#Modular Thruster Preview Feedback
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no problem whatsoever
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
I acknowledge PVP builds have different priorities tho
Yeah that's why I asked about thrust/crew ratios
Balance is super super important for pvp but need to make sure it's also useful for career
I think the bigger thing for career on further thought will be size compaction
they're usually superior but not always. Medium reactor spam is very very expensive even for career, you practically have to cheese the game (push stations into the sun) to be able to afford it
@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?
each huge is 12000 thrust iirc
Each huge with an ER yeah
Yeah so in career I think people will be able to make their ships smaller and lighter will be another big advantage
and the nozzles are equivalent to huges too
In pvp you all will probably just make faster ships lol
I honestly don't expect new players in career mode to figure out optimal setups
these thruster setups are very advanced and require a lot of knowledge to make them work
True, though that's not unlike a lot of things in this game
their thrusters will still probably be about the same in cost effectiveness and crew efficiency
Oh good point, so if that's the case it's really about ship compaction for career
Trading ramp time for more compact thrust modules
I bet these thrusters will allow those super tall ships that they love so much to at least be decent for career
Cause they'll be able to fit more thrust while keeping the exterior profile they want?
yes
Any reason you like extinguishers so much? Flavor?
FE foam tasty
Realistically I have a lot of optimizing I can do on all my ships
I don't think I factored in very well where the FE need to be if the module takes damage
I also don't test module on fire often enough
Will fix some of that in my next round of optimizing everything đ
wow i haven't even scratched the surface of this game have i
yeah
i don't play career anymore because it's too easy for any experienced player.
Luna plays this game with spreadsheet
spreadsheets useful :3
I'd probably delete the 8 exterior FEs if/when I go through and optimize that module eventually
1 thrust only career when
that could be a cool challenge
dammit i can't write the rest of "eve online" up there
now I gotta figure out how to get access to the holy grail Luna spreadsheets
tbh it's a sensible approach in an engineering game
it's a mess, i'd recommend to do your own spreadsheets
specially to figure out tradeoffs with new parts. I did it with chainguns too
says it's corrupted
hmm
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
that's just intuition i don't use the crew tool that much
i could send it but it's very difficult to use ask jun she might let you use it
then teach me the intuition
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.
Just use 2 rockets adjacent?
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
When would you ever, if Walt said that keeping them powered without Fuel Pods is gonna be hard in practice?
you could also have the mirror axis in the middle of a block xd
Maybe make it longer than the vanilla build zone?
He's saying it's pointless and bypassable cause locking exists
It is longer than the vanilla build zone
the dead zone should increase with the amount of extenders
I don't agree with Air's take cause the thing is using locking in career isn't a great idea
Cause of hyperjumping
So the dead zone will work as intended for most players
I like this technobabble wise but the current dead zone is longer than the build zone, right?
Ah okay yeah, that's what I was gonna ask
That might make locking with this kind of thruster easier though is a risk
A lot of locking relies on controlling the starting vertical distance between the two locking halves, right?
You can't do that if the deadzone is larger than the build zone
locking is supported by Walt for the time being so we don't really need to worry about it being used
yes
2 rockets seems to be the sweetspot
its hard to get the full benifit of the speed when adding more to your ship
ntm its crew intensive and power intensive
Iirc there's an ask walt response where he said he's not a fan of people using it to bypass thruster deadzones. I'm interpreting he's supporting it for other use cases until linking/docking exists
same point
yeah
it's probably a good guess to say when docking is added locking will be removed?
Probably
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
i say removed as if its a feature i should really say patched up
If people start exploiting locking with these new thrusters often we might risk it being removed sooner đ
i see so few locking ships now...
True, good point
i dont think it'd be a big problem
Yeah tbf I don't play pvp, I just see what people send in Excelsior
No idea if Blaze's locking UL Morbiter is still used often
locking is mostly used by blaze, the big focus on locking ships has gone at this point
But I remember him talking about how good it was awhile ago
that makes sense
somewhat iirc
i imagine their biggest usage would be pvp anyway
and since rockets are pretty situational
i dont see ships that would use locking and also rocket thrusters as much of a problem
It'd bypass the whole intent of the giant deadzone
But if nobody is gonna do it anyways not a big deal
well that and the fact that not every ship works with rocket thrusters
but thats the point
Also I don't think these rocket thrusters are gonna be pvp only
Based on discussing earlier
oh definetly not
there are alot of uses for it in career already
the only issue with career specifically is just how crew intensive it is but as you progress that can be pretty much rectified anyway
its definetly not an earlier game thing probably
But that goes counter to how the rocket thrusters work, namely that they become more efficient the longer you make them.
Yes, but only few ships actually do that, I feel.
im sorry just to clarify. are you thinking about making the rocket thrusters wider?
i feel like im missing a few peices of your suggestion
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
itd pretty much ruin the point of rocket thrusters which is something we dont want
Yes, though I realize that might lead to problems with fitting them into neat little packages with the 3x3 engine rooms. But I'm not sure if engine rooms work efficiently with rocket thrusters cost wise.
i can show you my setup
it works just fine
i get the full benifit with ER and fuel pods and 2 rocket thrusters
even if that's true, you still probably want 1 nozzle on each side of the ship to turn using differential thrust
Why would it ruin rocket thrusters?
ntm its turning speed
well one thrusters rampup is pretty damming. I did mention that the sweet spot is ~2 thrusters (ofc this is dependant on what kind of ship you have)
You could turn using side thrust. Might finally introduce some use for side thrusters.
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
4 +1-2 tiles doesnt sound very great
ontop of engine rooms which are 3x3
it will always be more efficient to turn using the massive thruster that you are using to move forwards
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.
Fuel pods would remain just as useful, if the rocket was 4 tiles wide, as all the other stats would remain the same.
thats the issue.
if you want it to be 4 wide then youd expect it to be alot more powerful for what it is
its hard to see the benifits of the thrusters speed right away due to its ramp up
and your ships weight matters alot here
so if your going to make the thruster bigger you likely will need more thrust aswell
like i said before. theyre already pretty wide as is with 2 fuel pods and an engine room
Unless the modular thruster is so much more effective when made long, vs a setup with 2 rocket thrusters that are half as long, that this is no longer true for this thruster.
That's what I meant with "introduce" a use for side thrust.
it's already useful if you want a thinner ship
Well, you'd adjust the thrust so that it stays the same per tile.
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.
#546333653605679104 message
1 tile
my point still stands?
i dont get what you mean here
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
i really dont see how any of that would make for a good feature
Yeah, I guess. But outside of that side thrust is nearly useless and I think that shouldn't be.
But is not really that big a deal, since it's just 1 tile. How much weight is that gonna be in the end?
well combine that with all of its extenders engine rooms crew beds and fuel pods. ontop of other systems like defense and offensive weaponry on your ship
same with armor
it's useless because it needs to rampup to start turning the ship (unless boost like that example)
however, differential thrust starts turning immediately because thrusters shut down instantly
that weighs alot also
^
No. As with railguns or chainguns, the longer you make them, the more efficient it becomes per credit. Should be the same with this ship part. If it isnĂt the case, then why even use a modular thruster? Of course the idea is to make one really efficient and really long thruster.
differential thrust is strong because no rampdown. and that won't change
railguns arnt fully comparable with this
neither are chainguns
they also are a bit less complex than rocket thrusters
there are more benifits to the rocket thrusters than just a huge ammount of thrust after a rampup time
The difference is still just 1 tile in the total profile of your ship.
but you also want people to be insentivised to use 1 centeral thruster.
ontop of a setup that can already be 6 wide throughout.
just to point out how beefy a good efficient setup is already
Yeah, that's an inherent weakness of any thrust setups that don't only use forward thrust. So if Walt was to introduce a new thruster type that is specifically very efficient the longer it is, then that thruster might be valid as a central piece and that in turn might enable somewhat broader use of avoider-type sidethrust pods. But I realize it's finnicky.
I think there's too many weapons that need to be a central piece to want to do that with thrusters
And have that be their only viable use
Unless the thruster is also a weapon đ¤
id like to correct myself btw its upto 7tiles wide currently
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.
listen man
Wait you know you can mirror around the middle of a tile, right?
good point
your asking for a glorified worse engine cluster with boost thrusters
these already define ships a lot
you can still find reasons to use central thrusters with a 7 tile wide setup
that's what i'm saying xd
It's not really worse, if the values get adjusted accordingly. It's just +1 or +2 wider in most cases, depending on what layout you use.
Of course
your main point is that "it looks cool"
im trying to argue on a balance perspective
and how fun it feels to even use these
if people were limited to having to use 1 central thruster because any more would be too intensive on power and crew
then the update would feel pretty shitty imo
that amongst other lost benifits from using 1 central thruster
Wait so what's wrong with making a really tall 3 wide thruster then?
^
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.
ok here
ill list of every negitive these thrusters currently have
and all the benifits you would be missing out
so you understand why its not worth making wider
Well, most ships, for many different reasons, use an even number of tiles for width. That makes a central thruster design awkward. It's not a big deal.
But it's a bit of a deal.
All I'm saying
Again. No. That's just not true. All benefits? How would it lose all benefits?
Eh whatever
I don't have the rocket thruster, spent all of 2 min making this
But what's wrong with something like this @tawny smelt ?
Aside from the fact it'll suck at turning lmao
You could do something like this but much longer thruster
(and put in some sideways thrust somewhere)
Also if you put in two of them side by side then it'll be central for even block ships
|-----| shaped ship with engine placements are both fast and turn really well.(turn that vertically)
Yeah I do that for most of mine, but I don't blame people for wanting to emulate other sci fi ships or make a ship with a specific appearance
Just like I think it's still possible to do that with a 3 wide thruster
I think mods will cover larger sizes moving forward, once the first interation is implemented.
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
And at that point you'd want mods for it
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
not all my thoughts on this and sorry for the huge paragraph about it
but i really honestly think you are ONLY thinking of ship aesthetic as apposed to any of the other gameplay issues itd cause
also this is a perfect thing if you honestly think 3 wide thrusters - 7 wide setups are too small
this kind of thing is exactally what modding is for
There's nothing "wrong" with this. It's just that most ships use an even number of tiles for width. That's just how most established ship shapes turned out to be I guess. You can absolutely make ships with an uneven tile number width.
Yeah but like a lot of unusual ships exist, particular the design/aesthetic focused ones
all of fringe.
@tawny smelt I really like your Razorfist SotD submission as an example of an unusual shape
I don't think central thruster will ever be say pvp meta for torque reasons
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
But I think it should be possible as is for career even if it's not as common
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.
I'm curious about that also
I have a few ships already I could try making a diag
Wondering if rockets can help diagonal ships overcome the inherent thrust inefficiency of being a diagonal ship
you mean like this?
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.
The rampup wouldnât hurt diags too much eitherâŚ
Yep, like that
I hope somebody makes a spinner that uses these at some point
I did already
It'd almost certainly spin wayyy too quickly but would be funny
Not a full one though
No sadly but the rampup is fun with spinners
I really suggest making some test ones
It makes them feel
Weighty?
One of the biggest weaknesses of Spinners is well...getting bodied, and not having the thrust to rotate them off.
But once they get top speed theyâre really fun
Oh so maybe you'd have slow spin thrusters and then rocket thrusters as get off me thrusters?
that'd be cool
I wanna see that
I just heard that rail spinners can't spin too fast because the shots will start missing
I haven't made any spinners cause uh career lol
That is true
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
All this talk about spinners is making me want to play with some
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.
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.
Iâd rather build engine clusters with boosters.
Theyâd be much more effective and free up crew for weapons
Monster bug fix, nice.
This game is the king of bug fixes
@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)
This is such a weird discussion.
yay
Walt has been tuning them the past few days to make longer more worth it btw
So they're not like a 1:1 replace huge thrusters on big ships
currently as it stands theyre in a very good spot rn
The extenders used to only be 50% boost and now they're 100%
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?
that's the intention and it's the result of my spreadsheet yes
no im just frusterated because your purely arguing from an aesthetic perspective
and you have hardly any capacity to meet in the middle on anything im saying
its kind of pointless to continue this discussion or drag walt into it
you get diminishing returns though
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?
Walt is the one who asked for discussions dude. But feel free to drop it yourself.
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.
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?
So at some point you'll want to split your thrust in two. But before that, it should in theory be more effective to have a single tall thruster, right?
again you can put more crew into weapons or sheilds or anything else rather then having that 4 extra m/s
I would say that after ~10 extenders you can build another nozzle without worrying too much about efficiency
not at all
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 arenât added
For sure, it is a resource dump, but it will be stronger the more invested into it. High risk though for that investment.
that depends on your ship though.
By the even tiles wide logic every module in the game should be even tiles wide
i agree largely with your point
The only thing I think should be even tiles wide are the things you only need one of
cough cough sensors
If your nozzle dies, you're probably dead anyway. That's not a bad thing. Just another interesting aspect to consider that differentiates the modular thruster from regular ones.
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
this is why you have
two
and other engine clusters
so you dont die when ONE room gets blown up
Oh but with most tall things in the game it asymptotically approaches an efficiency limit
ntm having it be central weakens your whole ship in the middle
ie rails
leading to more dmg
chainguns
Yeah, that seems healthy. But that will likely only affect... what 2mil$ ships and above?
it affected my 1.5M ion
i built 4 nozzles
Yeah, Nozzles are high risk in these builds. I think more critically, losing a middle section mid fight is crippling. You may survive in the moment, but it won't be for long, probably.
i second this
mainly cause ive been trying to say it for like
30 mins
Again. If one of your big double thrusters gets blown, then you're dead anyway. You will lose most of your ability to maneuver efficiently anyway. So again not really a good counter argument.
but it doesnt.
@tawny smelt I don't think there's any reason you can't make it as tall as you want
the only way thatd happen in most ships is if a huge chunk gets punched out
Again. Walt will make it worth it. If long thrusters will not be worth it, he might as well not bother making the ship part.
aesthetic vs balance argument.
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
I see. So ships below 500k might go for only a single nozzle?
It's mainly gonna be based on utilizing reactors fully
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.
i thought that rockets for orbiters specifically would be kind of inneffective because of their ramups and crew intensiveness but id like to be proven wrong there
around 500k-750k it might be viable to build a single nozzle with sideways turning thrust
Nah, nuke orbiters probably benefit the most from this
Isn't losing one nozzle out of a total of 2 almost equally as crippling?
Since itâs much more thrust in a much smaller space
i believe i and some others mentioned nuke ships that exceel in hit and runs as apposed to orbits working better.
but again i want to be proven wrong there
orbiters using rocket thrust sounds awesome
Adding graphics to Cosmoteer at all is also "only aesthetic". Yet graphics are important.
???
Yes UL nukes, UL morbitors will probably have a harder time doing that
ion spinner
were adding a feature that has to be consdiered for multiple different modes. it also defines your ships shape a LOT
ofc purely working off aesthetics is a bad idea here
thats why the art for them isnt even done yet
were still trying to find balances for them
Yes? I was talking more about the difference between losing your back engines being death normally on any ship, but rockets having the fatal issue of also losing mobility from shots along most of the ship.
Yeah, so only somewhat small ships may go for a central nozzle design.
hell, use the super prisms and forky prisms mods with the ion spinner and have what is essentially a pulsar
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"
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
spinning really quickly and shooting a beam whose glow rivals heavens forge in size
It might not be worth it at all for small ships
Because the nozzle itself (without extenders) is a worst huge thruster
So that'd be roughly a quarter of content in career.
i think i mentioned rocket thrusters definetly not being the most useful for smaller ships
yes
i have an idea for how eextenders and fuel tanks might work
yaddah you really have to change your arguement from aesthetic to balancing.
You're acting like making it 4 tiles wide would be the end of the ship part. I still don't see why after all the arguments you laid out. Seems like most of them are either not really a big deal or could be dealt with by adjusting the final values accordingly.
The problem with ion spinners is the prisms don't turn fast enough to focus damage. Your damage would be spread across the entire face of the opponent ship
It would look really cool though
Making it 4 tiles wide will make it worst
Objectively more space, more weight, etc.
and the balance already seems pretty good imo
I guess I must've misread then. Aren't rocket thruster designs actually more defendable, since they're probably less wide?
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
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
Sure, all aspects of a feature need to be considered.
Not really, their width makes them bigger targets from the side
ive already explained every issue i can think of with that idea
its not too far up in chat
i know but it would be one hell of a defense platform
Oh yeah it would be pretty sweet looking lol
your argument is make them four wide and insentivise people to only build one because it looks neat btw
youve admitted to this
plus, cool light show for civvies
Well, where are their weapons and shields gonna be generally on a long ship? The side. Any breaks in your wall will end up cutting into it and damaging mobility. It will be interesting to see the innovations cuz of this. It's not like current wall ships, which can be built to break up into multiple parts. Rocket gets a deep cut and it is a sad ship.
THIS EXACTALLY
it is such a big risk to rely on only one for your ship
So I don't think they need to be an even size to make symmetric ships
the balance is mixing in other engine rooms
they dont
The main reason sensor rooms irk me is people don't build the ship around the sensor room
If you have a ship design around one central thruster the ship will be built around the one central thruster
i mean that just depends on how people prioritize them.
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.
for the sensors i mean
i once made a scout ship built around its sensor
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
i shoot your nozzle a few times with emps and cannonfire or something
We may even see some kind of internal shielding on the opposite side of a Rocket stick in Orbitals, as a final line of defense to internal damage.
i do like internal sheilds ive used them alot
That's fair, I suppose if I was irked enough I would build the ship around the sensor room
Well, the values would have to, of course, be adjusted to be the same per tile. I assumed this is clear.
but again this argument is so dumb because yaddah has admitted to only arguing about the aesthetics of the thruster
so im just like
losing my mind rn lnao
Feels a bit silly to redesign a like 2 mil railfan for that reason but I suppose I could do it lol
It would still make it not viable on smaller ships than it is viable on at present
Yeah. I'm looking forward to the implications for ship design.
reiterating most of my concerns about insentivising one central thruster btw so yaddah can read through this
I mean my bigger issue is it can be a central thruster that is 3 tiles wide
id like to say any one of your extenders getting destroyed can be devistating depending on how close to your nozzle they are
And if you want one central thruster on say a 3 mil ship you're gonna need a mod anyways
For 3 or 4 tiles
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
At that point you'd need ie an 8 tile wide thruster
Again. That risk is present for double nozzle builds in a significant way too, as losing one of your 2 nozzles is crippling too. I have said that already.
so having multiple thrusters as a safegaurd has nearly no downsides if your willing to spend more crew
not NEARLY as much
ntm having other engine rooms to make up for a small loss
@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
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.
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.
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
As if that wasn't the case for the majority of ships of that size.
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
this is the same size you want one thruster setups to be viable in.
I think that'd be cool
A bit counterintuitive, but it the fuel pods were armored it would give more incentive to use them to make the thruster less fragile
You could only conclude that, if you havenĂt read what I've been writing for the last 10 minutes afterwards.
One could technobabble that the fuel pods have armor becaue they are fuel pods and it would be unwise to not armor them lol
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.
You mean not *more viable? You think these thrusters will not be used by ships below 750k$ at all, I take it?
Can someone send the current prices of things
yes
Of the nozzle and the extenders
I have read and responded to this argument already.
It's not a strong one.
youve agreed with everyones reiterated points but mine
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
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
That is, of course always possible. But why does it always feel crappy to put 3 wide ship parts in the middle? Doing that just always feels "off" due to how the other ship parts incentivize design.
Wouldn't you agree?
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
... ... how can you answer what I said with this? It makes no sense dude. No offense, but you seem to have some fundamental misunderstanding somewhere.
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
I say losing 1 of 2 nozzles is also crippling and you reply by saying that losing your central nozzle is too cripling... wha?
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
The cheapest built in Monolith ship with greater than 3 huge thrusters is the iconoclast at 470k
Soda, please clarify your point
i feel like i have been with yaddah here for like 30+ minuts...
The more I read you twoâs discussion the less I understand what you are discussing
ill recap a little bit
So at present rocket thrust isn't gonna be worth it till around that range. If you make it 4 tiles wide that range gets higher
because this discussion doesnt start with just yaddah
air is here to provide objectively correct balance discussion
ty air
Lol
/j
Yes. Making it 4 tiles wide would add +1 tile that you need to defend for each "column" of modular thruster you add. I know that is restrictive. However, I'm just saying that it might be worth thinking about, because for some reason most ships tend to want to be an even number of width tiles.
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"
It's only a problem for ships with even tile widths if you have a single central thruster. And if you have only a single central thruster you'd probably build the ship around the thruster
I think it's fine to have ships with a critical central flaw. Just defend that flaw as best you can. That's the crux behind all prism chamber ships anyway.
1+ width does literally nothing other than make a couple logistics slightly worse
If you have two central thrusters even tile ships are already fine
that wasnt the full discussion sadly
id like to mention yaddah has agreed with people who have made the same points i have yet disagreed with mine for some reason?
Here's a tiny even tile wide cabal ship with two central thrusters that are an odd number of tiles wide
Oh for sure. I am fine with the flaw existing. Was just an idea that came to mind.
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.
Aside from allowing for symmetrical 3 nozzle designs, it just makes them slightly worse
the whole point is for it to alternate sides.?
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
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)
the ship aside from being weak on one spot of its thrust works very well
Yeah that's usually not a good strategy.
good luck balancing that for all sizes
You can still make a symmetric 3 nozzle ship, you'll just have to use symmetry in the middle of a block for a total ship that is an odd number of tiles wide
in practice there doesnt seem to be downsides
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
Yea but that wouldnât work with large reactors
mhm...
Yea lmao
You just need 2 large reactors to either side
I do recognize that the version we currently have is already pretty wide with all the necessary logistics.
Sounds cost inefficient
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
@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)
can someone also point out how easy itd be to direct all your fire at one thruster too
if u lose any thrust even w/ multiple thrust, generally you've already lost so i don't think that's a good point
The big cost inefficiency with a central nozzle is gonna be that you're gonna suck at turning unless you invest in sideways nozzles
that REALLY depends on like
a lot of different factors
And investing in sideways nozzles costs money
with one thrust yes
That's not what would happen, but ok.
show a pvp ship that can consistently win after being so damaged that it's losing thrust
thats purely pvp.
im trying to think of both career and pvp
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
in career, just teleport away
ntm this is a situational thing
losing some thrust doesnt ALWAYS 100% mean you lose
Which will be cheaper than having the damaged ship fight to the death
In career balance doesnât matter much⌠just make a bigger ship
take into dmgs on the enemy ship for examples
i sort of agree here?
things should still feel balanced though.
true, I haven't tried that mid battle. It'd mean you actually need to have not awful logistics for your hyperdrives lol
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.
Yea, thatâs why I focus on elimination balance
or at the very least feel good to use
Haha, impossible
Ramp up is too long
if you attach nukes on it thatd be REALLY fun
Sumo rocket stick
Push them into the RoD
Yes. But for some reason the ship designs that are built around a single engine room are few and far in between. I suspect there are more reasons for that.
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)
I think the thing is at the price point you're only using 1 ER your ship is probably built around the reactor
Yes, it does make logistics worse in conjuction with the 3x3 engine rooms. I don't deny that at all.
mhm
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
why is it that you agree with everyone but me despite making the same points i do
thats
so
so the change only makes logistics worse a bit? what other reason to make the change is there (and it also makes it more unique ig)
interesting
The rocket thruster (as is) probably will make central thruster ships more common
Maybe they just worded them better. đ
Cause ships with 2 LRs would be in the same price range it becomes viable
air theyre also trying to insentivise people building only 1 rocket thruster designs too ontop of +1 tile width
that causes alot more logistical issues
whilst not adding much in terms of ship defining features
why would +1 width incentivize 1 rocket design
I like how they are now, I donât see a benefit to adding 1 width
it doesnt thats what yaddah specifically has been arguing
Well, why are there almost no ships that use an uneven number of width? I rarely ever see ships built around a single engine room, even though it would make sense for some small ships. My hunch is that the current pool of ship parts just subtly leads to favour evenly tiled width ships. Am I wrong in that assumption?
1 sec i will find some
I'm sure you can find some, Air. But you'll have to agree that the vast majority of ships are evenly tiled.
No?
yeah because mr is rarely used
i have a ton of ships that are asymmetric and arnt built around reactors
hmm actually ig ppl could do that
usually having a central thrust w/ 2 lr on the side is logistically challenging
Only because LRs are more efficient
The reason it's rare is a lot of ships are built around one SR or one LR
And many designs have a LR in the center
If you look at ships with one MR or ones that are expensive enough for multiple LRs you'll probably find more
a modern flak version of this would work, but it's just so much harder logistically to make it work
*w/ 2 lr
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.
edit: symmetric ships with an odd number of LR are also always even tiled
if u use a single lr, ur logistics will either be 1/2 wasted or assym (ig it could work in u put crew on the other side)
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
Looking ugly is a big part of how the game feels. I think that's worth considering.
ugly is subjective though.
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
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
lmao
But I'd just like to know.
its still going.
Nobody is forcing you
you're right.
yet /j
lmao
Speculative math, these become worth it at about 500k, make it 4 tiles wide ads 33% to all costs and thrust and you're at 666k. Ships that price range are often gonna have more than one LR
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
But anyways I have to go so have fun arguing lol
+33% to the entire ship because of +1 tile? I... don't follow.
:3
It doesn't have to be a big discussion. I just brought it up because it's a thing to consider. Then mostly you started arguing vehemently against it with arguments that don't make too much sense and it took off from there. I know that it might in the end not be a good idea.
But it's still worth discussing it is all
Making the rocket thruster more expensive means holding onto huge thrusters into higher price ranges more worth it. Also speculative math lol
??
yes
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
never ignored your points, just explained why the counter points weren't as horrible as you made them seem.
I mean I guess. ^^
you are a confusing and or confused soul
k
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).
nice
hell yeah!
Umm, not really. The intention is to allow more thrust power to be buried within a ship's interior to create more flexibility and interesting choice when designing ship thrust.
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.
So "more" thrust in a stack, rather than "almost all" of it, hm? Will there be some sort of hard cap, as with range for railguns?
i dont think a hard cap is ever needed on something like this
Iâm really confused on why you are pushing this so much, itâs clear that none of us here like the idea of a singular rocket thrust being most effective
The question I just asked is not necessarily related to that thing.
alot of us have mentioned that you can still utalize a singule rocket collum too
itsn ot like it needs to be 4 wide.
There's a hard cap enforced by the size of the build grid. đ
lol ^^
Exactly, just use two rockets next to each other lol
honestly for a few designs i might consider doing that
im inspired by a nuke stick.
Valid
randomly crashed? ive never had this happen before
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.
.
I already have that fixed for the next preview.
Rocket thrusters + RTS crashes the game lol
i see
Best do testing using direct control for now
Most of the incentive to build longer rockets is supposed to come from the exterior space savings, not from a direct thrust advantage.
Good point.
Also Walt what do you think about this?
Um I think I'm going to try to make that work, though coding might be tricky.
:D
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?
oh sweet!
if that is a thing thatll fix one of my irks lol
Makes sense. But it will also allow us to make slimmer ships and thus we have to invest less in defense. So, in a way large ships will always be incentivized to use rocket thrusters, as they allow them to stack more "stuff" behind a single shield. Right? If so, will these thrusters not displace most use of regular thrusters?
At least for large ships
No, just the extender connected to it
Hmm, seems akward. We'll see how it looks I guess if Walt can manage that mess lol.
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
ive found ways around it but it definetly is annoying
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?
i do however like the fact you can supply fuel pods across extenders rn though that feels very nice despite the issue
wait do you mean like this?
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.
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.
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?
ig thats fair
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
Lol
Therein lies the complication.
Lol, makes sense
@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.
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)
No. ERs can distribute to/through pods but not buff through them.
Ik itâs 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 itâs a bit foggy
Its actually clear outside right now
Good, working as desired. Could probably easily have become a bug though I imagine you coded around it specifically.
please add a 3-way rocket just for laughs
These are the suggestions we need!
like some sort of... vector thruster?
vector jet
Using extenders both ways is a suggestion
I think the balance is perfect now with the new update
it's never perfect, but it's good enough
now we should build a few ships and see if we notice something op
someone start doing pvp then!
We need 2.5mil pvp
make everything 100 credits cheaper just to mess with people :3
lmao
if theyre in a good state though and nothings too op that just leaves spritework no?
corridors are free and structure give you money
we had 2 mil as the standard but then people just brought 1.5m and .5m
yes
very nice.
That may change with rockets
excited to see these ingame
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
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
I already played a bit 2 days ago. Was pretty fun. But the thrusters got nerfed now đŚ
do you have any videos at all from the match?
id love to see how they fair against other ships
i might make a pvp ship. all my test ships are broken aside from one
Should still have the replays but they will most likely desync now
awh darn
I can offer these 5 seconds: #multiplayer-lfg message
There I sadly piloted like a clown and the input delay is also much worse on such small and compact ships.
but hey, atleast you only died to random explosion guns
i don't like the name change since mrs (medium reactors) is the same as mrs
engine instead of system? mre
from modular rocket system to meal ready to eat
i mean we will probably call them rockets anyway
just calling them rockets kinds makes sense because you build them like a rocket
help reduce confusion for discord, especially for noobs
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
You could just say MRs for reactors and MRS or mrs for the thruster
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----
That reminds me of Redstone's ''Torch''
Please upload the saved game file.
Well.. is 190 m/s too fast? it isnt
Though its more like 18x because of the imperfect thrust uptime
~nvm tho, that savefile contains WIP parts of SW:ACD mod...~ the crash is still related to the rocket part tho
oh, got the same error
could u upload your save file then for @stark gorge
@stark gorge i got the same bug so they suggested I send you the save
you should try making it even thinner, 2 columns of thrust, 6 shields
I know its still just a prototype
i know, I'm just not sure if it's better or worse to have 2 columns instead of 3
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
nice
The turn radius must also be proof that the lateral thrust doesn't scale, else it would manage it much sharper
looks like reducing the lateral thrust was a good idea
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?
I think it's nice, we need to test it in competitive ships
i don't see any big flaws
The first thing Ill do is try to optimize the thruster module and compare them to yours. Can you send recebt ones? Cant load the older ones
Im in no rush. Probably will only get to start working on it tomorrow anyways
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
that's x1? completely reasonable
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.
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
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.
the same way we protect anything else
armor shields
it's true that these modules are more fragilr
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.
Interesting.
flak turns the turret too slow to track the rail shot but we're here to talk about the rockets ig
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
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.
good suggestion
i hope the nozzles have a much bigger nozzle
Remember the first preview version? Didn't they look much bigger and more rocket-like back then? Or is my memory muddy
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
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 2500
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
they were the same sprite iirc
Oh that answers the price tag
let's see if i can apply those teachings
3 extenders... no, 4, because of the operating crew
I'm pretty sure 2 crew is less than 2.5k
game says 50k for 100 crew right now, 500 per then
that doesn't count the cost of their beds
and the doors
iirc it's about 700 per person
right
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
good job it's hard to drain big reactors
oh i just imitated the way you and Plaus do it
If you need 3 Extenders per Nozzle to match the Huge Thrusters, that means Nozzles are weaker in thrust than Huge Thrusters(we know this), so how is each Extender, which gives +100% of the base Nozzle, equal to a Huge Thruster each? is it something like once you break even, their weight to thrust ratio is equal to Huge Thrusters?
the nozzle has the same thrust as a huge thruster.
each extender gives an extra huge thruster.
but the nozzle is 15k+2crew, the extender is 7.5k, a huge is 10k
Ahh, I thought Nozzles were weaker at base than Huges.
Just want to mention on the break even, costwise you're correct of course but the ability to compact thrusters could make it worth it sooner
honestly I doubt it.
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?
the nozzle is also bigger. If you only care about twr i think it would be 2 extenders
not sure about that
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?
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.
So for that you'd actually need 4 extenders to beat that thrust level
The left and right Rockets on such a ship would be longer than that of course.
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
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.
Good point
So yeah, I have high hopes for very different shapes being much more feasible for ships with these.
i think i found my fav layout for speed and antiflicker
Nvm the perfectly placed vital organs
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.
You can probs go faster by deleting the corridors
And isn't that overkill on reactor sizes and crew amounts a bit?
oh right, i added them to see what i was doing more clearly
I guess they're placeholder mass for actual useful parts you could put on a ship like this
crew uh probably, reactor sizes i tried smaller, they drained too fast
as in, the fuel pods in the center didn't get filled up fast enough (not the reactors themselves)
That is 10 LRs, IIRC, that is 12.5 energy/s each? Been a while. An incomprehensible amount of energy lol.
Yeah I think you're only using about 2.5 energy/s from each LR with that
You don't need to keep the fuel pods topped off, right? Just make sure the module doesn't flicker?
You did achieve a ton of speed with that setup though!
Actually i do! the moment they're empty, i get flicker realllly soon after
Managed to reduce crew a bit, any lower and it flickers consistently :
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.
I need the 3-cells-trip from LRs to pull it off
So i guess the extra energy goes to making the ship's non-thrusters function
I did zero allocation here since all crew rooms are at the reactors, but feel free to experiment
Ah yeah I think you have crew walking to the other side of the ship
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.
file here, 197 m/s with dead corridors
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
Yep, like medium reactors capable of doing the work of 2-3 Large ones here.
Right, I just only do that in career for ships i care about, this here is mostly fast-prototyping
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
So i checked and some dudes walk 3 ERs away indeed, not farther, but that's not optimal already
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
I did :3
Try loading the fuel pods too
ctrl shift v
oh yes
Follow-up thoughts, I really wouldn't mind better fuel economy on these, if Walt feels that's okay. It's a huge setup just for thrust, pretty demanding
well thanks for proving me correct
but the cr doesn't get drained at all
Just over 200 without them đ
Nice!
Thanks!
Now I'm just waiting for Plaus or Luna to optimize it through black magic and blow this out of the water 
slow
See đ¤Ł
I remember Luna posted these modules yesterday
(100% credit to Luna, I just saved the picture to reference later)
One LR for all this, clearly the forbidden arts (got darkest dungeon yesterday, don't mind me)
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
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.
Same, I have saved a lot of the ones I thought were good concepts.
So-so. They don't need that much total power compared to a LR's output (way more so a MR) but it needs to get there fast and continuously even with fuel pods.
So to me they're in the power-hungry category, like a large shield under fire
DAYUM 12000 thrust
thats close to or even more than modded thrusters without any extensions
wow
it scales quite well
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
probably more cost efficient to use corridor
i doubt it, i'm distributing a lot of power and the thrusters require low latency
i'll try
I suspect some extenders consume more than others
but i don't know how to prove it
i'm going to try to force it
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
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.
very good idea
oh yes they do drain unevenly
Sounds like something that needs fixing no?
@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)
It seems like it would make sense if it works this way.
How much is the difference?
Well actually, no it wouldn't, it's not like a full canister draining from the top like I thought for a moment.
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.
without the unpowered extenders at the top, they drain evenly,
I got just 1 thruster set up to 300 mps, and it just kept going but power wasnt being supplied fast enough.... was mine bugged?
the acceleration was constant
with rockets?
Ohh, ok, extra scuffed then.
Thanks, looks like that just happens because I changed some things between preview builds that made it incompatible. Shouldn't be an issue once the stable build is out.
yes
do you have the ship
I'm not able to reproduce the behavior in your gif. For me, the power usage is slightly uneven but only slightly; the modules all turn off at almost exactly the same time. Can you please upload a save?
Actually i dont have the ship but i figured out the bug
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
constant doesn't sound right, does it? infinite max speed or does it just instantly stop accelerating at max speed?
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
@stark gorge save file for the bug report
wouldnt work cuz thrusters push away anyways so you not getting close
Interesting, thanks. It looks like if the power amounts start even then they stay pretty even, but if they become uneven then the usage becomes uneven. I know why this happens, just need to figure out how to fix it.
Made this module with crazy good uptime. Never saw those rockets sustain so long without fuel pods
send ship file pls
Can you send yours too?
Well I don't see the Reactors running dry, so this should be a crew management issue right? Should have 100% up time?
The reactors run out but mathematically I should have 0.2 energy per second left. I dont think I can manipulate the crew to do much better
a lot of things have changed since i made it
the problem is that crew wastes power
Yeah I realized that with what Plaus said.
if they give a size 2 battery to something that has 2 battery left and 3 battery capacity, they waste 1 energy
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
yours probably better
The worst thing my crew does is that it sometimes walks across the middle er to the other reactor
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.
but I think thats impossible to prevent without physically seperate them
which would be horrible of course
Thats actually an interesting idea
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. đ¤
Hm I pretty sure its just more expensive and less good xD
But thanks for the idea
I would try to remove 1 extender before trying that
Fair, just throwing out ideas.
Funny idea
Funny dc rammer
@languid sand you can get slightly better uptime if you put the up conveyers adjacent to the battery pods
I think one LR next to a stacked MRS will end up pretty standard, and using whatever leftover energy there is for other things.
@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.
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. đ
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
Can't wait for the modular thruster to fully release, until I get killed by a 200 m/s Monolith warcrime
would love to see an imperium ship just zoom by and notice that I don't have a ship anymore
cabal ion brawler, monolith railgun saw abomination, imperium alpha nuker, fringe super scrapper, just some ship ideas
that's the power of spreadsheets
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.
full props to @deft crow her proficiency with spreadsheets in relation to this game is awesome
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
why would u use this instead of smaller thrust

I have to say that walt has incredible vision for the numbers that might work, and how to modify them when they don't work as intended
I like this idea, but it would be super hard to balance
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
would be cool
i agree
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
yeah, it should be easy to mod, but Walt has already said somewhere that he wants to add more parts to modify these rockets

Being poor rich of course
If by "incredible vision" you mean "stumbles around in the darkness until bumps into something that works", then yes I can confirm.
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
Does assigning it to the fuel pod work?
nope
oh?
Isnt there an engine room next to it?
yes but that's not how im powering it
Thats normal? You cant supply engines that are next to engine rooms