#Modular Thruster Preview Feedback
3689 messages · Page 4 of 4 (latest)
I'm adding rockets to the Arbalest
Arbalest can now move faster than astroids !
Arbalest is no longer classified as a weapon platform
Arbalest can now push shestopyor faster than it could move before
Arbalest can now move forward faster than it can reverse
Not same length of rocket
Rocket arbalest has 2 smaller ones
While Onager has a single huge one
no i meant on the arbalest
ramp up shenanigans
ah
Inserts eurobeat music
Wait is that a bug because the reactor is stalling or is it a feature that crew can take two and one batteries out of the LR ?
Because I surely don't have that mod installed
It's not even a 1 battery, it's a 3 battery charged not even one level
Visual bug?
It happens like every few seconds
It's consistent when a lot of crew go to reactor
Here is the ship file
I think there's a huge issue with the MRS.
It's too darn expensive design wise. It's costly, and rampup is hella long, you can't use your already placed engine-rooms to add revese thrust... It takes so much space to be worth it and it's going to be a crew sink if you go budget route, or an budget sink if you go crew efficiency
It's not even that much more thrust efficient than the HT anymore
There's little reason to use these than to go really fast on a light ships, or to have a propulsion on long ships that actually does something
it is cost wise atleast
2 more crew and 500k just to go 20m/s faser while forgoing any reverse thrust
Well
No it's biased
I sr spammed a bit
Ignore that
I'm dumb
You still end up using one more LR
While I could use leftover enegy from shields and ions to power my old prop
mrs requires more resource to it but is more efficient because of that
I think being 10% more efficient than HT isn't a significant enough advantage for all the drawbacks
there aren't any drawbacks though
Yes they are
it is more compact, efficient both crew, energy and cost wise and doesn't cost much surface area
Look at the space it takes, because you forgo the deadzones you also weigh more
made up by it being more efficient overall
The deadzones don't weigh anything
they aren't beneficial too
they are more efficient in all of their setups
Know what, I'm going to make a missile kite with a rocket
1.5mil
and see if it's better than my Thanatos
also keep in mind this is as good as ht gets
it flickers and goes at 190m/s
alone
nothing on top
this is practically the cap for speed before mrs
Also since you would be most likely using fuel pods (for crew and reactor efficiency) each extender is 10.5k
so double ht thrust for the same cost?
with er it is triple thrust
You can also build in super efficient ER clusters at the bottom at least, touching a Nozzle, an Extender and 1-2 HTs on every Rocket. One Engine Room sitting in the middle of 2 Rockets at the Nozzles area can hit 2 Nozzles, 2 Extenders and a Huge Thruster thrown in. Insane boost from a single Engine Room addition, all pushing one direction, and makes supplying power to them easier.
I made the most scuffed missile kite EVER
It's below 1.5mil
It can only turn in one direction despite the small thrusters
Oh great I fogot symetry on my crew
walt, are you sure the side thrust on the MRS is in both direction ?
I was about to say, that seems super cheap for what it is, so as long as the small thrusters operate well, it should be pretty good, though fragile. Always awkward driving towards something with a Kite, when you have to turn around to even be effective.
It can't turn even with small thrusters
Lmao
Explain this
I don't understand, the ships weight is completely balanced
Also that's x8
Look how slow it turns in x1
I have no clue. If there isn't some kind of problem in particular, I would assume the lateral thrust values for Rockets, which were recently changed to not scale with extenders IIRC, could have incorrect values or something.
What bugs me is that it doesn't rotate at the same speed in both directions
Yeah, I-shaped thruster setup is ideal for long ships turning.
And yeah that would be the problem. It should if it is built properly, and I don't see anything showing it is not.
Same price, left is faster and more powerful, right is more maneuvrable and has better protection
let's be honest, both have insane firepower
I swear if the egg was 2mil I could make it good
but PVP is 1.5 mil
and 8 mm ship wouldn't be unique anymore
I imagine some relatively cheap, fast Needle-like Railgun setups will make an appearance some time, to chase ships down and snipe weakpoints.
So funny enough, while everything will get faster, the threat of vital points getting targeted may increase, so some of the speed may need to be sacrificed for safety. Same as it always is, but now with higher top speeds and new ship designs.
tbh if not for rails existing you could win with it in pvp
Competitive players will disagree
I just realised how wrong i am
I'm cooking somthing
You'll see
20 m/s is a big deal
This orbits at 100m/s
at least it orbits a static point in space at weapon range at that speed
what do you think
Oh nice, someone actually using the ER cluster at the top/bottom. Idk why but it seems like lots of ships so far haven't been implementing that. If they use ERs at all they try and do the whole thing.
Looks pretty good to me, though I have no experience with Orbiters.
It's not quite 1.5mil
There's room to add stuff
It's a proof of concept basically
Damn that seems brutal. And that is without the EMP barrages taking out all powered systems.
YES
IT IS
I don't even know if the red ship can turn that fast
You need to manual pilot tho
Of course. May want some kind of backwards thrust implemented so you can stop where needed to focus-fire though. Certainly would not want to circle into firing range.
Unless it stops well enough, idk.
You don't want to stop ahah just slow down
If you stop you lose ramp up
Fair, I forgot to consider the ramp up with the new MRS.
I would consider that a drawback for sure when it comes to Orbiting then.
yes
Do I see conversations of MRS being too weak?
Lol
Definitely not, just different dynamics with them.
ok but what if the enemy does as well
Depends on their mobility
I made me a MRS UL nuke that goes 186 which is 60% the size of a HT version
Also the point of an orbiter is to dodge right ? Not necessarly avoid all damage but minimise it ?
I suppose as long as an enemies firepower cannot overwhelm your large shields each circle, they are dead in the water.
Dodge slow projectiles, spread out damage from faster ones
u can't if the opponent is a competent pilot
I remember an orbiter player just dodgin' missiles forever
u can only move 1 way
ig against missiles since they r dumb
but even then, they can sit next to rock
True, you can orbit the rock tho
ahah
Try the ship for yourself IG
See how it pilots
Missiles are such a pain
The additional speed certainly makes it more dangerous though. Slower ships beware, invest more in turning.
ahah
Turning can’t save them if they can’t hit you
Old orbiters orbit at half the speed of this ship at twice the distance
this ship is very hard to hit
that's actually overloading the reactor a lot, 7 ers doesnt overload
i know there's ships with 8 (I have some) but thrust always flickers mid battle and there's no way to prevent it
7 flickers
just alot less and has mild flicker phases instead of rampant flickering
i still think 8 er is fine
you use to be able to, and the removal of that completely ruins my once working setup
these assignments seemed to just delete themselves when i opened the resource manager
Just wanted to mention again that this is the most exciting cosmoteer update ever for me 🚀 - unfortunately i'm too sick 🤒 to rly focus on anything in depth atm and thus cannot give much feedback. Don't worry my situaton is not dangerous but will take some time.
I t(h)rust the community that modular rockets will grow nicely!
Love that youre excited though I think you will hate them as theyll make speed meta stronger lol
Meta is meta, it just means new ships to build. For instance, whenever we get a new defensive option in a patch it may swing the other way sharply. Imagine a Bubble shield. Heavy, energy intensive, may need to be full charged to turn on so flickering it isn't viable, but could be very powerful as a second layer of defense, and one that protects even weak areas of the ship.
Such a ship may not need to keep up, so much as have enough defense and offense to fend off ships that invest too heavily into speed, so in a battle of attrition between weapons the heavier one wins.
I do think projectile speed will see an increase in short order after the MRS drops on stable though. Can missiles even remotely keep up with new ship designs? Deck Cannons? Maybe EMP speed would just need an increase, and then we have an EMP meta to catch fast ships.
honestly all we need to hardcounter speed is a fast emp
Yeah I just edited that in at the end lol.
one hit to the engines and you're dead
Nerfing thrust is easier than buffing every weapon
turtle meta is much worse than speed
Oh and Im pretty sure a bubble shield would encourage fast ships not slow ones
Correct on two counts, but:
-
It depends on how fast the devs want the game to be mobility wise, and may only need a single buff on EMP.
-
As long as there are ways to break through, more defensive options are just fine. EMPs have been pretty mediocre/not needed on most ships, but a Bubble Shield would make them more viable to break it, on top of a speed buff on them to catch fast ships. EMP meta could be a thing for both.
-
Bubble Shields could be made large enough, heavy enough, or energy intense enough to prevent fast ships having them for the most part. I think their primary purpose would be to protect from miscellaneous damage and Railgun burst as well as create weight categories so tiny ships can't really fight back against larger ones unless they have assistance in breaking through or are left to their own devices and get in really close.
Anyways, pretty off topic here, though it all stems from the meta of MRS in general being introduced and possible changes down the road, so idk. 🤷♂️
but long ships can participate in speed now too! + less holes in ships!
so far i see it is on a good path - even tho i'm dizzy atm ...
Looking at this again, it really does seem like you could replace those weapons with a single Railgun setup and snipe vital points consistently on most ships I've seen in PvP tournament videos. Only exception would basically be Spinners, for obvious reasons. It's just so fast it could pull it off.
good luck making that balanced (weight) and have good logistics
Someone is gonna try once it drops in stable, who knows, may be me lol.
true: weight balance becomes more critical the more thrust you apply
has the RTS control autopilot learned to compensate the high thrust of rockets already?
about the speed meta, i noticed that trying to sacrifice any thrust for more armor or weapon firepower is one of the most non-wrothwhile trades that i've ever attempted
i needed to remove 33% of my engines for any significant result on my ships protection/weaponry, too, when the hit to my mobility was far more significant way before i even reached the funds i needed
ur logistics being subpar probably does not help either
Yea its ok. Very slow turning though
thrust scales less heavily w/ knowledge than weapons or defenses
Youll never get to the sides off a competitive ships with a good pilot with this.
i mean in the first build i tested ships never reached the assigned target destination - but orbited it forever. is that fixed?
Oh nice concept
Huh I dont actually know because all my test ships dont have reverse to stop
Interesting railkite concept
But very hard to fit in 1.5 mil budget
I think there has to be a very powerful railkite setup
OMG 6 railgun kite can go 130 again
Its like the good old days xD
Here the rough prototype:
crazy how it only needs 1 cr
I feel like extenders should consume 1-2 control points
Seems a bit overpowered for them not to
Might be strange but its not overpowered. Basically just decreasing their cost
Ers consume them,so I don’t see why they wouldn’t.
Alternate version
dont fight a rail fan
Suffer
this will revolutionize freighters
Will revulutionize everything ofc.
But i think the medium and large jumpdrive already revolutionized freighters, so they might profit less from thruster power.
Explorers and Reconnaissance Ships might hugely profit from rocket speed.
In my experience hyperdrives often fall prey to "health Potion hoarding syndrome" where there's plenty to use but you get stingy anyway...
However being able to roll up to space station objectives at high speed and deliver a kill shot to its core will be super valuable in career
It better work too. Most of those are pretty dangerous, so you only get one shot so to speak before that ship is demolished.
die
tbf railkites never win against normal rails anyways
their main advantage just goes away
Railkites normally counter railfans
i don't think so
when the range advantage goes the kite might aswell stop being one
The kite can dip out of rail range between volleys or as needed to recharge its shields. Most normal railfans don't pack large shields, but most kites do, and rails will struggle to break those on their own. If the kite is running PD too, it's even harder.
Of course, if the kite isn't shielded enough or its pilot messes up it dies pretty much instantly.
even then it is at a huge disadvantage imo
fite me
wait lemme upgrade rq
Im on normal again
so that I can actually play with other people
dammit i just upgraded
nice
can't dip w/ such insane rampup unless u can dive and whip around perfectly every time
unless u do some orbiting stuff? idk
Oh, modular thrusters -- finally 
do they chain explode???
nop
l
they practically die once a part blows up anyways
theyre just dead weight so making them chain is probably better
maybe worse for career tho so ig keep them as is
Depends on where they are broken really, and how much the logistics is hurt in the area.
Does make for an interesting idea though. Using those explosive disassemblers to self-destruct internal parts if they become irrelevant. Not recommended, but an option.
the MONEY loss!
for career chaining is bad, for pvp chaining is good
less deadweight but no recovery of resources
Chaining is literally never good, its just a side-effect of compactness
not chaining functional parts
chaning between modular parts that require eachother, ie accels chaining with the loader and launcher
a railgun wouldn't work without its accel connecting it so it chaining doesn't matter much
I guess, but its only worthwhile sometimes, not always do I want my whole rail to explode and do damage to whats behind it
trading like 200tonnes for damage to what's behind it is worth it almost always
especially when the gun isn't functional anyways and a single 2x1 wedge can block all of the damage
Chaining is terrible, if they did then all the time I spent making my MRS UL nuke redundant becomes worthless
And too many times have I seen rails chain into ammo storages and blow up the centers of rail fans
I think having some deadweight is better than having to expand your ship to account for chains
Or just design the ship better?
i think it is interesting that if u get cut in half, it still works at 1/2 strength
and also why have chain? the whole thing's not useless since it doesn't have 2 end parts like rails
Ye
You wouldn’t want a single fire in a doorless component to take out everything
Especially with how hard the logistics for MRS already is
I forget, can fires in modules without doors still spread fire?
Because if so, MRS are a potential fire hazard unless you have doors into sections of them.
they can't
Good good, that would have been annoying.
Testing fire spreading is tricky right now, unless we get a weapon specializing in starting fires at some point so I wasn't sure.
small cannons are your best bet if you didn't know that already
Nah
That’s usually why it’s best to not have doors to the thrusters connecting an engine
Also cannons are already extremely good at spreading fires
ive just noticed that once engines are attached, you cant make crew fuel the individual thrusters attached to it
is that intentional?
i haven't tried this in the new update but if bastion is correct this is very bad
both ER and extender priorities are set to 7, reactors are unassigned
this is very bad
worth mentionning this is not the case of other thrusters.
seems to be happeneing to normal thrusters as well for me. though only when the ER is powered and crewed
er takes priority and disables supply prio for thrusters connected to it
basically doesn't allow you to supply them when it's there
exactly
that applies to all thrust, not really a bug i just think it isn't really good so maybe it should be removed
ohg that why the sound is horrible
seems to be happeneing to normal thrusters as well. though only when the ER is powered and crewed
sound fixed
What's the issue here? Part of the point of engine rooms is they allow you to fuel the engines by just fueling the engine room itself instead of individual engines. I don't see the issue
Is it that they disallow for individual engine powering?
i want to fuel individual engines.
yes
Oh then don't use engine rooms I suppose
:/
You want both?
I suppose with these new engines having both would be good in some cases but it might also defeat part of the point of the engine rooms
I've never found a use for individual engine powering while also using engine rooms before
the point of engine rooms is the 50% benefit, the feeding is more or less a bonus
thats why this was never discussed, there wasnt a point before but there is now.
Let's see what Walt thinks then
Those poor engine room crewmates might get lonely without the constant fueling which is a big deal
lol
of course im going to have a set of crew specific to the ERs so its actually powered but yea
Walt I see you have woken up, we require answers
@stark gorge ?
pretty sure i reported this exact thing earlier
seems so, only that its not a bug but an unnecessary feature
at least thats what i assume, Walt has yet to respond
let him work, don't ping twice for the same thing
Yea there's no need to ping the devs, especially in channels like this where they will get around to reading everything eventually
Kind of the point of the thread after all.
doubt walt read everything but heavily agreed with jarjar
same
apologies
That's intentional and it's how all thrusters work. I'm open to changing it, though I don't currently see a reason why rockets should be different, and I'd prefer to keep all thrusters consistent.
I skim everything, though honestly pinging me for potentially-serious issues is generally fine as long as it's not abused.
useing large reactors and powering the rockets from the engine rooms is incredibly hard to sustain when you want the engine rooms for the boost
being able to power it from the outside while keeping the engine rooms for the boost alone is a much more workable solution, except this for some reason outright limits that so you cant do it
keep in mind that an engine room has to be touching 3 or more extenders to be worthwhile, too
why not allow for all thrusters? this way when the engine room is destroyed, crew can still power the thrust even if they are assigned
maybe change mouse color or have a small warning so noobs know that they can use engine room to power instead
i think just changing the component so it toggles automatic supply instead of removing it completely, plus allowing you to assign manually if you chose, yeah
Why add a toggle? just allow crew to supply the thrust
i meant toggle as in the code
I dunno, i still have that setup where ERs touch only 2 thrusters and there's almost no flicker
It just takes a crapload of LRs (1 per 2 ERs). They hardly even get drained, it's just so that the crew deliver the power fast enough.
If anything i think the fix would be crew taking up to 3 batteries per trip no matter where they took it from, like in that mod https://steamcommunity.com/sharedfiles/filedetails/?id=2892545365&searchtext=take+what+need
Same dude had made a mod so that weapons never target crew, which i understand is now the norm, so he might be onto something.
As for assigning thrust even with ER i also vote yes
the thing is we are putting ERs inbetween 2 rows of thrusters otherwise it isnt worthwhile in cost
Well that's where I don't necessarily agree : that way minimizes space wasted/used and serves 2 rockets, that's a benefit and there should be a tradeoff (example: it implies crew bunks are at least 2 tiles away IIRC).
In my large setup, a gigantic amount of space and resources is dedicated to the thruster's full performance and it seems intentional that this is what's required to get the most out of them (#1201644365307727872 message)
Even though you can use the reactor's surplus power for everything else, it still seems a bit much honestly. Especially if you plan to add any sort of protection around the vital parts
#1201644365307727872 message This one is more reasonable, in-between, and i heard it turns really badly but is fast. To me it makes different tradeoffs and gets a different outcome, which is nice
@plucky thunder does it have any thruster flickering issues?
none
It has overkill firepower
give it only 6x4 launchers and you can probably make it decent
Thanks for the tip, I'm rather focused on your thruster setup rn
yeah, you would need better turn thrusters
Like a way to do a 180 in a few seconds
it goes 124m/s rn
wich is really fucking fast
and is under 250 command points
Any reason why you didn't go for ERs?
Not that it's bad, it's just the current topic
Price. I'm not sure ER are worth it on with only the MRS. I know they absolutely are if you put one on each and with other thrusters tho
The price seems a consistent reason, thanks for your input
If you replaced the command room with an ER you would have a verr very efficient ER
because you would basically have all the space for turn thrusters
That's true, wonder if it will become the norm to have an ER at the front. Not doing it is kind of a wasted opportunity
With the fact that ERs are only worth the cost when touching 3 or more extenders, we don’t have a method which allows us to use engine rooms alongside two MRS with the exception of a single medium reactor setup. I believe crew should prioritize fueling ERs but still be allowed to fuel each component if they are specifically ordered to
One could argue the shape and size of ERs make them inadequate for rocket column shenanigans in the first place, since their whole idea is to maximize the amount of thrusters they touch but you can only put so much stuff between 2 long columns
Maybe a different shape of ER (line?) is desirable, maybe rockets are meant to be supported differently
It's tricky to code because allowing crew to deliver resources to different parts but that end up in effectively the same storage screws with the crew delivery AI. They end delivering too much power.
Can't this be solved with crew management's priorities? : if allowed to be assigned to both, set priority of batteries to engine room much higher, then they'll only consider delivering to thrusters when ER is incapacitated
Large reactor setups with full ER use are viable and good too, they're just more difficult to set up. They're heavier and use more crew, but that's how MRs + huge thruster modules work anyway.
No, otherwise I wouldn’t be complaining about it
I would like to see what setups you are talking about
Hmm, perhaps the ER could have a toggle which disables it from fueling connected thrusters? That seems like it should be the easiest way to circumvent this problem
Well if crew can't be assigned to both ER and thruster right now, how could anyone have even tried that?
What I meant is if Walt makes it possible to assign to both, we might not have the over-delivery problem
While MRS were in development it let us fuel both extenders and ER
you use to be able to do this, and one of my setups was completely workable with it, untill the crew's ability to supply it was removed.
now this ship isnt useable, they cant even supply the fuel pods
Oh, makes sense now. I never noticed
I would hope that is planned as an exploration shuttle cuz that seems like an awfully big investment for movement if there are plans for any armaments lol. So much crew to reach the insides and all the outsides and man all the ERs! That is what, 84 crew per side? Argh, the campaign costs!
Yeah that's what I'm thinking.
Sounds good
I think Luna posted a bunch of other LR setups in this channel earlier.
Layouts like these work well, and they could surely be optimized further. 4ER floats a lot of power you can use for other things. 6 ER doesn't fully sustain because the reactor redlines, but the MR module is like that too. If you're not building for career or making an ultralight, LRs should be superior.
Hmm so short setups
Well we are getting the ability to turn off the auto fuel so we should be fine now
I’ll test later to see if that properly sustains or not
And yea Luna has posted LR designs that work but that was when we could still fuel individual extenders
You can just stack them on top of each other if you want longer setups.
You won’t get sustain with longer setups
I’m using 1 LR per 2 MRS with 3 ERs, sustain is not viable
Response time is simply too slow when it’s ramped up
I'm running this at full blast at x8 and it sustains fine.
Can't imagine why you'd ever want to go that long for PvP, though.
Christ 72 crew per module
Mind sending me a clip? I want to see how close the extenders get to flickering
Actually got a couple short flickers with that, but that's after a minute or so on x8 with them auto-fired. You could probably cut crew if you're piloting it manually.
I see
the 6 ER module shrunken down to 4 ERs is better if you want to cut down on crew, but it's harder to use the reactor for other things.
Yea, the module is also quite a weird shape so it would be hard to implement into a normal ship
If you're using the 1-sided one it's pretty easy to just move the reactor up and power shields with it, or add a walkway to the other side for missiles/normal thrust modules/anything else.
Still, allowing us to fuel each extender gives us a much larger range of applications
Like the LR could be on top, two reactors could properly support one module
I’ll have to experiment more with it though
I feel like these are going to make reverse thrust rail guns stronger. Rail guns want a thin long ship with lots of power. Thrusters want that too. So you'll get sniped by a pencil at max range and be powerless to stop it.
Has anyone had luck just deleting doors to thrusters/pods to improve ER efficiency
There's gameplay here... If it's a pencil, 1 or 2 flaks will destroy all bullets. If it's larger, it's slower because railguns weigh a crapton (36 tonnes for 6 tiles) so you can catch up. There's hiding behind shields or asteroids too, and if you leave their range they're forced to make a move forward
The ring of death takes care of the rest
Either way rail kites are gonna be a heck of a lot more annoying
I am an amateur player, but it's a little lame that my ship needs a hard counter for a rail gun pencil just to survive. Rail gun pencils aren't terribly creative and they can blow up ships without hard counters without a scratch.
I like the idea of modular engines, but I think they either need a length limit or should get wider over time somehow. Like maybe they could have an ion beam-like mechanic where you need to combine modules in a tree-like structure. Make it so boosters need to be fed from the sides by two other boosters.
im not sure if i like that idea
if the issue is with rails, maybe have the rocket engine's exaust effect and push projectiles infront of it out of track as its firing
are these more cost efficient?
Probably? Luna did the math with her modules and I think LRs came out ahead there, though you're likely still better off with MRs if you're building an ultralight.
You'd need at least two mediums per large if you replaced them. The larges float power but the mediums redline, so you'd need even more reactors if anything else on your ship needs power.
I don’t see how modular engines would make rail fans smaller? Or do you mean rail traps?
Rail fans get countered by many things these days
Mainly ULs and ION rammers
Both of which will benefit further from MRS
They meant railkites
tbh not even those will get better with mrs, overall i just think rails won't use mrs just because of its space and low turning thrust
I made a prototype that goes 130. There is no way we wont see a good railkite build
130 is slow though, not nearly fast enough
and the issue here isn't speed anyways
turning speed is a big problem unless you dump more money into thrust
i mean
from what ive noticed the turning speed isnt actually that bad
my railkite i made with them worked "fine"
its more than broken now due to the thruster being updated ofc
Normally railkites go under 110. 130 is insane. And the turning isnt an issue.
you can't fan accurately if it takes you 5 years to move to the left
even then you'll have to dive and return with high ramp up
at best you be weak to railfans but moderately good against other stuff
i know the graphis are placeholder but tare the sizes demonstrated static?
can u please do something against the ugly stretched particles ? :V
The Nozzles size was edjusted a couple times in testing, so unless they feel like something more needs testing I imagine module sizes will stay as-is.
So, we all know the ER cluster next to 2 rockets is pretty strong, hitting essentially 5 Huge Thrusters facing the same direction. Has anyone tried having an ER at the top and bottom, between 2 rockets, each hitting 5 things? This would basically mean an internal Huge Thruster at the top between the 2 Rockets.
I wonder how well that would work.
People have I think
most people seem to agree that in its current state the size is good too
can attest it works pretty good
Yeah, imagine how silly things would get if Extenders were just 1 space tall. So many next to ERs lmao. Instant rebalance needed.
yea lmao
even the rocket thrusters being shorter had that issue
thats why theyre this long now
though im happy they dont work with traditional er clusters
this will make ships look alot different and maybe be more fun?
Definitely. I have a number of ideas once it hits stable.
crew waste a ton of power on this ship, just fly in one direction and observe them
my guess is that one crew wants to power one fuel pod and another crew the fuel pod on the other side, but when the first crew gets there they refill everything so the second crew eats their battery
2 fuel pods 1 extender : 10 energy capacity
Reactor size : Medium
You can have up to 5 crew per segment. If the segment lacks 3 batteries, 2 crew will recharge it
I know how energy logistics work, this is just a quick civilian ship prototype so I don't care about optimization too much
but the crew keep taking batteries and wasting them, making the reactor run out of power
when they only need like half of the energy
Let me see
Try now
I kinda understand where the problem came from
@maiden shell
Both pods use 1 battery. Both are marked as needing two because of the ER like mechanic
it's a civilian ship, it can't have crew roles or assignments because of crew hiring
plus new players usually don't touch crew assignments
okay, remove crew assignments, should still work
doing weird stuff just to make something work as intended is not a good idea
hmm I get where you're coming from and I think I could do something with energy supply lines but it's still not ideal
Last one works without flicker
crew eating energy should be very rare
and only happen when a part is destroyed that blocks the crew from their destination one way or another
the crew should treat the segments as one segment instead of three parts and know when batteries are being supplied to one of the three parts
Players when they discover that a vertical based gun goes well with a vertical based movement option:
Thats a really nice looking ship, though im noticing a distinct lack of armor and sheilds
It's not mine
oh
#ships message
is there a different between the engine room touching the extender and the engine room touching the fuelpod?
I believe Fuel pods don't count as getting the ER boost.
@everyone I lied about that being the last preview build. There's a new preview build live that adds a toggle to turn off engine room power distribution.
🔥
oh cool
Nice
How dare Walt Cosmoteer himself bring untruth unto thee?!
Walt "Cosmoteer Coolguy" Destler LIED
What’s motivating the additional toggle?
We had a discussion about it before, this change allows us to manually fuel individual extenders while being able to gain the 50% benefit from ERs
And we want to fuel individual extenders because it’s far easier to sustain than fueling the ERs, much better response time
Because of the higher net battery capacity or because logistics (shorter distance between doorway to deposit)?
Logistics
Thx for bringing this to Walt's attention.
the thrust in direct control seems to overreact when you turn and turn the opposite direction a little when you turn
..turns out I had mouse control on
I'll see if what I said was right
I was finally able to remake the first ship I ever brought to a tournament
it's ultralight and i hate that. my resentment towards speed and ul will never diminsh, blah blah i don't like uls
nice
Ultralights make for good snacks though you should like them :3
ULs are a lot of fun, even more so now with the modular thrust
diagonal thrusters when?
I think these should be renamed to modular thruster system (M.T.S)
"Sistema de Propulsores Modulares" SPM, we did it lads, we got SPM from Factorio on Cosmoteer
its so over for brazil
mre :3
since we're getting new thrusters can we get like fuelpod sized engine rooms for smaller ships/engine clusters?
meal ready to eat??
it's in the workshop
and what? break my saves when the mod stops working cuz modder stops supporting all of a sudden for random reason? Nah, I'm asking for one in the base game
why have diagonal thrust
why not?
it's not like it'll suddenly make diagonal ships OP just cuz the diagonal engine clusters are slightly more efficient now
because if there is no good reason to add it, it should not be added
Walt has said that he's not a huge fan of the idea as diagonal ships already have the advantage of having more weapons over a smaller surface area thus creating a natural balance between fire power and speed
I'll try to find his exact post
#general message
tbf they're already thruster efficient just in terms of maneuverability and being able to use all available thrust
the same can be said with these modular thrusters, everything's already an arbitrary decision anyway. Why limit our options for more content?
when's the last time a diagonal ship won a tournament? It's also kinda dated tbh
modular thrust has a distinct niche (long instead of wide thrust)
uhh the one i was in, diagonal got 2nd but they got hard countered in the finals
so it didn't win, got it
Tbf, diagonal ships are optional rather than default. Not as common to be seen.
wait how you do you hard-counter diagonal design?
depends on the form they take but it's either very easy to split down the center or get flanked
for ions i guess i can see what you mean, nukers much less
all of their designs could not win against tb wall so i just kept using this style ship
no, i took a stupid gimmicky ship and i happened to get into the finals
would've won against most other ships (and against a non-tb wall)
so diagonally ships haven't won tournaments in ages despite the weapon density advantage. It's like there's some other determining factor to ship design besides weapons...like thrusters
🤣
haven't seen that one before
Speaking of which, has anyone done testing with MRS on diagonal ships? Not sure how well that would work. It saves exterior space but doesn't pair well with thruster overlap options for diagonal ships.
?? this wins from tb
that tourney was based around forced weapon choice, and tb is not a weapon
so i wanted to use the same style of ship that did not depend on weapons but had the same matchups
this tb wall design has almost the same matchups no matter the armament
so, i just had to find one ship in the other person's roster that could not handle tb, and only fight that
anything with ht (diagonals included) that is not a kite will struggle against tb
so i just won because of the diagonal's thrust choice
if it were a linear ship, it would've been an easier match
Nick won a tournament a few months ago with a diagonal missile barge.
it works fine , it does get tricky once you go past like 3 extensions unless you want your engine clusters to stick out too far
also, the geometric penalty for thrusters in diags
might actually have interesting application w/ some ion/chaingun/cannon builds
since it's so cost efficient
now u can have the perk of diagonal without the malus (cost inefficient forwards thrust)
its still there, just a lot less noticeable cuz you can basically just add an extension
oh yeah, forgot that one
Modular thrust would definitely be worse on diag ships but probably usable
i imagine for turning big diag ships itd be nice
but i doubt thatll be its main use
I'm just glad that I'll finally be able to drive big tall ships without sacrificing 90% of the horizontal surface area to thrusters and awkward engine blocks
Yeah, I wanted to build longer ships a lot of the time but they just end up very ugly or very slow, since if you want a long ship, you also needed wide thruster setups in the back in some way, and that created a lot of empty internal space you try and fill logically and it turns into a mess with poor design, ultimately.
still prboably going to happen w/ noob ships but in a different way
Can't imagine that being the case when so much thrust can be put in a stack now. Large, long ships will be able to be much slimmer.
having a shape that fits better w/ the ship will not magically make a logistically challenging part less logistically challenging
but it does fit better which is the starship architect part of the game
Make composite ships with a booster tail and a diagonal head
fly them in a formation with self collisions disabled
im so happy this is getting added because it might actually legitimize gargantuan ships
I speak mandarin so your name is 100% more funny to me lmfao
@distant plaza = ???
I speak mandarin and I don't get it
Any idea when this could launch to live version? Looking at the buff changes especially
Whenever they have the visuals finished. I think that is all we are waiting for atm. When that will be is anyone's guess.
Missile range extender?
I agree
It doesn’t overlap with medium reactors as well
Meal ready to eat?
modular rocket engine
meal ready to eat samthing
meals rarely eaten, is another slang for mre
tbh i started to agree that mrs is just worse than mts
MTS is more unique and doesn't overlap with something also used in thrust
MTS
Monster Truck Supper ?
Molten Titanium Surger ?
I dunno, MRS is quite good
Plus, it really looks like a rocket
and that's lovely
mm yes the 2mrs 3mr ul will be so readable
I dunno I have no trouble with it
vtc? variebul thrust configeration?
PPP? Promjenjiv Položaj Pogona?
modular thrust system
Correct.
Basically, if you twist it slightly, it actually seems like he f#cked 92 people till they died. He changed his name it seems like, or school was so stressful it made me hallucinat
@dire fox be bilingual.
can't, i only speak english, and im bad at that too
skill issue
Skill Issue
simply learn to speak english
Just for the sake of curiousity what other language do you know Erin?
Before this goes any further, #off-topic
slightly (very) OP right now - maybe kill buff from all extenders above one that fails, and some extra diminishing returns like on the railgun?
Also maybe some extra buffs to the fuel pod? All they do is kill potential engine room space and add mass to the ship - I like the added incentive for point defence at the back (thanks to the 1-wide nature), but I've found that the right crew and power layouts always beats the things; in price, speed and space. It was pretty cool to see 200+ m/s though. This'll make giant, terrifying contiguous ships way less impractical.
i do not like first idea at all, it would supernerf ships useing it that flicker and hurt noobs a lot, requireing that they have to be built "perfectly" to work
theyre pretty much finished
i dont think the general idea is that they are op
all thats left is spritework
there are setups you can use with fuelpods and engine rooms together to buff the entire setup
its down to how clever you are with placement ofc
I think it’s balanced, it’s significantly harder to sustain but more compact
And gives more total thrust at the cost of constantly unbalanced thrust
…also very vulnerable to damage
the dmg vaulnerability id actually complain about
but the general consensus is that these thrusters are balanced
so if its not an issue its not an issue
ntm i can also just be ass at gaurding them with internal armor and sheild setups too
query
if the thrusers are damaged at any point do they explode like rails or just lose a bit?
There's no chain reaction
Is there an adhd explanation of the chain thrusters
it connect and go fast when powered!1!!
It boils down to:
- MRS nozzle: similar to huge thrusters but more expensive and the only thruster compatible with the extenders and fuels pods
- Extender: each one you add will increase the maximum thrust, power usage and ramp up.
- Fuel pods: increases the battery capacity of a nozzle or extender as they are very power hungry
Last time I checked, the optimal layout was a mix of medium reactors with extenders and a nozzle. See image below
#1201644365307727872 message
that's called a "tldr"
Thank you pookie 😇
the optimal layout thing is debatable though
iirc luna said the optimal layout is with lr not mr
mr is for weight
exactly
yes
@everyone If you're not aware, the MRS is now in Release Candidate phase! #1213242988642304001
exciting!
Peak
nice :D
nice
Do we still post the feedback about MRS here, or elsewhere now?
Awesome!
Greatest patch note of all time.
Hey, why does this not work?
I think it should have a similar functionality as chainguns do.
i have legitemately no idea
that's arbitrary, but a reason that makes sense is, when properly placed, the walkable paths are aligned (the "bridge" over the thruster).
The other way, they wouldn't be
All i can think of
Yeah but individually they can still have doors.
It'd make arrangements like this possible which'd be really handy.
Also why aren't the thruster capacitors fully modular?
wdym fully
Maybe? I have no power over this. Best I can do is make you a mod when it's released but I doubt that's what you want
why not move the right column 1 square down? still 2 boosts, but that northeastern capacitor would connect
You can only have two per nozzle/accelerator.
Not like having a dozen of them would be overpowered, it'd be expensive not to mention very bulky and hard to incorporate on builds.
All it'd do is make gigantic ships more fun.
I meant like this ? that's no more than 2 per nozzle?
Oh right, but I really wanted to have the ER touch the thruster itself to keep it fuelled.
Actually, if the engine room can fuel the individual parts, I don't think there's even a need for those battery multiplicator thingamajigs.
OH THATS A BRIDGE??? makes so much sense now
Could we please make the thruster trail smaller? It being larger than the entire grid is a bit insane.
Totally not salty because I can't build any locking ships with it
well i call it that since i saw the crew walk over it
nothing official
None of the 4 new ships have point defense?
Yeah, I don't see the issue with that.
do they need to have point defense?
i like the consistency they bring, but for maximum optimization i suppose that's true
Sure I guess, modular thruster is infinitely modular already, to have the modular pieces themselves have infinitely modular modules would be a bit insane.
they can at least give a buffer for the crew to get there when the thruster is turned on
howd you round the corners
It's literally an MS paint object.
whats ms paint
yes
agreed, if this doesn't change you could use some maneuvering thrusters and some of the stuff from the two player locking ships
As long as thruster plumes don't deal damage, there will be solutions to ignore exclusion zones
how do i make locking ships??
Firstly, #game-questions.
Secondly, https://docs.google.com/document/d/1RhFiu5-lfKedpUeyi07hK40Y3ejlDXB9OI_4tU8edgU/edit#heading=h.994s50e98g20.
we were literally fucking talking about paint softwares here
yeah because it was a relevant chain of thought
gotta say MRS looks way better outside than inside...
tho, this transition from on the nozzle itself looks kinda bottlenecked on second look idk what i meant / internal looks : external looks dont match.
i dunno, seems i can at least identify where the bridge is from this outside view
yeah that's not a perfect match
also finally the good 'ol tilted plume sprite is shinning thru xd? whats that? permanent part orientation bound sun storms?
clearly visible ----
i always use blueprint mode, must be why i wasn't noticing up to now, the overlap with exclusion zone makes it clear
u also dont live in the particles folders soooo XD
Make a lock using rotation
Not rotation, but strafing is a consideration of mine.
Rotation too finnicky.
I get it so is strafing, but it sounds more consistent in my mind at least.
Sure we can, spawn both halves as two separate ships 😄
Ooo true.
But I like to keep it a single package.
...For those niche cases when you can only bring one ship.
Also locking like this takes longer and is more finnicky, plus you can't grab any other ships on top or the arrangements will mess it up.
Keeping halves is way more effective than strafe-locking, still.
Hmm
Yeah that’s unfortunate
I can’t think of any way to make regular locking work with it
Could maybe the MRS nozzle be bigger, like 2 or 3 tiles? Such a bulky and massive contraption having a nozzle this small makes little sense and it'd improve both the aesthetics and internal consistency of the module a lot (Just like how booster is a modified version of large thruster with bigger nozzle, I'm pretty sure MRS is a modified huge thruster, so it'd make more sense).
the exclusion zone is already wide like it's larger anyway
we have a new thread for the release candidate