Different kind of thrusters.

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#1
Here's some ideas for new, unique thrusters.

1. High speed thruster, with output proportional to current speed relative to thruster orientation.
0% force when stationary/rewerse, 100% at max speed (150m/s).
Around 50-75m/s it should have better thrust to weight ratio than triangle thruster.

Pros: you fly faster
Cons: you need different thrusters to start, structural stress grows with speed, you can't use them to turn around and break, after tight turn you regain speed much slower.

Why? To distinguish between agile (high acceleration) and fast (high top speed) ships. Right now if your agile, you're fast.


2. Low speed thruster. Opposite of 1.
Has 0% force at 150m/s, 100% at 0m/s and 200% when used as break at 150m/s.
Under 25m/s it's better than triangle.

Pros: can start, stop, turn and strafe quickly.
Cons: can't be used to fly fast.

I'd shape them to have very big exhaust surface area, but rather flat.


3. Wing-thruster.
WindThruster.png

It's flat and large. i.e. 24x240x168.It has corrosive trail exhaust going into two directions, parallel to provided force. (blue-> force. red-> trail, mirrored on the under side).
Pros: better thrust to weight ratio than rear-mounted thrusters.
Cons: require large unprotected area (wing), impossible to armour.

Why? To make wings useful, thus increase number of ships that use them.
To make fighter combat more diverse - as you can't armour them, spray low cal and fragmentation weapons are more effective than against armoured box/triangle thrusters.

Initially I thought about using that shape for high-speed thrusters. But those can be two separate types as well.


4. Modular thrusters. Can be made as long as you want.
Made of single nozzle module and additional burn chambers. Each of them close to the limit of what endo can lift. i.e. octagon 192x192x144.
With one burn chamber it should be 50% less mass efficient than box, but also 100% more fuel efficient.
Each additional burn chamber adds 90% thrust of the previous one at 80% fuel cost. So the longer it is, the less mass efficient and more fuel efficient.

Pros: can use more inside volume for thrust, more fuel efficient, more thrust for the same rear surface, easier to armour
Cons: worse thrust to mass ratio, disabling any module makes entire thruster inoperational

Why?
To allow large ships to use more of it's mass on thrust.
To further distinguish between short range and long range ships.
To please people who like to build big.


All the numbers are just examples to show the general idea, and are subject to further balance.
 

kevinTOC

Active endo
Joined
Aug 9, 2019
Messages
36
#2
If you want more thrusters, why not just suggest modular thrusters? Seems much more efficient in terms of block count, not to mention would be far more flexible.
 
Joined
Dec 1, 2019
Messages
3
#3
The first and second are a bad idea because:
To accelerate, you can use standard thruster .
Thrusters dont give acceleration in the opposite direction, only where they are directed.

Why put a special thruster if the usual one in its place covers the needs?

Its better to add afterburners that give a powerful boost, but quickly overheat.

The sail looks interesting, but will only be used for large barges.
 

CalenLoki

Master endo
Joined
Aug 9, 2019
Messages
741
#4
If you want more thrusters, why not just suggest modular thrusters? Seems much more efficient in terms of block count, not to mention would be far more flexible.
"Just" is the wrong word here. Implementing and balancing modular system can be quite tricky.

Also modular thrusters tend to break "what you see is what you get" rule. I.e. because all kinds of thrusters can use the same nozzle, it's impossible for external observer to even remotely guess ship perfomance (without requireing any clever engineering, like hatches to conceal extra thrusters).

And one of the thruster is already modular, as you can build it longer to change it's performance (thrust to mass ratio and fuel efficiency).

It's also not about having "more". It's about having meaningful choice.

So if you have any well-though idea about modular thrusters, we're here to hear it.

The first and second are a bad idea because:
To accelerate, you can use standard thruster .
Thrusters dont give acceleration in the opposite direction, only where they are directed.

Why put a special thruster if the usual one in its place covers the needs?

Its better to add afterburners that give a powerful boost, but quickly overheat.

The sail looks interesting, but will only be used for large barges.
Yes, you can use standard thrusters.
In case of high-speed thrusters you even have to, to kick-start it.

But in some situation using specialised ones would be more efficient (better), and it's up to ship engineer to determine which one to use, in which places and combinations.
i.e. if you plan to never slow down in combat under 50m/s, you'd feel the difference.
Or you need extreme initial acceleration for urban combat, but don't need high speed.
Or if you have big hauler and never plan to go faster than 30m/s.

Current thrusters are way too similar to call choosing either meaningful and complex choice.
The whole point is to differentiate between "high initial acceleration" and "high speed". Currently there is none.


Afterburner is a nice idea. But the question is "how exactly"?
For sure it can't be built in in all the thrusters, because that removes the choice.
Extension module for existing thrusters? Separate type of thruster?
Can you extend burning time by linking coolant boards? Or speed up cooldown with radiators?


If by sail you mean flat/wing thruster, then no. It's actually meant for fighters, as they don't count on armour for protection anyway. And preferred stats for it would be either "high speed thruster" or just high thrust to mass + low fuel efficiency.
 

Otac

Well-known endo
Joined
Feb 25, 2020
Messages
60
#5
i think top speed need to set more higher than 150m/s that's too slow
ou add a jump system
 

kevinTOC

Active endo
Joined
Aug 9, 2019
Messages
36
#6
i think top speed need to set more higher than 150m/s that's too slow
ou add a jump system
I believe the devs mentioned that it's very difficult to get a ship up to even 90m/s. I'm pretty sure even the Hedron doesn't even go that fast.
 

dusty

Moderator
Moderator
Joined
Aug 14, 2019
Messages
89
#9
The Hedron goes some ~130m/s. Until warpgates are in, long-distance travel will indeed be quite the time sink.
 
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