft.
  • Use two or more points for every grid size. A single point cannot describe an interpolation range.
  • Keep units consistent. Mass values are kilograms and speed values are metres per second.
  • Use plateaus deliberately. Repeating a speed across a mass interval prevents a ship from becoming slower or faster as it crosses that interval.
  • Leave room for testing. A very high limit can increase collision severity, sim-speed load and client-side motion strain even if the server accepts the value.

Illustrative configuration logic

Suppose you want small grids to have one ceiling until a mass threshold, then a lower ceiling as cargo increases. You would create a low-mass point, a second point at the threshold with the same speed, and a third heavier point with the lower speed. The first two points form a plateau; the segment to the third point slopes down. The numbers in this example are only a description of the interpolation method, not recommended defaults.

Use the server commands

The mod exposes three commands:

Command Purpose Permission note
/rts load Reloads the world’s Relative Top Speed configuration after you edit the file. Remote players need Space Master, Admin or Owner permission.
/rts config Displays the configuration currently active on the server. Use it to confirm that the server read the file you intended to edit.
/rts hud Toggles the mod’s ship-statistics HUD. Useful for testing, but the HUD is not proof that a client and server agree.

Run /rts load only after saving the file. If the displayed configuration does not change, stop and diagnose the path, permissions and file syntax instead of repeatedly reloading.

Test the result safely

  1. Use a copy of the world. Keep the live save offline while you validate the configuration.
  2. Test each grid category. Spawn or load a representative small-grid and large-grid craft if your configuration defines both.
  3. Test several masses. Check an empty craft, a normally loaded craft and a heavily loaded craft so you can see the interpolation rather than only an endpoint.
  4. Check the server log and chat response. Confirm that the mod loads without parse errors and that /rts config reports the intended points.
  5. Compare server behavior, not only the HUD. A reported bug showed clients displaying incorrect speeds while the server still enforced the configured values. Treat the HUD as an aid, not the authoritative measurement.
  6. Watch simulation performance. Make short acceleration and braking tests while monitoring server responsiveness. High speeds increase the distance traveled between simulation updates and can make collisions harder to recover from.
  7. Promote the change only after a restart test. Stop and start the dedicated server once more to ensure the settings survive a normal restart rather than only a live reload.

The simplified fork is not a drop-in replacement

A separate fork identified as Workshop item 1787177843 uses a linear formula and advertises a default speed limit of 200 m/s. Its configuration is written under 1787177843.sbm_RTS. The file is edited after the fork has loaded into a world.

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Use the fork only if its formula matches the policy you want. Do not place a fork configuration in the original mod’s 1359618037_rts directory, and do not expect /rts load behavior, defaults or mass handling to be identical without checking that fork’s documentation.

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Troubleshoot the common failure modes

The mod does not appear in the Workshop

The original listing has a removal notice, so this is an availability issue rather than a server setting you can fix. Check whether a current source build is available and whether it supports your game version. If you choose the simplified fork, treat it as a separate project and test its defaults before exposing the server.

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The server starts, but the speed never changes

  • Confirm that the world actually lists the mod and that the server was restarted after changing the mod list.
  • Run /rts config. If it shows old values, you edited the wrong file or the world-specific file is overriding the local template.
  • Check both possible folder names, 1359618037_rts and 1359618037.sbm_RTS, and then check the save’s own Storage directory.
  • Save the file with the expected extension. A text editor that silently adds .txt can leave the server reading the untouched configuration.
  • Run /rts load with an account that has Space Master, Admin or Owner permission.

The configuration loads but produces unexpected limits

  • Verify that every mass is in kilograms and every speed is in metres per second.
  • Look for duplicate mass values, accidental decimal separators or a point entered under the wrong grid-size section.
  • Remember that points are sorted by mass and values between points are interpolated. A ship between two endpoints will not necessarily receive either endpoint speed.
  • Check whether you are editing the original mod’s file while the fork is active, or vice versa.

Players report lag or stuttering

Steam discussions include a report describing lag and stuttering with the mod. That report is not a controlled performance benchmark, but it is a reason to test under your own player count, world complexity and ship designs. Reduce the configured limits, remove the mod temporarily and compare the same scenario on a backup world. If the symptoms disappear without the mod, keep the lower policy or revert to vanilla.

The HUD shows a different speed from the server

A separate bug report described incorrect client HUD speeds while the server continued enforcing its configuration. Verify behavior from the server side and from more than one client. Do not raise limits further just because one player’s HUD appears capped or inaccurate.

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The server is a console host

The mod runs on dedicated PC servers only. A console server cannot use this method, and there is no confirmed built-in speed-cap field to substitute for it.

Operational and gameplay trade-offs

Increasing the limit changes more than a number on the HUD. At higher speeds, ships cover more distance during each simulation interval, leaving less time to react to terrain, grids and moving objects. A collision that is survivable at the normal cap can become catastrophic. Automated routes, docking procedures and defensive systems may also need larger safety margins.

Mass-based limits let you distinguish a light scout from a loaded hauler, but they add policy complexity. Every new ship design should be tested at its expected operating mass. Cargo, fuel and attached grids can move a craft into a different interpolation range, so publish the policy to players and explain that the limit can change as the ship is loaded.

Keep a written record of the active points, mod identifier, game build and date of the last test. If an update breaks the mod, you can compare the new behavior with the known-good configuration and roll back without guessing.

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Practical decision checklist

  • Are you running a dedicated PC server rather than a console server?
  • Have you confirmed that the original mod or a compatible source build is currently obtainable?
  • Have you backed up the world before adding or editing the mod?
  • Did you edit the per-world Storage file instead of only a local template?
  • Does every grid-size section contain at least two mass/speed points?
  • Are all masses in kilograms and speeds in metres per second?
  • Did you run /rts load with sufficient permissions and confirm the result with /rts config?
  • Did you test multiple masses, a restart and server performance before inviting players?
  • Have you warned players that the HUD can disagree with server enforcement and that higher speeds increase collision risk?

Bottom line

For a PC dedicated server, Relative Top Speed is the documented community route to a configurable speed policy, not a hidden vanilla setting. Install a compatible copy, edit the world-specific RelativeTopSpeed.cfg, reload it with /rts load, and validate the active values and server behavior. Because the original Workshop listing is marked for removal and reports describe lag and HUD discrepancies, treat the mod as an experiment to test and maintain—not as a guaranteed permanent feature.

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