#Modular Thruster Preview Feedback

3689 messages · Page 4 of 4 (latest)

languid sand
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thats not the case

plucky thunder
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I'm adding rockets to the Arbalest

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Arbalest can now move faster than astroids !

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Arbalest is no longer classified as a weapon platform

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Arbalest can now push shestopyor faster than it could move before

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Arbalest can now move forward faster than it can reverse

brittle thorn
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why thrust plumes unequal?

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in the gif

plucky thunder
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Not same length of rocket

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Rocket arbalest has 2 smaller ones

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While Onager has a single huge one

brittle thorn
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no i meant on the arbalest

plucky thunder
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ramp up shenanigans

brittle thorn
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ah

plucky thunder
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Inserts eurobeat music

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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 ?

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Because I surely don't have that mod installed

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It's not even a 1 battery, it's a 3 battery charged not even one level

plucky thunder
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I don't know

languid sand
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Id say thats more likely

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Just tell us if you can reproduce it consistently

plucky thunder
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It's consistent when a lot of crew go to reactor

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Here is the ship file

plucky thunder
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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

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It's not even that much more thrust efficient than the HT anymore

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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

brittle thorn
plucky thunder
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Not really

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It can be

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But you need so many reactors and crew...

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I mean

brittle thorn
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same as ht

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per kn of thrust

plucky thunder
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2 more crew and 500k just to go 20m/s faser while forgoing any reverse thrust

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Well

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No it's biased

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I sr spammed a bit

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Ignore that

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I'm dumb

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You still end up using one more LR

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While I could use leftover enegy from shields and ions to power my old prop

brittle thorn
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mrs requires more resource to it but is more efficient because of that

plucky thunder
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I think being 10% more efficient than HT isn't a significant enough advantage for all the drawbacks

brittle thorn
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there aren't any drawbacks though

plucky thunder
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Yes they are

brittle thorn
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it is more compact, efficient both crew, energy and cost wise and doesn't cost much surface area

plucky thunder
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Look at the space it takes, because you forgo the deadzones you also weigh more

brittle thorn
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made up by it being more efficient overall

plucky thunder
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The deadzones don't weigh anything

brittle thorn
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they aren't beneficial too

plucky thunder
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I don't think they are actually more efficient

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Maybe it's a tie

brittle thorn
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they are more efficient in all of their setups

plucky thunder
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Know what, I'm going to make a missile kite with a rocket

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1.5mil

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and see if it's better than my Thanatos

brittle thorn
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also keep in mind this is as good as ht gets

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it flickers and goes at 190m/s

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alone

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nothing on top

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this is practically the cap for speed before mrs

plucky thunder
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Also since you would be most likely using fuel pods (for crew and reactor efficiency) each extender is 10.5k

brittle thorn
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with er it is triple thrust

sinful vapor
# plucky thunder 2 more crew and 500k just to go 20m/s faser while forgoing any reverse 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.

plucky thunder
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I made the most scuffed missile kite EVER

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It's below 1.5mil

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It can only turn in one direction despite the small thrusters

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Oh great I fogot symetry on my crew

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walt, are you sure the side thrust on the MRS is in both direction ?

sinful vapor
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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.

plucky thunder
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Lmao

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Explain this

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I don't understand, the ships weight is completely balanced

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Also that's x8

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Look how slow it turns in x1

sinful vapor
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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.

plucky thunder
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I added some more maneuver thrusters

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Turns slightly better

plucky thunder
sinful vapor
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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.

plucky thunder
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Same price, left is faster and more powerful, right is more maneuvrable and has better protection

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let's be honest, both have insane firepower

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I swear if the egg was 2mil I could make it good

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but PVP is 1.5 mil

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and 8 mm ship wouldn't be unique anymore

sinful vapor
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I imagine some relatively cheap, fast Needle-like Railgun setups will make an appearance some time, to chase ships down and snipe weakpoints.

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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.

plucky thunder
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Painted it

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A bit

brittle thorn
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tbh if not for rails existing you could win with it in pvp

languid sand
plucky thunder
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I'm cooking somthing

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You'll see

plucky thunder
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This orbits at 100m/s

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at least it orbits a static point in space at weapon range at that speed

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what do you think

sinful vapor
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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.

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Looks pretty good to me, though I have no experience with Orbiters.

plucky thunder
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It's not quite 1.5mil

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There's room to add stuff

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It's a proof of concept basically

sinful vapor
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Damn that seems brutal. And that is without the EMP barrages taking out all powered systems.

plucky thunder
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YES

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IT IS

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I don't even know if the red ship can turn that fast

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You need to manual pilot tho

sinful vapor
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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.

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Unless it stops well enough, idk.

plucky thunder
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If you stop you lose ramp up

sinful vapor
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Fair, I forgot to consider the ramp up with the new MRS.

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I would consider that a drawback for sure when it comes to Orbiting then.

plucky thunder
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yes

vagrant flume
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Do I see conversations of MRS being too weak?

plucky thunder
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nope

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not anymore

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I proved myself wrong

vagrant flume
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Lol

sinful vapor
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Definitely not, just different dynamics with them.

boreal swan
plucky thunder
vagrant flume
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I made me a MRS UL nuke that goes 186 which is 60% the size of a HT version

plucky thunder
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Also the point of an orbiter is to dodge right ? Not necessarly avoid all damage but minimise it ?

sinful vapor
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I suppose as long as an enemies firepower cannot overwhelm your large shields each circle, they are dead in the water.

vagrant flume
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Dodge slow projectiles, spread out damage from faster ones

boreal swan
plucky thunder
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I remember an orbiter player just dodgin' missiles forever

boreal swan
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u can only move 1 way

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ig against missiles since they r dumb

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but even then, they can sit next to rock

plucky thunder
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ahah

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Try the ship for yourself IG

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See how it pilots

vagrant flume
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Missiles are such a pain

boreal swan
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i've made stuff like that in classic

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i assume it works mostly the same

sinful vapor
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The additional speed certainly makes it more dangerous though. Slower ships beware, invest more in turning.

boreal swan
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no

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turning is cringe

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just be faster

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outpilot it

vagrant flume
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Lol

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Who needs turning thrusters anyways?

vagrant flume
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Turning can’t save them if they can’t hit you

plucky thunder
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Old orbiters orbit at half the speed of this ship at twice the distance

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this ship is very hard to hit

deft crow
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i know there's ships with 8 (I have some) but thrust always flickers mid battle and there's no way to prevent it

brittle thorn
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just alot less and has mild flicker phases instead of rampant flickering

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i still think 8 er is fine

marble mauve
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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

compact kite
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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!

languid sand
sinful vapor
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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.

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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.

brittle thorn
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honestly all we need to hardcounter speed is a fast emp

sinful vapor
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Yeah I just edited that in at the end lol.

brittle thorn
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one hit to the engines and you're dead

languid sand
boreal swan
languid sand
sinful vapor
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Correct on two counts, but:

  1. It depends on how fast the devs want the game to be mobility wise, and may only need a single buff on EMP.

  2. 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.

  3. 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.

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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. 🤷‍♂️

compact kite
sinful vapor
# plucky thunder

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.

boreal swan
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good luck making that balanced (weight) and have good logistics

sinful vapor
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Someone is gonna try once it drops in stable, who knows, may be me lol.

compact kite
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true: weight balance becomes more critical the more thrust you apply

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has the RTS control autopilot learned to compensate the high thrust of rockets already?

marble mauve
boreal swan
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ur logistics being subpar probably does not help either

languid sand
boreal swan
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thrust scales less heavily w/ knowledge than weapons or defenses

languid sand
compact kite
languid sand
languid sand
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Interesting railkite concept

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But very hard to fit in 1.5 mil budget

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I think there has to be a very powerful railkite setup

languid sand
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OMG 6 railgun kite can go 130 again

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Its like the good old days xD

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Here the rough prototype:

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crazy how it only needs 1 cr

compact marlin
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I feel like extenders should consume 1-2 control points

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Seems a bit overpowered for them not to

languid sand
compact marlin
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Ers consume them,so I don’t see why they wouldn’t.

languid sand
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Alternate version

boreal swan
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assym D:<

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what do u do when u get shot by a regular fan

languid sand
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dont fight a rail fan

languid sand
pseudo kelp
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this will revolutionize freighters

compact kite
# pseudo kelp 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.

vivid stratus
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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

sinful vapor
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It better work too. Most of those are pretty dangerous, so you only get one shot so to speak before that ship is demolished.

brittle thorn
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tbf railkites never win against normal rails anyways

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their main advantage just goes away

languid sand
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Railkites normally counter railfans

brittle thorn
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i don't think so

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when the range advantage goes the kite might aswell stop being one

dawn rune
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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.

brittle thorn
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even then it is at a huge disadvantage imo

languid sand
brittle thorn
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wait lemme upgrade rq

languid sand
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so that I can actually play with other people

brittle thorn
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dammit i just upgraded

plucky thunder
boreal swan
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unless u do some orbiting stuff? idk

onyx jungle
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Oh, modular thrusters -- finally LUL

soft cypress
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do they chain explode???

brittle thorn
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nop

soft cypress
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l

brittle thorn
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they practically die once a part blows up anyways

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theyre just dead weight so making them chain is probably better

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maybe worse for career tho so ig keep them as is

sinful vapor
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Depends on where they are broken really, and how much the logistics is hurt in the area.

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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.

boreal violet
brittle thorn
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for career chaining is bad, for pvp chaining is good

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less deadweight but no recovery of resources

steel vault
brittle thorn
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chaning between modular parts that require eachother, ie accels chaining with the loader and launcher

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a railgun wouldn't work without its accel connecting it so it chaining doesn't matter much

steel vault
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I guess, but its only worthwhile sometimes, not always do I want my whole rail to explode and do damage to whats behind it

brittle thorn
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trading like 200tonnes for damage to what's behind it is worth it almost always

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especially when the gun isn't functional anyways and a single 2x1 wedge can block all of the damage

vagrant flume
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Chaining is terrible, if they did then all the time I spent making my MRS UL nuke redundant becomes worthless

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And too many times have I seen rails chain into ammo storages and blow up the centers of rail fans

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I think having some deadweight is better than having to expand your ship to account for chains

frail pagoda
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Or just design the ship better?

vagrant flume
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:/

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I literally just explained why it wouldn’t work

boreal swan
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i think it is interesting that if u get cut in half, it still works at 1/2 strength

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and also why have chain? the whole thing's not useless since it doesn't have 2 end parts like rails

vagrant flume
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Ye

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You wouldn’t want a single fire in a doorless component to take out everything

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Especially with how hard the logistics for MRS already is

sinful vapor
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I forget, can fires in modules without doors still spread fire?

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Because if so, MRS are a potential fire hazard unless you have doors into sections of them.

sinful vapor
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Good good, that would have been annoying.

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Testing fire spreading is tricky right now, unless we get a weapon specializing in starting fires at some point so I wasn't sure.

junior harbor
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small cannons are your best bet if you didn't know that already

vagrant flume
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That’s usually why it’s best to not have doors to the thrusters connecting an engine

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Also cannons are already extremely good at spreading fires

vagrant flume
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ive just noticed that once engines are attached, you cant make crew fuel the individual thrusters attached to it

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is that intentional?

vagrant flume
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this removes any practical way to use MRS with ER + LR

deft crow
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i haven't tried this in the new update but if bastion is correct this is very bad

vagrant flume
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this is very bad

pure juniper
vagrant flume
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seems to be happeneing to normal thrusters as well for me. though only when the ER is powered and crewed

brittle thorn
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er takes priority and disables supply prio for thrusters connected to it

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basically doesn't allow you to supply them when it's there

vagrant flume
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exactly

brittle thorn
pure juniper
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ohg that why the sound is horrible

vagrant flume
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seems to be happeneing to normal thrusters as well. though only when the ER is powered and crewed

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sound fixed

velvet sluice
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Is it that they disallow for individual engine powering?

vagrant flume
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i want to fuel individual engines.

velvet sluice
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Oh then don't use engine rooms I suppose

vagrant flume
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:/

velvet sluice
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You want both?

vagrant flume
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yea?

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thats like, the entire point of ERs

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to be a better option for more cost

velvet sluice
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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

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I've never found a use for individual engine powering while also using engine rooms before

vagrant flume
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the point of engine rooms is the 50% benefit, the feeding is more or less a bonus

vagrant flume
velvet sluice
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Let's see what Walt thinks then

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Those poor engine room crewmates might get lonely without the constant fueling which is a big deal

vagrant flume
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lol

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of course im going to have a set of crew specific to the ERs so its actually powered but yea

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Walt I see you have woken up, we require answers

marble mauve
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pretty sure i reported this exact thing earlier

vagrant flume
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seems so, only that its not a bug but an unnecessary feature

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at least thats what i assume, Walt has yet to respond

deft crow
carmine marsh
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Yea there's no need to ping the devs, especially in channels like this where they will get around to reading everything eventually

sinful vapor
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Kind of the point of the thread after all.

pure juniper
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doubt walt read everything but heavily agreed with jarjar

brittle thorn
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same

vagrant flume
stark gorge
# vagrant flume <@301038203517927424> ?

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.

stark gorge
marble mauve
# stark gorge That's intentional and it's how all thrusters work. I'm open to changing it, tho...

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

boreal swan
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maybe change mouse color or have a small warning so noobs know that they can use engine room to power instead

gilded quail
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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

languid sand
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Why add a toggle? just allow crew to supply the thrust

gilded quail
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i meant toggle as in the code

supple pagoda
# marble mauve useing large reactors and powering the rockets from the engine rooms is incredib...

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.

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As for assigning thrust even with ER i also vote yes

marble mauve
supple pagoda
# marble mauve the thing is we are putting ERs inbetween 2 rows of thrusters otherwise it isnt ...

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

supple pagoda
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#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?

plucky thunder
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It has overkill firepower

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give it only 6x4 launchers and you can probably make it decent

supple pagoda
plucky thunder
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yeah, you would need better turn thrusters

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Like a way to do a 180 in a few seconds

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it goes 124m/s rn

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wich is really fucking fast

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and is under 250 command points

supple pagoda
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Any reason why you didn't go for ERs?

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Not that it's bad, it's just the current topic

plucky thunder
supple pagoda
plucky thunder
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If you replaced the command room with an ER you would have a verr very efficient ER

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because you would basically have all the space for turn thrusters

supple pagoda
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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

vagrant flume
supple pagoda
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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

stark gorge
supple pagoda
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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

dawn rune
vagrant flume
vagrant flume
vagrant flume
supple pagoda
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What I meant is if Walt makes it possible to assign to both, we might not have the over-delivery problem

vagrant flume
marble mauve
supple pagoda
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Oh, makes sense now. I never noticed

sinful vapor
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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!

vagrant flume
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Sounds good

dawn rune
# vagrant flume I would like to see what setups you are talking about

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.

vagrant flume
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Hmm so short setups

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Well we are getting the ability to turn off the auto fuel so we should be fine now

vagrant flume
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And yea Luna has posted LR designs that work but that was when we could still fuel individual extenders

dawn rune
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You can just stack them on top of each other if you want longer setups.

vagrant flume
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You won’t get sustain with longer setups

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I’m using 1 LR per 2 MRS with 3 ERs, sustain is not viable

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Response time is simply too slow when it’s ramped up

dawn rune
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I'm running this at full blast at x8 and it sustains fine.

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Can't imagine why you'd ever want to go that long for PvP, though.

vagrant flume
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Christ 72 crew per module

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Mind sending me a clip? I want to see how close the extenders get to flickering

dawn rune
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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.

vagrant flume
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I see

dawn rune
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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.

vagrant flume
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Yea, the module is also quite a weird shape so it would be hard to implement into a normal ship

dawn rune
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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.

vagrant flume
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Still, allowing us to fuel each extender gives us a much larger range of applications

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Like the LR could be on top, two reactors could properly support one module

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I’ll have to experiment more with it though

placid thorn
#

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.

vivid stratus
#

Has anyone had luck just deleting doors to thrusters/pods to improve ER efficiency

supple pagoda
vagrant flume
#

Either way rail kites are gonna be a heck of a lot more annoying

placid thorn
#

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.

marble mauve
#

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

void summit
dawn rune
#

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.

vagrant flume
vagrant flume
#

Rail fans get countered by many things these days

#

Mainly ULs and ION rammers

#

Both of which will benefit further from MRS

brittle thorn
#

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

languid sand
brittle thorn
#

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

boreal violet
#

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

languid sand
brittle thorn
#

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

arctic bridge
#

i know the graphis are placeholder but tare the sizes demonstrated static?

rancid heart
#

can u please do something against the ugly stretched particles ? :V

sinful vapor
#

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.

boreal violet
boreal violet
sinful vapor
boreal violet
#

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?

sinful vapor
#

Definitely. I have a number of ideas once it hits stable.

maiden shell
#

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

plucky thunder
maiden shell
#

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

plucky thunder
#

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

maiden shell
#

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

plucky thunder
#

okay, remove crew assignments, should still work

maiden shell
#

doing weird stuff just to make something work as intended is not a good idea

plucky thunder
#

This one should work

#

I just removed some doors

#

:3

maiden shell
#

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

plucky thunder
#

Last one works without flicker

maiden shell
#

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

unreal verge
novel notch
novel notch
#

oh

plucky thunder
#

#ships message

arctic bridge
#

is there a different between the engine room touching the extender and the engine room touching the fuelpod?

sinful vapor
#

I believe Fuel pods don't count as getting the ER boost.

arctic bridge
#

i see

#

so its just engine rooms to feed fuel in that instance

#

got it

stark gorge
#

@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.

gilded quail
#

🔥

short fable
#

oh cool

vagrant flume
#

Nice

thick sandal
#

How dare Walt Cosmoteer himself bring untruth unto thee?!

gilded quail
#

Walt "Cosmoteer Coolguy" Destler LIED

cerulean fiber
#

What’s motivating the additional toggle?

vagrant flume
#

And we want to fuel individual extenders because it’s far easier to sustain than fueling the ERs, much better response time

cerulean fiber
#

Because of the higher net battery capacity or because logistics (shorter distance between doorway to deposit)?

vagrant flume
#

Logistics

tawny smelt
steel vault
#

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

languid sand
#

I was finally able to remake the first ship I ever brought to a tournament

brittle thorn
#

thanks i hate it

#

thankfully it is very railfannable

languid sand
#

such a fun meme ship

brittle thorn
#

it's ultralight and i hate that. my resentment towards speed and ul will never diminsh, blah blah i don't like uls

boreal violet
vagrant flume
#

ULs are a lot of fun, even more so now with the modular thrust

foggy grove
#

diagonal thrusters when?

sullen merlin
#

I think these should be renamed to modular thruster system (M.T.S)

unreal verge
#

"Sistema de Propulsores Modulares" SPM, we did it lads, we got SPM from Factorio on Cosmoteer

foggy grove
#

since we're getting new thrusters can we get like fuelpod sized engine rooms for smaller ships/engine clusters?

brittle thorn
supple pagoda
foggy grove
# supple pagoda 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

boreal swan
#

why have diagonal thrust

foggy grove
#

why not?

#

it's not like it'll suddenly make diagonal ships OP just cuz the diagonal engine clusters are slightly more efficient now

boreal swan
carmine marsh
# foggy grove why not?

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

brittle thorn
#

tbf they're already thruster efficient just in terms of maneuverability and being able to use all available thrust

foggy grove
foggy grove
boreal swan
#

modular thrust has a distinct niche (long instead of wide thrust)

boreal swan
foggy grove
#

so it didn't win, got it

sinful vapor
#

Tbf, diagonal ships are optional rather than default. Not as common to be seen.

supple pagoda
foggy grove
supple pagoda
boreal swan
boreal swan
#

would've won against most other ships (and against a non-tb wall)

foggy grove
#

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

#

🤣

sinful vapor
boreal swan
#

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

dawn rune
boreal swan
#

o that too

#

that wouldn't even work w/ diagonal thrust

foggy grove
#

also, the geometric penalty for thrusters in diags

boreal swan
#

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)

foggy grove
#

its still there, just a lot less noticeable cuz you can basically just add an extension

foggy grove
vagrant flume
#

Modular thrust would definitely be worse on diag ships but probably usable

boreal violet
#

i imagine for turning big diag ships itd be nice

#

but i doubt thatll be its main use

cold crypt
#

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

sinful vapor
#

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.

boreal swan
#

still prboably going to happen w/ noob ships but in a different way

sinful vapor
#

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.

boreal swan
#

having a shape that fits better w/ the ship will not magically make a logistically challenging part less logistically challenging

foggy grove
#

but it does fit better which is the starship architect part of the game

little solar
#

fly them in a formation with self collisions disabled

distant plaza
#

im so happy this is getting added because it might actually legitimize gargantuan ships

valid fulcrum
thick sandal
#

@distant plaza = ???

cold crypt
lone grotto
#

Any idea when this could launch to live version? Looking at the buff changes especially

sinful vapor
#

Whenever they have the visuals finished. I think that is all we are waiting for atm. When that will be is anyone's guess.

golden mauve
vagrant flume
#

It doesn’t overlap with medium reactors as well

toxic meadow
boreal swan
#

modular rocket engine

brittle thorn
#

meal ready to eat samthing

dire fox
#

meals rarely eaten, is another slang for mre

brittle thorn
#

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

plucky thunder
#

MTS

Monster Truck Supper ?

#

Molten Titanium Surger ?

#

I dunno, MRS is quite good

#

Plus, it really looks like a rocket

supple pagoda
boreal swan
plucky thunder
#

I dunno I have no trouble with it

dire fox
#

vtc? variebul thrust configeration?

thick sandal
#

PPP? Promjenjiv Položaj Pogona?

brittle thorn
valid fulcrum
thick sandal
dire fox
fast bane
frail pagoda
silk sun
golden mauve
modern mountain
#

Before this goes any further, #off-topic

little mountain
#

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.

marble mauve
boreal violet
#

theyre pretty much finished

#

i dont think the general idea is that they are op

#

all thats left is spritework

boreal violet
#

its down to how clever you are with placement ofc

vagrant flume
#

And gives more total thrust at the cost of constantly unbalanced thrust

#

…also very vulnerable to damage

boreal violet
#

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

arctic bridge
#

query

#

if the thrusers are damaged at any point do they explode like rails or just lose a bit?

modern mountain
#

There's no chain reaction

unique grail
#

Is there an adhd explanation of the chain thrusters

abstract turtle
#

it connect and go fast when powered!1!!

modern mountain
# unique grail Is there an adhd explanation of the chain thrusters

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
thick sandal
supple pagoda
brittle thorn
#

mr is for weight

languid sand
#

depends on ship weight

#

mr for ul lr for heavier ships

brittle thorn
#

exactly

deft crow
#

yes

stark gorge
#

@everyone If you're not aware, the MRS is now in Release Candidate phase! #1213242988642304001

cerulean fiber
#

exciting!

pseudo kelp
#

Peak

rancid heart
#

nice :D

vagrant flume
#

nice

supple pagoda
#

Do we still post the feedback about MRS here, or elsewhere now?

languid sand
golden mauve
#

Greatest patch note of all time.

golden mauve
#

Hey, why does this not work?

#

I think it should have a similar functionality as chainguns do.

abstract turtle
#

i have legitemately no idea

supple pagoda
golden mauve
#

It'd make arrangements like this possible which'd be really handy.

#

Also why aren't the thruster capacitors fully modular?

junior harbor
#

wdym fully

supple pagoda
#

why not move the right column 1 square down? still 2 boosts, but that northeastern capacitor would connect

golden mauve
#

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.

supple pagoda
golden mauve
#

Actually, if the engine room can fuel the individual parts, I don't think there's even a need for those battery multiplicator thingamajigs.

abstract turtle
golden mauve
#

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

supple pagoda
#

nothing official

abstract turtle
#

i had no idea what it was

#

supposed to resemble

gray matrix
#

None of the 4 new ships have point defense?

golden mauve
#

Yeah, I don't see the issue with that.

abstract turtle
#

do they need to have point defense?

supple pagoda
golden mauve
junior harbor
thick sandal
golden mauve
thick sandal
#

no way

#

rectangle with rounded corners

golden mauve
thick sandal
#

no fucking way

#

im so blind

#

the only ones I use are line, oval, rectangle

abstract turtle
#

whats ms paint

thick sandal
#

best paint app ever

#

much better than paint 3d especially

abstract turtle
#

worst paint app ever

thick sandal
#

yes

sullen merlin
supple pagoda
#

As long as thruster plumes don't deal damage, there will be solutions to ignore exclusion zones

abstract turtle
#

how do i make locking ships??

abstract turtle
#

we were literally fucking talking about paint softwares here

thick sandal
#

yeah because it was a relevant chain of thought

lone grotto
#

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.

supple pagoda
supple pagoda
lone grotto
#

also finally the good 'ol tilted plume sprite is shinning thru xd? whats that? permanent part orientation bound sun storms?

#

clearly visible ----

supple pagoda
lone grotto
plucky thunder
golden mauve
#

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.

modern mountain
golden mauve
#

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.

cinder maple
#

Hmm

#

Yeah that’s unfortunate

#

I can’t think of any way to make regular locking work with it

golden mauve
#

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).

supple pagoda
deft crow