#Modular Thruster Preview Feedback

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languid sand
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All of the ships I posted only use those thrusters?

deft crow
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that would make the ships turn even faster

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we're already stacking them vertically

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this is my best setup

marble mauve
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i mean doing it in a way where you need a truely lengthy line of it for a really good boost
right now im literally only seeing these as walls but the thrusters behind them are in a somewhat different shape, but still with the same placement style
there is still no benefit to making a long stack that goes across the middle of your ship, it seems to just replace the existing thrust methods with a better form instead of adding something new you should build around

marble mauve
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๐Ÿงฑ ๐Ÿงฑ
ion
๐Ÿš€

deft crow
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yeah I know it doesnt have a nice shape, i just stacked bricks of front armor. Imagine something like this but with those new thrusters

marble mauve
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still need to think about that...
though one thing i dont like is how this new engine is now generalized as one module that can be used everywhere

brittle thorn
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they are more cost efficient which makes them better

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they can't use extra power though

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you'll have to spam mrs for them to be good

deft crow
marble mauve
brittle thorn
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100% agreed

deft crow
marble mauve
plucky thunder
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Hey, why do manoeuvrability ships use a mix of huges, large and standard ?

deft crow
brittle thorn
supple pagoda
deft crow
languid sand
languid sand
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I just wanted to quickly build some ships

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Didnt really optimise anything

deft crow
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I'm guessing that one with a partially used large reactor would be optimal

supple pagoda
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Could be a meta thing

languid sand
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Only avoiders use smaller thrusters

deft crow
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in pvp almost everyone uses huge thrust because rampup is not very important

supple pagoda
deft crow
languid sand
deft crow
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that's why we are using that for now

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but not optimal at all

brittle thorn
supple pagoda
brittle thorn
brittle thorn
plucky thunder
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Idea : Nozzle on both ends

supple pagoda
deft crow
plucky thunder
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But it's a beta

deft crow
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no point testing it at all

plucky thunder
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Some people at valve would put beta tester in an extra hard version of the game "just in case"

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I'm looking at you hl2

languid sand
deft crow
languid sand
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But why?

deft crow
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you're getting double thrust for the same price

languid sand
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What ship type would you use?

supple pagoda
languid sand
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But you need a lot of space

plucky thunder
deft crow
languid sand
plucky thunder
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Jet's IRL can have reverse thrust

languid sand
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Would be amazing to see them work again

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Or a ul ion cruiser?

deft crow
marble mauve
supple pagoda
plucky thunder
languid sand
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I dont dislike the idea of 2 sided. Maybe the ramp up should be separate though

marble mauve
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yeah it shouldnt be able to instantly go back and fourth

deft crow
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they might also allow weirder modules

plucky thunder
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I think I have some ennergy issues

deft crow
languid sand
marble mauve
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use fuel pods so you can fit large reactors in your thruster setup

supple pagoda
# plucky thunder Idea : Nozzle on both ends

You know, i had no opinion at all on that topic until i realized that lets you make space trains, kind of...
So I say why not, but maybe as a separate piece since it would have to cost more for the convenience

deft crow
languid sand
deft crow
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unless weird stuff with rails

languid sand
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Tb rail is weird?

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And they are used a lot in dom

deft crow
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yeah as a cheaper reactor to spam ships

languid sand
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Yes

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Its a very strong usecase even

supple pagoda
deft crow
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fuel pods can be used as emp armor btw ๐Ÿคญ

languid sand
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I feel like pods will have no use at all which is sad

languid sand
deft crow
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because they're not weapons or armor or producing anything. They're there to supplement bad logistics

languid sand
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Yea Ill stop arguing while I dont even know how the part works

deft crow
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that's it

languid sand
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I mean I have not tryed it yet

deft crow
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and it gives the thruster the power when it needs it

languid sand
deft crow
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honestly might work

languid sand
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No way

deft crow
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because you can use extenders as boosters if you have them turned off

languid sand
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A right that trick

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On alpha cg?

deft crow
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mhm

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you should try that, they might allow funny stuff

languid sand
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I cant imagine that its good

deft crow
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i totally can

languid sand
deft crow
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i can see a small reactor keeping nozzle ramped up and then fwoom

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20 extenders turn on

languid sand
marble mauve
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or does the extenders still add ramp up even when off?

deft crow
supple pagoda
marble mauve
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hmm

supple pagoda
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will do thanks

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It's damn near instant, <1 second. Definitely looks faster to start with just thruster and enable the extenders when it's reached max thrust. That could be nice if you enjoy min-maxing that much, else it's just extra work you should be doing for any non-short trip...

marble mauve
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that should definitely be fixed
last thing i want to see in mp is uber ultra micromanaging like that for an advantage

deft crow
supple pagoda
deft crow
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xd

supple pagoda
deft crow
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maybe walt has a nice idea to avoid this "bug" and still make them easy to sustain

supple pagoda
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Hopefully
As an "economy thrust" option it makes complete sense, just the ramp-up thing is whack

languid sand
pseudo kelp
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where do i enter the pass

languid sand
plucky thunder
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There's crew getting problems I think with the fuel pods

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I think the crew doesn't consider the fuel pods

pseudo kelp
plucky thunder
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when supplying ER

pseudo kelp
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im on the library page rn

brittle thorn
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wait er doesn't supply pods???

languid sand
languid sand
pseudo kelp
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ok found it

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how do i play it though

marble mauve
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you see the spot where you can enter beta keys?

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put in previewpreview

pseudo kelp
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i did

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i think i opted in but im not sure

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lemme check if it did anything

supple pagoda
karmic hedge
supple pagoda
karmic hedge
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ah you're right

pseudo kelp
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i love how comically large the deadzone is

stark gorge
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intended

pseudo kelp
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i think theres a module bug with the fuel tanks

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not sure tho

deft crow
# stark gorge intended

now that you're here, we can use extenders as "boosters" if we turn them off because the nozzle can hold the rampup (not sure if intended either)

pseudo kelp
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the error that railguns have when theyre missing a vital part is showing up on the fuel tanks even though i think i have em attached right

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i have em on the right side of the extenders and they show the signal anyway

modern mountain
pseudo kelp
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OH im dumb

frosty crane
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i imagine it has the 5% perpendicular thrust at the nozzle and it gets increased with extra parts?

plucky thunder
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But I think the crew doesn't "feel" the need to recharge the fuel pods via ER

brittle thorn
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ah

stark gorge
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@everyone New Rocket Thruster preview build is live!

  • Fixed exploit where you could keep extenders powered off and then turn them on to instantly ramp up the Rocket Thruster to full force.
  • Fuel Pods are now horizontally symmetrical, can be used on either side of a rocket without needing (or able) to be rotated, and now allow door access to the attached Extender/Nozzle as well as from above. (You'll need to fix any existing designs that use fuel pods on the right side of a rocket.)
  • Reduced ramp-up recovery window from 2 seconds to 1.
  • Experimental changes intended to disincentivize very short thrusters:
    • Reverted the Rocket Nozzle back to its original size and cost. (But not its original force/power/batteries.)
    • Rocket Nozzles now require 2 crew in order for the entire thruster to function.
    • Increased the Nozzle's command point usage from 10 to 16 and reduced the Extender's from 4 to 0.
  • Modding: Added a 'BuffableValue' part component which provides a value that can be modified by a buff to other components.
boreal violet
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Ugh The regret of making and painting two ships using beta features

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time to get back to work!

boreal swan
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0 cp?? massive rocket stick w/ single cr

sullen merlin
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engine rooms require two crew, i dont think the thruster nozzles should require the same amount of crew, especially for career balence where the main limiting factor is crew

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maybe max one crew per

cerulean fiber
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I think there are other limits in career (rare materials)

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but yeah, otherwise you can make very crew light/ cockpit light ships

sturdy ice
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I am personally very much for this, it feels right

marble mauve
supple pagoda
marble mauve
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made this almost always sustaining setup, aside from the engine rooms
the idea here was, to keep the engine rooms online, supply the thrusters from the outside and have some crew travel inside to supply the low power useage engine rooms
unfortunately, you cannot control how engine rooms lend power, so 90% of what the crew gave to the engine rooms were wasted and they couldnt sustain at all

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if i could control if engine rooms gave power to neighboring thrusters or not, then this setup would function properly

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the large reactors are being very well used, too

supple pagoda
boreal violet
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well that wasnt too bad

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tho

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crew needing to pilot the thruster doesnt

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feel

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great

marble mauve
# supple pagoda This is strange, in the code for the ERs, it specifically says it should be feed...

the only time the reactors ran out of power was when the ER crew took a little too much from one side

anyways, i think this is what's happening:

the active thrusters use a lot of power before the crew dilvery batteries to the capacitors
the engine rooms get power and a lot of the energy is given to the thrusters, but not the capacitors

the crew deliver their power to the capacitors, but because the thrusters are full, a lot of the energy is wasted from them
the engine room, now having distributed 90% of its income, shuts off after 2 seconds


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this will be solved if the fuel pods keeps the connected engines at full charge until the fuel pod its self ran out of power, which would prevent the engine rooms here from unessesarly distributing power to already powered engines

supple pagoda
supple pagoda
boreal violet
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true. and I dont have an issue with it. the pruple one on the right works incredibly well with no issues. but something just does not feel great about having both engine rooms and thrusters take crew, ontop of the ammount of crew needed to supply all the engine rooms and or extenders/fuel pods at the same time

marble mauve
# boreal violet crew needing to pilot the thruster doesnt

i feel like adding needed crew for the thruster doesnt really effect anything asides career
for mp its literally just 800 more cost, those crew arent moving anywhere and there is no need to optimize them because there isnt anything to optimize with them

boreal violet
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i mean you're not wrong.

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it takes 1 small crew bed (aka 2 crew) to power it. but my issue is with

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the whole setup

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as apposed to just purely the nozzle

marble mauve
supple pagoda
marble mauve
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radical difference

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then you have the ones that just split off the crew bunks with a charge...

boreal violet
marble mauve
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at that point just increase the weight of the rocket nozzle lol

boreal violet
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the benefit of the rocket thruster outweighs having 2 extra crew imo

marble mauve
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some funny sort of nerf thing: if the rocket nozzle was 1 tile long, then you couldnt add a huge thruster if you placed it on the side of an engine room

supple pagoda
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Also makes the ship a bigger target... i think it's gonna be worth it, at least i hope so
Just saying certain types of designs in particular will very much not wanna add 2 crew per nozzle and probably stick to Huges on an ER. I have no problem with that if both alternatives are viable

boreal violet
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I'd like to point out. just incase some people arn't taking this into consideration. these thrusters in no way will be fitted onto every ship in career or pvp

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they are very much situational in the state that they are

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from what I've tested. spamming these in Engine clusters doesnt work as well as ive seen some people mention

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(or hope for)

marble mauve
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shouldnt this be trying to boost forwards?

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that is a very small angle of difference between its self and the target

boreal violet
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that is interesting

marble mauve
supple pagoda
marble mauve
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yeah its basicly not boosting

marble mauve
supple pagoda
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I think beyond a certain length the AI can't wrap its neurons around the balance of power to thrust forward properly and gives up (i pulled that out of my hat though, i have no real idea)

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What i mean is make it shorter and see if that doesn't fix it. And yes i know it defeats the point of long thrusters a bit but i trust Walt can fix it

boreal violet
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Honestly i think your right?

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I've had issues like it too

karmic hedge
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while it is a bug, it also implies that tiny thrusters might be useful

boreal violet
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^

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i was just about to mention the ships with rocket thrusters AND other engine clusters dont have this issue

marble mauve
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my rocket flies like an actual rocket in direct control

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this is cool

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i have it set to point in my mouse direction, just hold W and it keeps boosting no matter where you aim

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unfortunately the RTS ai is incapable of such feat and completely fails to do any manuver and just stops moving most of the time

boreal violet
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the rockets feel very nice currently to control

marble mauve
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i could put railguns on the front of it and treat it as some sort of fighter plane

boreal violet
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thats actually a good idea

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with the turn speed of the rockets i imagine fanning railguns works rather well.

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havnt tested it just yet

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though youd have to fan whilest your full speed(or climbing to full speed)

marble mauve
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this thing turns quite well so i could do "strafing" runs with it

boreal violet
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mhm!

marble mauve
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here's my rocket if you want to play with it

boreal violet
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very interesting setup

supple pagoda
boreal violet
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can you send a static image of your ship

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as apposed to just a gif

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i would like to see your setup a bit more

supple pagoda
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sure here's current version

boreal violet
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thank you very much

supple pagoda
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Goes 168 m/s max right now, turns better than i expected, doesn't sustain, AI can't drive it

boreal violet
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i mean

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the only thing i can really say is that your using pretty much purely rocket thrusters, with very few other thrusters in the mix

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my ships (the calabasas) that use rocket thrusters. also use other thrusters too (enough to actually turn the ship at a decent speed)

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so im pretty sure you just need more thrust aside from just the rocket thrusters

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ofc correct me if im wrong?

supple pagoda
boreal violet
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I agree

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though i highly doubt there will be any pure rocket thruster builds out there so idk how big of an issue it actually is

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(now that is something id love to be proven wrong about)

karmic hedge
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plaus already made a UL nuke with purely these engines, it's not the most recent patch of the preview but it's been done

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wait nvm it had a couple huges mixed in

boreal violet
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:)

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nuke ships would work

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wonders

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with these though

supple pagoda
boreal violet
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i-

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didnt even think of freighters.

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that might be their best ussage.

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though

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the crew demand for having an effective setup is

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not the best

supple pagoda
boreal violet
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wooo!

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progress!

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(definetly want to consider proper ER clusters at some point for more efficiency)

supple pagoda
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Yep
For now i have this new experiment where you can see the AI get it together when i turn some extenders Off. It's quite... puzzling. Also the number of extenders it can handle depends on whether or not the ship is already moving and probably other factors... It never handles the whole column though. Flying at 140 m/s I turn everything on, the ship immediately slows back down to 4m/s (before any power issues happen).

boreal violet
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I've noticed that even with good crew setups the thrusters just dont work the best

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something is wrong with how the crew prioritize engine rooms and fuel pods/extenders

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ive manage to get around issues with just

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better crew management

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but theres only so much i can do and it was a good hour long headache fixing the calabasas during the last patch due to how janky the thrusters were...

supple pagoda
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Maybe it's just not practically possible to sustain in current state, as in "by the time the parts request a battery refill, it has a high chance of being delivered too late to avoid flickering". Or we haven't figured out the exact functional puzzle yet. But should it be that restrictive?

boreal violet
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I chalked it upto inexperience with a new feature. but the more i play with it the more i feel like its just a bug

supple pagoda
brittle thorn
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i agree but then again i don't really like the idea of giving them railgun logistics

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true

golden mauve
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Plaus makes sure he makes the most amount of unoptimized doodoo before the update even releases just so he yoinks all the visionary bragging rights :agony:

deft crow
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on the new update sustain is EXTREMELY important
fuel pods might be required now

deft crow
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I had this idea and it's working

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the ers are supplied with lower priority, I use the fuel pods to supply thrust

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would be very very good for a tall wall

brittle thorn
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is it better than the mr design?

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more surface area for walls but to me atleast that looks like that's the only benefit

deft crow
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it's reaching 180 with some extra weight

deft crow
brittle thorn
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nice

deft crow
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i'll see this in the spreadsheet but i think it's nice

brittle thorn
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now i need to figure out whether i can power rails with extra power or not

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ithink it's already way better for rails

deft crow
deft crow
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yep this module is the best one so far (if you use the large reactors for weapons at the front)

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it's higher thrust/credit than the theoretical for huge thrust

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the medium reactor module is now much weaker

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walt was right, now longer thrusters are very good

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not needed anymore, I actually love how it's balanced right now

brittle thorn
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same

deft crow
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this is perfect

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absolutely perfectly balanced

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left=better right=worse
i'm considering thrust+crew+infrastructure cost
perfect

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forcing us to add crew to nozzles is a good option

languid sand
deft crow
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finally this is viable

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I think this was walts idea when he made these parts

pure juniper
deft crow
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it's the most cost efficient part in there xd

pure juniper
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look a little odd to not use engine room as a power transfer
but i love this usage!

deft crow
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yep

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just using them for the bonus

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except the first one

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i'll see how it is in the spreadsheet

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a bit worse than the setup I posted earlier but much better than the rest

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I love how they're balanced right now. My only concern is that ships will be even faster now. Do we want this? In 1.5M ships, avoider-like designs will perform worse compared to these new thrusters.

deft crow
pure juniper
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do the reduced ramp-up recovery window from 2 seconds to 1 not enough

brittle thorn
deft crow
deft crow
brittle thorn
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fair enough

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i just don't think it'll go far enough

deft crow
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it would allow avoiders to use the lower rampup of huges/rockets

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more effectively

maiden shell
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Speed meta is a problem in general and it's pretty complicated imo, can't really fix it by slightly tweaking numbers

brittle thorn
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tbh all we need to do is figure out a way to nerf uls

pure juniper
brittle thorn
pure juniper
brittle thorn
deft crow
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however, extreme ULs are getting common and these parts would allow them to be even faster

brittle thorn
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extreme speed is the problem

pure juniper
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direct control allow so much flexibility in thrust management

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it's so hard to balance along RTS who don't have that flexibility

brittle thorn
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tbh even removing dc wouldn't work

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people would master using autofire

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same result, different method

deft crow
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anyway for now these are the 2 alternatives. Heavier but more thrust/credit or lighter but less thrust/credit

brittle thorn
deft crow
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I think medium reactor is better for ULs, and large reactor is better for heavier ships

deft crow
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OH extenders are only 5k?

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wait this changes things

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ers are no longer worth it

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I think extenders should be at least 6k to make ers viable

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I'll test a very dumb setup

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yeah this is better and I don't like it

vagrant flume
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oh god what

deft crow
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mhm

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I'll try with a medium reactor

vagrant flume
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i assume the 0.729344 is the cost-thrust efficacy?

deft crow
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yes

vagrant flume
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which number is the true cost tho?

deft crow
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true cost is 351k

vagrant flume
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i see

deft crow
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i remove crs for the true cost

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i could assume a parcial cost of a large cr but meh, it's not that much impact

vagrant flume
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yea

deft crow
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oh no this works

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uh oh this will probably win

vagrant flume
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what

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how

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how does that sustain?

plucky thunder
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Idea : Let's do an optimisation contest on rockets

vagrant flume
#

i think luna already won

maiden shell
deft crow
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OK

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i'm so glad it's not good

vagrant flume
maiden shell
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Oh good

deft crow
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Ok, this is the best one so far

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I think extenders should cost 7500

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5000 makes these setups better

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extenders should cost at least 6000

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to break even with the 12k of the ers

deft crow
brittle thorn
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round it up to 7000

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7500 is good number

deft crow
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7500 is a good number for me

vagrant flume
#

hm

deft crow
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the ers make rocket setups very interesting

vagrant flume
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yea though i dislike that you cant practically have one ER power two rockets

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except for the ErMr setup

vagrant flume
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the right one, ye

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but the left one... that works?

deft crow
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left one also has ers

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yes

vagrant flume
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suprising

deft crow
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you use the ers for the buff

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supply thrust with the fuel pods

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so you only need to feed them 0.1/s

vagrant flume
#

the sheer amout of crew it uses though

brittle thorn
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not much tbh

deft crow
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don't forget that

vagrant flume
#

jeasus lmao

brittle thorn
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uses less crew too

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2 less but still

deft crow
brittle thorn
deft crow
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u did

brittle thorn
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assuming the top quarter is for the cr and only the cr

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it's 8 quarters and 2 bunks for the lr setup

deft crow
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oh you're right

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i forgot about that

brittle thorn
maiden shell
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Doesn't really matter since the wide one is way easier to hit

brittle thorn
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more crew efficient then

deft crow
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also, I think the rocket setup might be a bit more crew efficient

deft crow
#

not completely sure thi

deft crow
maiden shell
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No I meant the wide huge engine setup

vagrant flume
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the left one is more effient and the right one is way lighter

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though seems like the right one is generally a better choice

deft crow
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has more twr

vagrant flume
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yea

deft crow
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better for uls

vagrant flume
#

seems better for most ships since its also very compact

vagrant flume
# deft crow

could you add 2 more rockets or can the Lr not support it?

deft crow
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nah, most ships will use a variation of big reactor

deft crow
vagrant flume
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i see

deft crow
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wait just 9.6?

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yeah oops

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one sec then

vagrant flume
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hmm i cant load your ship into my game

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which perview version is it built in?

deft crow
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beautiful

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still not worth it

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and if I add more it starts to flicker

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a lot

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it should be able to support more but crew wastes a lot of power

vagrant flume
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btw how does the ER boost the extenders exactly?

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do they increase the boost extenders give or boost thrust directly?

deft crow
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even better

deft crow
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ok finally it's close to the other ones

plucky thunder
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This amount of crew next to reactor and er not supplying enough energy is weird

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I think there's a bug

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The crew doesn't try to supply the fuel pods

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trough ER

deft crow
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the extender has to be touching the er with fuel pod

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the fuel pod doesnt matter

plucky thunder
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Nevermind

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They do

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But I still think there's a bug

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They took quite a lot of time to do it

deft crow
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ask walt, maybe it's not intended

plucky thunder
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There may be a small bug where the crew considers only the extenders, until the extenders are full then the fuel pods

vagrant flume
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the extenders are weird and very limited, makes using ERs with them unfavourable

deft crow
vagrant flume
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yea

deft crow
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it will probably be fixed so expect 7.5k

vagrant flume
#

right version is 4 m/s slower but 100k saved lmao

deft crow
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with 7.5k extenders, ers would only be worth the cost if they touch 4 nozzles/extenders/huge thrusters

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these are the 2 options currently

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pretty sure they're close to optimal

plucky thunder
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This module only draws 2 or 3 crewmembers, wich is 6 energy when it has a capacity of 8 (not including ER)

deft crow
deft crow
plucky thunder
vagrant flume
deft crow
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yep

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flickers because they don't supply

plucky thunder
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2 batteries make them super finnicky to supply

vagrant flume
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yea, rn they need fuel pods to prevent flicker

deft crow
deft crow
vagrant flume
#

ive tried for too long lmao

deft crow
#

but logistics are tight as hell yes

vagrant flume
#

can you? i can never get them to fully sustain

marble mauve
#

i had to use capacitors along mine

deft crow
#

that's very expensive :(

plucky thunder
#

There is literally one meter between crew, er and reactor and it STILL FLICKERS AHHHH

deft crow
#

some flicker is fine tbh

plucky thunder
#

Absolutly not

#

My ocd said that

deft crow
#

as long as the flicker is from the reactor overloading

#

and not from bad logistics

#

i allow some flicker in my designs

plucky thunder
#

I hate it

#

why does it flicker

#

The worst is, that the fuel pods flicker, not the extenders

#

THEY HAVE 4 E INSTEAD OF 2

#

HOWWW

deft crow
vagrant flume
marble mauve
#

the thrusters the fuel pod is connected to literally gets no supplied power

plucky thunder
#

If the fuel pods flicker I lose engine power

marble mauve
#

fuel pods should just deliver all the power they get to the thruster till its full

plucky thunder
#

Yes

marble mauve
#

this would solve both your and my problem

deft crow
#

mine have flicker too

plucky thunder
#

Is there a reason why the fuel pods are less supplied than the extenders, despite the extenders being boosted in E consumtion by the ER ?

#

It literally makes no sense

#

If anything, the connected extenders should flicker, not the fuelpod connected one

marble mauve
#

i had to put 6 capacitors so that wouldnt happen

boreal violet
vagrant flume
#

huh, cosmoteer crashed

#

just as i finished NON v2...

deft crow
#

even if it has the fuel pod

#

it's not getting supplied

marble mauve
#

i find it weird that the fuel pod doesnt supply the connected extender directly

deft crow
#

I would recommend this module

vagrant flume
#

uh, i dont know why but this ship has crashed my game 3 times in the span of 2 minutes so far

deft crow
#

@stark gorge

  • the fuel pod is touching the extender and it gets supplied by the engine room, but the extender doesn't have power. Is this intended? (image 1)
  • The extenders are too cheap right now, so I believe these are the best setups you can make (thrust/cost). (image 2) I think we should go back to 7.5k to make engine rooms viable again. They would allow interesting setups like these ones (image 3)
  • I think extenders should cost at least 1 control point, but your call
  • I love the crew requirement for the nozzles and the rest feels perfect as it is. The average speed of meta ships will go up with these rockets, is this ok?
plucky thunder
#

I'm so bad at this game

boreal violet
#

Oh

boreal violet
#

I was having that issue before too

deft crow
vagrant flume
boreal violet
vagrant flume
#

so the fuel pod could have power and power the extender while the extender itself doesnt have power

vagrant flume
#

so not that, i see

marble mauve
boreal violet
#

Doesnโ€™t make the most sense to me

vagrant flume
#

yea i dislike it, makes it annoyingly difficult to supply both the extender and pod

boreal violet
#

Crew definitely have a struggle with prioritization when pods are involved which makes it harder to test stuffโ€ฆ.

supple pagoda
vagrant flume
#

would be nice if the pod acts as one with the extender/nozzle but im not sure if that conflicts with what walt wants

boreal violet
#

Honestly I wish the pods auto slotted energy into the extenders as apposed to being just an extend separate storage for them

boreal violet
#

I guess I misunderstood

supple pagoda
plucky thunder
#

on the back

#

Rockets on the front

supple pagoda
# deft crow not really tbh

okay
Just for context, is most of what you say directly aimed at the Elimination game mode? The costs analysis and such

supple pagoda
#

How fast in reverse?

plucky thunder
vagrant flume
plucky thunder
#

I think it could use a buff lmao only 95 for that kind of prop

deft crow
#

dom ships will probably never use these thrusters

vagrant flume
#

exactly

plucky thunder
vagrant flume
#

i think my UL going 180 normally is pretty good already

#

flickers tho D:<

brittle thorn
#

plaus managed to go at like 200 an update ago

deft crow
supple pagoda
#

looks reasonable overall

vagrant flume
brittle thorn
supple pagoda
brittle thorn
supple pagoda
brittle thorn
#

i can because they are better

deft crow
#

it's not better but i don't have time to optimize it

brittle thorn
vagrant flume
#

i can never escape them

deft crow
#

that's fine as i said earlier

supple pagoda
#

I'll try wide ones out and find out i guess

vagrant flume
supple pagoda
vagrant flume
#

though i guess you cant effectively get better than that without pods... damn

brittle thorn
deft crow
brittle thorn
maiden shell
#

funny railkite concept (not optimised or anything because concept)

vagrant flume
#

are MP servers active during the test patches?

maiden shell
#

oh just noticed the nozzles actually have operators

#

makes sense I guess

vagrant flume
deft crow
maiden shell
compact marlin
pure juniper
#

current grapics are too funny

maiden shell
#

not the best but kites with the thruster in the middle seem interesting

deft crow
supple pagoda
brittle thorn
#

strike damage

#

rails can drill through alot of defenses and oneshot some ships without being dodgable and slow like nukes

vagrant flume
brittle thorn
#

mostly

#

not many people playing but that's it

supple pagoda
brittle thorn
#

gl flakking like 12 rail shots moving very quickly

#

at best 3-4 shots get shot down, not enough to prevent the damage imo

compact marlin
supple pagoda
#

i was shooting 3, had to kite the thing for a few minutes in x8 speed ๐Ÿ•ฐ๏ธ

deft crow
brittle thorn
supple pagoda
brittle thorn
#

i'd argue 4 long rails is enough to deal with almost all of built in flakkers but 6 and above is pretty good, would guarantee battles are finished quickly and efficiently

supple pagoda
#

Alright then
Now let's get back to the thrusters before we get a warning LUL

vagrant flume
#

lol

#

seems like no one is avalable, darn

#

also, seems like 2 or more ships using rocket thrusters at the same time crashes the game

#

had 2-4 of my ULs move to a spot far away, game crashed when the thrusters ramped up

maiden shell
#

reverse thrust for this is around 112

supple pagoda
plucky thunder
vagrant flume
#

And how long were they

#

Both of mine had 6 each, a couple seconds after I ordered them to move the game crashed

supple pagoda
#

2 of them being at least 30 extenders

plucky thunder
#

I made the onager on drugs

#

100m/s

vagrant flume
#

Do I just ping him?

#

Or post it in #1019741923893858305

supple pagoda
#

apparently, that's what others have been doing (pinging). We're in a beta test channel after all

brittle thorn
#

ping with the crash log

#

and what caused the isseu

vagrant flume
#

Alr

deft crow
vagrant flume
#

in scared

deft crow
#

this is so cool wow

#

i wonder how much thrust this will be

plucky thunder
deft crow
deft crow
vagrant flume
#

@stark gorge Bug report: seems like if two or more ships ramp up their rocket thrusters at the same time, it crashes the game, i have provided a clip of the bug happening and the following Log

update: seems like a single ship with rocket thrusters crashes the game if ramped up and controlled using RTS

deft crow
#

i'm considering adding a 5th reactor xd

#

5 reactor ions

maiden shell
vagrant flume
#

my dream of restablishing avoiders as a meta is in shatters

plucky thunder
#

I love it...

vagrant flume
#

lmao

plucky thunder
#

It's so nice and relaxing ahah

#

At least when discord compression is not ass

pure juniper
deft crow
plucky thunder
deft crow
#

so 1.37M

#

I have 130k for nukes

#

thrust is a bit less than fion

#

not much less

#

i still haven't tested speed and stuff

pure juniper
pure juniper
#

my foggy brain can still do math โ˜•

deft crow
#

assume a similar thing

vagrant flume
#

hmm

vagrant flume
#

top speed?

#

dont use rts to check, it crashes your game

deft crow
#

it sustains a bit less, around 130

vagrant flume
#

130 with that much armor, nice

deft crow
vagrant flume
#

yea lmao

deft crow
#

it also has more torque

#

a lot more

vagrant flume
#

and some say it needs a buff LUL

vagrant flume
#

balanced or probably needs a nerf?

deft crow
#

you pay with worse rampup and a much much weaker system

#

it's so weak to damage omg

vagrant flume
#

yea true, if the nozzle gets destroyed it all becomes useless

deft crow
#

and an extender in the middle

#

and the supply line

vagrant flume
#

extender in the middle?

marble mauve
deft crow
deft crow
#

weaker to damage and worse rampup

vagrant flume
#

ah you just mean the extenders

deft crow
#

also it's super expensive, only big ships can afford this

vagrant flume
#

im great at english :D

marble mauve
#

i heard a lot that rampup doesnt really matter, though the damage thing is.. im not sure
would it be worth adding a single shield to the nozzle?

deft crow
#

also, if extenders are 7.5k again, it won't be much cheaper

vagrant flume
deft crow
#

which is a lot closer to fion and would only give me budget for a pair of nukes

deft crow
#

i'm worried about the entire thruster array

#

if you break anything there, it stops working

#

anything

vagrant flume
#

yea

#

since its tall its much easier to break

deft crow
#

the extenders, the nozzles, the ers, the supply lines

#

not because it's tall

#

because a lot of it will stop getting power

vagrant flume
#

thats still a factor, also the supply lines being on the outside ofc

marble mauve
#

uno corridor worth of damage
entire ship fails

deft crow
#

you lose that tile and lose 1/6 of the thrust

#

and that tile isn't very protected, a railfan could break it

vagrant flume
#

you could have an internal walkway design without ERs but that would really only help against missiles

vagrant flume
#

?

marble mauve
#

just redesign the whole ship!

deft crow
vagrant flume
marble mauve
#

i still kinda wish these thrusters were in the direction of additionally high speeds with lower maneuverability (as in turning, too) as a result
that idea of additional added force per extender would be neat for funny single super extended rocket ships

sullen merlin
deft crow
deft crow
vagrant flume
#

simple internal walkway design

marble mauve
# deft crow not possible, a powerful thruster will allow you to turn fast

it is possible, the main issue is the lack of any rampdown
you cant just instantly turn with them when they're off, but when they're on then you can instantly turn them off
though walt said rampdown would be too difficult for the ship movement ai so im not sure how that would be solved
the only idea i have is majorly dampening the goal thrust of them early depending on how close the ship is to reaching its goal

marble mauve
#

this could be extended easily

deft crow
sullen merlin
#

tbh for me I don't think this will change the way I design a lot of stuff, I might try to make somethings work

deft crow
vagrant flume
#

Yea, thereโ€™s a lot of designs and it effectively works with both LRs and MRs

pseudo kelp
vagrant flume
#

Omni thrust, quick acceleration and consistent damage makes them fun

sullen merlin
deft crow
sullen merlin
#

unfortunately with the size of the exclusion zone I can't do anything with morbiters

vagrant flume
pseudo kelp
#

what about orbiters

sullen merlin
#

an exclusion zone that changed size depending on max thrust would be neat

sullen merlin
deft crow
deft crow
#

that's not a lot wider

#

maybe even 1 nozzle on each side

sullen merlin
#

proof of concept cause I'm not able to picture it rn

vagrant flume
#

UL orbiters are going to be significantly more compact nowโ€ฆ they might become far more powerful

#

Though Iโ€™ve yet to see other archetypes adapt to the new thrust so I canโ€™t be sure

marble mauve
#

speed meta goes painfully brrrrr

brittle thorn
#

hd rails wouldn't change but railorbiters and previously ht railfans will adapt

vagrant flume
#

Speed meta is fun though maneuverability meta is dead :(

pseudo kelp
sullen merlin
#

nope

marble mauve
#

no more maneuverability meta when going fast already makes you dumb maneuverable due to a variety of things

vagrant flume
marble mauve
#

my rocket could turn around and change direction really fast, changing direction that fast is mostly thanks to the exponential drag

vagrant flume
#

Though I canโ€™t say all of them would be inherently better

pseudo kelp
#

but nope, just an exclusion zone that makes the boost thrusters seem microscopic in comparison

vagrant flume
#

Specifically avoiders

brittle thorn
vagrant flume
#

static fans?

#

You mean spinners?

brittle thorn
#

static fans is railfans with manevrablity to accurately fan and hd fans are just high damage fans

#

i call them static because they're not really good at moving

#

they're slow and bulky but can accurately snipe and fan

deft crow
#

this almost sustains lmao

vagrant flume
#

You mean just, railfan but with more rails and less thrust..?

vagrant flume
brittle thorn
vagrant flume
brittle thorn
#

i've decided to start splitting up the definitions to be more accurate

vagrant flume
#

I feel like railfans could adapt, with two modules itโ€™s cheaper and allows them to be faster

brittle thorn
#

some can some can't

vagrant flume
#

I donโ€™t really see any that canโ€™t tbh

#

Got some examples?

brittle thorn
#

i need to show a regular railfan for context, but for now it's just the railfan in the ship pack by nick and kine

deft crow
#

this is what I suggest

#

it's not enough thrust tho, maybe 2 large reactors on each side and longer thrusters

#

idk, I think it's viable

brittle thorn
vagrant flume
#

Oh, cruisers

#

Yea that makes sense

brittle thorn
#

idk they're closer to avoiders than to cruisers imo

#

cruisers are bidirectional thrust, this is omni for turning

noble matrix
#

If I may make a name suggestion for these, how does linear thruster sound

sullen merlin
vagrant flume
deft crow
compact marlin
vagrant flume
#

It effectively moves forward and backwards so I consider it a cruiser

deft crow
brittle thorn
sullen merlin
#

what's the speed Luna!

vagrant flume
#

Though I see what you mean, rocket thrusters wonโ€™t do well with them

noble matrix
#

Question, how does this affect maneuverability builds? I hear some people saying that the avoider meta is dead and I don't get how

brittle thorn
#

i probably will be the only one that does that but it's clearer to me atleast

vagrant flume
#

Also the avoider meta died long agoโ€ฆitโ€™s just even more dead now :(

deft crow
vagrant flume
#

I just explained why?

noble matrix
#

Yes, but I don't understand the causal relationship between faster monothrusters and lesser capability of dodging

sullen merlin
vagrant flume
#

Faster means they would be able to ram or catch up quicker

brittle thorn
noble matrix
#

Gotcha

brittle thorn
#

not mentioning that faster ships can also dodge and they do it better

vagrant flume
noble matrix
#

Now I get it

vagrant flume
supple pagoda
brittle thorn
languid sand
dire fox
#

the deadzone is a bit of a lot

#

it wuld be cool if the thruster had a ramp up animation like it goes from 3 wide then flares out into a 5 cone

#

i know the art for the things is temporary, but the booster moduals are.... strange when you have a lot of them in a row,

#

definitly need something without the thruster window vent thinges, that looks good while being repeditive

#

they uh, also dont realy feal worth it to put on a ship pain

plucky thunder
#

Rockets could be a great addition to already existing ships

#

I think for career rockets will be a must have on any non combat ship

boreal violet
#

Itโ€™s great to see people finding so many uses for these already

#

Also the rockets look so good in mix with other thrusters wow

cold crypt
#

I'm surprised that the modular thrusters aren't wider

#

their presence on large ships would feel more significant and require more work-arounds if they were wider

#

since they are already a fairly ship-defining feature now

boreal violet
#

I think as they are they work just fine

#

Iโ€™d expect them to be much more powerful if they were even just 1 tile wider

#

They would probably feel weird

supple pagoda
cold crypt
plucky thunder
cold crypt
#

bruhhh

brittle thorn
#

speaking of which, they would be great for this considering its thrusters are massive

boreal violet
#

Iโ€™d like to reiterate that making them wider would likely require them to probably be much stronger both ho wise and thrust wise and there are a few issues with that

supple pagoda
boreal violet
#

How a ship feels to use is important too

plucky thunder
#

You can always make larger thrusters by putting thrusters next to each other

#

You can't make longer thrusters

brittle thorn
supple pagoda
plucky thunder
#

If you wanna make larger rockets, put two, three of them

#

And make it so it works

boreal violet
#

A proper fuel pod ER rocket thruster setup is already too wide and causes complications as is

plucky thunder
#

I think it's alright right now

boreal violet
plucky thunder
#

Yes

#

I think it's near perfect width wise rn

boreal violet
#

The setups I have for a few ships do work amazingly and the benefit of having these thrusters on large ships is amazing so Iโ€™m pretty happy with them too

#

I donโ€™t think they need to get any wider imo

#

Thatโ€™d make everything way more squished and obviously no one likes a cannon shot to the rear so more pancaking!

plucky thunder
#

Next is enforcer ;3

brittle thorn
#

oh god

sinful vapor
# plucky thunder Next is enforcer ;3

Cool use of the extra fuel pods. What does this ship do exactly, fly around for vulnerable locations on a ship, destroy shields and snipe inside them?

boreal swan
#

built in but w/ rocket

stark gorge
# deft crow <@301038203517927424> - the fuel pod is touching the extender and it gets supp...

the fuel pod is touching the extender and it gets supplied by the engine room, but the extender doesn't have power. Is this intended? (image 1)
Intended but I'm open to being persuaded othewise. (If I can figure out the code for it. It was also easiest to code that way.)
The extenders are too cheap right now, so I believe these are the best setups you can make (thrust/cost). (image 2) I think we should go back to 7.5k to make engine rooms viable again. They would allow interesting setups like these ones (image 3)
If extenders go back to 7.5k, will rockets still be competitive with huge thrusters?
I think extenders should cost at least 1 control point, but your call
Why?
I love the crew requirement for the nozzles and the rest feels perfect as it is. The average speed of meta ships will go up with these rockets, is this ok?
I'm not sure. The idea is that the rockets are harder to control (much longer ramp-up) but I'm not sure in practice whether that's a sufficient offset.

marble mauve
#

the "harder to control" part doesnt seem to work because they just put the rockets on either side of their ships and the instant thrust turnoff allows them to quickly turn as long as they're in full boost forwards

plucky thunder
#

7.5k for mere fuel pods is... Just use ER then

#

1.5k is just right I think

marble mauve
#

i think they mean 7.5k for the extenders not the fuel pods?

plucky thunder
#

makes the extender 9 or 11.5k, wich is not too cheap

#

Oh yes

#

sorry

#

Hum

#

I forgot this was changed

#

5k is fine

#

It makes thrust cheaper as you increase it

#

Basically makes travelling faster

#

but in combat the more you add the longer the ramp up

#

so it's balanced IG

deft crow
stark gorge
#

Going to repeat this question:
If extenders go back to 7.5k, will rockets still be competitive with huge thrusters?

deft crow
#

yes by a big margin, about 10%

brittle thorn
stark gorge
#

okay then i'll put them back at 7.5k

#

(All of your testing has been incredibly helpful btw, thanks so much!!)

supple pagoda
#

@stark gorge just want to make sure you're aware of this bug where RTS control won't use the thrusters past a certain, varying number of extenders #1201644365307727872 message

marble mauve
#

i have posted a saved game of the above issue, too

marble mauve
boreal violet
#

I canโ€™t wait for when these are released

sinful vapor
#

I wonder if the finalized mechanics for them will include some kind of Booster injector module for them. Turn on the gas when in danger, or bait attacks and ZOOM!

plucky thunder
#

Oh shit

boreal violet
#

Thatโ€™s an amazing screenshot

plucky thunder
boreal swan
#

unoptimized armor????

plucky thunder
boreal violet
#

Ik isnโ€™t it awesome

plucky thunder
deft crow
# stark gorge > the fuel pod is touching the extender and it gets supplied by the engine room,...

Intended but I'm open to being persuaded othewise. (If I can figure out the code for it. It was also easiest to code that way.)
๐Ÿ‘ I saw a few people confused trying to supply the extender/nozzle through a fuel pod, I think it doesn't change the meta designs a lot, I don't mind if it's possible or not.
Why?
It feels a bit weird to control so much thrust with a small cr, our setups today demonstrate that vertical stacks of extenders don't need a buff at all. I don't mind if they don't need control points though.

boreal swan
#

single cockpit w/ massive thrust stick looks wrong

plucky thunder
stark gorge
deft crow
# stark gorge okay then i'll put them back at 7.5k

Proof for that:
these are 3 setups

  • the standard 7 engine room 21 huge thrusters that we use today
  • a vertically stacked rocket without ers
  • a vertically stacked rocket with ers

I've adjusted them to consume almost 1 large reactor of power

vertically stacked rockets have now almost double (!!!) thrust/cost

stark gorge
deft crow
#

they're still better, and the vertically stacked rockets with engine rooms become better

stark gorge
# deft crow > Intended but I'm open to being persuaded othewise. (If I can figure out the co...

I saw a few people confused trying to supply the extender/nozzle through a fuel pod, I think it doesn't change the meta designs a lot, I don't mind if it's possible or not.
Now that fuel pods allow door access to the extenders, I think yeah it doesn't change design much. (Unless ERs can also supply a pod on the other side via an ER->pod->extender->pod setup? Any thoughts about that?)

plucky thunder
stark gorge
deft crow
plucky thunder
stark gorge
#

Still a fairly significant advantage.

deft crow
#

i've been working on this prototype for example

marble mauve
#

i wonder how the maneuverability of meta ships that use rocket engines will be effected if the 5% sideways thrust was removed

deft crow
stark gorge
deft crow
marble mauve
#

i remember another person suggesting that beforehand, sure

stark gorge
#

(I've been a bit wary about completely removing lateral thrust from thrusters even though in principal I don't like it, because it helps newbies and also helps the AI be slightly less totally incompetent.)

chrome marlin
#

(I figure you probably do somewhere since it's a part of cost haha)

deft crow
#

while elim players might try to use the left one

#

the right one is also good for ultralights

sinful vapor
deft crow
#

the thrusters we use today are very redundant

brittle thorn
#

flanks will have to be protected really well

#

otherwise railfans can easily snipe

chrome marlin
novel notch
#

This is aweomse

sinful vapor
deft crow
#

better than anything we have

chrome marlin
#

Do you have numbers for thrust/crew for the three setups? To compare

deft crow
#

one sec i'll calculate it

chrome marlin
#

Ty! Just trying to ask about balance for both career and pvp haha

deft crow
#

i don't have a 7 er setup on hand rn but i pwomise you it's lower than the medium reactor number

chrome marlin
#

So in career these setups will have a bigger advantage than the cost advantage for pvp, but that's probably fine because it'll be offset by the fragility of these?

boreal swan
#

emp to kill the whole thrust could be interesting

#

or just force a ramp down

boreal swan
#

emp to ramp down everything in radius even if it doesn't drain?

deft crow
#

that would be a nice buff to emps

chrome marlin
#

The most crew efficient thrust module I've gotten away with in career is 2 ER 6 Huge Thrust for one LR and 10 crew (very cost inefficient), puts it at 7200 thrust/crew

#

More balanced still kinda cost inefficient I've done is 4 er 10 huge one LR 24 crew

#

5000 thrust/crew

deft crow
chrome marlin
#

So yeah beats or matches those at seems much better cost efficiency

deft crow
#

like that might be 7000 thrust per crew or something like that

chrome marlin
#

6000 thrust/crew

deft crow
#

as you can see these are crazy efficient

chrome marlin
#

Yeah

#

I think that's balanced for career because being fragile is expensive

#

And will be a good tradeoff

#

Btw I'll send pictures of my credit inefficient career thrust setups I mentioned so people can see if they can get lower crew counts

#

I'm definitely not the most expert haha

#

Oh yeah with the mr I think I can get less crew

#

I have unneccessary reverse thrust

#

response time doesn't matter for sustain

#

Slightly doesn't sustain with 12

#

So yeah the new thrusters with your mr setup of 8000 thrust/crew beat this by a 25% margin:

#

Though this does flicker a little

chrome marlin
#

This actually sustains and gets 9k thrust/crew, but it's so cost inefficient it's probably a bad idea even for career

deft crow
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I bet you could make some weird stuff with no ers to get more thrust/crew

chrome marlin
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Oh yeah put the thrusters around reactors or something

vivid stratus
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Fuel pods should recieve power from Extenders/nozzles and not be fed manually imo, would simplify crew pathfinding somewhat

chrome marlin
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I'm getting this to sustain is a slightly less unreasonable career LR setup (operators aren't optimized and sorry idk where those extra doors came from, I fixed my prior worst setup quickly)

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10 Huges with ERs for 20 crew

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Same 6000 Thrust/Crew as the mr one earlier

novel notch
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Wait is the modular thruster in beta?

chrome marlin
novel notch
boreal violet
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its open testing

novel notch
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huh how

boreal violet
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everone can use roket thrusters?

novel notch
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No modular thrusters

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I cant find em

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In the beta

boreal violet
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you use the password in pins

novel notch
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oh

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my bad

boreal violet
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no worries