#Meltdown Update Preview
1 messages · Page 6 of 1
its speed is dependent on the size of the build grid (probably by mistake) so if you have huge ships on they're way better than they're supposed to be
probably
wait they changed the appearance of fire to make it more cartoonish??
I think thats just the indicator
but like thats also broken right now they don't go away sometimes
a lot of things are broken
the fact you can just set your ships on fire at will now is funny (if its not built for overclocking / heat dissipation)
what does this icon mean
so like an inbetween of tile being completely destroyed, and still Walkable?
when destruction is via fire?
its not destroyed just disabled
and you make it work again by repairing
basically
lol
if all your airlocks get scorched is there even a solution to that
fly to the nearest station if you can and have them repair for you?
i mean its probably the same as if you get your airlock destroyed normally
fair
I guess I don't experience that ever lol
actually im surprised that hasnt happened to me yet I don't think I've had problems with getting my airlock blown up
for a second I thought you meant starter ships
I have no clue for ships in general
LMFAO????
microwave
the fact the attacking ship melts in the process is so funny to me
you set your ship and their ship on fire
someone didn't build enough heat dissipation /silly
Yea this was before some trb nerfs though
I feel like you could probably still do this just with a much bigger ship
building the death star with this one
Nope, we made sure you can't lol
damn 😭
is there a cap on dilation then?
No fun
not even with huge ships?
I feel like you should be able to do that with like a hundred million dollar ship
That's a lot of money
You can definitely still make huge beams that do tons of damage, but nothing like that gif from early alpha testing when it was completely broken 
but there are diminishing returns that you eventually run into that prevent them from scaling up to be too insane
they should make it so like its completely unreasonable to do stuff like that except still technically possible
just for funny
oh wait do you mean the giant visual effect that fried everything not visible? lmao
is there a formula for this
not that I know of, it's complicated coding stuff
I found this
but I dont know what numbers amplification and dilation are based on
Amp and Dilation can be increased with pumps
read the pump description
Amp is 110% per pump and Dilation is 25/50% if you connect both ports
it's on the tooltips for the pumps
where is the diminishing returns for it?
is it the per pump thing diminishes and isn't truly 110% per and 25%/50% per, or?
I'm confused by shield damage power cost
it might be about how much power it drains from shields it hits?
or the effect it applies to shields it hits 
it's a complicated scaling formula in the game code, idk what else to tell you
For any more detailed explanation you'd have to ask the devs
So, anyone care to explain why if this gets hit in the front with a Nuke, one of the overcharged shields explodes, but the rest of the ship remains intact? Presumably the heat generation instantly fried it inside the ship from blocking so much damage, but like, it is part of the heat network and the heat storage only gets half full.
Probably just can't draw the heat out of the shield fast enough
Do we like, have some data as far as what the network is capable of drawing? Unless I am missing something, that isn't explained and it shouldn't overheat/take damage until the network is overloaded.
Idk 
pretty sure heat pipes have infinite throughput
Oh, come on! I left for a vacation literally hours before this released! Ah well, I guess I'll have to catch up with it today.
I figured as much too but the shield disintegrating says otherwise.
Feel free to throw a nuke at it and see.
Fair, or maybe someone more thoroughly knowledgeable with it all knows what is up, idk.
could you post the ship.png?
That should be it above no?
nope
So what, do you need the screencap of the blueprints or something then?
Just using the screenshot system built in.
Okay - could some kind person summarize the changes or link to a changelog?
open the ship folder and just drag the image into discord
awesome, thanks
I do love exchangers and how OC small objects can be used remotely. Super neat design wise.
Also, even just a single OC Ion beam is a real threat. It may not get through shields alone but the arcing lightning gets around and destroys them from the sides, paired with a Prism and becomes unbelievably flexible. Picks apart a ship a bit at a time if needed.
on the ship you posted, the shields aren't connected directly to the network because of the pipe crossing
Oh, forgot to save the updated version lol...
my b
I did realize walkable pipelines do not function as connecting to side devices and fixed it earlier.
trying out overclocked cannons. big fan of the large one. not a huge fan of the small one
Just fired up the preview - is there no tech requirement for the heat stuff?
Changes to thrusters seem to have lowered the bar for reaching a speed of 100~, but with vastly diminshing returns afterwards. I don't even have a lot of thrusters on that mildly bulky ship for its size to reach that speed going forward.
And within one minute, I've already managed to crash it! Awesome!
it'i'd be nice if we could conect radiators like this
the battery fills up completely for me
Critical bug report time!
deck cannon?
It wasn't for me but if that is the case alright, maybe I just didn't notice it right away....
yes, however crew reaction time is very important for shields, far away shields may benefit from an OC capacitor and nearby crew to functionally increase the amount of energy storage the shields have
Nope. Game crash with ConfigurePartForFavoriting.
shields like to have crew and power close by
Is there something that I should be aware of for that?
this is why on many pvp ships you see shields (especially large shields) adjacent to the reactor or very close
I'll post examples in a sec
I like that radiators can be connected to each other instead as a compromise
examples, small shields have a good supply line and large shields have a good supply line and are as close as possible
Do deck cannons have a known problem or something?
Did you ever saw M.I.B? When will smith uses the little alien gun? Well, atm overcloccked deck guns are quite similar, but without the kick back.
So, 1 OC shield seems to take right about 5k heat from a Nuke before breaking. 2 therefore fills a whole Thermal Battery. If you have any heat in the system those parts take damage and potentially fry.
I tried turning off some OC shields and tanking Nukes again and that is about what it turns into. Having 3+ OC shields means the Nuke damage hits them all and overloads my systems, so it is actually better to just have 2 OC shield in the case of overwhelming damage.
heat decreases penetration resistance and also increases damage dealt to the part
I don't even know what overclocking is.
I managed to crash the preview within two minutes of opening it.
Dang
And I just got back from a weekend away, so I haven't been up to date with any of this.
(The preview opened literally four hours after I left, so I'm as behind the times as is possible)
it is meant to be infinite
crash the game on their new mode, overclocked, which allows them to perform outside of their normal opperating range (makes them stronger) but they generate heat you need to get rid of
deck cannons are so strong they crash the game
#1019741923893858305
What's an operating range?
Long story short:
Almost every module are now able to be overclocked, once you overclock a module it gives you either a new mechanic or a bonus depending on the module, but it also generates heat that you need to dissipate trough radiators or storage with heat batteries to storage the heat.
Good to know.
mobile is not opening anything - is it meant to link a thread ?
Yes.
I've already submitted a report there.
desktop it isn't opening a specific thing either
just the bug reports channel as a whole
Small thrusters and PD when overclocked generate a bit of energy which is quite cool if you may ask xD
Cool! Or hot, rather. But didn't small thrusters do that already, though?
small thrust already does that
Wait, really? I must have missed that as I tend to only build big ships so I rarely touch the small thrusters :v
https://discord.com/channels/314103695568666625/1019741923893858305/threads/1371507165294235719vs
https://discord.com/channels/314103695568666625/1371507165294235719
1st is the one that didn't work 2nd is the one you sent that did work
somehow 1019741923893858305/threads/ got inserted in the middle of it ig
Yeah, I saw. Odd.
I guess you can't just copy from the search bar, then.
they can be?
wait nevermind i miss read that
They can, but they are activated one after another
nuh uh
i don't really understand how the game chooses but it's definitely not like that
Its probably random which ones activate first but if need be they can all activate at the same time
Is there a description of what overclock does for each part?
Ah, found it.
The description was almost too tall to fit on my screen.
did this get updated
im assuming not as the game still crashes from deconstructing ANYTHING
I'm kind of torn about using overclock tech in my custom faction project, because as much as the tech really aligns with their ships, the idea of things getting rebalanced and all of the ships catching fire is dreadful
I'm not really sure how much heat generation/dissipation/storage numbers are going to be changed from the preview to full release
i think somethings horribly wrong with the ai
for some reason when im using a model m in career the enemy just flies away from me and like doesnt even try to attack me (it attacks if im infront of it)
I think I'm done trying out the preview, after about 10 minutes of play-time. It looks fun, but there are some problems.
I love the idea of overheating, heat management, and heat weaponization. The idea of using waste heat for something positive (for you; negative for your enemy) is very creative. The graphics on the new components look great!
However, there are some downsides.
Opening the game causes my computer's fans to engage; playing the game spins up the fans to their maximum speed and volume. Even then, my computer heats to an uncomfortable degree. I generally believe that if my computer is uncomfortable to touch for a prolonged time it is under too much strain - and that was happening here.
Even with the computer running hot, I experienced lag and stuttering even in the starter system - while mining an asteroid, flying the starter ship, with no enemies in radar range! If even that is too much for my computer, I'm afraid that progressing further in the game may be implausible for me.
Furthermore, I've already caused the game to crash for two separate reasons - in the first 10 minutes. Basic actions - interacting with the UI and refitting the start ship - caused the game to crash precipitiously. While - as a computer science student - I fully understand and sympathise with the difficulty of working with object references, I as an end user have a limited ability to edit the code to resolve a null reference exception.
All in all, this puts a bit of a damper on my enthusiasm. However, I will gladly reassess the update when it reaches a more stable and playable state! Cosmoteer has been an intermittent part of my life for years now, and some of my best memories of hanging out with friends in high school were while playing Cosmoteer. I'm looking forward to seeing this game develop into a more polished product!
ngl the ships are unbearable to direct control for some reason
if OCDC are a bit overtuned, has the stun radius/duration been changed?
they withstand some hefty damage
this is for a large heavily overclocked ship that needs a lot of heat dissipation, so i couldn't just hide enough radiators in gaps in the armor
Can heat flow through e.g. thrusters or only through heat pipes?
So long as the green arrows line up everything should flow through each other I believe
👍
oh I thought this wasn't the case
Only through pipes
What jarhead said is wrong
Wait really? I thought flowthrough was only a dissipator thing
Really?
I haven't had any lag at all with it so far, though admittedly it's a small sample size for time.
it's so joever
The only exceptions are radiators, thermal canister launchers, and thermal resonance turrents
That's it, banning myself forever
the TURRETS are flow-through??
that is funny
yes, because they are considered “heat parts”
(I finished editing it now)
Theoretically, if someone wanted to be dumb, would Thermal Betteries count connecting 2 lengths of walkable pipes? Just being silly here.
technically yes they should
lol.
But yeah, the more I tested things, the more I realized that this OC stuff is basically reinforcing/boosting a smaller number of systems, lowering the spam of large quantities of systems we have been seeing for so long. It comes with risks, but also benefits.
I think it is a good thing so far, and I imagine once we work things out more for certain weapons balance(OC DC I am talking about you), Broadsiders will be more common. Having a long ship with a pipeline going the length of it, and reinforcing a handful of powerful weapons on each side. Should be cool and I plan to try and do that next.
Interestingly, that also allows for putting Radiators on both ends of a long ship, so even if it breaks in the middle, it doesn't kill the system entirely. You could even have a single heat taxing item as the core of a long ship, connected to 2 different heating systems. That would be neat.
So I'm a little confused here, apparently engine rooms that are overclocked will overclock adjacent engines right? So why don't these other parts seem to be overclocked?
ohh wait ok nevermind, the room needs to be powered for the overclock to take effect
Also as for this description, the "ramp time exponent" is like a multiplier right? I feel like saying "Ramp-up time: -40%" would be a little clearer
An exponent is a much bigger decrease. E.g. say you have 10 extenders. Non-overclocked thats 10x ramp up time. with over clock it is 10^0.6 = 3.98
What is the algorithm that determines where a parts heat goes? Currently if a part is connected to multiple disconnected thermal systems one may expect that the parts heat will get split between the connected thermal systems evenly but instead it seems at least sometimes all of the heat gets dumped into one of the the part's connected thermal systems.
seems like you computers needs more radiators ;)
ohh, ok I see now
it seems there is a new bug in this version which isnt related to heat but rather it makes crew members which carryx batteries change their mind and go elsewhere halfway through walking to certain parts
for example i had a single piece of railgun which got refilled once and then they just kept goig backwards towards the engines
That might be intentional if the other parts have higher priority and there are no other available closer crew.
pvp players call this pretasking
i would check your crew priorities
sorta, pretasking does use crew task switching but pretasking is specifically using a lower priority, power using part to get crew moving so they can get to the higher priority part before it loses power
for example using an autofired point defense to get crew already in an engine room
youre like 9/10ths of the way theyre with your understanding tbh, im just pedantic
honestly the last 1/10th is just me being lazy and not feeling like explaining it properly like you did
yeah thats fair
i named the tech (but didnt create it) so i like to be clear about how it works
It's a little hard to install those on a laptop, unfortunately.
Not sure if this has been said before but you cant find the Thermal rocket peaces in the Doodads menu
funny idea, heat buildup in the sun area, so you both are torn to shreds by solar winds and burned to death
This is an interesting tooltip
We need widen tooltips with 2 columns to show the info of such things. It starts to be too long
Agreed
I think the Damage area is the difference maker on the lasers?
Also, is it just me, or are crew members moving waaaay slower with energy?
I know they want the game to run better at 1x, but it feels sluggish
Is there a limit on dilation for thermal resonance beams?
I recorded myself playing career to find some feedback, were fires always that deadly ? I added an extra fire extinguisher but got annihilated by a fire from a small cannon. Also rts AI being incredibly unpredictable.
I still found myself pausing as much as when I'm playing casually (aka not recording in a cinematic way) and I found myself wanting to press x2 a lot because it was slow af. Defenseless ennemies taking ages to finish off.
The new preview adds a ton of content, but it also halved the gameplay speed and it's very boring.
yea thats already reported
true :( i have a shitty laptop too, but it's holding up ok for now
max 600m?
I haven't been home in a bit (will be later today) so ive had to play on a pretty damn shitty laptop. Honestly ran pretty good
getting the loading new stuff screen every time i load
anyone getting insane lag spikes with overclock tiny thrust?
well not just a lag spike
big lag in general
Nop
I made a large ship that uses oc small for all directions but forward and no lag at all
Largish ship*
well, ships don't (past a point) move at full speed. i'd probably suggest a ~25% reduction in storm lightning frequency?
its all airs fault
unsure if this has been reported but reactors arent taken into account in the build mode heat generation calculation
Engine rooms can't be overclocked right? I was thinking of trying to overclock a MRT stack thing I made like this a while ago but there doesn't seem to be any way to route the heat elsewhere without causing breakages in the MRT stack
auto fire thrust on this and itll overheat even though according to the game it shouldnt
they can be overclocked, messing with it rn
oh well, there's the MRT stack in question lol
they dont consider er heat increase
they do, if they didnt it would be a lot lot more then barely over
So, trying the new overclock system...
It's not obvious what the heat capacities of things are.
Nor is it obvious how much heat they currently have in them
most things have 0 heat capacity
what does "absorption inefficiency" mean?
heat absorbed goes up by 40% when entering the pipe?
yeah
Phalanx 6ish, meltdown version
Probably needs more crew...
Oh ups
I can't wait for career but having to seriously think of heat in combat
i love this
yup!
hmm
overclock needs a hotkey
I think it will be mostly overclocked shields that will cook peoples' ships since they can generate a huge spike of heat when taking a lot of damage.
fire appears after how much heat?
Imo, I think changing it so that specifically shields only take half damage from ion storms would be better. It was already difficult to make specialized ships that survive in them, and now it's incredibly more so.
you can set one
aye, their defensive capabilities are based more on your thermal system than your power system, which i love
the chance scales from 0 to 0.5 and value scales from 0 to 1 as heat scales from 350 to 2500
ticking every 0.5 seconds
tries to figure out how best to communicate that to the user...
#1371211274268049409
hmm
definitely punches a bit above weightclass...
What are people's current guesses for weightclass multiplier with OC?
Overclock is great
it really seems to depend actually
one of my ships i made in the beta of deck cannons is doing ok against non-alpha ships when i am not having piloting skill issue
TRT has no firing arc stat
Catastrophic cooling failure
This sounds like a challenge
it is
I think some piped armor would be great
nah, having pipes be fragile is an interesting design challenge
I meant armor that could evacuate heat towards pipes directly
to avoid the absorber inneficiency
I think exchangers just need a radius and speed buff and price nerf
Can be used more defensively but still kinda bad if usin instead of pipes because of efficiency
disagree
also I don't think armor should disintegrate upon being superheated
it's a solid chunk of metal after all
I think a damage vulnerability is more appropriate
Wait, that Equalizer?!
I have never seen you in the community before.
?
#1370799036591898837 message I made my point clear
both
they already have a damage vulnerability
I'm going to randomly guess overclocking when optimized will give a 50% cost effectiveness boost. i.e. An overclocked 1m ship will be comparable to a 1.5m ship.
and metal can in fact melt
yeah but it's in space there's no gravity to make the metal go away
that...isn't necessary for it to go away?
How much energy you need to vaporise a 1x1x1 meter block of solid steel
not as much as you need to melt it and let entropy and momentum carry away the goop
and besides, it's not like this game is greatly realistic in any other manner
real rocket engines need fuel, energy shields don't exist, etc
i think it's fine for heat to deal damage to armour
Beside realism, I don't think it's balanced either
armor takes too much damage is my problem
if it didn't, the TRT would be restricted to only being a support weapon, which isn't great
Canisters are my main concern
in what way?
Heating it will impart some outward velocity as the metal vaporises and expands.
After reading all this feedback and the suggestion for meltdown preview. Is there something that you already know that you want to change?
armour taking too much heat damage is something that could be changed, i do recall floating an idea to give it heat damage resistance similar to its explosion resistance
They feel too powerful, they are very powerful weapons and basically bails you out of you heat problems
a few of them can decimate your armor
i haven't actually seen them be greatly effective as weapons, but yeah they are definitely too good as heat venting
has a toggleable "heat overlay" or somesuch been suggested for the ship design screen?
would be great to see at a glance what items have heat enabled and toggle them at a click
the intent is to give railguns an alternate use other than railfanning, as it's currently the only real way to use them
that really looks to be more the OC lasers than the TCMs doing the heavy lifting
I'm just really enjoying how much this preview is shaking up builds, and making ships more interesting.
I'm gonna see if i can find things to improve for modding in terms of existing .rules changes and see if i can poke Celeste about it
overclocked power capacitors are amazing
Could we get an explanation of how the new status effects work. Afterreading the code, I couldn't undestand very much the math behind it, specially heat.
Fire
Fire can have up to 75 health. I guess that hp is used on exinguish to kill it.
Parts need to lose 75% of their health to be at max scorch??
It takes 80s for a part with 1000 hp per tile and all in fire to reach max scorch.
Fire deals up to 9 damage per second at max scorch??
It has a 40% chance affected by something else to spread, but can't spread on foam??
It has a 16% chance affected by something else to kill crew.
Fire Foam
No idea when it appears, but it prevents fire from spreading.
Scorched
When something is in fire, it somehow can become scorched, gaining resistance to fire but it loses restance from other stuff?
Heat
It reduces resistance by 1.25% scaling somehow multiplicatively but with 0.75 exponent.
It somehow reduces penetration resistance.
It deals someone thermal damage and then reduce itself?
It has some chance to apply fire?
fire foam appears when fire extinguishers extinguish fire
this update allows for some interesting design choices...
the incredibly narrow shield gives an interesting design constraint... Will you accept some side chip damage for an invulnerable centre-front?
power cores overclock compensating hard for that extra travel distance 😄
that with overclocked capacitor for more power per battery
Without overclock it wouldn't be viable, the reloading of the heavy laser and shield would be far too flow
Probably even with double the crew
yeah, but the TCM make it possible and kinda carve the way for the lasers
Converted my railfan design into something of a "fuck you!" throws a wall of bricks design.
It does bring overclocked railgun balance into quesion #1370966033028087919 message
they are very powerful, but should be a lot harder to hit moving targets with
Small problem: This ship is stupid fast and will always be the one chased
mmm, i suppose they're pretty good on kites
more testing is required, please do send feedback and examples
Is there a place I can send this blueprint, along with the non-overclock variant of it, for the devs to compare?
Just the ideas channel?
here
right now I need to find the folder those are saved in again...
pins in #ships
This test was both pitted against an Auriga, with Reverse Hyperdash (new; left) being a straight upgrade in combat effectiveness over Wavedash (right).
Once in range, the new design shredded Auriga like cheese in a way the old one couldn't dream of.
Thermal dynamics update
Also, I've found that building small ships around overclocking forces you always to overclock because space is so much more valuable on the smaller ships.
My reactor can go Chernobyl?
meltdown rc ship using 20 overclocked ions, 4 overclocked large shields, and 2 trbs
I just realized that Shields code got modified and now there is a modifier in Arc and ResourceDrainPerDamage to make overclock work.
It would be very useful if you also allow modders to use modifier in the Radius and Penetration Resistance
🙏
can be easily fully vented by the 8 tcms
wow, shields and the power battery overclock are kinda nuts...
this very unoptimized thing is punching noticeably above weight class (while also being pretty maneuverable)
The power capacitor contains the equivalent of 545,000hp in extremely quickly usable form.
Shields being 3x as energy efficient with 3x hp is probably too much. (maybe a hefty constant power drain like 0.2 per second might get them to a less invincible level?)
And power capacitors could go down to size 2 batteries with no power capacity boost and I'd still be happy to overclock them.
Seems like the devs underestimated overclocking a bit lol
OC shields are better dealt with thermally rather than energetically
looking at your radiators, you aren't too far off overheating there
a big volley could very easily cause big fires
though OC shields are slightly too powerful rn, we're looking at raising their heat generation from damage by a bit
looks like it might need to be larger than things in weight class can deliver 🤔
the heat battery gives a bit of leeway...
a single nuke would probably cause that thing to entirely immolate
and anyway, overclocking's definitely more effective on smaller ships
it's just the square cube law in action
It just dawned on me that heat in Cosmoteer is a lot like Flux in Starsector
-Built up by firing weapons or receiving shield damage
-Options to build more capacitors or more vents
-Vents out with blue flames
-Overloading leaves you crippled and vulnerable
It's honestly so similar that I've started subconsciously calling it flux instead of heat
so now that its been a bit
heat cannon, how crew effecient is it when compared to other weapons like ion beams n stuff, per damage output?
It Very Depends™️
My method to figuring that out is trying a career run with the weapon and seeing if it's effective
for example, deck guns are really great and if you design competently it's almost impossible to die, but they require a LOT of crew to be able to sustain fire beyond a couple shots
missiles have annoying and complex logistics, and the enemy having the right defenses can make missiles have a much worse time, but otherwise missiles can be really powerful and are easy to hide behind defense
they do kinda suck vs shields though
they are ass against shields tbh
which I honestly like because a lot of weapons are great against them but not armor, so now we have a weapon that's actually bad against shields but good against armor
How are OC power capacitors looking to you guys atm?
They seem to be what really lets the shields tank
None OC shields fed by a capacitor are likely to be a big step up, though I sadly can't test tonight
quite frankly i haven't tried OC capacitors
though from what i've gathered from testing, both public and balance council, they do seem to be quite strong
They are AMAZING with shields, in special big ones
ive found that while oc shields are good they straight up burn down when subjected to high sustained dps and often immolate the entire ship by extension due to overloading heat networks
Each OC capacitor is a instant size e battery
yeah, which i love
you don't break the shield, you overheat the generator
Yeah, OC shielding demands an ungodly amount of heat management. Which is fair by how strong they become once OC
I feel like mine are more fragmented and redundant than other people who use central cooling. I feel like i try to use the less amount of pipes possible (mindustry player syndrome) and my brain prevents me from using radiators because the heat could be used with canisters ahah
I love the idea of turning their protection into their undoing
I just love a huge pipeline running through the ship xD
it does look quite fun because a nuke hitting an overclocked shield does nothing to the shield itself but you can see the overclocked shield and oftentimes its neighbours immediately burst into flame
T-Batteries my beloved
T-Batteries? oh Thermal Batteries
it also seems the play is a mix of oc/base large shields because it provides redundancy vs sustained dps and a balance of highly concentrated defense and coverage. thats good
I love the steampunk look of pipes
aye
my 50/50 mix of overclocked and base shields seems to do just fine versus overclocked weapons
i have noticed however that actively defending against overclocked weapons is like entirely futile
good defenses help you kill them first but overclocked weapons are generally absurdly powerful and punch through anything with reasonable levels of investment
new ship, Crunchtime
Oh that's fun
less melty shot
"less melty"
What heat is that heat absorbing draining? Is the second electrogun also OC?
both disruptors are overclocked, yes
Crazy looking ship 😄
can tcms fire without taking full heat storage if left on autofire?
each TCM has to be fully charged with heat to fire
vibes
I should too
i bet part of the faction's identity is gonna become "thermal ships with shitty heat management"
ok so im not wasting heat venting by having them on autofire good to know
you are not
more like "it works till that breaks then we're fucked"
yea
my beloved
i do really look forward to what the architects do with meltdown
me too ! Saris is already cooking 5 michelin star lmao
aye
I hope piping systems stay unpractical enough where using them extensively or trying to compact a ship using them will always look scrappy
What does shield overload status effect?
what disruptor creates ?
It's damage over time and stacks
so one single diruptor can eventually drain a lot of shields
I don't mean disruptor drain
I think that disruptor uses drisruptor drain status
I mean shield overload status
Do disruptor uses both?
what causes shield overload ?
I think that when a shield is overclocked it also gains the shield overload status effect
oh it generates heat when taking damage maybe ?
I don't think so, that is a different component no a status effect
Maybe it changes the texture
alright the ship is finished. my first meltdown 1.5m pvp ship, 20 overclocked ions 4 overclocked large shields plus 2 firebeams and using overclocked factory fire missiles to vent heat. (the missiles are HE so i can swap them after a match starts for more free heat storage)
thoughts:
- tcms are absurd. if i tried to vent heat the normal way with radiators id probably be spending 500k creds on them alone. the fact i can do it with 8 launchers while also getting a pretty damn strong support weapon is weird. maybe theyre fine balance wise if radiators get buffed.
- oc shields work well with a mix of normal shields, as they are poor vs high sustained dps and burn down otherwise
- overclocked ions are crazy. i only have 20 which is a pretty low count for ion ships but this ship feels like it has probably some of the highest firepower of any ship ive ever played. theyre annoying logistically but very powerful
- trbs are cool
takeaways: - radiator buffs/larger variants
- small nitpick but fire at will oc ions should change behavior to fire whenever the lightning can arc, not only when the ion is directly in line with an enemy tile.
humble sundiving mining ship
Not sure if that's enough storage for a sundiving miner but still, really cool utilization of the oc shields
it isn't 🙂
whats the heat collector for?
overclocked miner
ah
greetings, did we get any patch for the meltdown preview? (just because my game is loading slowly, like when the game updates)
not yet, its probably that old bug where it loads first time files every time. been having that too
makes sense
Kinda like how the luddic path from starsector uses safety overrides very frequently
dunno, never played starsector
Fringe is more like not having any safety to override to begin with
I think the order of best to worst heat management faction wise will probably be:
-Cabal (energy focused, duh)
-Mono (industry specialists)
-Imperium (alpha strike for strong damage)
-Fringe (space junker)
i agree but swap mono and imper honestly
imper is simply the best of the best, and mono, well sure those guys are on fire, but spending money on thermal batteries means less for employees, right?
in starsector, the luddic path are basically space jihadists, hated by nearly everyone and do rampant terrorism. Ship wise they like to use unorthodox ramming tactics and don't care about coming back alive, so are willing to severely damage their ships to kill the opponent
btw has anyone been able to use the part debugger?
oh i see
Fringe but evil with a bit of cabal sprinkled in
I guess it's more I can see imperium utilizing alpha strike, since they already do that with nukes. They focus heavily on high damage first
oh and also if there ends up being a new thermal-focused faction they obviously go in front of cabal but i do reckon cabal would be best at managing heat
i think mono would be the worst simply because they dont overclock as they probably have osha and workplace regulations
ye, but above that, they focus on being good, while mono would be more likely to have deliberately bad heat setups
that's a good point
I feel like imperium could straight up surpass cabal, the only thing the imperium has a notably limited supply of is manpower iirc so they'd want to take any force multiplier they could get
I will try that tomorrow
tcms are great
they just burn everything
really funny
that's fair also, but i reckon cabal would be better at heating but imper would be better at actually applying it
Cabal ships would have better heat setups but be conceptually worse ships, while imperial ones wouldn't have amazing heat setups but would be really solid designs anyways
i think cabal and imper would be evenly matched just with different philosophies i assume cabal would prioritize stable, sustaining oc setups while imper would have bursty overclock setups that prioritize pure force with lots of heat storage and passive venting
perhaps - my reasoning for being decent at least with heat is because mono are industrial specialists. They run more factories than any other faction and their larger ships have factories on them, so they probably know how to balance heat properly
yea probably
I could see this
I feel like most weapons shouldn't have heat connections only at their doors
in most cases they look super goofy
imo it adds logistical depth
well, some, not most
it can be annoying though i agree
hmm yea
it's kind of hard to say because there's arguments both ways - the industrialsts know how to get the best out of safe operating procedures, but the Cooperative shipwrights are overconfident and flaunt those safe procedures
it's difficult to design around but I think it is in a good way
good that we can all agree that Fringe would suck at thermals tho
i think fringe wouldnt be that bad...
while yes, it's always on doors instead of in some weapons having special additional connections
Yeah tbh I think the whole "heat pipes can be where doors are" is a fun challenge, and it's important to remember that heat piping should be at least a little difficult to set up right
rails got a new door so heat pipes can be in there with the same rules
they wouldn't be completely helpless, but its more that everyone else would be better
at least on their larger ships i doubt they could afford to have a ship that entirely self-immolates so theyd be forced to have decent heat venting
it'd also be funny to see a fringe ship that has blatantly added heat pipes after it was already built
actually im gonna make that
heat pipes aren't actually all that expensive so that would be pretty funny tbh
lorewise fringe ships are scrapped together from other hulls, so perhaps a hull chunk had pipes on it and they just didn't bother to remove it
like the "scrap" lookin ships like Haywire or Marigold, the pipes are just blank white sticking out from everything else
ions for example would work fine if they had a additional connection i think
ions work pretty well for me honestly in that regard
ions are fine already i think, theyre very very powerful so their logistical difficulties requiring different logistical setups makes sense imo
fringe would care more about the results of the thermal system than its safety
remember pipe crossings exist
take a powerful overclock even if it'll burn down in a few minutes
yea
yeah and i think that would in a way make them pretty damn good at it
yeah
I think fringe would actually lean pretty heavy on overclocking but their cooling would be godawful, overclocking can make an array of cheap small guns notably more powerful but radiators require expensive hypercoils meaning their setups would either have poor longevity or be reliant on canister missiles
yea
i can see fringe just spamming canister missiles lol
yeah
"we have no fuckin clue how else to get all this heat out"
tbh i think my Acceptable Risk would pretty much be fringe's heat philosophy
slap 20 thermal batteries and then just salvage and rebuild them after the battle
no radiators, poor heat connections, all the heat dealt with via TCM
a giant disorganized frontal line of overclocked small lasers and cannons that's hilariously ineffective... because they're just meant to produce heat for thermal missiles
Fringe also really, really hate all the other factions so I get the feeling they won't feel remorse for cooking imperialists alive
pow suicide overclock ships
pipe setups with holes in them that have been hurredly filled in with new parts so the ship doesn't explode
Fringe ship with no cooling and no FEs
i think I'm gonna write down and draw some stuff that I want to see get added in
these things aren't htat expensive and a ship that's got a bunch of these but can't cool itself consistently or at all would be a pretty interesting gimmick
literally has to fire its missiles to cool down because no radiator and reliant on overclocked parts
once the missiles run out, it's doomed
same with my cruiser tbh
i do really like this thing
ig i just turn down overclock
so in a nutshell
hosting 1.5m elimination on meltdown preview
What’s the best thing to overclock rn?
Cabal being reasonable with the power of the SUN ?
thrust probably
It Depends™️
everything tbh
thrust and reactors both get a lot of benefit with not all too much hassle
well, they'll at least be smart enough to not roast themselves alive.. probably
in terms of how much their power increases relative to their base version, reactors seem very powerful, while ions simply get a large relative boost due to how weak their base version is
Does the extra production make up the cost of implementing the entire heating system?
Fringe is wonky sustained. Cabal is reasonable alpha strike. Monolith is Reasonable sustained and imperium is wonky alpha strike, but actually clever af
for sure. im actually feeling that oc reactors might be game breaking due to how power breakpoints and reactors are generally a large balancing aspect for 1.5m pvp, but im not sure yet. havent played with oc reactors enough
Cabal would have greatly engineered systems that look like magic to an amateur
Nah, I get the feeling fringe will prefer alpha strike designs
anyways I pretty much just got my hands on this update a few hours ago and the only thing I really struggle to understand right now is how the hell the upgrades for the thermal beam work
Thin thing makes it do more heat, fat thing makes the aoe larger
interesting
I get the feeling fringe will be diverse af
Deck gun crashes my game every shot 💔
like always
me too
the pumps both attach to a thermal pipe system, amplifiers make it do more heat while dilators increase the area it applies heat too
THANK YOU
That's what I needed to know
I didn't understand shit about the tooltips
This video showcases what happens when you go all in on either, or balance them
(at least against the master of none, mileage will vary from ship to ship)
it's probably best to go for a mix in all cases, with more focus on amp if you're using it as a primary weapon and dilation as a supportive weapon
is this a tune featured in infinitode
potentially, it's called Spring Anthem by ko0x
yeah this is a good take on it
actually im not gonna draw cause i dont feel like it
):
fiiiine ill draw
sup, do anyone is making a big ship to share? I am out of inspiration for side heat missile launcher placements :/
i forgot how much i hate drawing
real
don't if you don't want to
no pressure was intended
this is really cool to play with so far
yeah
ive been trying to figure out how an internal radiator would get balanced if added
Large Radiator: 2x5 part, tall part, heat part
Larger version of the radiator, very power hungry, uses more power the more heat is in a system, sends heat upwards and outwards. it loses efficiency if any tall parts are within a certain radius (same sorta effect as the regular radiator but not a super big area for it)
Thermal Dispersion fin: 1x1 part, heat part
Small chunk of steel that slowly radiates out heat, like a cooling fin, cannot be placed near a heat exchanger without the heat exanger absorbing its heat, it it gets hit by a thermal weapon it puts the heat directly into your ships thermal system
non radiator parts
Thermo electric generator: 2x3, heat part
A capacitor that can slowly fill itself by using heat from a thermal system
do thermal missiles do friendly fire?
as in, do they release their heat when they hit their own or a friendly ship?
i think that's based on whether friendly fire's on as a setting
idk how expensive it would be, but if they don't release the heat on friendly hit then that's a possible internal heat release system by having them on autofire
yeah i think a few things like that were made by the balance council
the only solution is thermals being an acception to friendly fire but idk if thats a good thing
they don't appear to do so
power generation through heat would be pretty sick, I think ideally they should have a very small amount of passive power production so you could theoretically run a system solely off of them
some sort of heatsink that ejects and gets rebuilt after reaching max heat capacity could be neat but idk if that'd be too similar to canister missiles just without any offensive capability
The scrappiness and asymmetry is something I'm very happy with. I wouldn't change it for the world
😮🔫
Shield overload is a debuff applied by Thermal Resonance Beams
What does it do?
It increases the energy cost of damage to the shield
So basically reduces shield HP
Steam/steamcompat/[cosmoteer app id]/pfx or something
celeste while youre here could i get feedback on these?
Normal shield is 1 HP every 0.4 energy.
Overclocked shield is 3 HP every 0.4 energy.
How much the shield overdrive effect increase the energy cost?
I'm not sure how Walt feels about changes like adding extra components to make modding more convenient
Depends on how much overload is applied. IIRC overload starts at 1 (base value) and the shields energy per damage is multiplied by the overload status value
its not new components, i was instead mentinong formatting and inheritance for the .rules present (as a example here https://discord.com/channels/314103695568666625/1371092940042272858)
StatusDisabled and StatusIndicators are the new components I was referring to
As in, extra components on the parts whose only purpose is for modding
true
huh i swear IndicatorSprites could accept OperationalToggle
but indeed
when i made that suggestion post it was mostly random speaking of things while i had ideas fresh
i like that one of the reason cannon is bad in career (massive collateral) is decreased now that fire only disables
it keeps killing crew
Are those OC LC?
yeah
Perfect, that's exactly how I wanted those and fire to turn out
OC LC?
the warcriminator
oh overclocked smth
Overclocked Large Cannon
large canno- ye
they do seem to have a problem aiming though
#1371630767297265746
Yeah... I think I have a sorta experimental fix for that which I applied to railguns (but might not work as well there)
I really love that you can do the FTL thing now where you kill the crew and leave the hull intact
What is the algorithm that determines where a part's heat goes? Currently if a part is connected to multiple disconnected thermal systems one may expect that the part's heat will get split between the connected thermal systems evenly but instead it seems at least sometimes all of the heat gets dumped into one of the the part's connected thermal systems. Celeste, I've been told you are the one who might be able to answer this.
It's distributed to all connected storages based on the available capacity of each storage
More capacity = given more of the heat
available capacity or total capacity
how does it choose when both are 0 but they have different radiation amounts
do heat missiles count as storage
how are radiators chosen to be used
Available. Radiators contain a buffer storage. TCM launchers have heat storages, yes. Radiators are used in whatever order their timers tick in. They pull from all connected storages
It's storages all the way down
yet another total crew kill by the Authority
wait, how does it crewkill? it has no thermal attacks
why is that icon a bunch of balls by the way? I don't really get the symbolism
and Avalanche's very exposed reactor is hard to not detonate
OC LC
what do OLCs do?
they make so much fire
incendiary shrapnel
very good chance of fire
in a large area
oh shit they turn into shotguns? that's excellent
not shotguns
nope
fragmentation rounds
they fire one shot, when it hits something, shrapnel
interesting
pile of rubble
If we have pre-defined sets of components that modded parts can optionally inherit from, that's fine. But I don't want to burden parts with extra components that don't need them, for performance reasons.
Well that's certainly interesting. Tinkering with thrusters in the preview, and just noticed overclocked boosters can receive power cells while boosting. 👀
they can WHAT
yeah
good luck not burning up however
(i wish the description was a bit clearer but not sure how it can be done)
who cares. boost thrupster go
ludicrous speed
actually considering MRTs that should be ludicrousER speed
Are people not reading the OC stats in the tooltips or is it unclear what
Overclock (Boost: On)
Features:
- Can receive power
means
no i just didn't read it that is entirely my fault
i'm definitely going to be making a fringe ship with OC boost at some point
actually it's especially egregious because my first overclock ship has a boost thruster on it, but for some reason i didn't think to check what its overclock stats where
"Power fed until heat increase = 6"
or
" - Features, Can receive power"
"After feeding 6 batteries:"
"Heat increase per battery = 15%"
Tbh I am thinking of just removing the stat about the 6 battery threshold
figure it out yourselves 😄
remove the whole mechanic. remove all of it. remove the game. start over
something like this would be good i think
Cosmoteer 2 when?
Cosmotwo
features: all the things are fixed now
Makes sense that boosting for a long time would make it much, much hotter, and you'll have to manage that somehow.
it heped me :(
cosmoteer 3(d)
what, Cosmoteer 6?
oh
cosmoteer 4d
added new time travel part
The stats font size and small width of the tooltip has been my nemesis in trying to describe OCs through stats I stg
have you seen this suggestion? could be handy
I've played Starsector and BG3 recently and noticed that both games have tooltips at least like twice as wide as ours
two column tooltips when
please just provide icons it's all I ask
Time to tinker with boosters now that I feel I can actually use them. I tried building a large interceptor type ship, but I always end up either overweight with stuff, or just feel like the boost duration isn't long enough to matter.
I have, and we've discussed things along those lines, but haven't come to a conclusion yet. I feel like having to hold ctrl+alt might be annoying
thanks for bringing this up btw, would be an elegant way to do it
i feel like it should be more expanded than that, tabs would make sense
weapons that have firing modes and etc, stat blocks for rails,
alternative stats and overclock stats + description would be nice
speaking of BG3, something they do have in tooltips which is very nice is the ability to hover over the tooltips and open subtooltips
something like that would also be handy
stellaris added a feature to do that a while ago, and it's incredibly useful
in fairness, "there's so much stuff we're struggling to figure out how to communicate it without covering the screen" isn't the worst problem to have in development
i think it is a pretty big issue
pressing arrow keys would be a good input for changing tabs for this feature
oh it definitely is but it's better than "there's too little stuff" i reckon
hover over part and tab for changing descriptions
hold alt as well for showing stats
visual or informational overload is more common than you think in gaming
I suggested that a while ago, but Walt said the technical changes required to support multiple tooltips would probably be more effort than is justified by the usefulness of nested tooltips
mmm, fair
Part of the issue is trying to communicate the behaviour both effectively and succinctly
One thing I think would actually help quite a lot is having a non-numeric description of the OC
i am aware of this
I'm just saying that it's good that the problem is that you have a lot of stuff in the game instead of not having enough stuff
interesting
If you consider games like DotA, their abilities have a brief text description of their behaviour and then numeric stats for specificity
A lot of the feedback has been stuff that we're either aware of and have had intermittent discussions on solving, or is already on the to-do list. It's great when the former happens, though, because it shows that other players have found the same issue / solution independently
A lot of threads here are linked back in our dev chat. The only problem is the limited amount of time / effort I have to engage with the problems
another random thought from my endless bucket
since TCM is a lot of the time being considered OP by some people (and as a visual 'realism' reason) i think making those take much longer to fill up (especially) would make sense
it also makes thermal missiles less crew intensive because you'd be limited by input rate more, but not sure about it
(somewhat baseless idea as usual)
i think it'd be better to have them have less heat cap and thus faster fill time
even down to half capacity would be reasonable i think
I'm not necessarily opposed to making the stats tooltip wider, though I'd prefer to keep the current width for descriptions.
We've discussed this, it's just a lot of work to build that kind of system.
Would it be possible to give tooltips a scrollbar?
celeste already mentioned that yeah
i can see so many unintentional problems with a scroll bar showing up when you wanted to change zoom
My idea was that holding Alt allows you to scroll the tooltip using the mouse wheel.
When hovering over an icon on the toolbar in build mode?
might cause issues when you've got the 'show stats by default' setting on
Yeah that setting would have to change to something like "Always Show Stats" so that it shows description+stats at the same time. And if that's on then all Alt does is allow scrolling.
And it needs a bit of rebalancing given how OP they are in vanilla.
possibly always have both showing but have a setting to change which one's at the top
so you could have the setting on to immediately see the stats and then scroll down for the description
If that is the case then this doesn't seem to make sense. Why are the far side radiators under utilized while the middle lasers are getting cooked? The outer lasers appear to be incorrectly maxing out the inner radiator instead of using the outer radiators.
because those aren't connected
you can't pass heat through parts, with the exception of TCM launchers and TRTs
I know they aren't connected but it shouldn't over heat if the outer radiators were used by the outer lasers.
I would really like to stress though that showing the overclock and the regular part info in the same UI menu is really overwhelming
it is not friendly to new players at all
See above conversation
is overclock planned to be unlocked via blueprint or similar?
The outer radiators are being used by the outer blasters. They're splitting between the inner and outer radiator 50/50, presuming they're empty when the blaster produces heat
The inner blasters then don't have enough capacity left in the radiators next to them, and thus overflow
Yeah, one tech per OC is the plan
fair
Nope
what about a part that coverts premium currency into ship invulnerability, only costs 1 credit per damage taken

Aside from probably being too mechanically complex, it would add an absolutely insane amount of work to reimplement it as a sliding/multi-choice scale, redesign all the OCs to work with a sliding scale, and then balance all the OC parts at each value of the sliding scale
and you can buy premium credits in the in-game store! /s
me winning the match by throwing a disposable 10k credit ship and shooting a 865x overclock deck cannon
and another ship to be the win condition
Could the heat storage of radiators be increase? The heat distribution appears to be much smarter once there is more storage. This has the exact same heat generation and radiation but with more storage the lasers don't over heat and the stoage never fills because the heat assignment is smarter.
i think all of the stats were useful other than some of the thermal stuff
you have a +50% but it's aways *50%
you don't even need that many radiators I think you can run it off 1 as long as they're all connected via pipe
so it's just 25%
highly doubt it
and in any case they're more making a demonstration setup than one intended to be used
maybe change it to "Heat increase per battery consumed 6: " if possible
Fired an overclocked deck cannon and it crashed my game
known issue
excessive amounts of crew and power cuz this is a rushed demonstration but I can sustainably run 7 OC'd large lasers off of one radiator
while firing?
yeah
I've seen no overheat yet I'll put it against something big to see if that holds up
The radiators already store 1 second (2 radiator ticks) of heat. I'm fairly sure it's just an issue with you not having the necessary buffer to support the bursty heat generation of the blasters
yeah no overheat
The ship isn't set to invulnerable, is it?
yes
Invulnerable ships don't overflow heat
oh shit
I was wrong about that anyhow I didn't toggle it invulnerable
I thought it did
I've been doing that earlier during testing
arbiter wasn't fighting back since it was still on my team
the radiators run for a minute after firing but for all intents and purposes it's not overheating
if it can run long enough to kill a 2 mil ship good enough right
1 heavy blaster produces more heat than a single radiator can vent
it's still sustainable though, for all practical purposes it's not gonna melt
They produce heat, just not overflow onto the hull
The single heavy blaster sets itself on fire after like 15s
that sounds wrong, it def crossed my mind to make my ships invulnerable to test their systems without having to constantly repair
oh wait
is heat a type of damage?
@carmine galleon are you using the huge ships mod lol
Probably
yes
that is so weird lmao
The radiator is currently based off the grid size, so huge ships make them like 9 times as strong lol
ah
what?
like its power is based on how large the grid is?
no wonder I was looking at that thing thinking something had to be up when it said how much it could vent 😭
i mean i have noticed that as soon as ions start overheating, they are considered damaged despite technically being on full health, so heat is probably considered a type of damage
Yeah, the max grid size
any particular reason?
that would explain why one of my ships didn't overheat at first but did the next time i booted the game up
i mean its just a constant value right...
yeah why on earth would it be calculated that way 😭
is it a remnant of an old mechanic
Because the radiator is supposed to require full line of sight to operate at 100% efficiency. I don't know whether it was initially an oversight or it didn't have that effect until some later change to how it worked
The length of the radiation area is the build grid size, so more build grid = more radiation area
Look, it was literally a year ago 💀
but the radiator doesnt become less powerful based on how close it is to the edge of the grid... am i misunderstanding?
basically it's to do with how the efficiency drop from having blocks in the way is calculated
i think
The edge of the build grid is purely a GUI/ship validity thing
uhh true but
The grid still exists outside of the buildable area
544.5/sec is normal, Huge Ships gets like 4500/sec lol
yeah I would've never thought that would cause a bug
so you tied it to the gui part of the build grid? 😨
how peculiar
I tied it to the maximum distance that you could place parts apart
also how do you do that heat view
what's the max distance with the current scaling stats that leads to exactly 500/s
cap range to that
enjoy
dev mode atm, Ctrl+Shift+~
would that be good?
rubble
scorched
alr
I'm going to fix up how the calculation is performed anyway haha
part nonfunctional, but can still be walked through
perhaps a column of smoke and ash, like a burnt out fire, would work better as an icon?
happens from fire doing the majority of the damage
yeah, i do think it can be improved
Look, again, the icon was from a year ago and was a placeholder lmao
yeah... how'd you decide on 544.5 heat/s anyways?
strange number
placeholders? in my beta-verson that explicitly contains placeholders? nonsense
I didn't lol. it's the result of a 'score per tile', a 'max distance', and a 'falloff exponent'
Technically "sum(i, 0, (&Line/MaxTiles) - 1, (&EmptyTileScore) * ( 1 - i / (&Line/MaxTiles)), 1)"
just a bit strange, generally cosmoteer has very round numbers for stuff
I've been meaning to invert it, but have not gotten around to it thus far
cool, sorry for pressing you on this stuff i just found it humorous
i hope it's non-linear, having in specific circumstances such as giant super ships, multiple internal radiators instead of a single wall of internal radiators would be cool
We're just going to set it at a 120 tile static value
So huge ships will be able to enclose them ¯_(ツ)_/¯
did boost deadzone get reduced?
oh, ive been meaning to ask you what exactly amplification does mechanically. i know it just plain increases the damage of the trb. does it also increase the speed at which the trb applies the heat debuff and the strength of the shield debuff? and how does the shield debuff work? does it ramp up over time with sustained fire on the shield or does it kick in full whenever the trb is hitting a shield?
it definitely did, it;'s only 20m now
iirc it was 42 or something before
Interesting
you can see the heat debuff calculation in the TRT's stats
TRB doesn't do any damage. Amplification just increases the amount of heat the beam applies, and very minorly contributes towards the shield overload debuff strength. That debuff kicks in immediately, but that will probably change
what?
but heat doesnt inherently do damage right
just sets fires
oh
It sure does
ok so its just basically a heat damage buff with a tiny increase to the debuff
Low heat = only damage/pen resist reductions
Med heat = also fires
High heat = % based damage
As heat increases: material softens, then combusts, then melts
Steel hot and bendy to be hammered
Foam and etc catch on fire
Steel start to melt
at 9Bil. heat start fusion
i will also mention that i think we have the longest descriptor for a single part now which is "Overclocked boosted boost thruster"
is this bug? the power can go through a thermal battery but the heat doesn't transfer
even using a heat exchanger works
i think the 2 thingamajigs are seperate with 2 heat inputs
heat exchanger works cause its wireless
That heat exchanger isn't doing anything, though
Pumps can't transfer heat, no
why is it glowing then
oh wait nvm
but the pump is doing its full job right?
pvp essential
It only has one port connected to the TRT
So half
The pump doesn't have a 'path' from one port to the other
but why is it glowing if it is not connected to a turret
how does interconnecting multiple trb with multiple amplifiers/dilators work?
it's connected to a heat system, and i'm not sure it can tell the difference between a TRT'd heat system and a non-TRT'd
it is giving the player some very bad visual feedback
visuals are probably the biggest thing that needs improving in this current preview
my favorite factory the tcm part factory
i think it should be made clearer which parts are passthrough (literally just heat missile launcher and beam turret)
and heat category parts
Yes, that's just something that I haven't gotten around to yet
The pump is used by both, but with diminishing returns
how diminishing
It's in the stats somewhere
Multi-Beam Efficiency or something
That's the exponent applied IIRC
any idea which part?
checked the beam and both pumps
might've
thank you devs for being awesome
great time, having a lot of fun optimizing heat
im just tinkering with my ion cruiser rn, why i have so many questions
i will link [this](#1370855769108516914 message) post as a potential way to improve visibility for that
sometimes, part info gets too tall that it surpasses my laptop's screen, im not using meltdown but maybe its good to make the info like a table?
Like this:
-# instead of:
-# Basic1 info:
-# basic2 info:
-# basic3 info:
-# oc info:
-# do:
-# Basic1 info: | basic2 info:
-# basic3 info: | oc info:
Cuz stuff (especially modded) gets really long if you ya know what im pointing out...
Yeah, known issue particularly with higher UI scales. We're going to make the tooltips scrollable 🙂
You might be able to reduce the UI scale setting to fix it, as long as the rest of the UI stays comfortably sized for you
I need another tick or two on the slider to scale my UI down more 
still curious how exactly the diminishing returns on connected pump systems work
The amp pump rules have the formula commented somewhere
alright, thanks
am i wrong in assessing that combined overclocked ions do nothing when combined
solar flare mk2, my first pretty much complete preview pvp ship, its taught me a massive amount about how heat works
iirc they combine the same way as non-OC ions do
they just combine the same way increasing their damage

oc ions are really fun
their logistics can be hard id just say you should liberally use pipe crossings and youll be fine
idea: thermal coils
a 4x2 part with a projecting 3x2 coil assembly. cools passively, same as a radiator. has an internal heat storage denoted by the coils glowing red-hot. if it overheats it cuts its coil, rendering the part useless and requiring a repair, but preventing fires. efficiency is based on a radius with the area of empty space surrounding them.
its main niche would be as a solid cooling and storage option that can provide fire control but isnt particularly sustainable
How come this has no radiators? How is heat handled on this thing?
tcms
the launchers are loaded with hes so i can swap them because if i start with tcms they will be full on heat and not give me any extra storage
ohhh damn, I see
that's honestly the coolest shit ever, shoot all heat waste at the enemy
sounds like a lot to pilot though
not really, everything is left on fire at target/fire at will
it really boils down to point front at enemy and target ur guns
ic ic
the most annoying stuff is when a fight becomes drawn out and you need to start dialing in overclocking and micromanage stuff to not burn down
but rarely happens with this thing due to its overwhelming damage
it can fire everything at full blast for a solid 90 seconds or so until the heat storage fills and then itll start burning down
btw everything pretty much is overclocked on that thing, all 20 ions, 4 of the large shields, and the factories to be precise
accidental proof of concept for thermal ship eating another ship success
Me going outside to sunbathe and accidentally forgetting to come back inside
forgot the spf 60
those ships are not hostile with eachother. going to need to figure out an answer to stop accidental hostilities, but also some ill intentioned career players could easily cook an entire station if that doesnt cause hostilities
We'll be changing the allegiance interactions at some point
yeah i think someone in excelsior also noticed that after testing if u can bypass the radiator deadzone by using locking armor
damaging even friendly ships
definitely a few strange interactions to work out
So it turns out I actually removed the stat because it was too hard to express. The formula is
amplificationFactor = (1 / ((beams - 1) * utilizationScale + 1)^(1-efficiency)
Currently that is
amplificationFactor = (1 / ((beams - 1) * 0.5 + 1)^0.5
huh it actually splits between beams a little more efficiently
I amde this graph for anyone interested:
Amount of amp pumps to use per trb depending on amount of credits to spend on those 2: https://www.desmos.com/calculator/biyvbzia5c
So the more trb you have the more amp pumps you want per trb
The graph does ignore some important factors though
wait, radiators deal damage? we got our first melee* weapon
same for dilation?
oh dont know actually
(I think dialation pumps kinda suck so I never bothered to check)
smh
dilation is peak
makes the aoe bigger shield debuff stronger and takes less heat
yes its the same formula
im not sure i understand, what is each axis representing?
if you have zero trb you should have 3 amps?
X is number of credits you use on pumps+trb
Y is the number of amp pumps to use per trb
yes
paragon logi
oh
uh
i see
I dont think the formula is too accurate. Ill refine it some time by adding power, crew and wire cost. At least approximations
is the formula assuming all the trb and amps are interconnected?
yes
in the past it sometimes was actually more efficient not to connect the trb at some point
but I dont think thats the case anymore
all im seeing is that the diminishing returns are really insignificant until insanely high counts
wait uhhh no i dont get it
oh god
this is so complicated
this is per trb
yes
This is a result of finding the max of a 2 variable function so its not surprising that its complicated
I mean its already half efficiency for 7 beams
per beam
ill do smth myself tmr im just too tired to do integration rn theres a specific value i really wanna express that is hard to explain
feel free to tell me when you can
just curious, any chance for a heat using starter ship? seems doable if youre better than me at making ships
bonus points if its a bit of a glass cannon
It's certainly possible to use heat on small ships, but it's not a good idea for a new player because of its complexity. It would need to be locked behind some barrier
then again maybe its too expensive
this thing uses the entire starter budget and is both ugly and more of a flying gimmick than anything else
and even toning down the gun would leave you asymetrical
put a warning in the description maybe?
It would probably have to be equipped with a single small laser
Create a thread in #1019741923893858305 so it doesn't get lost in here 🙂
I've fixed almost all of the bugs that have already been reported, though, so give those a peek first
overclock could be nice to unlock at the end of the first system or beginning of second, a way to let experienced players speedrun to it
wait a minute.. if overclocked small thrusters produce power, could you make a ship with no reactors? :0
The control room will always need power. But, you can entirely run all (small) thrusters on thermal power 😈
combine this with PD and the whole ship needs 2 crew
ok, so you can't take power out of overclocked small thrusters? seems like an oversight
imo you should be able to
you can't take out power of any consumer
Power dynamos are relatively recent, so there's no basis or precedent for doing that
Also Walt has been against 1x1 reactors for a very long time, so making it possible with thrusters would be strange
that's fair
lmao thats a really fucking funny image thougj