#Modular Thruster Preview Feedback

1 messages ¡ Page 3 of 1

karmic hedge
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it's the bottom pin

boreal violet
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this is the version you need

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to test them

novel notch
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ok thanks

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i got it

boreal violet
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no problem whatsoever

vivid stratus
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TBH I would greatly prefer if MRs were superior in thrust/crew over thrust/cost. Crew is the number one limiter in career and also in terms of framerate AFAIK so reducing crew/increasing their usefulness would be ideal, you can always get money for more parts eventually

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I acknowledge PVP builds have different priorities tho

chrome marlin
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Yeah that's why I asked about thrust/crew ratios

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Balance is super super important for pvp but need to make sure it's also useful for career

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I think the bigger thing for career on further thought will be size compaction

deft crow
chrome marlin
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@deft crow in current testing, your LR setup is equivalent to 20 huge thrusters with ERs and your MR setup is equivalent to 16 huge thrusters with ERs, right?

deft crow
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each huge is 12000 thrust iirc

chrome marlin
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Each huge with an ER yeah

deft crow
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mhm

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without er, 8000

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currently, each extender is equivalent to a huge thruster

chrome marlin
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Yeah so in career I think people will be able to make their ships smaller and lighter will be another big advantage

deft crow
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and the nozzles are equivalent to huges too

chrome marlin
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In pvp you all will probably just make faster ships lol

deft crow
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these thruster setups are very advanced and require a lot of knowledge to make them work

chrome marlin
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True, though that's not unlike a lot of things in this game

deft crow
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their thrusters will still probably be about the same in cost effectiveness and crew efficiency

chrome marlin
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Oh good point, so if that's the case it's really about ship compaction for career

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Trading ramp time for more compact thrust modules

deft crow
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I bet these thrusters will allow those super tall ships that they love so much to at least be decent for career

chrome marlin
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Cause they'll be able to fit more thrust while keeping the exterior profile they want?

supple pagoda
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Any reason you like extinguishers so much? Flavor?

chrome marlin
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Realistically I have a lot of optimizing I can do on all my ships

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I don't think I factored in very well where the FE need to be if the module takes damage

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I also don't test module on fire often enough

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Will fix some of that in my next round of optimizing everything 😆

supple pagoda
sullen merlin
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yeah

deft crow
sullen merlin
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Luna plays this game with spreadsheet

deft crow
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spreadsheets useful :3

chrome marlin
boreal swan
deft crow
supple pagoda
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dammit i can't write the rest of "eve online" up there

sullen merlin
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now I gotta figure out how to get access to the holy grail Luna spreadsheets

deft crow
supple pagoda
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tbh it's a sensible approach in an engineering game

deft crow
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it's a mess, i'd recommend to do your own spreadsheets

deft crow
sullen merlin
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says it's corrupted

deft crow
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hmm

sullen merlin
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honestly i think I mostly want access to your crew tool cause I genuinely can't figure out how you run 6-12 less crew than me

deft crow
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i could send it but it's very difficult to use ask jun she might let you use it

sullen merlin
tawny smelt
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I suggest that you make it wider than just 3 blocks. Make it an even number, so that most ship designs could in theory choose to have only one central thruster. Having it be 3 tiles wide make shaping the hull kinda awkward sometimes, judging by how engine rooms feel. Also, making it 4 or 5 tiles wide makes it more pronounced in the overall shape of the ship - worthy of the amount of thrust this thing will provide.

karmic hedge
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Just use 2 rockets adjacent?

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They don't need to be powered from both sides, bigger ships may as well use 2 central rockets if they need to be even and have a spinal engine

tawny smelt
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When would you ever, if Walt said that keeping them powered without Fuel Pods is gonna be hard in practice?

deft crow
tawny smelt
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Maybe make it longer than the vanilla build zone?

chrome marlin
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It is longer than the vanilla build zone

sullen merlin
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the dead zone should increase with the amount of extenders

chrome marlin
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I don't agree with Air's take cause the thing is using locking in career isn't a great idea

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Cause of hyperjumping

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So the dead zone will work as intended for most players

chrome marlin
sullen merlin
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yes

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shrink starting dead zone

chrome marlin
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Ah okay yeah, that's what I was gonna ask

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That might make locking with this kind of thruster easier though is a risk

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A lot of locking relies on controlling the starting vertical distance between the two locking halves, right?

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You can't do that if the deadzone is larger than the build zone

sullen merlin
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locking is supported by Walt for the time being so we don't really need to worry about it being used

boreal violet
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its hard to get the full benifit of the speed when adding more to your ship

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ntm its crew intensive and power intensive

chrome marlin
boreal violet
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both of which could be dedicated to defenses or weapon

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i think i remember that

chrome marlin
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#ask-walt message

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This response (not as explicit as my comment implied but yeah)

boreal violet
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same point

sullen merlin
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yeah

boreal violet
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it's probably a good guess to say when docking is added locking will be removed?

chrome marlin
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Probably

sullen merlin
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the locking problem as a whole will be taken care of during docking most likely, we don't need to design around an issue that will be solved later

boreal violet
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i say removed as if its a feature i should really say patched up

chrome marlin
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If people start exploiting locking with these new thrusters often we might risk it being removed sooner 😝

boreal violet
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i see so few locking ships now...

boreal violet
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i dont think it'd be a big problem

chrome marlin
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Yeah tbf I don't play pvp, I just see what people send in Excelsior

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No idea if Blaze's locking UL Morbiter is still used often

sullen merlin
chrome marlin
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But I remember him talking about how good it was awhile ago

sullen merlin
boreal violet
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i imagine their biggest usage would be pvp anyway

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and since rockets are pretty situational

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i dont see ships that would use locking and also rocket thrusters as much of a problem

chrome marlin
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It'd bypass the whole intent of the giant deadzone

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But if nobody is gonna do it anyways not a big deal

boreal violet
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well that and the fact that not every ship works with rocket thrusters

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but thats the point

chrome marlin
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Also I don't think these rocket thrusters are gonna be pvp only

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Based on discussing earlier

boreal violet
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oh definetly not

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there are alot of uses for it in career already

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the only issue with career specifically is just how crew intensive it is but as you progress that can be pretty much rectified anyway

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its definetly not an earlier game thing probably

tawny smelt
tawny smelt
boreal violet
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i feel like im missing a few peices of your suggestion

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if so. ive made several points as to why wider thrusters in any capacity would be a pretty bad idea. and having only one main thruster for your ship would essentially be a slightly better boost setup

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itd pretty much ruin the point of rocket thrusters which is something we dont want

tawny smelt
boreal violet
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i can show you my setup

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it works just fine

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i get the full benifit with ER and fuel pods and 2 rocket thrusters

deft crow
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even if that's true, you still probably want 1 nozzle on each side of the ship to turn using differential thrust

tawny smelt
boreal violet
tawny smelt
boreal violet
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making them wider would mean theyre alot more awkward to fit in ships and remove the ussage of fuel pods just because they wouldnt be worth it

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4 +1-2 tiles doesnt sound very great

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ontop of engine rooms which are 3x3

deft crow
boreal violet
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also i mentioned in the past that a 4 tile wide thruster or any wider would feel very icky with the current hp and thrust.

tawny smelt
boreal violet
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if you want it to be 4 wide then youd expect it to be alot more powerful for what it is

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its hard to see the benifits of the thrusters speed right away due to its ramp up

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and your ships weight matters alot here

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so if your going to make the thruster bigger you likely will need more thrust aswell

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like i said before. theyre already pretty wide as is with 2 fuel pods and an engine room

tawny smelt
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That's what I meant with "introduce" a use for side thrust.

deft crow
tawny smelt
sinful vapor
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Would be interesting if once this Rocket engine is complete it gets more sizes implemented. Have some ultrawide fat rocket engine that has absurdly long ramp but insane thrust, allowing for truly massive amounts of armor and stuff while keeping speed. I imagine something like this for when melee stuff/boarding options are implemented in the future.

deft crow
boreal violet
boreal violet
boreal violet
# tawny smelt 1 tile

also if you want to make the thruster bigger by 1 tile AND only have 1 centeral thruster then you practically lose all of its benifits

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i really dont see how any of that would make for a good feature

tawny smelt
tawny smelt
boreal violet
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same with armor

deft crow
boreal violet
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that weighs alot also

tawny smelt
deft crow
boreal violet
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railguns arnt fully comparable with this

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neither are chainguns

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they also are a bit less complex than rocket thrusters

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there are more benifits to the rocket thrusters than just a huge ammount of thrust after a rampup time

tawny smelt
boreal violet
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ontop of a setup that can already be 6 wide throughout.

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just to point out how beefy a good efficient setup is already

tawny smelt
chrome marlin
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I think there's too many weapons that need to be a central piece to want to do that with thrusters

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And have that be their only viable use

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Unless the thruster is also a weapon 🤔

boreal violet
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id like to correct myself btw its upto 7tiles wide currently

tawny smelt
# boreal violet just to point out how beefy a good efficient setup is already

I understand that a double rocket setup is already beefy. But adding a total of +2 tiles to this very setup is not huge. I'm not really insistant on the idea that rockets should be 4 tiles wide, but I think it's worth pointing out that this is an opportunity to introduce viable ship layouts that have only 1 central thruster. Why? Because it looks cool - many beloved sci-fi ships use a central thruster and so far that has not (really) been possible in Cosmoteer.

boreal violet
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listen man

chrome marlin
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Wait you know you can mirror around the middle of a tile, right?

boreal violet
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your asking for a glorified worse engine cluster with boost thrusters

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these already define ships a lot

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you can still find reasons to use central thrusters with a 7 tile wide setup

deft crow
tawny smelt
boreal violet
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your main point is that "it looks cool"

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im trying to argue on a balance perspective

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and how fun it feels to even use these

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if people were limited to having to use 1 central thruster because any more would be too intensive on power and crew

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then the update would feel pretty shitty imo

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that amongst other lost benifits from using 1 central thruster

chrome marlin
tawny smelt
# boreal violet im trying to argue on a balance perspective

But your main argument against it seems to be that the values would be off, even though they are not final yet. I realize there may be good reasons not to make the size 4 tiles wide. But the arguments you've been using just aren't that strong, I think.

boreal violet
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ill list of every negitive these thrusters currently have

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and all the benifits you would be missing out

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so you understand why its not worth making wider

tawny smelt
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But it's a bit of a deal.

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All I'm saying

tawny smelt
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Eh whatever

chrome marlin
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I don't have the rocket thruster, spent all of 2 min making this

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But what's wrong with something like this @tawny smelt ?

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Aside from the fact it'll suck at turning lmao

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You could do something like this but much longer thruster

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(and put in some sideways thrust somewhere)

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Also if you put in two of them side by side then it'll be central for even block ships

sinful vapor
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|-----| shaped ship with engine placements are both fast and turn really well.(turn that vertically)

chrome marlin
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Just like I think it's still possible to do that with a 3 wide thruster

sinful vapor
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I think mods will cover larger sizes moving forward, once the first interation is implemented.

chrome marlin
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Yeah realistically if you want to make the Pillar of Autumn from halo or something you're gonna need like a 9 wide thruster or something

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And at that point you'd want mods for it

boreal violet
# tawny smelt But your main argument against it seems to be that the values would be off, even...

rocket thrusters. like railguns, are long and ship defining. they are a big roadblock for crew to get on either side of the ship. its possible by having crew go around (or even through at a 50% speed reduction) giant thruster collums. 1 benifit of many for having a dual or more rocket thruster setup. is that it HEAVILY upgrades turn speed. aswell as redirecting the flow of your crew to the back or sides of your ships. this removes the issue of having crew walk all the way around or through your thruster setup. another benifit to the current state is that engine rooms are not fully necessary whatsoever. so you can cram them into smaller spaces despite how crew intensive they are. this allows you to setup your crew management pretty easily even though they take alot of crew to function perfectly. you can already have one central thruster complimented by other engine clusters right?... alot of the current builds for testing these currently have been ramming-type ships broadsiders. or hit and run (forgot the name) which all work super well with the current thrusters mechanics. Ik you can technically do all that with one centeral thruster. but the second that one central thruster gets hit you lose alot of its benifits anyway. ntm the nozzles are pretty weak. and theyre the only thing providing thrust right? your making them harder to cover with shields and armor by making them wider. also id like to mention HOW CREW INTENSIVE they actually are. atm two thrusters takes like 30+ crew off of my hands and thats for smaller shorter rocket thrusters as compliments to my Engine clusters. I really dont see why putting all my crew traffic in one area is a good idea at all

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not all my thoughts on this and sorry for the huge paragraph about it

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but i really honestly think you are ONLY thinking of ship aesthetic as apposed to any of the other gameplay issues itd cause

boreal violet
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this kind of thing is exactally what modding is for

tawny smelt
boreal violet
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why do they have to be even

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thats my question there

chrome marlin
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Yeah but like a lot of unusual ships exist, particular the design/aesthetic focused ones

boreal violet
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all of fringe.

chrome marlin
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@tawny smelt I really like your Razorfist SotD submission as an example of an unusual shape

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I don't think central thruster will ever be say pvp meta for torque reasons

karmic hedge
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Honestly I like them at 3 wide, bc you can use them as spinal thrusters for even or odd ships, if they were even they'd only work on even ships

chrome marlin
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But I think it should be possible as is for career even if it's not as common

sinful vapor
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So, has anyone tried making a /\ shaped diagonal ship using Rockets?

Or even an X shape using 4 rockets. Could potentially create some pretty good rotating ships with TONS of weapons in the crevices. Would be expensive though.

chrome marlin
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I'm curious about that also

boreal violet
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I have a few ships already I could try making a diag

chrome marlin
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Wondering if rockets can help diagonal ships overcome the inherent thrust inefficiency of being a diagonal ship

junior harbor
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you mean like this?

sinful vapor
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Makes me think of those rotating sun divers with shields but with a lot of weapons, and could now have the thrust to be viable.

boreal violet
sinful vapor
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Yep, like that

chrome marlin
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I hope somebody makes a spinner that uses these at some point

boreal violet
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I did already

chrome marlin
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It'd almost certainly spin wayyy too quickly but would be funny

boreal violet
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Not a full one though

chrome marlin
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ooh

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got a gif lol

boreal violet
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No sadly but the rampup is fun with spinners

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I really suggest making some test ones

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It makes them feel

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Weighty?

sinful vapor
boreal violet
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But once they get top speed they’re really fun

chrome marlin
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that'd be cool

boreal violet
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I wanna see that

chrome marlin
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I just heard that rail spinners can't spin too fast because the shots will start missing

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I haven't made any spinners cause uh career lol

sinful vapor
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Or just have some YOLO quad Rocket spinner with mini rails built in. The moment the target enters line of sight it gets shot by like 20+ mini Rails

boreal violet
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All this talk about spinners is making me want to play with some

tawny smelt
# boreal violet rocket thrusters. like railguns, are long and ship defining. they are a big road...

That a longer thruster splits your ship in half is, of course, true. However, as I understand it, the modular thruster is supposed to be worth it. If the bulk of it wasn't worth the benefits over regular thrusters, then there'd be no point in adding them. I have faith in Walt that he'll finalize the values in such a way, that it will be worth it to have a really long thruster. This means that players will want to have as long a thruster as possible/reasonable. And this in turn means that central thruster designs will be intuitive.

stark gorge
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Fixed for the next preview build, thanks! It turns out this is actually bugged in the current stable branch (which I will hotfix soon) but probably more common in rocket thrusters.

boreal violet
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I’d rather build engine clusters with boosters.

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They’d be much more effective and free up crew for weapons

stark gorge
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Same bug.

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Also same bug.

sinful vapor
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Monster bug fix, nice.

boreal violet
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This game is the king of bug fixes

tawny smelt
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@stark gorge Is the intention behind the modular thruster that making one really long thruster is more effective than having several shorther thrusters? Kinda similar to how Chainguns want to be as long as possible? (As long as you don't mind limiting your dps in favor of more total damage carried)

boreal violet
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This is such a weird discussion.

marble mauve
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yay

chrome marlin
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So they're not like a 1:1 replace huge thrusters on big ships

boreal violet
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currently as it stands theyre in a very good spot rn

chrome marlin
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The extenders used to only be 50% boost and now they're 100%

tawny smelt
# boreal violet This is such a weird discussion.

Do you mean the wide vs tall aspect? I don't think that's weird. It's, rather, built in to the dynamic between modular and regular thrusters. What function would a modular thruster have, if not that it grows more efficient than regular thrusters the taller it is? If tall modulars wouldn't win over wide regulars, then there'd be rarely a point in even having them. No?

deft crow
boreal violet
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and you have hardly any capacity to meet in the middle on anything im saying

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its kind of pointless to continue this discussion or drag walt into it

deft crow
tawny smelt
# chrome marlin Walt has been tuning them the past few days to make longer more worth it btw

Yes, that's what I expected. If that's so, then modular thrusters will want to be as tall as possible. It will be more effective to have one tall thruster than 2 shorter thrusters of half the size. If so, then people will want to go for a central thruster and I think the shape of the thruster should accomodate that. And, because most ships use an even number of tiles for width, the modular thrusters should probably also be an even number of tiles wide.
That's my point. Is there anything wrong with my reasoning here?

tawny smelt
sinful vapor
# deft crow you get diminishing returns though

Because each new Extender is less and less % of the total, makes sense, though as long as you can manage to build around the final result efficiently it should be the best thrust/weight/cost. It just gets more risky the longer it is. One break in the middle of the chain and you lose all that thrust above.

boreal violet
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can i just point out "want to be as tall as possible" is inharently wrong. you can make a thruster taller sure. but your sacrificng more crew and more power to a rather weak part of of yoru ship. the longer the thruster is the more you lose when its nozzle gets shot out no?

tawny smelt
boreal violet
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again you can put more crew into weapons or sheilds or anything else rather then having that 4 extra m/s

deft crow
vagrant flume
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I generally prefer the energy of pods and what they are attached to being linked as one unit, allows for a wider range of setups at the cost of not being able to extinguish a fire in the unit if doors aren’t added

sinful vapor
boreal violet
chrome marlin
boreal violet
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i agree largely with your point

chrome marlin
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The only thing I think should be even tiles wide are the things you only need one of

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cough cough sensors

tawny smelt
boreal violet
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but depending on what kind of ship you want to go for. having a liiiitle extra speed gets largely outweighed by more defensive or offensive rooms

boreal violet
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two

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and other engine clusters

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so you dont die when ONE room gets blown up

chrome marlin
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Oh but with most tall things in the game it asymptotically approaches an efficiency limit

boreal violet
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ntm having it be central weakens your whole ship in the middle

chrome marlin
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ie rails

boreal violet
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leading to more dmg

chrome marlin
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chainguns

tawny smelt
deft crow
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i built 4 nozzles

sinful vapor
vagrant flume
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It definitely effected my 1.5M UL nuke

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I got 6 nozzles

boreal violet
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mainly cause ive been trying to say it for like

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30 mins

tawny smelt
chrome marlin
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@tawny smelt I don't think there's any reason you can't make it as tall as you want

boreal violet
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the only way thatd happen in most ships is if a huge chunk gets punched out

tawny smelt
boreal violet
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aesthetic vs balance argument.

chrome marlin
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If you want to make it from one end of the grid to the other (minus some space for armor and/or shields) I don't think there's any notable inefficiency from doing so

tawny smelt
chrome marlin
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It's mainly gonna be based on utilizing reactors fully

sinful vapor
# boreal violet i second this

I suspect we will see a Rocket Orbiter meta for PvP at some point, and I mean the ones that only have armor/weapons and stuff on one side of the stick and orbit targets. Will allow more investment on one side, instead of protecting both sides. At least for particularly long ships.

boreal violet
deft crow
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around 500k-750k it might be viable to build a single nozzle with sideways turning thrust

vagrant flume
tawny smelt
vagrant flume
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Since it’s much more thrust in a much smaller space

boreal violet
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but again i want to be proven wrong there

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orbiters using rocket thrust sounds awesome

tawny smelt
vagrant flume
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Yes UL nukes, UL morbitors will probably have a harder time doing that

boreal violet
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ofc purely working off aesthetics is a bad idea here

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thats why the art for them isnt even done yet

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were still trying to find balances for them

sinful vapor
tawny smelt
pseudo kelp
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hell, use the super prisms and forky prisms mods with the ion spinner and have what is essentially a pulsar

boreal violet
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the goal shouldnt be "what makes a ship look subjectively better" it should be "what makes a ship feel functionally good and balanced for all gamemodes"

deft crow
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I don't like these "redundancy" arguments, because yeah, the ship is less redundant, but you don't use that argument to spam small reactors

pseudo kelp
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spinning really quickly and shooting a beam whose glow rivals heavens forge in size

chrome marlin
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It might not be worth it at all for small ships

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Because the nozzle itself (without extenders) is a worst huge thruster

tawny smelt
boreal violet
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i think i mentioned rocket thrusters definetly not being the most useful for smaller ships

tawny smelt
pseudo kelp
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i have an idea for how eextenders and fuel tanks might work

boreal violet
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yaddah you really have to change your arguement from aesthetic to balancing.

tawny smelt
chrome marlin
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It would look really cool though

chrome marlin
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Objectively more space, more weight, etc.

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and the balance already seems pretty good imo

tawny smelt
chrome marlin
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Making it 4 tiles wide would require a counterbalance to make them better in some other way and make them only worth it on a larger size of ship than at present

boreal violet
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no im not saying that. ive agreed that even central thrusters can work in certain ship designs. but if the goal for a thruster like this is to allow for bigger ships to reach faster speeds amongst other benifits. then you would want to have to have more anyway. you can redirect gunfire on your ship to seperate parts of your ship instead of one focused area aswell as work on better crew control grouping and logistics

tawny smelt
vagrant flume
boreal violet
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ive already explained every issue i can think of with that idea

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its not too far up in chat

pseudo kelp
chrome marlin
boreal violet
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your argument is make them four wide and insentivise people to only build one because it looks neat btw

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youve admitted to this

pseudo kelp
sinful vapor
boreal violet
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it is such a big risk to rely on only one for your ship

chrome marlin
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So I don't think they need to be an even size to make symmetric ships

boreal violet
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the balance is mixing in other engine rooms

chrome marlin
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The main reason sensor rooms irk me is people don't build the ship around the sensor room

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If you have a ship design around one central thruster the ship will be built around the one central thruster

boreal violet
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i mean that just depends on how people prioritize them.

tawny smelt
# boreal violet i think i mentioned rocket thrusters definetly not being the most useful for sma...

Why wouldn't they be? If you need a lot of forward thrust, you'll want to use modulars. Unless you're so small that they're not necessary. And if you're above that sizem but still below 500-750k$ then many might want to go for a central nozzle design, as that one will be the most cost efficient. Sure there are other things to consider for such a design - like the ship being split like one of those small ships which use long railguns. But that is not a bad thing, it just makes building these ships more interesting.

boreal violet
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for the sensors i mean

pseudo kelp
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i once made a scout ship built around its sensor

chrome marlin
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So even though it would be 3 tiles wide if you decided to build it around one central thruster you'd put the symmetry line in the middle of the central block

boreal violet
sinful vapor
boreal violet
chrome marlin
tawny smelt
boreal violet
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but again this argument is so dumb because yaddah has admitted to only arguing about the aesthetics of the thruster

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so im just like

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losing my mind rn lnao

chrome marlin
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Feels a bit silly to redesign a like 2 mil railfan for that reason but I suppose I could do it lol

chrome marlin
tawny smelt
boreal violet
chrome marlin
#

I mean my bigger issue is it can be a central thruster that is 3 tiles wide

boreal violet
chrome marlin
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And if you want one central thruster on say a 3 mil ship you're gonna need a mod anyways

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For 3 or 4 tiles

boreal violet
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if i destroy lets say an extender just a few modules away from a nozzle it cuts its usability by a mile and a half

chrome marlin
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At that point you'd need ie an 8 tile wide thruster

tawny smelt
boreal violet
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so having multiple thrusters as a safegaurd has nearly no downsides if your willing to spend more crew

boreal violet
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ntm having other engine rooms to make up for a small loss

chrome marlin
#

@tawny smelt think about it this way, the width of the thing more sets the minimum size of ship that is needed to use the thing

tawny smelt
# boreal violet they dont

They do, because most ships just so happen to be even. Just look through the list of buil-in ships for uneven ships. The amount will be relatively small. There's ar eason for that. And the final version of modular thrusters should consider this reason, whatever it is.

chrome marlin
#

For any device in cosmoteer

#

ie there's no starter ships with TBs

sinful vapor
#

So, real talk about a potential change we should consider. Should Fuel Pods for these Rockets be heavily armored? Maybe increase their price, so they don't become some silly meta part, but if they were armored they would have an additional use and protect the rocket on the sides with those pods somewhat.

boreal violet
#

the reason this ship works so well is that the two nozzles are well defended. sure they have a few weakspots on the side where its only ~one armor thick. but due to its turning speed its hardly an issue. ntm you dont even want to hit there because then your weapons arnt focused on the guns of this ship

#

it overall benifits from two thrusters

tawny smelt
chrome marlin
#

So if you make it 4 tiles wide and correspondingly increase the thrust what you're doing is raising the minimum size for a ship to use the rocket thrusters. And that minimum size is already pretty big since they're larger than huge thrusters and you need extenders for it to be worth it over a huge thruster

boreal violet
chrome marlin
#

A bit counterintuitive, but it the fuel pods were armored it would give more incentive to use them to make the thruster less fragile

tawny smelt
chrome marlin
sinful vapor
#

Yeah, currently fragile and efficient reactor setups are ideal in these builds, but the fuel pods being some protection options could incentivize more spread out setups, since they would have longer fuel times to be refilled, and would be more protected.

tawny smelt
chrome marlin
#

Can someone send the current prices of things

boreal violet
#

yes

chrome marlin
#

Of the nozzle and the extenders

tawny smelt
#

It's not a strong one.

boreal violet
boreal violet
#

i went over all the things everyones already brought up

#

ntm multiple people have agreed or came to the same conclusion that having one central thruster is a pretty big weakspot for your ships

chrome marlin
#

Okay so a huge thruster costs 10k, two huge thrusters is 20k

#

So a rocket nozzle with 1 extender will match a huge thruster in thrust/cost efficiency but not rampup

tawny smelt
#

Wouldn't you agree?

chrome marlin
#

So to be worth it the ship needs at least 3 huge thrusters that would be replaced with one rocket nozzle with two extenders

#

At present

#

So lets find the cheapest built in ship that thas 3 huge thrusters

tawny smelt
boreal violet
#

in theory booster thruster setups would outweigh the benifits of having only one large and long setup due to how crew intensive rocket thrusters are.

#

ntm the VERY obvious flaws

tawny smelt
#

I say losing 1 of 2 nozzles is also crippling and you reply by saying that losing your central nozzle is too cripling... wha?

boreal violet
#

it also locks you out of using certain designs with it

#

i dont agree with blocking some creative freedoms just so one type of ship works better than others

chrome marlin
#

The cheapest built in Monolith ship with greater than 3 huge thrusters is the iconoclast at 470k

vagrant flume
#

Soda, please clarify your point

boreal violet
#

i feel like i have been with yaddah here for like 30+ minuts...

vagrant flume
#

The more I read you two’s discussion the less I understand what you are discussing

boreal violet
#

ill recap a little bit

chrome marlin
boreal violet
#

because this discussion doesnt start with just yaddah

boreal swan
#

air is here to provide objectively correct balance discussion

boreal violet
#

ty air

vagrant flume
#

Lol

boreal swan
#

/j

tawny smelt
boreal violet
#

yaddahs point at the start its been unclear if he has changed his stance at all. but essentially he wants rocket thrusters to be four wide (so 8 in total with a proper setup including pods and ERs) but also insentivises people to only build one long central thruster "be cause it looks cool"

chrome marlin
tawny smelt
boreal swan
#

1+ width does literally nothing other than make a couple logistics slightly worse

chrome marlin
#

If you have two central thrusters even tile ships are already fine

boreal violet
#

id like to mention yaddah has agreed with people who have made the same points i have yet disagreed with mine for some reason?

chrome marlin
sinful vapor
tawny smelt
# boreal violet the reason this ship works so well is that the two nozzles are well defended. su...

I'd say this ship doesn't work well at all, because you're broadsiding which essentially cuts the dps you paid for in half. But that was not your point. So assume you lose one of those thrusters. You will be pretty crippled, but not as crippled as if you used only one long modular thruster. Sure. But on the up side you'd get a more efficient thruster which essentially translates to a lower cost. It's an aspect that you have to balance, which is why this game is fun i nthe first place. If you want tomake modular thrusters so that it would only ever make sense to have two, then you'd get rid of that aspect to consider. That's not necessarily a good thing.

vagrant flume
boreal violet
tawny smelt
#

What if a central nozzle would be so much more cost effective, that it would enable a use for sid ethrust? That'd be interesting

boreal swan
#

u would almost never use 1 long thrust instead of 2 short thrust for the same reason u use 2 short rails (even if they were more efficient to be long, ppl would still use 2 short for logistics reasons)

boreal violet
#

the ship aside from being weak on one spot of its thrust works very well

tawny smelt
boreal swan
chrome marlin
boreal violet
#

you give sheilds time to recharge and weapons to reload

#

your essentially attritioning your enemies

#

combine that with intense turn speed

#

and it works VERY well

vagrant flume
deft crow
#

yaddah is still pushing for the side thrusters xd

#

after 1h

boreal violet
vagrant flume
#

Yea lmao

chrome marlin
tawny smelt
boreal violet
#

and crew intensive

#

and ship defining

vagrant flume
chrome marlin
#

Until you make a bigger ship yes

#

But if you're putting 3 rocket nozzles on the ship you're a bigger ship haha

#

You're well above 500k most likely

boreal swan
#

@tawny smelt even if 1 central thrust is more cost efficient, everything else on the ship will bel ess cost efficient for the same reason that having a single rail makes everything cost inefficient (even more so for thrust since it needs to come out the back)

boreal violet
#

can someone also point out how easy itd be to direct all your fire at one thruster too

boreal swan
#

if u lose any thrust even w/ multiple thrust, generally you've already lost so i don't think that's a good point

chrome marlin
#

The big cost inefficiency with a central nozzle is gonna be that you're gonna suck at turning unless you invest in sideways nozzles

boreal violet
#

a lot of different factors

chrome marlin
#

And investing in sideways nozzles costs money

boreal violet
#

with one thrust yes

tawny smelt
boreal swan
#

show a pvp ship that can consistently win after being so damaged that it's losing thrust

boreal violet
#

im trying to think of both career and pvp

chrome marlin
#

Yeah in career if you have multiple ships it's no unviable to have a damaged ship run away

#

Cause you can have another ship finish the fight and repair the damaged ship

boreal swan
#

in career, just teleport away

boreal violet
#

ntm this is a situational thing

#

losing some thrust doesnt ALWAYS 100% mean you lose

chrome marlin
#

Which will be cheaper than having the damaged ship fight to the death

vagrant flume
#

In career balance doesn’t matter much… just make a bigger ship

boreal violet
#

take into dmgs on the enemy ship for examples

boreal violet
#

things should still feel balanced though.

chrome marlin
sinful vapor
#

Sooo, is there any reason we can think of for disposable Rocket Sticks? Like, one time use with Fuel Pods, and then detach them. I can't think of a reason other than Reactor stick bombs.

vagrant flume
#

Yea, that’s why I focus on elimination balance

boreal violet
#

or at the very least feel good to use

vagrant flume
#

Ramp up is too long

boreal violet
chrome marlin
#

Push them into the RoD

tawny smelt
boreal swan
#

there are no ship designs that use single er because every ship needs speed and single er can't provide speed (maybe they can now though)

chrome marlin
#

I think the thing is at the price point you're only using 1 ER your ship is probably built around the reactor

tawny smelt
boreal violet
#

mhm

chrome marlin
#

and if you have a ship fast enough to need an ER you probably have an LR

#

An MR probably couldn't sustain the weapons/defenses of such a ship

boreal violet
#

thats

#

so

boreal swan
boreal violet
#

interesting

chrome marlin
#

The rocket thruster (as is) probably will make central thruster ships more common

tawny smelt
chrome marlin
#

Cause ships with 2 LRs would be in the same price range it becomes viable

boreal violet
#

that causes alot more logistical issues

#

whilst not adding much in terms of ship defining features

boreal swan
#

why would +1 width incentivize 1 rocket design

vagrant flume
#

I like how they are now, I don’t see a benefit to adding 1 width

boreal violet
tawny smelt
boreal swan
#

1 sec i will find some

chrome marlin
#

tada

#

I was just looking

#

Does it need to be symmetric lol

tawny smelt
#

No?

boreal swan
#

yeah because mr is rarely used

boreal violet
#

i have a ton of ships that are asymmetric and arnt built around reactors

boreal swan
#

hmm actually ig ppl could do that

chrome marlin
boreal swan
#

usually having a central thrust w/ 2 lr on the side is logistically challenging

vagrant flume
chrome marlin
vagrant flume
#

And many designs have a LR in the center

chrome marlin
#

If you look at ships with one MR or ones that are expensive enough for multiple LRs you'll probably find more

boreal swan
#

*w/ 2 lr

tawny smelt
# vagrant flume Only because LRs are more efficient

So if that's the case, then that would be one reason to make modular thrusters 4 tiles, so they better match with LRs. It would make the overall ship size larger for any design that uses more than 1 tall modular thruster. That is a downside, yes.

chrome marlin
boreal swan
#

ig it could work, but some archetype (like avoider) already have 1/2 even and 1/2 odd ship parts already, so i don't see why it couldn't happen for rocket as well

#

especially because thrust that's offset by 1/2 tile has almost no actual impact other than looking ugly

tawny smelt
boreal violet
#

ugly is subjective though.

chrome marlin
#

I don't think making it 4 tiles wide will incentivize LR usage

#

at least not tall and LR usage

#

Because the pathways get longer

#

If you want tall and LR usage you're either going to put LRs in the middle of two rocket thrusters or put LRs on the outside of a single (or pair of) rocket thruster

tawny smelt
# chrome marlin Because the pathways get longer

Yes, but for small ships that might make sense. Have your LR in the front to power weapons & shields, then run supply lines towards the back. Sure you'll need a few extra crew per side, but it's probably more efficient than splitting the modular thruster which wants to be tall into two shorter stacks.

#

Now the question is, how much would making it 4 tiles wide mess up all the other designs that use any number larger than one single modular thruster.

#

+1 tile per stack can be significant

deft crow
#

lmao

tawny smelt
#

But I'd just like to know.

boreal violet
#

its still going.

tawny smelt
boreal violet
sullen merlin
boreal violet
#

lmao

chrome marlin
boreal violet
#

my question is. if the majority of people enjoy it in its current state. and 4 wide as apposed to three seems rather redundant overall? and walt has expressed that hes satisfied with the thrusters in the current state. then does it have to be this big of a discussion

chrome marlin
#

But anyways I have to go so have fun arguing lol

tawny smelt
tawny smelt
#

But it's still worth discussing it is all

chrome marlin
tawny smelt
boreal violet
#

you admitted you were arguing for aesthetics and specifically ignoring any points i made whilest agreeing with others who were making the same exact points...

#

i dont really understand why you're so quick to try and pin it on me?

#

i brought up very big concerns with centralized thrust and 4+ wide thrusters

#

yet all of that was ignored because you were annoyed with me

tawny smelt
#

never ignored your points, just explained why the counter points weren't as horrible as you made them seem.

boreal violet
#

you are a confusing and or confused soul

stark gorge
#

I've fixed this for the next preview, but it's possible the fix may have unintended side effects, so please keep an eye out for new thrust issues in other ships (including those that don't use rocket thrusters).

marble mauve
#

nice

boreal violet
#

hell yeah!

stark gorge
sinful vapor
#

Large ships did have a lot of empty space and they were often quite slow unless you go super wide or turn into a weird scaffolding monster. This will be a nice change instead of just more and more ER Thruster Clusters lined up.

tawny smelt
marble mauve
#

i dont think a hard cap is ever needed on something like this

vagrant flume
#

I’m really confused on why you are pushing this so much, it’s clear that none of us here like the idea of a singular rocket thrust being most effective

tawny smelt
boreal violet
#

itsn ot like it needs to be 4 wide.

stark gorge
vagrant flume
boreal violet
#

honestly for a few designs i might consider doing that

#

im inspired by a nuke stick.

marble mauve
#

lol i made a nuke stick once

#

useing rocket engines would be funny for it though

boreal violet
#

randomly crashed? ive never had this happen before

stark gorge
#

To be clear, long rockets are supposed to be marginally more cost-efficient than shorter ones, but that's primarily to discourage really short rockets (don't want them to replace huge thrusters) than it is to incentivize really long rockets.

vagrant flume
#

.

stark gorge
boreal violet
#

ah okay

#

thank you

vagrant flume
boreal violet
vagrant flume
#

Best do testing using direct control for now

stark gorge
sinful vapor
#

Good point.

vagrant flume
stark gorge
vagrant flume
#

:D

sinful vapor
#

Wait, does that mean if you had Fuel Pods constantly connecting all the extenders, you would only need pool all energy into one part of the rocket, since it would then refuel the connected chain?

boreal violet
#

if that is a thing thatll fix one of my irks lol

tawny smelt
#

At least for large ships

vagrant flume
sinful vapor
#

Hmm, seems akward. We'll see how it looks I guess if Walt can manage that mess lol.

vagrant flume
#

Right now the extender and pod connected to it act separately so you have to fuel both which makes it a bit awkward to do some of the designs

#

Especially since the extender has such little capacity it calls at most 1 crew

boreal violet
#

ive found ways around it but it definetly is annoying

sinful vapor
#

Yeah, I definitely think Fuel Pods should just be a direct extension of the extender. Should be able to input fuel to either and have it fill up both imo. Will Fuel Pods be able to connect to 2 different Extenders though?

boreal violet
#

i do however like the fact you can supply fuel pods across extenders rn though that feels very nice despite the issue

sinful vapor
#

Yeah, that is the chain of Extenders I somewhat feared as being broken if it becomes a thing, as well as fueling them from any Extender. in the chain.

boreal violet
#

i get that

#

i dont know if im for that really but my mind could be changed

#

rn i think i like how you have to be precise about it.

sinful vapor
#

I mean...it is an investment, but at that point it would be silly. Why wouldn't the Extenders themselves work that way if that would?

boreal violet
#

ig thats fair

vagrant flume
# boreal violet

Though a fun idea, it would mean you could connect the entire chain of extenders and fuel it from a single point, would be quite a bit OP lmao

boreal violet
#

thats TRUE

#

theres GOING to be a mod for that.

#

im predicting it

vagrant flume
#

Lol

vagrant flume
#

Lol, makes sense

stark gorge
#

@everyone New rocket thruster preview!

  • Rocket Thrusters are now called "Modular Rocket Systems" (or "M.R.S." for short).
  • Fuel Pods connected to extenders or nozzles are now treated as a single large battery storage to which batteries can be delivered to any of the three horizontally-connected modules (left fuel pod, extender/nozzle, right fuel pod), either directly or via an engine room.
  • Increased Rocket Extender cost from 5000 back to 7500.
  • Rocket lateral thrust no longer scales with number of extenders.
  • Fixed occasional random-seeming crashes while flying. (Actually a stable branch bug but now also fixed in this rocket preview.)
  • Fixed ships with very long rocket thrusters sometimes getting stuck.
  • Fixed bug where long rocket thruster plumes would disappear when panning the view far enough away from the thruster nozzle.
sinful vapor
#

So does this mean Fuel Pods connected to Engine Rooms now count as boosting the attached Nozzle/Extender?

#

(Not actually playing the previews, just critquing and giving ideas)

stark gorge
boreal violet
#

Ik it’s a bit early to ask but will there be any other thruster types we can add to the extenders in the future?

#

Ik someone mentioned booster thrusters at some point earlier on.

#

But it’s a bit foggy

novel notch
#

Its actually clear outside right now

sinful vapor
#

Good, working as desired. Could probably easily have become a bug though I imagine you coded around it specifically.

junior harbor
#

please add a 3-way rocket just for laughs

boreal violet
frail pagoda
#

vector jet

plucky thunder
deft crow
#

I think the balance is perfect now with the new update

boreal violet
#

100%

#

they feel great currently

plucky thunder
#

it's never perfect, but it's good enough

deft crow
#

now we should build a few ships and see if we notice something op

plucky thunder
#

I think when we see it in pvp we will be able to tell if it's perfect

#

Yes

#

Guys

boreal violet
#

someone start doing pvp then!

plucky thunder
#

We need 2.5mil pvp

sullen merlin
#

make everything 100 credits cheaper just to mess with people :3

boreal violet
#

lmao

#

if theyre in a good state though and nothings too op that just leaves spritework no?

plucky thunder
sullen merlin
boreal violet
plucky thunder
boreal violet
#

excited to see these ingame

plucky thunder
#

Cheaper and more compact thrust

#

2mil ships might be viable again

sullen merlin
#

I don't think standard will change, it's the agreed apon format, allows diversity, good on lag, forces you to make compromises

#

anyways this isn't the place for this convo

boreal violet
#

sooo

#

when are we gonna see some beta rocket thruster pvp >:3

deft crow
# boreal violet when are we gonna see some beta rocket thruster pvp >:3

build some ships. Tips to build with rocket thrusters.

  • engine rooms are only worth it if they touch at least 3 things (nozzles/extenders/huge thruster), preferably 4

  • you should try to avoid fuel pods and only use them if your thrust is flickering

  • longer rockets are always better, each extender has the same thrust as a huge thruster, but for less money. Huge thrusters are usually better than rockets with only 1 extender.

  • for the rest, general rules about design and optimization apply

languid sand
boreal violet
#

id love to see how they fair against other ships

boreal violet
languid sand
#

Should still have the replays but they will most likely desync now

languid sand
#

There I sadly piloted like a clown and the input delay is also much worse on such small and compact ships.

boreal violet
#

more than likely better than me :)

#

and ty

brittle thorn
boreal swan
#

i don't like the name change since mrs (medium reactors) is the same as mrs

#

engine instead of system? mre

brittle thorn
#

from modular rocket system to meal ready to eat

deft crow
brittle thorn
#

or modular thrust

#

i don't think anyone will use mrs acronym

marble mauve
#

just calling them rockets kinds makes sense because you build them like a rocket

boreal swan
brittle thorn
#

i mean then we should rename deck cannons, direct control and design contests to not use the same acronym

#

things like that already exist, even if rocket thruster is going to be refered to as mrs i'd just go with that and not use mrs for medium reactors

maiden shell
#

You could just say MRs for reactors and MRS or mrs for the thruster

lone grotto
#

ah yessss.

#

@analog mantle

#

fun fact, if something had a batterystorage and u remove the game wont load
keep it and set it to MaxRes = 0 and it will----

golden mauve
#

That reminds me of Redstone's ''Torch''

stark gorge
languid sand
#

Though its more like 18x because of the imperfect thrust uptime

lone grotto
supple pagoda
lone grotto
supple pagoda
deft crow
languid sand
deft crow
#

i know, I'm just not sure if it's better or worse to have 2 columns instead of 3

supple pagoda
#

Woohoooo! To infinity and beyoooooond
Can confirm both bugs are fixed, RTS drives this now, and the rocket plume shows even if the origin of the particle emitter isn't in the screen
This thing's turn radius is silly large, feels so realistic! Orbital mechanics vibe

#

It keeps correcting the trajectory with the small braking thrusters, but i guess that's because of flicker

deft crow
#

nice

supple pagoda
#

The turn radius must also be proof that the lateral thrust doesn't scale, else it would manage it much sharper

deft crow
#

looks like reducing the lateral thrust was a good idea

sinful vapor
#

So, does everyone just kind of agree the MRS is now in a good state? Now it is more about if there will be any more additions to it?

deft crow
#

i don't see any big flaws

languid sand
deft crow
#

oki

#

give me 15 mins (I'll ping you)

languid sand
#

Im in no rush. Probably will only get to start working on it tomorrow anyways

supple pagoda
#

The previous gif was from 0 speed. This is how it makes a U-turn at full speed, kinda faster than i thought but looks reasonable. By full speed i mean thrust, this is 1x ingame speed

deft crow
#

that's x1? completely reasonable

sinful vapor
#

Can't wait till these Rockets are on stable. Create all sorts of new ships that are more viable now that a thousand engine clusters aren't needed. A ship shaped like |________| comes to mind. TONS of firepower in the middle of it, can have a ton of engine power from the sides and the back. Easily capture ships and rain down hell. May be too expensive to fill the gap with all the weapons and stuff though.

deft crow
#

i can't wait to see these thrusters in a release candidate, a lot more pvp people will play with them and we will see how broken they are xd

#

I'm expecting to see most 1.5M ships with 15% more thrust or an extra 75k on weapons and armor

#

that's a big advantage

sinful vapor
#

How would one protect the Rockets from Railfans though? Until we have some kind of more focused defense options we can invest in to hold of focused barrages, any Railfan seems likely to cut Rockets in half.

deft crow
#

armor shields

#

it's true that these modules are more fragilr

sinful vapor
#

I suppose so. and the |__| ship idea could throw in some Flak guns to hold off barrages coming through the center, on top of the shields.

deft crow
#

actually, point defense is better against rails than flak

#

cheaper for the same effect

sinful vapor
#

Interesting.

deft crow
#

flak turns the turret too slow to track the rail shot but we're here to talk about the rockets ig

supple pagoda
#

I think the sound of the rocket should scale with amount of extenders (within decent limits), right now a few other thrusters together make wayyyy more noise than a gigantic rocket thruster, which makes no sense

sinful vapor
#

Makes sense to me. All the visuals and sfx are obviously just placeholder atm.

#

Does make me wonder how different it will be from other Thrusters visually. Is it still going to be a giant orange brick inside our ships like Thrusters are on our backs? Coloring Thrusters doesn't do a whole lot about that either.

deft crow
supple pagoda
#

Can't believe the ship in my gifs costs a whopping 3.8 millions though, there's nothing but 2 thrusters on it

#

You all make 3 faster warships with that same budget

deft crow
#

I'll update this:

Tips to build with rocket thrusters.

  • engine rooms are only worth it if they touch at least 3 things (nozzles/extenders/huge thruster), preferably 4 or 5

  • you should try to avoid fuel pods and only use them if your thrust is flickering

  • longer rockets are always better, each extender has the same thrust as a huge thruster, but it's 2500credits cheaper. You need at least 3 extenders per nozzle to break even with huge thrusters

  • for the rest, general rules about design and optimization apply

supple pagoda
#

let's see if i can apply those teachings

plucky thunder
deft crow
supple pagoda
#

game says 50k for 100 crew right now, 500 per then

deft crow
#

and the doors

#

iirc it's about 700 per person

supple pagoda
#

I realize I had never seen a reactor permanently empty until now when i put one in-between the two rocket ship columns, those things drain something fierce

deft crow
#

good job it's hard to drain big reactors

supple pagoda
sinful vapor
deft crow
sinful vapor
#

Ahh, I thought Nozzles were weaker at base than Huges.

chrome marlin
sinful vapor
#

So, the values should check out then, but what about when accounting for weight? Extenders are smaller than Huges, so unless they have additional weight per space, technically they are faster right?

deft crow
#

not sure about that

chrome marlin
#

So im thinking, if you have |----| thrust, and only one rocket thruster on each side, you probably won't use ERs on them, right?

#

So you're probably comparing a 3 huge thruster + ER module bs a rocket thrust without ER?

sinful vapor
#

I mean, I am not doing any real math or building things here just wrapping my head around the efficiency, but yeah that would be the case.

chrome marlin
#

So for that you'd actually need 4 extenders to beat that thrust level

sinful vapor
#

The left and right Rockets on such a ship would be longer than that of course.

chrome marlin
#

Yeah or you wouldn't use rocket thrust till you're on a bigger ship

#

And replacing more than 3 huges per side

#

Central rocket thrust will probably become worth it at lower price levels because you can use a single ER for two rocket thrusters

sinful vapor
#

I think the bottom of any Rocket is pretty much guaranteed to have at least 1 ER touching a Nozzle, an Extender, and having 2 Huges on the other sides of the ER. It just makes too much sense.

chrome marlin
#

Good point

sinful vapor
#

So yeah, I have high hopes for very different shapes being much more feasible for ships with these.

chrome marlin
#

Means more work redesigning my ships lol

#

Good news haha

supple pagoda
#

i think i found my fav layout for speed and antiflicker
Nvm the perfectly placed vital organs

sinful vapor
#

A completely new meta will be worked out I hope. I do wonder once more testing is done, how projectile speeds will change. DCs will probably need a speed buff.

chrome marlin
sinful vapor
#

And isn't that overkill on reactor sizes and crew amounts a bit?

supple pagoda
supple pagoda
#

as in, the fuel pods in the center didn't get filled up fast enough (not the reactors themselves)

sinful vapor
#

That is 10 LRs, IIRC, that is 12.5 energy/s each? Been a while. An incomprehensible amount of energy lol.

chrome marlin
#

Yeah I think you're only using about 2.5 energy/s from each LR with that

chrome marlin
#

You did achieve a ton of speed with that setup though!

supple pagoda
#

Managed to reduce crew a bit, any lower and it flickers consistently :

sinful vapor
#

I just don't understand how there could possibly be flickering with anything remotely this maintained as long as the AI is working properly. Are you at least allocating the reactors to the nearby engine rooms, and the crew specifically to those parts? Otherwise you may have crew running everywhere to power any part with any reactor, and having the AI target parts far away, which causes other AI to not try and fuel those parts since someone is already on the way.

supple pagoda
supple pagoda
chrome marlin
#

Ah yeah I think you have crew walking to the other side of the ship

sinful vapor
#

Yeah, I assume because there are doors everywhere, with zero allocation going on, the crew is just in disarray when powering things far away from their starting places.

supple pagoda
#

file here, 197 m/s with dead corridors

chrome marlin
#

Also explains why there's crew in the corridors in the screenshot

#

If you direct assign crew and also direct assign reactors you'll probably be able to make it vastly more efficient

#

If you really hate direct assignment you can alternately make the modules cut off from eachother

sinful vapor
#

Yep, like medium reactors capable of doing the work of 2-3 Large ones here.

supple pagoda
chrome marlin
#

Ah makes sense

#

For me even for prototypes now I direct assign

#

I've found the crew without assignment become very dysfunctional basically the moment the ship is large enough to have 2 reactors

supple pagoda
#

So i checked and some dudes walk 3 ERs away indeed, not farther, but that's not optimal already

maiden shell
#

I dunno who suggested it but someone thought that the fuel pods could work as an emp shield and they're kinda right

#

without the armor it doesn't work but I guess you could just add more fuel pods

plucky thunder
#

Try loading the fuel pods too

#

ctrl shift v

maiden shell
#

they were loaded

#

you just can't see it

plucky thunder
#

oh yes

supple pagoda
maiden shell
#

because of the disconnected icon

#

they get fully drained after the impact

plucky thunder
maiden shell
#

but the cr doesn't get drained at all

supple pagoda
chrome marlin
#

Nice!

supple pagoda
# chrome marlin Nice!

Thanks!
Now I'm just waiting for Plaus or Luna to optimize it through black magic and blow this out of the water LUL

languid sand
supple pagoda
chrome marlin
#

I remember Luna posted these modules yesterday

#

(100% credit to Luna, I just saved the picture to reference later)

supple pagoda
#

One LR for all this, clearly the forbidden arts (got darkest dungeon yesterday, don't mind me)

chrome marlin
#

I am curious how that LR setup would scale to taller modules

#

I think you'd just put LRs on the side

#

1 LR per 20 extenders/nozzle

sinful vapor
#

Yeah, the Rockets actually seem quite easy to power from the looks of it, surprisingly efficient despite so many spots to power. As long as you back it up with enough Crew, 1 LR can do an entire Rocket and then some, depending on size.

sinful vapor
supple pagoda
peak hull
#

DAYUM 12000 thrust

#

thats close to or even more than modded thrusters without any extensions

#

wow

deft crow
#

the single LR module is ackward

#

i'm cooking again

#

i didn't think about using the supply lines for ions for the thrusters too

#

that should compensate the lack of ers

boreal swan
#

probably more cost efficient to use corridor

deft crow
#

i'll try

#

I suspect some extenders consume more than others

#

but i don't know how to prove it

deft crow
chrome marlin
#

If you put fuel pods on all of them and run it without crew resupplying

#

If they each have 10 batteries it'll be easier to see if they're draining unevenly

#

And remove any variability based on the supply line

sinful vapor
# deft crow i'm cooking again

The crazy thing to me is that you can do the same kind of engine cluster at the top AND bottom of every Rocket. Bonkers thrust built into an already powerful setup.

deft crow
#

oh yes they do drain unevenly

sinful vapor
#

Sounds like something that needs fixing no?

deft crow
#

@stark gorge Bug report (unless this is intended)
extenders don't drain evenly. steps to replicate:

  • build a long rocket and recharge it with power
  • build a few more extenders, leave them unpowered
  • the extenders at the top will consume more power than the ones at the bottom

(The current balance of rockets feels great to me, i'm currently trying to build a viable competitive ship)

sinful vapor
#

It seems like it would make sense if it works this way.

sinful vapor
#

Well actually, no it wouldn't, it's not like a full canister draining from the top like I thought for a moment.

deft crow
# stark gorge How much is the difference?

i don't know how to measure it, (dev mode?) but enough to be noticeable, and I think it depends on the number of unpowered extenders.

probably double or triple energy consumption.

deft crow
novel notch
#

the acceleration was constant

sinful vapor
stark gorge
novel notch
deft crow
novel notch
#

yep

#

lemme get it real quick

stark gorge
novel notch
#

It keeps accelerating only if there are no other directions of thrust

#

Otherwise it caps out

#

But if its only forwards thrust it accelerates to stupid speeds

#

lemme re create it

supple pagoda
novel notch
#

I dont know cause the power supply kept running out

#

But i remeber it getting to 300 smth

#

before the power ran out

#

Ok maybe not

#

I have no clue how i got 2 rockets to go 300

#

But i cant recreate it

soft cypress
#

wouldnt work cuz thrusters push away anyways so you not getting close

sharp nebula
#

One thruster pushing away, ten pushing towards

#

And have it off until you get close

stark gorge
languid sand
#

Made this module with crazy good uptime. Never saw those rockets sustain so long without fuel pods

compact marlin
#

Made some scalable modules.

languid sand
sinful vapor
deft crow
#

not sure if it's better tbh

languid sand
deft crow
#

a lot of things have changed since i made it

deft crow
sinful vapor
#

Yeah I realized that with what Plaus said.

deft crow
#

if they give a size 2 battery to something that has 2 battery left and 3 battery capacity, they waste 1 energy

languid sand
# deft crow

My setup is more expensive on heavier but it has better uptime. Mine might be better but Im not really sure. Very hard to measure

languid sand
#

The worst thing my crew does is that it sometimes walks across the middle er to the other reactor

sinful vapor
#

Technically, even if you can't completely fix the uptime, you should be able to add like 1 Capacitor up top with the Cockpits to increase the up time available quite a bit.

languid sand
#

which would be horrible of course

languid sand
sinful vapor
#

Actually, it may be pathing inefficient, but that would mean you could have the top Reactor not power the top Engine Room, and only have the Capacitor power the engine room, which means the Capacitor would be missing more energy than the batteries delivered to it, fixing the top reactors battery waste as long as the engines need the most of 1 battery delivered. 🤔

languid sand
#

But thanks for the idea

deft crow
sinful vapor
#

Fair, just throwing out ideas.

languid sand
#

Funny idea

languid sand
#

Funny dc rammer

compact marlin
#

@languid sand you can get slightly better uptime if you put the up conveyers adjacent to the battery pods

languid sand
#

Yea thanks for pointing that out

#

But Im gonna go get some sleep now

sinful vapor
#

I think one LR next to a stacked MRS will end up pretty standard, and using whatever leftover energy there is for other things.

stark gorge
#

@everyone Another new rocket thruster preview! No major design/balance changes, just some polish/fixes. Barring major issues that arise, this will likely be the final preview until the official release candidate with actual graphics.

  • Rockets now require blueprints purchases in Career and Build & Battle modes.
  • Fixed bug causing rocket extenders to consume power unevenly.
  • Lateral thruster activation increase/recovery times are now constant.
  • Extenders now increase recommended crew and power.
  • A power icon is now displayed in build mode when a Fuel Pod will be properly connected to a Nozzle or Extender.
sinful vapor
#

You know, it is kind of amazing how the Extender %s worked out so quickly. There may be adjustments down the road, maybe not, but the fact that it seemed to land at a good point on the second try is kind of amazing. Could have been like 75%, 80%, anything that looked good and was close, but it settled nicely on 100%. Any adjustments planned may just end up changing the base thrust of the Nozzle instead, to keep the % where it is. 😆

little solar
#

I think if it was any lower it would've not been worth the cost-space, specially since unlike Thruster arrays if you lose the nozzle you lose the whole thing

#

and higher it would've been too good and completely remove the good ol' thruster spam

mint wyvern
#

Can't wait for the modular thruster to fully release, until I get killed by a 200 m/s Monolith warcrime

junior harbor
#

would love to see an imperium ship just zoom by and notice that I don't have a ship anymore

mint wyvern
#

cabal ion brawler, monolith railgun saw abomination, imperium alpha nuker, fringe super scrapper, just some ship ideas

karmic hedge
sinful vapor
#

True, some of ya'll were crunching the numbers. Each extender is actually slightly better than a whole Huge Thruster because of the weight difference between the two.

#

But as we have said repeatedly, the risk for an engine this large to be damaged and lose everything is very high.

sullen merlin
tribal lion
#

i dont know if i should be saying it in here or in the suggestions channel

#

but i think a cool idea could be adding a uhhhhhh extender

#

but instead of upping thrust and ramp up time it JUST lowers ur ramp up time a bit

#

so you could have big ships with massive rockets that accelerate pretty well

#

maybe instead of a % decrease it just offsets the ramp up time of 1 extender so you could have 1 extender + 1 rampup thing and itd stay at the base ramp up time at the cost of more power / size

boreal swan
#

why would u use this instead of smaller thrust

tribal lion
#

true

#

actually yea no thats true nvm

cinder maple
tribal lion
#

shot down instantly lol

deft crow
deft crow
#

maybe a future update might introduce new parts for the modular thrusters, for now it's already hard enough to fit these new parts without causing problems

tribal lion
#

would be cool

deft crow
#

i agree

tribal lion
#

tbf i assume once the modular stuff is done itd be possible to just mod in custom things aswell

#

i wanna get into modding sometime so maybe ill start with that once this stuff releases

deft crow
#

yeah, it should be easy to mod, but Walt has already said somewhere that he wants to add more parts to modify these rockets

tribal lion
vivid stratus
stark gorge
marble mauve
#

trying to assign resources to these appears to be a bit broken

#

useing this ship, checking the power storages in resource assignment mode makes things get a bit weird

#

cant seem to assign them to any rocket thruster piece either

#

this was on a new save

stark gorge
marble mauve
#

nope

boreal violet
#

oh?

languid sand
marble mauve
#

yes but that's not how im powering it

languid sand
chrome marlin
#

I thought I saw a bug report or idea where somebody said you can direct assign to thrusters with ERs but the lines are invisible?

#

Like the assignments work as intended but the lines aren't visible?