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You can be power dense and small, or fuel efficient and huge.
Heat plays a big role in lowering engine power.
Exhaust looks for an exit, and will favor exits over turbos.
Main patch notes have visual examples. Also i was able to adapt your designs by replacing the in-lines with regular turbos and rerouting some exhaust but now it takes up alot of space.
https://forum.fromthedepthsgame.com/showthread.php?tid=39295
And the benefits of turbos has been turned linear
So far it seems that all the cylinders act as if there's no exhaust venting.
Using the Emerald engine base with 2400 engine power, at just under 2200 power was about 656 ppf.
The new refinery changes were also implemented. It's basically not worth the resources to get to a 16fuel per mat refinery, but the ratio seems to be that 10 cokers and 1 converter will generate 15.5 fuel per mat. I tried 60 cokers to 1 converter and was still at 15.9fuel/mats.
Keeping that ratio in a big refinery increases the fuel per second of the refinery. However I've found that due to size building multiple small 10:1 refineries are more flexible when converting existing resourcing structures and vessels.
Desalters are not really needed if you keep to that ratio. For a 60 coker/10converter refinery I only needed 5 flare stacks and no desalters.
Thank you again for the info! Hope these engines have helped, and continue to after that update.
https://forum.fromthedepthsgame.com/showthread.php?tid=39192&pid=392388&mode=threaded