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How to Increase the Maximum Speed on a Space Engineers Server (2026 Guide)

Space Engineers does not expose a confirmed vanilla server speed setting. On PC dedicated servers, the Relative Top Speed mod uses per-world mass-to-speed points, a RelativeTopSpeed.cfg file and /rts commands to raise or tune ship limits.
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Space Engineers has no confirmed built-in Keen setting for raising the ship speed cap. On a PC dedicated server, the practical method documented by the community is the Relative Top Speed mod (Workshop ID 1359618037). It reads a per-world RelativeTopSpeed.cfg file and assigns speed limits according to grid mass. You reload that file with /rts load.

The original Workshop listing currently displays a removal notice, so availability is not guaranteed. Check that the mod can still be downloaded, and verify that its files support your server’s current game version before changing a live world. The method does not apply to console servers.

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What you can and cannot change in vanilla

The commonly edited dedicated-server files do not expose a confirmed ship top-speed field. A hosted server normally starts with its data path set to config/, where the main server configuration is config/SpaceEngineers-Dedicated.cfg. Per-world settings are stored in Sandbox_config.sbc. Guides that document that file describe multipliers for inventory, assemblers, refineries, welders, grinders and hacking; they do not identify a speed-cap setting.

That means changing a multiplier in Sandbox_config.sbc will not raise the maximum velocity of a ship. The official Keen documentation was not available for confirmation of an alternative field, so treat claims that a hidden vanilla value changes top speed as unverified. Without a mod, the server remains at the game’s normal limit.

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The documented route is therefore a server-side mod. The original Relative Top Speed implementation runs on dedicated PC servers and calculates a limit from each grid’s mass. It is not a console feature, and it is not a client-only setting that individual players can enable for themselves.

Requirements and checks before installation

  • PC dedicated server: The mod is described as dedicated-server and PC only. It is not supported on Xbox or other console servers.
  • World access: You need file access to the save’s Storage directory and permission to restart the instance.
  • Administrative access: The reload command requires Space Master, Admin or Owner rights when issued by a remote player.
  • Backups: Make a copy of the entire world before installing or editing a speed mod. Keep the original save separate so you can roll back after a crash or performance problem.
  • Version check: The Workshop entry for ID 1359618037 carries a removal notice. Confirm that a downloadable build and compatible files are available before planning your configuration.

Stop the server before copying or editing configuration files. Editing while the world is being written can leave a partial file and make troubleshooting harder.

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Install Relative Top Speed on a PC server

  1. Obtain the mod. Search for Workshop ID 1359618037 or the author’s current RelativeTopSpeed source. Because the original Workshop item shows a removal notice, do not assume that an old subscription, mirror or cached copy is still valid for your build.
  2. Add it to the world. In the world configuration, add the mod in the same way you add other Steam Workshop mods, then save the world and start the server once. The first start creates or updates the mod’s storage files.
  3. Stop the server after the first load. A clean stop ensures the generated default configuration is complete before you edit it.
  4. Find the generated configuration. Use the paths in the next section. The exact directory depends on whether you are running a local save, a hosted instance or Torch.
  5. Edit the world-specific file. Define at least two mass/speed points for every grid size you want to control. Preserve the syntax and section names supplied by the mod’s default file.
  6. Restart and reload. Start the server, join with an account that has the required permission, and run /rts load. Use /rts config to confirm that the server accepted the values.
  7. Test with a disposable grid. Test an empty or backed-up ship first. Check the server’s enforced speed, then test a heavier grid and a different grid size before applying the settings to a busy survival world.

Find the correct RelativeTopSpeed.cfg file

There are two important distinctions: the local default template and the configuration inside a particular world. The world copy takes precedence, so editing a template alone may appear to do nothing.

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Location or pattern What it is used for
%AppData%/Roaming/SpaceEngineers/Storage/1359618037_rts/RelativeTopSpeed.cfg Default local-storage location reported for the original mod.
(world Storage)/1359618037_rts/RelativeTopSpeed.cfg The per-world file to edit when the save has its own Storage directory. This overrides the local template.
/Torch/Instance/Save/(GameSave)/Storage/1359618037_rts/RelativeTopSpeed.cfg Example path for a Torch instance; replace (GameSave) with the actual save directory.
AppDataRoamingSpaceEngineersStorage1359618037.sbm_RTSRelativeTopSpeed.cfg A second location reported by a user. Check it if the 1359618037_rts folder is absent.

Folder names differ between releases and server managers. Search the active save directory for RelativeTopSpeed.cfg, 1359618037_rts and 1359618037.sbm_RTS rather than assuming that the local AppData file is the one your live world reads.

How the speed calculation works

Relative Top Speed does not use one universal number for every ship. Its configuration contains a separate list for each grid size. Each list contains mass in kilograms paired with speed in metres per second.

  • Use two or more mass/speed points for a grid-size list.
  • The mod sorts the points by mass when it loads them.
  • Between two points, it calculates a straight-line interpolation. A ship whose mass falls between the entries receives a speed between their two speeds.
  • Equal speeds on adjacent points create a plateau, so a mass range can share one cap.
  • Increasing speeds create a rising segment; decreasing speeds are also supported, allowing a heavier ship to receive a lower limit.
  • Mass is measured in kilograms and velocity in metres per second. Do not enter kilometres per hour or tonnes unless you convert them first.
  • There is no fixed maximum number of points documented; add enough breakpoints to describe the behaviour you actually want.

This model lets you protect a server from extremely heavy grids without forcing every small fighter to use the same cap. It also means that a single typo in a mass value can affect an entire range of ships, so inspect the active configuration after loading.

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Editing a configuration without breaking the world

  1. Make a dated backup. Copy the world folder and the existing RelativeTopSpeed.cfg before changing anything.
  2. Open the file supplied by the mod. Use the default file as the syntax reference. Do not invent section names or remove delimiters, braces or comments that the parser expects.
  3. Work one grid size at a time. Keep the mass points in the relevant section and provide at least two points. If you need a constant cap over a broad range, use equal speeds at the endpoints rather than deleting intermediate structure.
  4. Use conservative values for the first test. A very high cap increases the distance travelled during one simulation tick and can expose collision, physics and server-performance problems. Raise limits in stages.
  5. Save with the original filename and encoding. The file must remain RelativeTopSpeed.cfg in the folder read by the active world. Saving a second copy elsewhere does not change the server.
  6. Start the server and inspect the result. Run /rts config. If the displayed configuration does not contain your changes, stop and re-check the world path and folder name.
  7. Reload after every deliberate edit. Run /rts load after saving a valid file. If the server reports a parse problem or behaves unexpectedly, restore the backup instead of repeatedly editing a live save.

Commands and permissions

Command Purpose Permission note
/rts load Reloads the world’s RelativeTopSpeed.cfg values. Remote players need Space Master, Admin or Owner rights.
/rts config Displays the configuration currently active on the server. Use it to distinguish an accepted file from an unedited template.
/rts hud Toggles the mod’s ship-statistics HUD. The HUD is a display aid; the server’s calculation remains authoritative.

Run commands in the game’s chat or the server interface according to the mod’s normal command handling. If a remote administrator receives a permission error, grant the appropriate Space Master, Admin or Owner role, then retry.

Alternative: the simplified fork

A separate Workshop fork, ID 1787177843, uses a simpler linear formula. Its documented default speed limit is 200 m/s, and it stores its configuration in 1787177843.sbm_RTS. The file should be edited after the mod has loaded into a world, because the initial load creates the storage location.

This fork is not the same configuration system as the original Relative Top Speed mod. Do not copy a file from one into the other or assume that the original commands, folder names or mass-point format apply unchanged. Choose one implementation, read the default file it creates, and keep a backup before switching.

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Troubleshooting

The server still uses the normal speed limit

  • Confirm that the mod is listed in the active world, not merely installed on the server machine.
  • Check whether the Workshop item is available and compatible; the original listing has a removal notice.
  • Search the save’s Storage directory for both 1359618037_rts and 1359618037.sbm_RTS.
  • Run /rts config after /rts load. If your points are absent, you edited the wrong copy or the file failed to parse.
  • Verify that your account has Space Master, Admin or Owner permissions when issuing the reload remotely.

The file cannot be found

Start the world with the mod enabled once, stop it cleanly, and search again. Check the world-specific Storage folder before the local AppData template. Torch installations place the file beneath the instance’s save directory, not necessarily beneath the Windows user’s normal save path.

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The HUD shows a speed that does not match the server

A reported bug causes the client HUD to display incorrect speeds even while the server enforces the configured limit. Treat the server’s behaviour, not the overlay alone, as the authority. Reproduce the test with a second player or by observing the actual grid movement, and use /rts config to verify the loaded values.

The server lags or stutters after installation

Steam discussion reports describe lag and stuttering attributed to the mod, although the author indicated that the issue would need investigation. Lower the experimental limits, remove unnecessary mass breakpoints, and compare the backed-up world with the mod disabled. If performance does not recover, restore the backup and wait for a compatible build rather than accepting an unstable production server.

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A setting works in one save but not another

Each world can have its own Storage override. Copying a configuration into the local template does not replace a different file inside the active save. Edit the file belonging to the world that is actually launched by the server manager.

Choosing sensible limits for a multiplayer world

Decide what problem the cap is meant to solve before choosing numbers. A single limit for every grid is easy to explain but can make small craft feel unnecessarily slow or allow a very heavy carrier to consume disproportionate simulation time. Mass-based points let you separate those cases.

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  • Start with a baseline. Leave a broad plateau for ordinary craft so players experience predictable handling.
  • Add a heavy-grid breakpoint. Use a lower or unchanged speed for large masses if those ships are the source of collisions or server load.
  • Keep neighbouring points understandable. A sharp change over a tiny mass difference can make adding one block unexpectedly alter a ship’s cap.
  • Test empty and fully loaded states. Cargo, fuel and attached grids change mass, so a ship may move into a different interpolation segment during normal play.
  • Communicate the rule. Publish the units and the rough mass bands in your server rules so players can diagnose a speed change without assuming the ship is damaged.
  • Change one variable at a time. Record the previous file and test each adjustment before combining it with other physics or performance changes.

Remember that a speed cap changes the maximum allowed velocity, not the ship’s acceleration, braking distance or ability to collide. Players still need sufficient thrust and room to stop, especially when a configuration permits higher speeds than the default game behaviour.

What to expect from support and future updates

The available evidence is community documentation, mod files and Steam discussions rather than a current official Keen specification. The exact storage path can change with the server manager or mod release, and the Workshop removal notice means download availability can change independently of your configuration. Keep a copy of the working mod files, record the game and server versions, and retest after updates.

If you need an officially supported, no-mod solution, the answer is currently that no confirmed server setting has been identified. For a modded PC dedicated server, Relative Top Speed remains the documented way to define mass-dependent limits, provided the mod is obtainable and stable for your version.

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