#Modular Thruster Preview Feedback
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that would make the ships turn even faster
we're already stacking them vertically
this is my best setup
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
how is my prototype a wall
๐งฑ ๐งฑ

๐
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
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
they are more cost efficient which makes them better
they can't use extra power though
you'll have to spam mrs for them to be good
i mean you can try to build a large reactor one but I found them extremely hard to sustain
would it really change the shape of this ship, though? i only see them just making it thinner from the sides, faster, and more maneuverable
its like an outright movement buff to anything big as of now :/
100% agreed
of course it will be a buff. If these thrusters were worse no one would use them. They need to be a tradeoff. And I find the current tradeoff very interesting: you can't sustain them using spare power from your reactors
ill have to try again
the main reason i dont like the current best useable setup is due to the lack of variation in it, its only a pattern as of now
Hey, why do manoeuvrability ships use a mix of huges, large and standard ?
you're free to try to build a better thruster setup, mine isnt perfect
maneuverability ships (avoiders and static (i.e. not ht thrust) railfans) use larges and standards mostly, huges aren't good for those
You're misremembering then, this pattern seems to be on all the fastest preview ships
At least it's more interesting than the old one i'll give you that
develop a different thruster setup, we still don't know if that's optimal
Guess you are right if you want to count 2 huge thrusters
Mine definitely isnt lol
I just wanted to quickly build some ships
Didnt really optimise anything
I'm guessing that one with a partially used large reactor would be optimal
They do? Maybe I'm only seeing rammers then
Could be a meta thing
They dont in pvp
Only avoiders use smaller thrusters
in pvp almost everyone uses huge thrust because rampup is not very important
I tried, they were all slower than Plaus' results
yeah we know
Then you didnt try very hard xD
listen it's hard to optimise new stuff
Or maybe you got them skills, I haven't been making ships for very long
i spent 2 hours to try to optimise a comparatively simple railsetup and i failed
so i ended up wasting 2 hours of my life to confirm that regular setups are just as good
Idea : Nozzle on both ends
Yep that's what some of us have been saying, putting a huge power hog through your ship's interior (where reactors etc should be) should give better results than lining up the back with thrusters you can shield
Im gonna check if it also blocks crew movement, and if it does, it's worse
that would be extremely op
no point testing it at all
Some people at valve would put beta tester in an extra hard version of the game "just in case"
I'm looking at you hl2
Why?
using the extenders for both directions? it's op
But why?
you're getting double thrust for the same price
What ship type would you use?
But you need a lot of space
Can't use all at the same time
i can imagine an ion cruiser using them
Like 200 less iirc
Jet's IRL can have reverse thrust
How? No front armor? And since when are ion cruisers usable
Would be amazing to see them work again
Or a ul ion cruiser?
they have a deflector
if we had this the thrusters could be placed horizontally across a ship and strafe both ways
Alright just tested : extenders don't block, that's a good thing
Fuel tanks do, and now I'm sure nobody will use them in their current state after some minimal experimentation
shush
I dont dislike the idea of 2 sided. Maybe the ramp up should be separate though
yeah it shouldnt be able to instantly go back and fourth
fuel pods are like these wheels. They help newbies sustain their thrusters better at a cost. No one will use them in pvp, but career players will use them
they might also allow weirder modules
I think I have some ennergy issues
a medium can't sustain all of that
Would be cool if they were more usable though
use fuel pods so you can fit large reactors in your thruster setup
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
1.5k is reasonable
You just said that no one will use them
no one uses capacitors usually
unless weird stuff with rails
yeah as a cheaper reactor to spam ships
I think what they mean is it could cost 0, they wouldn't use it because it's not worth the space and pathing blocking it causes (for pvp)
in career money comes too easily anyway
fuel pods can be used as emp armor btw ๐คญ
I feel like pods will have no use at all which is sad
If they costed 0 you would use them as armor
i don't think they need a buff, they're reasonable but pvp players will always try to remove capacitors and fuel pods first
because they're not weapons or armor or producing anything. They're there to supplement bad logistics
Yea Ill stop arguing while I dont even know how the part works
stores 4 power
that's it
I mean I have not tryed it yet
and it gives the thruster the power when it needs it
alpha thrusters
honestly might work
No way
because you can use extenders as boosters if you have them turned off
I cant imagine that its good
i totally can
But yes very funny
i can see a small reactor keeping nozzle ramped up and then fwoom
20 extenders turn on
If that works Ill allow pods to exist
does this instantly bring the thruster to max thrust?
or does the extenders still add ramp up even when off?
not max but close
You're saying the thruster can ramp up to max, and then you activate all extenders and get full thrust immediately instead of having longer ramp-up based on number of extenders?
hmm
not full but close
test it
will do thanks
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...
that should definitely be fixed
last thing i want to see in mp is uber ultra micromanaging like that for an advantage
it doesnt start at full rampup, but it's close to full
waiiiiit a minute, your name is up there on the right with "champion" over it
You've been messing with me this whole time!
and i fell for it ๐
xd
Yup nice find, hope someone told Walt
i kinda like it, the alternative would make these setups extremely hard to sustain
maybe walt has a nice idea to avoid this "bug" and still make them easy to sustain
Hopefully
As an "economy thrust" option it makes complete sense, just the ramp-up thing is whack
I wasnt lying I swear xD. My ships are often sloppy with a lot of tiny flaws. I just assumed my thruster setup is similar. I put in no afford to optimise it.
where do i enter the pass
Cosmoteer settings in steam. Under betas
There's crew getting problems I think with the fuel pods
I think the crew doesn't consider the fuel pods
i only see Manage
when supplying ER
im on the library page rn
wait er doesn't supply pods???
Just shut down my pc...
Go the cosmoteer on steam library click the gear icon click properties click betas
If you say so! I can't find the flaws but maybe with with another few hundred hours of experience i will 
those two pods are upside down
looks correct for the preview version, they're odd like that
I see very few doors, might be more the problem
ah you're right
i love how comically large the deadzone is
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)
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
i have em on the right side of the extenders and they show the signal anyway
Make sure the doors are facing away from the extender
OH im dumb
not intended, will fix
i imagine it has the 5% perpendicular thrust at the nozzle and it gets increased with extra parts?
it does
But I think the crew doesn't "feel" the need to recharge the fuel pods via ER
ah
yes
@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.
The regret of making and painting two ships using beta features
time to get back to work!
0 cp?? massive rocket stick w/ single cr
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
maybe max one crew per
I think there are other limits in career (rare materials)
but yeah, otherwise you can make very crew light/ cockpit light ships
I am personally very much for this, it feels right
game crashed when i turned off a segment like this while the thruster was firing
Crash aside that looks nice! 100% ER coverage and the fuel on the other side to avoid flickering i guess? Did it work?
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
if i could control if engine rooms gave power to neighboring thrusters or not, then this setup would function properly
the large reactors are being very well used, too
This is strange, in the code for the ERs, it specifically says it should be feeding the thruster with the current lowest power. Meaning if sufficient energy comes in, no connected thruster should run out of juice. Seems to mostly work for Huges in release version of the game.
So in theory, this setup simply eats up too much power per second for these reactors. Have you tried adding some?
well that wasnt too bad
tho
crew needing to pilot the thruster doesnt
feel
great
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
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
Yeah... but when does it ever? It'll probably do its job of avoiding nozzle spam efficiently though
Oh, yeah that sounds bad. A larger reserve might fix it? Not sure if buffing ERs is part of the scope of this update but i really want this new part to function properly
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
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
i mean you're not wrong.
it takes 1 small crew bed (aka 2 crew) to power it. but my issue is with
the whole setup
as apposed to just purely the nozzle
I mean, making the fuel pods not let the engine segments go below full power as long as they are supplied will solve this without any changes to the engine rooms themselves
the crew bed is an extra 2 tons unless you had free space, wouldn't say it's completely free of consequence even in MP
radical difference
then you have the ones that just split off the crew bunks with a charge...
2 tonns does get out thrusted for lack of a better word
at that point just increase the weight of the rocket nozzle lol
the benefit of the rocket thruster outweighs having 2 extra crew imo
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
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
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
they are very much situational in the state that they are
from what I've tested. spamming these in Engine clusters doesnt work as well as ive seen some people mention
(or hope for)
shouldnt this be trying to boost forwards?
that is a very small angle of difference between its self and the target
that is interesting
oh you got that bug too? try manual control it should boost just fine
yeah its basicly not boosting
saved game for debugging
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)
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
while it is a bug, it also implies that tiny thrusters might be useful
^
i was just about to mention the ships with rocket thrusters AND other engine clusters dont have this issue
my rocket flies like an actual rocket in direct control
this is cool
i have it set to point in my mouse direction, just hold W and it keeps boosting no matter where you aim
unfortunately the RTS ai is incapable of such feat and completely fails to do any manuver and just stops moving most of the time
the rockets feel very nice currently to control
i could put railguns on the front of it and treat it as some sort of fighter plane
thats actually a good idea
with the turn speed of the rockets i imagine fanning railguns works rather well.
havnt tested it just yet
though youd have to fan whilest your full speed(or climbing to full speed)
this thing turns quite well so i could do "strafing" runs with it
mhm!
here's my rocket if you want to play with it
very interesting setup
Ehhh, my long setup has 4 braking medium thrusters + 2 smalls braking and side, and AI still can't drive it
can you send a static image of your ship
as apposed to just a gif
i would like to see your setup a bit more
sure here's current version
thank you very much
Goes 168 m/s max right now, turns better than i expected, doesn't sustain, AI can't drive it
i mean
the only thing i can really say is that your using pretty much purely rocket thrusters, with very few other thrusters in the mix
my ships (the calabasas) that use rocket thrusters. also use other thrusters too (enough to actually turn the ship at a decent speed)
so im pretty sure you just need more thrust aside from just the rocket thrusters
ofc correct me if im wrong?
Probably! Any thruster should be able to work on its own though, else it's really weird. I'm sure it's just a minor correction in the way the game calculates thrust, needing updated for this new possibility
I agree
though i highly doubt there will be any pure rocket thruster builds out there so idk how big of an issue it actually is
(now that is something id love to be proven wrong about)
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
wait nvm it had a couple huges mixed in
Oh i'm definitely making some fast pirate cargo ships you need to intercept out of this, whenever i get a chance
i-
didnt even think of freighters.
that might be their best ussage.
though
the crew demand for having an effective setup is
not the best
So... it kinda works a little?... 0.5 m/s but it's moving now, progress! (this is x8 speed)
wooo!
progress!
(definetly want to consider proper ER clusters at some point for more efficiency)
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).
I've noticed that even with good crew setups the thrusters just dont work the best
something is wrong with how the crew prioritize engine rooms and fuel pods/extenders
ive manage to get around issues with just
better crew management
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...
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?
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
I wasn't there for preview versions of times past, maybe they had the same sort of issues and easily iron it out before release.
i agree but then again i don't really like the idea of giving them railgun logistics
true
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:
on the new update sustain is EXTREMELY important
fuel pods might be required now
I had this idea and it's working
the ers are supplied with lower priority, I use the fuel pods to supply thrust
would be very very good for a tall wall
is it better than the mr design?
more surface area for walls but to me atleast that looks like that's the only benefit
it's reaching 180 with some extra weight
i'm using large reactors too, they're way more efficient
nice
i'll see this in the spreadsheet but i think it's nice
now i need to figure out whether i can power rails with extra power or not
ithink it's already way better for rails
yep this module is the best one so far (if you use the large reactors for weapons at the front)
it's higher thrust/credit than the theoretical for huge thrust
the medium reactor module is now much weaker
walt was right, now longer thrusters are very good
not needed anymore, I actually love how it's balanced right now
same
this is perfect
absolutely perfectly balanced
left=better right=worse
i'm considering thrust+crew+infrastructure cost
perfect
forcing us to add crew to nozzles is a good option
You mean I should get vis through fair means?
are engines room really cost efficent
extremely cost efficient
it's the most cost efficient part in there xd
look a little odd to not use engine room as a power transfer
but i love this usage!
yep
just using them for the bonus
except the first one
i'll see how it is in the spreadsheet
a bit worse than the setup I posted earlier but much better than the rest
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.
If you want to prevent this (problem?) I would suggest a very slight nerf to thrust of both huges and nozzles. Maybe 7000 thrust? 7500?
do the reduced ramp-up recovery window from 2 seconds to 1 not enough
probably won't be i don't think
actually that's a good idea too, is this implemented on huge thrust too?
I think it's enough to tip the balance
Speed meta is a problem in general and it's pretty complicated imo, can't really fix it by slightly tweaking numbers
tbh all we need to do is figure out a way to nerf uls
not. but it should hurt manouvrability alot
but that is really hard otherwise it will also nerf non uls
agreed! it drag me out of the game @w@
and sometimes affects generally fast ships that aren't uls
I don't think it's a problem because fast ships are more fun to pilot. No one likes to be countered by a no skill brick
however, extreme ULs are getting common and these parts would allow them to be even faster
extreme speed is the problem
direct control allow so much flexibility in thrust management
it's so hard to balance along RTS who don't have that flexibility
tbh even removing dc wouldn't work
people would master using autofire
same result, different method
anyway for now these are the 2 alternatives. Heavier but more thrust/credit or lighter but less thrust/credit
not mentioning that alot of people would just stop playing
I think medium reactor is better for ULs, and large reactor is better for heavier ships
OH extenders are only 5k?
wait this changes things
ers are no longer worth it
I think extenders should be at least 6k to make ers viable
I'll test a very dumb setup
yeah this is better and I don't like it
oh god what
i assume the 0.729344 is the cost-thrust efficacy?
yes
which number is the true cost tho?
true cost is 351k
i see
i remove crs for the true cost
i could assume a parcial cost of a large cr but meh, it's not that much impact
yea
Idea : Let's do an optimisation contest on rockets
i think luna already won
but shouldn't imo, so a few changes need to be made for designs to use ers and fuel capacitors (I forgor the name)
how do you even get more barebones than this
Oh good
Ok, this is the best one so far
I think extenders should cost 7500
5000 makes these setups better
extenders should cost at least 6000
to break even with the 12k of the ers
actually no, at least 6700 because ers need operators
7500 is a good number for me
hm
the ers make rocket setups very interesting
yea though i dislike that you cant practically have one ER power two rockets
except for the ErMr setup
you canรง
suprising
you use the ers for the buff
supply thrust with the fuel pods
so you only need to feed them 0.1/s
the sheer amout of crew it uses though
not much tbh
It has more thrust than this
don't forget that
jeasus lmao
nah 8ers use less crew
i probably missed a quarter or bunk then
u did
assuming the top quarter is for the cr and only the cr
it's 8 quarters and 2 bunks for the lr setup
same crew usage huh
Doesn't really matter since the wide one is way easier to hit
more crew efficient then
also, I think the rocket setup might be a bit more crew efficient
not completely sure thi
left one has less torque
No I meant the wide huge engine setup
the left one is more effient and the right one is way lighter
though seems like the right one is generally a better choice
right is lighter, it moves faster on its own
has more twr
yea
better for uls
seems better for most ships since its also very compact
nah, most ships will use a variation of big reactor
that's the power they consume
i see
beautiful
still not worth it
and if I add more it starts to flicker
a lot
it should be able to support more but crew wastes a lot of power
btw how does the ER boost the extenders exactly?
do they increase the boost extenders give or boost thrust directly?
even better
boosts the extenders
ok finally it's close to the other ones
This amount of crew next to reactor and er not supplying enough energy is weird
I think there's a bug
The crew doesn't try to supply the fuel pods
trough ER
they don't yeah
the extender has to be touching the er with fuel pod
the fuel pod doesnt matter
Nevermind
They do
But I still think there's a bug
They took quite a lot of time to do it
ask walt, maybe it's not intended
There may be a small bug where the crew considers only the extenders, until the extenders are full then the fuel pods
the extenders are weird and very limited, makes using ERs with them unfavourable
yeah currently ers are underpowered compared to extenders
yea
it will probably be fixed so expect 7.5k
right version is 4 m/s slower but 100k saved lmao
with 7.5k extenders, ers would only be worth the cost if they touch 4 nozzles/extenders/huge thrusters
these are the 2 options currently
pretty sure they're close to optimal
This module only draws 2 or 3 crewmembers, wich is 6 energy when it has a capacity of 8 (not including ER)
yeah but it only consumes 1.6 power
It's so weird it flickers
two of the extenders only have 2 batteries each
2 batteries make them super finnicky to supply
yea, rn they need fuel pods to prevent flicker
use fuel pods, they make them easier to supply
even if they are next to a reactor you cant get em to stop flickering
ive tried for too long lmao
i mean you can
but logistics are tight as hell yes
can you? i can never get them to fully sustain
i had to use capacitors along mine
that's very expensive :(
There is literally one meter between crew, er and reactor and it STILL FLICKERS AHHHH
some flicker is fine tbh
as long as the flicker is from the reactor overloading
and not from bad logistics
i allow some flicker in my designs
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
that's completely fine????
the flicker is pretty bad
the thrusters the fuel pod is connected to literally gets no supplied power
YES whyyyy
If the fuel pods flicker I lose engine power
fuel pods should just deliver all the power they get to the thruster till its full
Yes
this would solve both your and my problem
mine have flicker too
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
i wonder how yours supplies so well when fuel pods up to 8 tiles away from my large reactor flicker too much
i had to put 6 capacitors so that wouldnt happen
Iโve mentioned this before but thereโs definetly an issue with how the crew prioritize resupplying batteries to the rocket thruster parts
the extender not touching the er isn't boosting the thrust
even if it has the fuel pod
it's not getting supplied
i find it weird that the fuel pod doesnt supply the connected extender directly
I would recommend this module
fine i'll ask walt
uh, i dont know why but this ship has crashed my game 3 times in the span of 2 minutes so far
@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?
I'm so bad at this game
Oh
Attaching fuel pods to extenders or nozzles removes their power sprite
I was having that issue before too
i don't understand what you mean by this, could you show a screenshot?
fuel pods dont transfer power or provide an access point to power extenders/nozzles
Iโm not on rn but what your having happened to me too just with the thruster nozzles as well as the extenders
so the fuel pod could have power and power the extender while the extender itself doesnt have power
Iโm well aware
so not that, i see
this is the most brick shaped brick ive seen!
Iโm not completely apposed to this being the issue btw itโs just weird that itโs incredibly consistent with all of my designs
Doesnโt make the most sense to me
yea i dislike it, makes it annoyingly difficult to supply both the extender and pod
Crew definitely have a struggle with prioritization when pods are involved which makes it harder to test stuffโฆ.
longer also means more exposed especially the nozzle, isn't that a fair trade? nozzles out means sitting duck
would be nice if the pod acts as one with the extender/nozzle but im not sure if that conflicts with what walt wants
not really tbh
Honestly I wish the pods auto slotted energy into the extenders as apposed to being just an extend separate storage for them
exactly what i said
I guess I misunderstood
so, double-sided works then?
No, It's huge thrusters
on the back
Rockets on the front
okay
Just for context, is most of what you say directly aimed at the Elimination game mode? The costs analysis and such
yes
also applies to arena i guess
Only 95
yea, thats usually what we focus on when it comes to balance
I think it could use a buff lmao only 95 for that kind of prop
dom ships will probably never use these thrusters
exactly
a buff 
:3
plaus managed to go at like 200 an update ago
I'm building a better one
Ehh, railguns ARE really heavy, i'm sure you hit much better speeds if you shrink the rail width
looks reasonable overall
hes the specialist when it comes to UL
and it was very unoptimised, i didn't mention that (luna made a better one so quickly)
I'm not saying i like that they are btw.
not really width moreso length since more rails is always lighter than a few longer ones
because loaders are lighter i guess?
I don't like width much, rails on the sides can't hit enemies too close nearby that aren't wide like walls
I can't imagine a wider railfan having a good time against the new rocket UL nukers we see here
i can because they are better
it's not better but i don't have time to optimize it
longer rails are way too weak
so much flicker
i can never escape them
that's fine as i said earlier
I'll try wide ones out and find out i guess
makes it quite hard to do precise movements
I don't really agree, dozens of peeps assigned to One thruster can't even pull it off? unprofessional
though i guess you cant effectively get better than that without pods... damn
btw keep in mind that all wide is way worse than long rail, you'll have to use atleast 2-3 accels on all rails to make it usable
lol what?
it won't flicker mid battle because you have to turn
having different rail lengths might help with giving a bigger aoe but i'd say avoid it since that is not beneficial most of the time
funny railkite concept (not optimised or anything because concept)
hmm, maybe so. ill have to test it in battle to be sure
are MP servers active during the test patches?
if so id like someone to join me for a quick test
walt added them to make the nozzles more expensive
reverse thrust is 99,8 m/s btw
Yes they are
current grapics are too funny
not the best but kites with the thruster in the middle seem interesting
cosmoteer doesn't have servers
i refuse to use any railguns that doesn't have 8 accels for max range anyway
Why would i use the sniper rifle at ion ranges i mean
strike damage
rails can drill through alot of defenses and oneshot some ships without being dodgable and slow like nukes
right, is MP active during beta patches?
but their shots are flakkable (i hate that ever since i met Bulwark and co. in career)
so i'd rather be as far as i can from these things
gl flakking like 12 rail shots moving very quickly
at best 3-4 shots get shot down, not enough to prevent the damage imo
yes
i was shooting 3, had to kite the thing for a few minutes in x8 speed ๐ฐ๏ธ
if the enemy has enough rails, you'll spend more money on flak than them on rails
long rails are weaker against flak than shorter ones
Oh, i was right under the required number of rails then
I'll try at least 5 from now on
I would recommend 6/8
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
Alright then
Now let's get back to the thrusters before we get a warning 
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
reverse thrust for this is around 112
yesterday i had no crash making test ships race each other, must be something else since there hasn't been a new patch since yet EDIT : INCORRECT, see message below
nice
How many rockets did each of those ships have?
And how long were they
Both of mine had 6 each, a couple seconds after I ordered them to move the game crashed
Never mind! I just launched the game to make you a quick verification gif, and sent all 4 test ships on random journeys. This time it crashed! A total of 5 rocket thrusters.
2 of them being at least 30 extenders
You should tell Walt
apparently, that's what others have been doing (pinging). We're in a beta test channel after all
Alr
I'm cooking
in scared
Small bug
yeah, i noticed that too
this might be too much power dedicated to thrust
@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
If it's not called "gas gas gas" I'm very disappointed
my dream of restablishing avoiders as a meta is in shatters
I love it...
lmao
how much is it
add 100k of armor and I think 30k of crew
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
that 250 pieces of armor right
pretty decent, curious about rampup tho
i'm curious too
yes 250
my foggy brain can still do math โ
hmm
130 with that much armor, nice
it's using less energy and budget than fion on thrust and going faster
yea lmao
and some say it needs a buff 
what do you think about that?
balanced or probably needs a nerf?
Im Ok with it
you pay with worse rampup and a much much weaker system
it's so weak to damage omg
yea true, if the nozzle gets destroyed it all becomes useless
extender in the middle?
somethings not right about it being cheaper and faster and turning faster at all
there should be some traidoff here
ye
scroll down I talked about the disadvantages
weaker to damage and worse rampup
ah you just mean the extenders
also it's super expensive, only big ships can afford this
im great at english :D
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?
also, if extenders are 7.5k again, it won't be much cheaper
you can negate the downsides of rampup with skill but its still somewhat important
that would be an extra 70k
which is a lot closer to fion and would only give me budget for a pair of nukes
i'm not worried about the nozzle
i'm worried about the entire thruster array
if you break anything there, it stops working
anything
the extenders, the nozzles, the ers, the supply lines
not because it's tall
because a lot of it will stop getting power
thats still a factor, also the supply lines being on the outside ofc
uno corridor worth of damage
entire ship fails
exactl
you lose that tile and lose 1/6 of the thrust
and that tile isn't very protected, a railfan could break it
you could have an internal walkway design without ERs but that would really only help against missiles
literally no room
?
just redesign the whole ship!
i'm not going to get rid of ers because i believe they'll work in a future update
i know, just saying its a possibility if you are willing to sacrifice some efficacy
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
how fast does Fion go?
122
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
i know it's because we have instant rampdown. That won't change.
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
these new thrusters are very interesting, orbital thrust is extremely boring in comparison. You just multiply 1.9 or 1.7 by number of ers to get the power consumption, assign crew and done. Here we have a lot of flexibility
Yea, thereโs a lot of designs and it effectively works with both LRs and MRs
what do avoiders even do
Avoid
Omni thrust, quick acceleration and consistent damage makes them fun
true, I'll try to figure something out
they use their lower rampup to move around ships like these ones
unfortunately with the size of the exclusion zone I can't do anything with morbiters
hmmm i disagree
You wonโt need two layers of them
what about orbiters
an exclusion zone that changed size depending on max thrust would be neat
elaborate?
nah i like that it forces you to place them at the back
you only need 2 nozzles on each side
that's not a lot wider
maybe even 1 nozzle on each side
proof of concept cause I'm not able to picture it rn
UL orbiters are going to be significantly more compact nowโฆ they might become far more powerful
Though Iโve yet to see other archetypes adapt to the new thrust so I canโt be sure
speed meta goes painfully brrrrr
hd rails wouldn't change but railorbiters and previously ht railfans will adapt
Speed meta is fun though maneuverability meta is dead :(
thats what i thought rocket thrusters did
nope
no more maneuverability meta when going fast already makes you dumb maneuverable due to a variety of things
I believe all archetypes (except avoiders) will adapt
my rocket could turn around and change direction really fast, changing direction that fast is mostly thanks to the exponential drag
Though I canโt say all of them would be inherently better
but nope, just an exclusion zone that makes the boost thrusters seem microscopic in comparison
I ment Omni thrust kind of maneuverability
Specifically avoiders
static fans and hd fans can't though
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
this almost sustains lmao
You mean just, railfan but with more rails and less thrust..?
This is my one complaint with the new thrustโฆ you canโt get 100% sustain but with flicker you can do some funky stuff
nop, just regular railfans

i've decided to start splitting up the definitions to be more accurate
I feel like railfans could adapt, with two modules itโs cheaper and allows them to be faster
some can some can't
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
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
they wouldn't be good at their job if they only had forward thrust
idk they're closer to avoiders than to cruisers imo
cruisers are bidirectional thrust, this is omni for turning
If I may make a name suggestion for these, how does linear thruster sound
This is not omnithrust, it has thrusters on all sides but it canโt move omnidirectionally
experiment with it idk, i think it's viable
Speed? Is that 1.5mil?
as i said omni for turning
It effectively moves forward and backwards so I consider it a cruiser
far from 1.5 but a bit slow
doesn't have to use the omni for dodging
what's the speed Luna!
Though I see what you mean, rocket thrusters wonโt do well with them
Question, how does this affect maneuverability builds? I hear some people saying that the avoider meta is dead and I don't get how
also considering they don't really pilot like crusiers that's something too, anyways whether crusiers or not i will refer to them as static railfans anyways because they're just that
i probably will be the only one that does that but it's clearer to me atleast
Since monothrust builds will be significantly faster now, builds that utilise maneuverability to dodge them wouldnโt work as well anymore
Also the avoider meta died long agoโฆitโs just even more dead now :(
it holds a 68 but you have budget for more thrust
But why?
I just explained why?
Yes, but I don't understand the causal relationship between faster monothrusters and lesser capability of dodging
interesting
Faster means they would be able to ram or catch up quicker
everything will be faster so they can put their shots in harder to dodge places which makes it worse, alot worse
Gotcha
not mentioning that faster ships can also dodge and they do it better
Avoiders donโt like getting rammed
Now I get it
At this point, yea lmao
that's a morbiter, it orbits instead of kiting
We recently saw that mines make avoiders significantly better. I would even go so far to say they are strong right now
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 
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
Itโs great to see people finding so many uses for these already
Also the rockets look so good in mix with other thrusters wow
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
I think as they are they work just fine
Iโd expect them to be much more powerful if they were even just 1 tile wider
They would probably feel weird
Wait 5 wide with fuel not counting ERs isn't wide enough?
oh I wasn't thinking about with fuel
The reason they shouldn't be wider : They are supposed to "fix" the issues that make us make pancake ships : Deadzones
bruhhh
This
i have thought about them possibly becoming wider but that's the usecase for regular ht, these are meant to make the cool asf thruster banks that are longer than they are wide
speaking of which, they would be great for this considering its thrusters are massive
Iโd 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
looks like a cool fighter jet sketch
How a ship feels to use is important too
This is pretty nice
You can always make larger thrusters by putting thrusters next to each other
You can't make longer thrusters
keep in mind this is like half a kilometer long
couldn't! ๐
A proper fuel pod ER rocket thruster setup is already too wide and causes complications as is
Too wide as in Im In experienced and still learning good ways to implement them
The setups I have for a few ships do work amazingly and the benefit of having these thrusters on large ships is amazing so Iโm pretty happy with them too
I donโt think they need to get any wider imo
Thatโd make everything way more squished and obviously no one likes a cannon shot to the rear so more pancaking!
Next is enforcer ;3
oh god
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?
built in but w/ rocket
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.
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
Enforcer is an integrated ship
7.5k for mere fuel pods is... Just use ER then
1.5k is just right I think
i think they mean 7.5k for the extenders not the fuel pods?
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
it's not because it doesn't allow engine rooms
Going to repeat this question:
If extenders go back to 7.5k, will rockets still be competitive with huge thrusters?
short answer: yes
long answer: I'm working on a mathematical proof
yes by a big margin, about 10%
yeah, they still will be better than huges for high thrust
okay then i'll put them back at 7.5k
(All of your testing has been incredibly helpful btw, thanks so much!!)
@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
i have posted a saved game of the above issue, too
here
and a crash log
I canโt wait for when these are released
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!
Oh shit
Thatโs an amazing screenshot
Is 10% a lot considering the nozzle entry cost + the ramp up ???
unoptimized armor????
I'm draining the entire reactor
Ik isnโt it awesome
I had to add a capacitor to the CR because it kept running out ;-;
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.)
๐ 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.
single cockpit w/ massive thrust stick looks wrong
single cockpit handling massive stick
Yup I'm aware but haven't looked into it yet, thanks!
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
I think I'm starting to feel pretty happy with the current modules for Rocket Thrusters V1.0, but I wouldn't rule out adding a boost injector or other modules in the future.
this is what i'm suggesting, with extenders at 7.5k
they're still better, and the vertically stacked rockets with engine rooms become better
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?)
Booster injector seems really neat ahah
That's at 7.5k per extender?
Ah I see, nevermind. Thanks.
first is at 5k per extender, second is 7.5k
I think ER are a bit underwhelming with extenders considering stability, there's a lot of flicker even with optimal setup
Still a fairly significant advantage.
it's still significant yes, might replace huge thruster setups completely on a lot of ships
i've been working on this prototype for example
i wonder how the maneuverability of meta ships that use rocket engines will be effected if the 5% sideways thrust was removed
I don't know tbh, I think it should be fine to allow that
Or maybe if the 5% didn't scale with extenders?
that's a good idea ๐
i remember another person suggesting that beforehand, sure
(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.)
Do you have a column for crew count also? Since crew count is often more important than cost in career
(I figure you probably do somewhere since it's a part of cost haha)
I assume this will be the best module for career (the vertically stacked medium reactor module)
while elim players might try to use the left one
the right one is also good for ultralights
The thrust is impressive but it also comes with having to protect that giant stick from all sides, barring Orbiters making one side basically safe.
yes, and these thrust modules are very fragile, you break anything and it stops working almost completely
the thrusters we use today are very redundant
So the right one will have a huge crew count advantage vs 7 ER huges, the left one not as much?
This is aweomse
I think ultimately down the road you will probably have the options available to adjust the physics for runs, or have presets for physics. Possibly even having these different physics in different zones on the Campaign map? Would be super cool. I don't like the 5% at all personally, but AI is difficult to make so whatever is best for that side of things.
I think the right one is the best on thrust/crew and thrust/weight, and left one is the best one on thrust/cost
better than anything we have
Do you have numbers for thrust/crew for the three setups? To compare
one sec i'll calculate it
Ty! Just trying to ask about balance for both career and pvp haha
8000 thrust/crew on medium reactor
4800 thrust/crew on large reactor
i don't have a 7 er setup on hand rn but i pwomise you it's lower than the medium reactor number
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?
yeah lol
emp to ramp down everything in radius even if it doesn't drain?
that would be a nice buff to emps
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
yeah
So yeah beats or matches those at seems much better cost efficiency
try a medium reactor feeding 2 ers, i bet it's close to that
like that might be 7000 thrust per crew or something like that
Oh yeah that setup gets me 12 crew, I've tried that one
6000 thrust/crew
as you can see these are crazy efficient
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
This actually sustains and gets 9k thrust/crew, but it's so cost inefficient it's probably a bad idea even for career
yup
I bet you could make some weird stuff with no ers to get more thrust/crew
Oh yeah put the thrusters around reactors or something
Fuel pods should recieve power from Extenders/nozzles and not be fed manually imo, would simplify crew pathfinding somewhat
walt agreed to implement it, yes
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)
10 Huges with ERs for 20 crew
Same 6000 Thrust/Crew as the mr one earlier
Wait is the modular thruster in beta?
So yeah between these two it seems the mr one beats the cost inefficient crew optimized career setups I have by 25% for thrust/crew, and the other one actually doesn't by thrust/crew but does by thrust/cost by a big margin
How ud make this, its not in beta yet i checked unless im blind
?
its open testing
huh how
everone can use roket thrusters?
you use the password in pins
no worries