# Tips and Tricks

## **Uncommon Shortcuts**

This page lists some of the lesser-known keyboard shortcuts for Space Engineers. Some may be Single Player only or require Admin access, this is just a reference tool.

| **Ctrl + Z** | Used when facing a ship, this locks your suit dampeners/your ship into 'relative damping' mode. This means you will match the speed of the grid you are aimed at. NB: You must have no other keys pressed when hitting this command. |
|----------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| **Shift + MMB** | This is the spectator mode equivalent of Ctrl+Z, however it is unfortunately not acceleration-aware so will only match your camera to the speed of the grid you are aimed at that precise moment in time.                            |
| **Ctrl + Mousewheel up/down** | Adjust the rotation speed of your spectator camera - as in, how fast you turn or roll your camera.                                                                                                                                   |
| **Shift + Mousewheel up/down** | Adjust the speed of your spectator camera - as in, how fast you move forward/backward/up/down/strafe left/strafe right.                                                                                                              |
| **Ctrl + B** | This will blueprint the grid you are aimed at, including all subgrids.                                                                                                                                                               |
| **Ctrl + Shift + B** | When aimed at a grid, this will blueprint the subgrid you are pointing at and ignore the rest of the grid.                                                                                                                           |
| **Alt + F10** | Activates the Admin menu (Allows you to see grids, adjust weather settings, adjust cleanup settings etc).                                                                                                                            |
| **Shift + F10** | Activates the Admin Spawner menu (allows you to place items, planets and so forth).                                                                                                                                                  |
| **F10**  | Activates the Blueprints menu.                                                                                                                                                                                                       |
| **F11**  | Activates the Debug menu, showing mod errors, allowing you to export prefab files, etc.                                                                                                                                              |
| **Shift+F11** | Cycles through different sets of debug information, drawn onscreen in yellow text                                                                                                                                                    |


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## Rearrange axis on a Blueprint in Creative Mode

The orientation and mirror axis on a grid are based on the orientation of the first block placed. Paste a BP onto a freshly placed Projector to rearrange. The Projector becomes 'first placed block', axis are aligned.


:::info
Any block will do, but the projector has those neat marks showing which side is which.

:::


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## Crossing Sectors with Multiple Grids

> Due to desync and nexus loading issues, transiting instances while another grid is attached to your primary grid using **any subgrid, landing gear or connector type connection is highly prone to mishaps**.

If feasible, [**merging**](https://wiki.sigmadraconis.games/en/spaceengies/expanse/new-player-guide#merging-grids-safely) **all grids into one single grid** for transfer is **much safer**.

Sometimes merging is not an option; for example when towing an enemy wreck to safe space. Follow the points below to ensure the greatest level of success when transiting with an attached grid (failure to do so is not seen as a server-side issue):

* Use a **connector *and* a mag lock type block** for added safety
* **Cut all thrust** and **do not rotate** before transit or shortly after
* If drag is present, e.g. from the Relative Top Speed mod, slow down to ‘drift speed’ before transit
* After transit, **keep your course** momentarily to give all grids the chance to stream in
* Ensure clamp location is **NOT** in line with main drives. This reduces the chance of catastrophic damage in the event that clamps desync and lose their lock
* Try to have the piloted ship transfer **first**
* Consider disabling thrusters, dampeners and gyros on the second grid, so that it won't fight the towing grid after transit


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## Anti-Desync Rotor

While subgrids may have a great impact on performance, it has become common practice among combat pilots to place an “anti-desync Rotor” on grids. This has the same effect as using the *Multiplayer Prediction Switcher* plugin from [Pulsar Plugin Loader](/doc/e5b2b651-6e02-4c1b-b261-17656ba63d53), in that it turns off client prediction and gives the server authority over how your client thinks your ship is behaving to mitigate desync.

Setting this up is as simple as putting a Rotor anywhere on your grid and attaching a Control Panel to its head. The presence of the subgrid forces the switch in prediction while performance impact is kept minimal.